Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Sorry mate, calling a waahmbulance on this one.
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
2013-05-28, 10:52 AM | [Ignore Me] #16 | ||
Staff Sergeant
|
So basically you want a system where you are lazy and the fight comes to you when you try and capture a base without any defenders. Meanwhile your leet ghostcapping skills sap the front lines of troops and dilute the big fights that haven't been this good since late beta.
|
||
|
2013-05-28, 11:08 AM | [Ignore Me] #17 | |||
I want Planetside 2 to have several types of scales of battles. I want the game to have more strategical choices, than just selecting a lane to attack. But you can go on being a muppet that makes us Pro-lattice folk look like brainless zealots. |
||||
|
2013-05-28, 12:39 PM | [Ignore Me] #18 | |||
Captain
|
@NewSith Ok what we have to do is figure out a way or what conditions have to be meet to make it so that units can take a base behind enemy lines. Im with ya sith lets brain storm it, if we go off of PS1 format you would drain a base till it went neutral and then you would hack the terminal and bring in a gal with a nanit vehicle ready to fill it up once the hack goes threw. This was a common way to start a fight in the middle of enemy territory (I loved that shit). OK so now lets fast forward to PS2 what conditions would have to be meet. Now im going to spout off some ideas. 1. Gen being down for a certain amount of time. 2. Extended hack time. If there is no link then lets say that you have a long hack time. The same for outpost and bases. 3. Ultra viruses, which can be purchased with SC or certs, you put these into the hack terminal and dig in for say 15 or 20 minutes. OK im done, got any of your own ideas? Last edited by Qwan; 2013-05-28 at 12:56 PM. |
|||
|
2013-05-28, 01:18 PM | [Ignore Me] #19 | |||
Contributor General
|
They looked entirely different from the normal continents and were meant to be alien. When active they linked to different bases on the continents and the links also rotated. The upshot was when attacking a continent you on occasion had another option for an attack route. e.g. "the attack is blocked at the top, hang on in 5 minutes cave x will become active and that gives us a link that that base in the south-east" The caves were fun to fight in (opinion, a lot of people didn't like them) but they also gave strategic possibilities for those smart enough to take them. Of course, looking at it from a defensive point of view, defenders could what would happen and move to block it. e.g. Move and counter-move. |
|||
|
2013-05-28, 01:43 PM | [Ignore Me] #20 | ||||||
Major
|
No, it was also done to stop fights before they even began, it was just hard to notice because they were down most of the time due to Ghost Poppers anyways...
...Yeah man, Backhacks in the Original Planetside were something that took a bit of effort to pull off. First you had to Neutralize the Base by making it use up all its Nanite Technology Units, which was basically the fuel used to auto Repair everything. This required either destroying pretty much everything, I think more then once even, or putting a NTU Drain virus into the Main Console. Once the Base got to zero NTU, it flipped to Neutral, then you had put NTU back in the Silo to start the usual 15 minute Hack. This was rather hard to pull off in reality, since NTU levels were constantly displayed on the maps, and one of the easiest ways to gain Experiance was to do refill runs in an Advanced Nantie Transport.
Thus Backhackers NEED to either be prepared to defend their hack, or started it in the first place specifically to draw attention away from another front. In other words, Backhackers deliberately start hacks so that they either get the Base or Defenders have to waste time dealing with them, while Ghost just hack because they can get away with it.
|
||||||
|
2013-05-28, 02:01 PM | [Ignore Me] #21 | |||
Contributor General
|
Of course there's more reason to do it once the proper game begins with more conts, fewer 3-ways and more 2-ways. |
|||
|
2013-05-28, 02:23 PM | [Ignore Me] #22 | ||
First Sergeant
|
To get something akin to backhacking, back in the game... hmmm
That is a tough one. So by my understanding (I have not seen this done in PS1, in my time played), you drain a base of resources and then start like... a cold reset of the computers, and recapture the base from there by providing some resources? Well, this would immediately require resources and upkeep for bases, in order to work (Something I would say is somewhat likely in the resource revamp). After that, we'd have to have bases flip to neutral. It'd have to happen on the front line. But I have a question: Why would you do That, and not just flip the base? I mean it seems a needlessly roundabout solution, when all you need do, is flip or hack a point. In regards to Spec Ops though as a whole: my hope is that we will get something in the near future, that will allow small and medium sized outfits to do something that contributes to the war effort, but does not necessarily entail capturing territory. Say for example, Flipping resource nodes. Something that is disconnected from the lattice and does not contribute to territory control in anyway, besides possible supplying some kind of friendly location to form up, that would allow these groups to move around and flip/take/hack/destroy something that zergs wont waste their time on. I immediately jump at resource collection nodes as one of those things, but other options would be as mentioned on FNO: Some kind of generator that powers the actual lattice links themselves. Or you could have some kind of generators or something beneath the base in corridors that are close and compact, meaning a zerg would get funneled and cut to pieces by well placed units (Like say for example, 2 lockdown maxes), that power the bases as a whole (Geothermal power plants... how does that sound?). Or those Core Combat caves, that sounds awesome. The other thing that occurs to me, is that current population density thing: Population density will not be what it is now, if continental lattices are introduced, people will be forced to spread out over many continents and what have you, so you'll get small unit combat back, just given time. Last edited by GeoGnome; 2013-05-28 at 02:24 PM. |
||
|
2013-05-28, 03:24 PM | [Ignore Me] #23 | ||||||||
Major
|
These were not easy strategic targets to bring down man...
This basically gave a Faction another foothold on a Continent they were otherwise routed on, thus you'd have additional Spec Ops dedicated to preventing these Hacks least their Faction end up fighting between Fronts.
A large group would just be too cumbersome to pull off disabling something like that without notice.
Personally I'd rather Intercontinental Oceans and Naval Combat to move between continents without Warpgates, which was one of the things people were hoping for from Core Combat. That way we can have Epic Landing Operations to establish Continental Beachheads!
It gets rather old to be deadlocked with the NC only forced to redeploy because the Vanu have used the stalemate as an opportunity to take your shit on the other shore of a Continent... |
||||||||
|
2013-05-28, 03:36 PM | [Ignore Me] #24 | ||||||||
First Sergeant
|
That was what I thought would work using pipelines and ants and whatnot.
...Do I get a cookie?
|
||||||||
|
2013-05-28, 04:10 PM | [Ignore Me] #25 | ||||||
Major
|
Plus in the Original Planetside each Faction had a "Sanctuary," a special Continent only they could access, which was eventually permanently connected to two "Home" Continents through two Warpgates. Capturing both of those gave your Faction the ability to Spawn their Faction Specific Vehicles, which is something I could see making Cross-factional Equivalent Unlocks more palpable, not to mention the return of Vehicle Hacking...
They'd also not be Outpost, just Maintenance Access Nodes in the middle of long stretches of Pipeline, so you'd be out in the open without much protection from Air or Armor. No, you get to stare down a ScatMAX with only an SMG, a Pistol, and your Pajamas!
There are only two real technical issues, transferring Vehicles and Infantry from one map to the other and the Ocean's 'water' mechanics itself. The former they need to address with Warpgates anyways, leaving the latter the only real obstacle... |
||||||
|
2013-05-28, 08:09 PM | [Ignore Me] #26 | |||
First Sergeant
|
|
|||
|
2013-05-28, 09:21 PM | [Ignore Me] #27 | ||
Staff Sergeant
|
One thing I'd like to see is a way to create a link between two parallel lanes, if only temporarily. I suppose it could be a function of a Sundy or a Gal to set up a destructible gen or something of that sort between points that could potentially allow for a sudden flanking op. It'd be a good way to break stalemates, and would give something for small forces to do.
I'm guessing some of the stuff you guys are talking about from PS1 kind of covers that already? |
||
|
2013-05-28, 09:25 PM | [Ignore Me] #28 | |||
Private
|
You will always get more xp in the main battles...this was more just fun annoying people, and gave me a nice change when I got sick of working in groups. |
|||
|
2013-05-29, 08:44 AM | [Ignore Me] #29 | |||
Contributor General
|
Sixty! 6 boomers - just had that convo with Figgy a couple of days ago. Not many strikers would do it, I can't recall exactly but in the ball park of 15. A couple of guys or a pounder max could kill and gen in seconds. I'll go and test. Edit: yeaa and excuse to log into ps1 .... anyways I don't know what the point was anymore but it took 24 striker rounds to kill and full health gen. My standard HA loadout carried 20. If it took that many striker ournds it would take fewer phoenix rounds. Last edited by ringring; 2013-05-29 at 08:53 AM. |
|||
|
2013-05-29, 11:49 AM | [Ignore Me] #30 | |||
Major
|
Striker does about 125 from the looks of it, and if it really does take six Boombers that would mean they each do 500... |
|||
|
|
Bookmarks |
|
|