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2011-01-29, 10:14 AM | [Ignore Me] #1 | ||
Private
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-Improved Visuals
-Improved Weather effects -Improved Hit-Detection / Net Code -Improved Medic Tools (When I die, I want to see medics appear on my radar. I want to know one is coming so I don't rush to respawn.) -Improved Implants -Old World Map with weather icons. -Day/Light System for Auraxis (Assuming it will be 1 planet again) -More Unique bases -Removed 3rd person from Infantry (Keep on vehicles) They should change the idea of Caverns. Instead of just hollow rocks, they should of had underground cities. Old alien-tech buildings but with the same purpose as in Planetside. Modules. I think modules should play a bigger role. Back to what I was saying...I would like to see a alien city underground. Not this fighting in a hollow rock. I want to see actual buildings. Last edited by Chaotic Cow; 2011-01-29 at 10:19 AM. |
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2011-01-29, 10:45 AM | [Ignore Me] #2 | ||
More tactical buildings outside of bases (Bunkers were awsome, but a 12mm machine gun mounted in them would make them great.) Maybe CE deploy them? Watch towers (NO SPAWN TUBES) Would love to see small towns and cities with buildings that are closer to IRL buildings.
Customizable armor, weapons, and vehicles that everyone can use (Scopes on rifles, Change gun on lighting, harder armor for slower movement in rexo stuff like that) Common tech and empire tech artillery that is able to be called in for fire support (Long range) Naval warfare, ships have artillery for support too |
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2011-01-29, 10:46 AM | [Ignore Me] #3 | ||
First Lieutenant
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-Improved Visuals Obviously going to happen
-Improved Weather effects Improved in what way? more types, better graphics? Actually forced to have an effect on gameplay - dust storms ground air vehicles? -Improved Hit-Detection / Net Code Most annoying thing was that snipers who were on higher ground could nudge forward so only their barrel showed and you couldn't hit them but they could kill youa -Old World Map with weather icons. It was cool seeing weather fronts move across the map -Day/Light System for Auraxis Already existed, it just wasn't very profound. It also seemed that it got lighter the more people you were near. If you go out over the sea miles away from anything when it's night ingame it actually does get very dark -More Unique bases Hells yeah * Smooth fluid HD quality and animations. That would probably crash the server. Loads of scripted stuff going off at once causes problems. The animations were pretty good and I agree that the reload animations could be better, rather than just tapping the gun * Darklight being on everyone's visor and not an implant. Cloakers are now dead...not too balanced * Mending Kits for every Militant (everyone is responsible for their own body armor and body health). Support is 40% of Planetside, what do those guys do now? Keep medics/engineers, people shouldn't be self sufficient * Sprint button instead of Surge implant! Your running speed without a gun = sprinting. Surge was actually a bunch of bionics in your leg whiuch explained why you could run with 60 kilos of armor plate. I don't think everyone should be surgiles * No more Silent Run implant lmao. Interfarm is now death. Silent Run was needed for infiltrators to avoid detection/CE * Deployable bases. = lag and easy griefing, wasn't an AMS basically a deployable base? Depends on what you mean, I'd love to see more deployables like trenches and pill boxes/machinegun nests. But a base seems a bit over the top * Command overhaul. Elaborate? * Zone-wide control system applied to super-powers (BFRs and Orbital Strikes) BFR's aren't in Next, but Orbital Strikes could do with a global cooldown or some kind of prerequisite. Perhaps you should have to take and control orbital uplinks on the map, that would be pretty cool. And then the uplink takes time to set up and send fire missions * Night Fighting Yes if its done properly. E.g. ARMA 2 style, everyone needs built in visor Night vision goggles and infrared lasers on their guns. Possibly add in flares as well * BFR style weapon customisation for all vehicles No, makes the game too hard to balance. This is why BFR's were dumb, the idea that something can change to AA, AV or AI in a few seconds just trashed the game. What could you possibly need to switch to? An MBT doesn't have many different options. They should have basic weapons, then you can choose ammunition. So a tank can have SABOT rounds for armor and suck at killing infantry, HEAT rounds are the middle ground and HE rounds are solely anti Infantry. * Every base unique I think the idea is that the bases are modular pre-set designs. How many bases were in Planetside? 100? Making sure every unique base design is balanced and actually fun to assault/defend is hard enough. With 100 unique bases there will probably be some issues * Realistic flight model * Head shots and vehicle weak points The furthest I think this should go is Turret/Front/Side/Rear armor on vehicles. Turret is strongest, rear is weakest. This would give a value to real tactics such as hull down/turret down. And we can have some cool deployables for vehicles, like little bays they can drive into so only their turret shows. Headshots would inbalance sniping far too much, I think it should be left as it is. The skill in marksmanship in Planetside was aiming for the centre of mass and trying to be very accurate. * Lodestar able to spawn vehicles when not in an enemy SOI This would be kind of broken. Imagine a constant stream of AMS's spawning 1 metre outside your SOI. The main thing about the bases was that you needed them for armor support. With a lodestar next to it a tower basically becomes a base. Bases balanced vehicles, the logistics of driving that slow tank from base to the battle. It meant that when you destroyed a tank it actually put it out of action for quite a while. I don't want that tank driver to just respawn two paces outside my SOI and get his tank straight back |
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2011-01-29, 11:16 AM | [Ignore Me] #4 | ||
First Lieutenant
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With that addressed here are my personal, highly opinionated ideas.
More Combat Engineering deployables Things like AT mines, Anti-Infantry mines. Machinegun nests, forward observation posts, fortified defences (bunkers), trenches and fortified positions for vehicles (like a trench a tank can drive into to go hull down) Old Certifications The game was more team orientated when everything was seperate, most things were 3 certs and there were no multicerts. If you wanted a Prowler you certed prowler, if you wanted a liberator you certed liberator. It made people do their jobs and made it so competent people used every vehicle since it was pretty much their main duty. Urban Terrain I don't feel like I'm part of the TR when I fight on Auraxis. It seems like I'm just fighting over bases without any use. The land doesn't seem valuable. Perhaps if we had something like a capital city for each Empire, where the majority of said empires supporters live. The NC capital would be a shanty town, kind of Mad Max style since they are guerillas fighting against an empire. The TR capital would be soviet concrete apartments, possibly a nuclear reactor thrown in somewhere. They would have Soviet style industry and large faceless government buildings. The VS Capital would be laboratories and high-tech industry, steel buildings and bright colours. There would be smaller towns spread around as well, the buildings should just be 3-4 (perhaps more) different models complete with an interior so you can occupy them. The cities should be positioned on major routes and chokepoints so vehicles are forced to travel through them. This would be brilliant for tactical ambushes. Machinegunner Support cert I always felt Planetside was missing a heavy machinegun. This support will give you one, it's common pool so every empire has the same HMG, it should do very little damage - below that of Medium Assault weapons. However it should be deployable (bipod) which significantly reduces CoF, it should be rapid firing and have a clip of 200 rounds. Since taking damage causes CoF bloom this gun would make a great addition to a squad moving on an enemy base, the machinegunner can give surpressing fire and pin down enemy snipers and riflemen, forcing them into cover. Other things this cert would give. Smoke grenades Allowing the supporting machinegunner to throw white concealing smoke to allow advancing through open ground Laser Rangefinder/Marker Will designate an area for a missile from a supporting aircraft/artillery piece Flare gun For nightfights, if they exist Smoke launchers on all APC's, Tanks Smoke launchers fitted with concealing white smoke on tanks would allow them to either evade enemy fire or conceal friendly troop movements. This would have a very large cooldown (5 mins?) to prevent spam and the smoke would last about 5-10 seconds. Proper Infantry Fighting Vehicles There should be a frontline Infantry vehicle like a BTR-80 / BTR - 90 / LAV-25 troop transport that can get troops to the front and give them powerful supporting fire. Here's a pic. These APC's should devastate infantry and have two ammo selections - AP for harassing armor and hovering aircraft. HE - For plastering enemy infatry with fire. Bonus would be a small side mounted SAM launcher (also in pic) which could fire light AA missiles that would not kill an aircraft but severely damage it, scaring it away. Also the APC shown in the picture is amphibious, so like the deliverer these things will also have water-crossing abilities Bonus points if SOE can actually add interiors to the APC's, how awesome would it be to actually properly pile out of an APC - back doors open and troops storm out. You reverse up to a back door and all these guys rush out the back. That would be cool A Proper SPG (Self Propelled Gun) Possible Empire-Specific. This would fill the role of the Flail but far, far more tactically. The coordinates would have to be set by a laser rangefinder support soldier, the Artillery can then fire high explosive rounds, these would not instakill infatry just take them down to a very low health value. It would be used for taking out entrenched infatry (basically it balances out the better defensive structures of the combat engineer) The shell would leave a vapor trail which would allow you to spot it coming EVE - Style Character Face Creation There should be some form of face creation tool rather than preset faces |
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2011-01-29, 11:54 AM | [Ignore Me] #5 | ||
Captain
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1. Better customization - face creator, decals on armor, Outfit symbol creator, etc. (these have been said before I believe
2. Natural environment (traps?) - trees fall when crashed into killing the vehicle (most likely a mossy or some kind of flight vehicle). But also some sh*t like boulders being able to be pushed onto incoming troops through a narrow passage or on a hill 3. Better support - meaning good exp for doing the sh*t that no one else wants to do 4. ONE PLANET 5. Outfit bases - not on the front lines or anything but grated if the sanctuary still exists the larger outfits have a home base and have to keep up their kills, points earned, etc. to keep the base 6. (As mentioned before) BAR WITH STRIPPERS! 7. SOME New Weapons and equipment - keep some of the old and awesome but mix it with new and fantastic! 8. JETPACKS 9. Non-leathal weapons... lol F*ck that! - But to does have key advantages to drop a net over 10 people having them stuck underneath it for a couple seconds 10. Drugs - to enhance combat efficiency and with the possibility to OD... and Shrooms 11. Tunnels - similar to what the bunkers had but longer and in the battlefield to reduce tanks from instagibing infantry 12. Import music from computer to jam out while kill wh*ring |
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2011-01-29, 12:10 PM | [Ignore Me] #6 | ||
Master Sergeant
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Please no smoke grenades or flash bangs or anything like them!
Not all weapons in other games are good for Planetside, due to the massive amount of players. I can already see people spamming smoke grenades and flash bangs, this will only annoy people instead of giving the game more tactical features. Small thing that I would like to see in game if sancs will still exist: Make quiting instant if you are in the sanc or on a continent that your empire owns. Hated to wait 10 seconds in the sanc to quit.... didn't make any sense |
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2011-01-29, 12:53 PM | [Ignore Me] #7 | ||
Sergeant Major
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Like everyone else, I have many ideas and wishes for the new game. One thing that I always wanted in the original game was: More customization - more choices!
Weapon Customization: upgrades that slightly change the behavior and visual appearance of Infantry weapons. Character Customization: unlockable armour/uniform upgrades (similar to the BR24 changes .. but more options!) - models and textures. Vehicle Customizations: unlockable visual upgrades and small boosts. |
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2011-01-30, 06:47 AM | [Ignore Me] #8 | |||
First Lieutenant
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However vehicle smoke launchers are needed, it's a fundamental part of vehicular combat that I thought was missing for PS -1 . As for instant quitting, it's quite easy to mistakenly hit ESQ - Q by accident when you go to recall, or if you open up the menu and hit quit by accident. It would be kinda annoying if you just got instantly booted from the game. On sanc perhaps it would be ok, but in an empire cont I think it would be excessive. Just deconstruct and go back to sanc. |
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2011-01-30, 07:42 AM | [Ignore Me] #10 | ||
Sentrosi's Wish List for Planetside Next.
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Commanding Officer To the next idiot who says the PS2 Devs do not listen: See this Thread Last edited by Sentrosi; 2011-01-30 at 07:46 AM. |
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2011-01-29, 04:50 PM | [Ignore Me] #14 | ||
Malvision
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Lets see....here's my big ones.
Deal with the Empty Space Syndrome I wish for some purpose to all the open space on the maps. Base/tower battles are fun but some sort of gameplay adjustment to get people away from those areas and out into all that empty world space. Constructable/customizable/destroyable bases. (this is a possible solution to my first point pending you could build bases anywhere). Better Vehicle Physics Better vehicle handling. If I'm driving off road I want to feel like I'm driving off road. I want to be able to get air off a jump that sort of thing. Cosmetic stuff. Maybe it's just not possible with a game of this scale but it's a wish list. Endgame Endgame assault/Sanctuary strike/Epic home planet assault...whatever you want to call it. Something that makes you trigger an end game scenario before restarting. There needs to be a purpose to fighting for days/weeks/months. Trim 1 Empire. Wait What?... yeah... I said it! Trust me the three way is just a balance and population nightmare waiting to happen. I feel two sides to choose from are better than three without taking away too much from the overall theme of the game (War). There's always only two sides to a war. |
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2011-01-29, 05:29 PM | [Ignore Me] #15 | ||
Corporal
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Preface: You could say my wishlist is for PlanetSide 1 to return with the bugs ironed out and the engine modernized. But anyway heres some wishes.
1) Jetpacks need to stay out of the game for the most part. I cant stand games like Global Agenda where I wanna kill someone and they just fly off/jump away. I live in fear of them adding jetpacks to PS to pull in the Halo generation, then theres all the people that said 'Hey this new game is like PlanetSide but u have jetpacks!!!' , yeah thats why all those games never stood a chance. When you allow people to escape fights and move around the map quickly, you take away from the feel of scale and the immersion is gone. 2) Interiors remaining to scale. I always loved the way PlanetSide's corridors felt kinda cramped, its realistic and made me feel like I was really there. Some other games have been overdesigned to take into account busy areas and all that bullshit, but they kill all the immersion making me not want to play it. 3) No over designing of things to achieve flowing design concepts for generic balanced blandness. Similar point as number 2 but more general. I always hated the way the maps in TF2 were so carefully designed for maximum fun, all they did was pile players into the same stale choke point match after match. I want some bunkers to naturally be more useful than others, I want some bases to have more towers than others or be really annoying to get to. I want guns to be overpowered in certain situations and force people to play differently. I don't want it dumbed down and all the same like games have been for the last few years. I loved the caverns, they were so crazy it was like the designers were on crack, more of that please. 4) I hope the cert system is similar to how it was. It amazes me to this day that in 2003 I was able to buy a new mmo, pick a cool jeep to drive in the first 5 mins and just go run around with my punisher like a badass. 5) Follow on from point 4, I don't want to grind to unlock tiers for better gear or any of that crap from global agenda. 6) Microtransactions versus subscription as the payment model. I would pay a subscription of course, but I would wish for League of Legends model really, to help grow the community. You need to buy the box, to prevent all the free to play hackers, but after that purchase I would be totally okay with Riot's league of legends payment model to buy flair or exp boosters. If it doesn't effect the outcome of a fight i'd be okay with it being offered in a store. 7) More base designs, 8) More ways to break deadlocks and zergs. Usually a zerg would overwhelm a base after an hour or so and it was pretty boring for everyone involved, then they would move to the next one. I want more strategic opportunities for players to break this up, some new mechanics, or something. I'll keep thinking about my wishlist. _____________________ 9) Keep infiltrators underpowered as soldiers, they are an alternative way of playing the game, not a viable career route for any idiot who thinks he's the predator. I value infiltrators for spying and disruption, their kills should be opportunistic or from well placed traps. I do not believe the infil suit should ever be an 'assassin class' like it kinda was, early in PS's life. Last edited by wolfkrone; 2011-01-29 at 08:16 PM. Reason: additions |
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