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Old 2012-05-23, 07:26 PM   [Ignore Me] #16
berzerkerking
Second Lieutenant
 
Re: Naval battle system


sounds great so far

Last edited by berzerkerking; 2012-05-27 at 05:55 PM.
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Old 2012-05-24, 10:31 AM   [Ignore Me] #17
MightyMan
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Cool Re: Naval battle system


I'm sorry if I sounded angry or something, mostly cause I was not, so I'm sorry if I offended you or something, should have constructed my comment in a different way.
I have to say, your 1st idea is pretty damn awesome, having big battle ships to work as moving outposts at sea, with freely moving infantry seems pretty damn awesome.
I still think the smaller boats should stay tough.
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Old 2012-05-26, 03:04 PM   [Ignore Me] #18
Gonefshn
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Re: Naval battle system


Originally Posted by MightyMan View Post
I'm sorry if I sounded angry or something, mostly cause I was not, so I'm sorry if I offended you or something, should have constructed my comment in a different way.
I have to say, your 1st idea is pretty damn awesome, having big battle ships to work as moving outposts at sea, with freely moving infantry seems pretty damn awesome.
I still think the smaller boats should stay tough.
I agree, small boats along with the big ships is the best way!

And its ok!
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Old 2012-05-26, 03:15 PM   [Ignore Me] #19
KiddParK
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Re: Naval battle system


Originally Posted by berzerkerking View Post
Undersea continent. MAKE IT HAPPEN
or flat out undersea cities a'la Atlantis in a bottle, although that's kinda what the caverns were i guess.. but they weren't.

naval anything is cool IMO.
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Old 2012-05-26, 04:47 PM   [Ignore Me] #20
MightyMan
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Re: Naval battle system


That sounds pretty cool. though it needs to be spacial enough to allow tanks freely move inside it, or else it will just be an all out infantry warzone, and nothing else.
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Old 2012-05-26, 05:52 PM   [Ignore Me] #21
Sirisian
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Re: Naval battle system


Originally Posted by Gonefshn View Post
The only issue with Naval is the fact that the continents are not designed around it. There would need to be an ocean "continent" if you catch my drift completely dedicated to naval or at the very least a continent with islands.
This is the same problem as the space ideas posted. People rarely think through their suggestions and the gameplay involved with them. This idea basically fragments the ground, air, and infantry combat for ship, air, and infantry where ships simply just replace the ground vehicles on water. This makes naval a fairly redundant idea especially since the OP wants to introduce a ton of vehicles for very specific battles which do require rather special base layouts and continents.

Personally the biggest problem I have with this is I believe water should be used solely an obstacle. Its size shouldn't interfere with the continent's land except to design places where bridges should be placed.

Originally Posted by berzerkerking View Post
Undersea continent. MAKE IT HAPPEN
I suggested this to Arclegger to put his biolab under the water. Having water over it even if it was just connected to land would make an interesting change of scenary. Kind of a complex idea art-wise.
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Old 2012-05-27, 05:55 PM   [Ignore Me] #22
berzerkerking
Second Lieutenant
 
Cool Re: Naval battle system


f Planetside 2 will have multiple continents per server will we be able to travel by sea between the two to strengthen the sense of immersion? If so than Naval warfare could be possible. Capture points could be like oil rigs, and both fully board-able battleships and the futuristic equivalent of submarines could be used in battle. Possibly as a certification that took incredibly high amounts of resources. Factions would fight their way across the sea to the shore of the next continent where the battle would begin anew.(Think D-day but bigger)
This would also allow the removal of permanent footholds, and the possible implementation of outfit cruisers as seen here:http://www.planetside-universe.com/s...ad.php?t=41198
If well thought out this could bring a more fulfilling mid-to-endgame combat, after most factions have reached an impasse, and allocated more resources.
I really see Naval warfare having a place, but as more of an endgame thing
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Old 2012-05-28, 07:58 PM   [Ignore Me] #23
Barlowkin
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Re: Naval battle system


There should be water sub mechs that you can hop into and go deep within the sea to an undersea station, that you can capture, which collects some sort of precious metal. Think of the underwater lighting affects that could be created underground and all the cool underwater terrain they could make. Giant sunken ships and crevices you can sneak through and such. My imagination goes wild about this!! The station could be huge and bubbled so you can walk in it like it's land.

Last edited by Barlowkin; 2012-05-28 at 08:01 PM.
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Old 2013-12-01, 07:23 AM   [Ignore Me] #24
DIGIDISEASE
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Re: Naval battle system


I like your version, but that battleship, the missiles and machine guns should be switched around, and i think only one little 2 man speed-boat would work best, kind a like a water galaxy
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Old 2013-12-09, 02:40 PM   [Ignore Me] #25
MrMak
Sergeant Major
 
Re: Naval battle system


I had an idea to implement Naval combat in a number of "phases".

Phase 1:

Continets recieve bodies of water (a lake on Amerish, unfreeze the river on Esamir,rivers on Hossin etc)
Certain vehicles like the Flash(there actualy is an quad bike than can fold up its wheeeles and function like a jetski IRL), Lightnign ((If the Americans could make an amphibious Sherman in World war 2, NS sure as hell can make an lightning amphibious) and the upcoming ES buggies get an amphibious chassis option to cross water. The VS buggy and magrider are amphibious by default (though they owuld still loose some speed for balance).

Bases near the water would get a pier and naval terminal that owuld allow them to construct a common pool patrol boat. This woudl have a driver, a gunner (similar weapon option to a Harasser) and 4 rumbleseats in the back. It would be significantly faster than any groudn based vehicle so it could be used both for simply crossing the water aswell as fast transport.

Phase 2:

Combat area is expanded aroudn all continents. New coastal bases are built around the coast and the terrain is adjusted acordingly.

Larger coastal bases can now build 2 new common pool ships.

Gunboat: A small ship equiped with a single heavy cannon (slightly more powerfull than an MBT). Can be operated by a single person, and is quite durable. Can a;so be quiped with a skyguard esque AA gun.

Landing craft. A large transport craft similar to modern large hovercraft assault ships like the russian Zubr class.

Can transport a single vehicle (even a sunderer or MBT) is moderatly armed (2 secondaries with sunderer weapon options and a lightning python turret).

Woudl have 2 modes. Travel mode where it is able to move only lsightly lsower than the gunboat, and landing moide that activates thrusters that reduce its submergence depth and allow it to land on the shoore but reduces speed.

It would have an umber of utilies rangin from repair and ream modules for other ships and ground vehicles to an AMS. Also if the resource revam does include resource nodes and base resource stockpiles rather than player ones it owuld be able to extract and carry some resources and be able to replace its vehicle ba with extended cargo space. The default cargo bay could also be used for a vehicle construction utility (It woudl allow players to use the landing craft's resources to build Buggies and flashes).


Patrol boats recieve an option to replace the rumble seats with a driver ocntroled unguided torpedo launcher or a naval mine deployer for dealign with the larger ships.

Phase 3.

This is the big one. An entire new "continent" that is comprised of a number of variosuly sized lattice linked islands. The ocntinent would bem uch larger than the current ones but most of it owudl be water so it sohuldnt cause much of a bigger strain on the resources.

New faility type: Shipyard.

Basicaly a naval equivalent of a tech plant. It woudl be required to build 2 new ships.

Frigate: Small faction specific ship a bit larger than a gunboat. Specific configuration would depend on the faction.

TR would get a modern lookign ship with 1 gun on the fron and another on the back, so it woudl require 3 peopel to operate. It owudl have a thin forward profile and be thefastest in its class.

NC would get something that looks like a converted small cargo ship with the cargo deck replaced by a large turret. It woudl be the msot durable and the heavy cannon would provide good firepower but would be slow unmanuverable and have a blind spot in the back (due to the bridge obstructing the turret).

VS would get something similar to the laien ships in Battleship. They would be semi hovercrat able to move on shalower water than otherl arger ships (except the landign craft of course). Woudl be armed with 2 plasma cannons. The havyer owudn owuld be front mounted and operated by the driver and thel ighter one on a turret on the top. It woudl also be able to havel imited strafic capability. Basicaly a big magrider on water.

These coudl be built ant the warpgate aswell as any larger base as long as you controll a shipyard.


Destroyer:

Also Empire specific. Basicaly a larger fersion of the frigates with similar designs but with larger claiber weapons, better armor and a pair of secondary guns which aprt form what harasers and MBTs can mout owuld also be albe to mount torpedo launches for lcose range ocmbat with other ships.

Unlike the frigates these could be built in a shipyard only.


Phase 4.

This adds cruisers which woudl be larger highly customisable ships tied into an outfit progression system, and thus only usable in limited numbers by outfits.

Apart form swaping out armor plating (light platign for better mnuverability, heavy for moire durability etc) engines etc they woudl also be able to swap out their main guns for special utilities such as cargo containers (to be used like the landign craft for resource transfers) Repair/resupply modules, landing pads (allow aircraft to land and rearm aswell as construct ESFS from onboard resurces.

If a cruiser is destroyed it is put on a cooldown spaning up to 24 hours or more. but oculd also be decosntructed near a friendly base to put it on a much shorter cooldown.


Examples of cruisers.

Nanite Systems Light Cruiser: Cheap (in comparrison to others) balanced ship with a classic shape (similar to TR frigates and destroyers but more "bulky"). Armed with 2 heavy slots and 4 secondary guns on the sides.

TR Strike Cruiser: Similar to he smaller TR ships. Fastest of the cruisers. Similar number of lsots but each hevy slot can be quiped with 2 guns. Depednign on preference they can be used as a battery (both guns operated by the same personm uch liek in Battlefield 1942) or allow them to be controlled individualy (requires extra crew obviously)

NC Monitor: Similar to the smaller ships, converted form a larger cargo ship. both heavy lsots owudl be placed side by side. A unque fetore woudl be a lager built in cargo hold for resources.

VS Cruiser. Similar in desigend ot its smaller counterpars bit the heavy weapons would all be mounted on the sides. able to shot to the front, and back in tandem but only one wuld be able to cover each side. Uniue feture owudl be its ability to activate a magburnerlike device increasing its speed and manuverability ofr a short duration.

All would only be constructed at shipards like destroyers.


Phase 5.

Final phase.

Adds Outfit controlled Battleships and Carriers which are very expensive and highly specialised vessels.

Battleships would be powerfull warships with multiple guns. The TR one owudl have 4 dual barrled ones (combined into batteiris like on the cruiser) and 8 secondary guns on the siedes. The NC one Woudl have 2 giant railguns and a pair of smaller, destroyer sized guns on the sides. The VS one owudl have a set of r hull moted guns on thefront but owuld have a much better tunr radiosu and 6 secondaries spread aroudn the hull.

The carriers owuld be specialised in the support role. They owudl be ably to not olny ressuply and repair aircraft but also able to build espfs and liberators from thei nternal resource bay. They owuld have a total of 4 heavy lsotsl iek the cruisers but thse owudl only allow utilites and no guns.

The TR carrier woudl look like amodern carrier amd woudl have 2 slots for constructing patrol boats and amphibious vehicles on the sides.

The NC carrier woudl be a converted large ntercontinental freighter withthe cargo deck beingconverted into a flight deck (all aircraft are VTOLS so it doesnt need to go all thel eanght ofthe ship across). It owuld have a construction bat on the fornt and a larger cargo bay.

The VS carrier woud have an entirely flat surface. and thansk to its propulsion methot it can not only build boats and amphibious vehicles but also act as a landign craft and build other vehicles once it lands on the beach.
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Old 2013-12-25, 02:00 AM   [Ignore Me] #26
Shnouser
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Re: Naval battle system


This is just personal opinion, but my ideal version of naval combat in Planetside 2 is essentially, the Pacific War from WW2, but using PS2 mechanics. What i mean by that is facilitys placed on islands or floating platforms in the water, that factions would island hop to and from to cap and recap, preferably using Boat versions of the current land vehicles so that they feel familiar and so that when playing, the game still feels like PS2. if that makes sense? Feel free to correct me on anything i might have missed, or share your opinions about my opinion :P XD (nu fl4mez plz)
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