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2012-05-01, 01:57 PM | [Ignore Me] #17 | ||
Malvision
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Enjoyed the podcast. Great job guys.
I'll mirror the music comments. I found myself drawn to the music more than what you guys were saying at times. So turning it down low or removing it altogether when you are talking would be better. |
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2012-05-01, 05:33 PM | [Ignore Me] #20 | |||
Contributor General
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2012-05-01, 05:57 PM | [Ignore Me] #21 | ||
Colonel
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The idea would be that each squad leader is actually leading his squad. I don't know what difficulty you are citing, but if it's getting people into the right channel, that's the beauty of automatic in-game VOIP, it puts squads right into the correct channel instantly. This is why in-game voip(at least for standard channels like Squad) is always superior to external programs.
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2012-05-02, 03:02 PM | [Ignore Me] #22 | ||
Private
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hey i just want to thanks for all the comments the ones on the volume i hear you i didnt have my headphones so sorry its below par in some levels thanks again grognard for the comments we will probably do another on sometime soon if you have anything you want us to talk about please post!
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2012-05-02, 04:48 PM | [Ignore Me] #23 | |||
1. Given that a Liberator is, in my opinion, a sort of sky-tank, what are the pros and cons of using one or the other? Perhaps some demonstrative scenarios. 2. How can we, and the devs, but especially us... combat hackers, and habitual griefers... if we assume the premise that the devs will not be able to do it on their own. 3. Subscription models, and what should they include, or exclude, given that we need the game to make money, but be accessible and fun to the broadest playerbase. 4. The pros and cons of driver/gunner vs driver and gunner models, and its impact on gameplay. a. How will it effect the over all number of vehicles in the field due to two players in each? b. Effect on teamwork? c. What targeting models as a single driver/gunner are out there like World of Tanks for single manned tanks? d. How will the Mag work in the two manned version, given the gun placement? 5. Smoke... its uses and abuses, now that we know it is part of the game. a. Who can use it? b. Tactics to use it? c. Use in other games vs PS2... 6. Bridge fights, and how they will differ from PS1. 7. The mission system, specifically who can accept them, and what conditions must exist for them to be written... a. Does there need to be a tower close-by for a mission capable player to write one, or can you just write/start a mission for anything on the continent? b. Does one have to be at a certain distance from a "goal" to accept, or is everything a "race" to finish? c. Can missions be written with limited acceptees in mind (outfit only, etc.)? 8. Tactics for non-firing vehicular combat, such as Mag-mowing, Sundy-ramming, Quad-C4 tactics, kamakazi crashes, and many more. 9. Speculation on the VS MAX special (if unannounced). 10. Lighting, exterior, and interior. Many people talk about the night time effects being too dark or too bright... what about hacking lights completely off in buildings, etc? Edit: Extra credit for controversy... MECHS & ARTILLERY!
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Kein Plan überlebt die erste Feindberührung. Res ad triarios venit... μολὼν λαβέ! Last edited by Grognard; 2012-05-02 at 05:22 PM. |
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2012-05-02, 04:56 PM | [Ignore Me] #24 | |||
Second Lieutenant
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I also have seen a lot of night shots when it's a 'full moon' and looks like a dim day...I want to see how DARK it can get at night...For example headlights actually being useful when it's really dark would make more sense...They just look like ancillary details at night from what I've seen. Either way, there should certainly be variation on how dark nights are based on weather and moon patterns (assuming that's in the game). |
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