Silos In Towers?! WHO REQUESTED THIS?! - Page 2 - PlanetSide Universe
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Old 2003-06-17, 03:20 AM   [Ignore Me] #16
Hife246
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Jaged.. don't give them any ideas
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Old 2003-06-17, 03:45 AM   [Ignore Me] #17
Hunter83
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Ugh, I really dislike the idea of towers having silos. It'll slow down the game and take too much focus away from base attacking, with silos, towers are just small bases that can be easily overrun, pissing off the defenders in the process(spawn camping).

I've never once in the game heard anyone even suggest that towers having NTU silos would be good, though I have heard ppl say they're glad they don't have them.

Originally posted by Seer
I requested this. Towers shouldn't be the linchpin of the game. Bases should be the linchpin, and before this occurs towers have to have weaknesses. Until towers have weaknesses the advantage will -always- be with the attacking force, where it shouldn't naturally be. The advantage should lie with the defenders.


How are towers the linchpin of the game?
Towers do have weaknesses, in fact, I don't see how they have a strength other then they act as a fallback spawn point. I don't exactly see them as "A central cohesive element"
And before you say that bases are just spawn points, bases have vehicles, medical terms, continental bonuses, lots of wall turrets.

Towers are a pain in the butt to defend against large groups, b/c you pretty much get beaten every time. All they have to do is camp the stairs while they hack.

I do like the idea of the 5 min timer, so if a single infiltraitor does get by u can have a chance to deal with him.

Having a tower doesn't automatically give the attackers an advantage. They only get an advantage if they have greater numbers and/or a good plan of attack.
Usually if I'm at a base and the attack is coming primarily from a nearby tower, we'll go out and secure the tower, usually easily, esp if there are more of us.

I need to stop posting when I'm tired, I rarely make sense when I am. So, if u can actually follow this post, more power to ya.

Also, will towers now count towards the daily winner's percentage?
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Old 2003-06-17, 03:48 AM   [Ignore Me] #18
Ducimus
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I didn't request it, but i think its a good idea, that and the 5 min hack timer on towers.
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Old 2003-06-17, 03:53 AM   [Ignore Me] #19
kidriot
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think about it. bases and towers are now run off ntu's. somehow you couldn't get an ant to the tower so now it's neutral (?).

what will be the primary means of assault? AMS.

where are AMS' parked? in the terrain.

what does that mean? an increase in terrain fighting. people will have to adapt and become wiser with the AMS'. now the AMS is the spearhead of an attack.

the primary attraction to a tower isn't the unlimited spawns. it's the ability to throw MAXes at the enemy.

I see people using AMS' more and more for flank attacks and pushes.

the end goal is always to force your enemy inside where they can't use any of their vehicles. but with the fighting amongst AMS's you'll see the fighting spread more and more.

as it is now, you can draw a line from a tower to a base and I'd bet money that's where the fighting is.

I can't wait to see this develop further. say, when both a base and a tower run out of NTU's. when you get down to it, this favors the Vanu and TR over the NC.
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Old 2003-06-17, 04:27 AM   [Ignore Me] #20
Warborn
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Originally posted by kidriot
what will be the primary means of assault? AMS.

where are AMS' parked? in the terrain.

what does that mean? an increase in terrain fighting. people will have to adapt and become wiser with the AMS'. now the AMS is the spearhead of an attack.
I have a funny feeling the Liberator will make AMS's a bit less useful. You know, because the AMS is a stationary target and all.

Hunter83:
... towers are just small bases that can be easily overrun, pissing off the defenders in the process(spawn camping).
That's not true at all. The spawn in towers is right next to one of the two access points to the tower. A few more steps further and you're at the CC. Towers are far easier to defend from attacks because all attackers are forced to essentially plow through all defenders, as opposed to the defenders being spread over a large area with the attackers attacking one spot in force, taking out the spawn capabilities of the base in question without having to directly encounter all defenders.
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Old 2003-06-17, 04:54 AM   [Ignore Me] #21
Midknighter
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I think the addition of Silos to towers is a good idea. At the moment Tower battles are quite preposterous in that they are far more difficult to take in numbers than bases. You end up with a situation where it's zerg vs zerg - troops pouring straight into each other. The tower battles tend to be far less interesting than a base assault and verge on tedious when you're just waiting for one side to be overwhelmed by numbers.

Endless respawning from towers also gave forces attacking facilities an advantage as they could keep respawning while the defenders had to watch their NTU level. Of course, that should be balanced up a little anyway when the patch comes in and you can still respawn when hacked.

Hopefully it's a means towards more open terrain fighting which can be great fun. People will start focusing more on trying to cut off ANTs and escorting them to their destination respectively. Instead of sitting tight in a tower, it will encourage a besieged force to press outwards so that they can set up a perimeter where an ANT can resupply the tower silo.
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Old 2003-06-17, 05:07 AM   [Ignore Me] #22
HawkEye
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i think they shuold give xp for tower hacks.
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Old 2003-06-17, 05:43 AM   [Ignore Me] #23
Crono
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Hm... Well, I don't disagree with this idea at all. First of all, it makes sense, towers use NTUs the same way as facilities, so why not put silos in? Sure, it may be annoying, but it will force players to use more startegic methods to capture and hold a tower. If they implement this, they really should make it so you get XP for tower captures, with the max amount very low, around the lines of one thousand or so.
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Old 2003-06-17, 07:39 AM   [Ignore Me] #24
Mr1337Duck
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I didn't request that! And anyway, if they do this, I expect to see ANTs that can move like big wraiths. Fast, good turning, but better armor, way better armor. All it takes to score easy kills is hang out outside some sanctuary gate with a good anti-vehicle weapon and wait for the ANTs to come through. They come by and you kill them, you score a couple hundred EXP per kill, and they come right back, thinking you've probably been killed by the time they return. With towers needing silos though, is that ANTs will become about 6 times more common. Get a squad of guys with strikers and hang out at Conglommie Sanc gate and blast all of the ANTs that come through, meanwhile the NC bases are choked for energy.

I want a bloodbath outside my tower, not having to worry about how many NTUs I have left. The game shouldn't be a chore all the time. Now, if they added those changes mentioned above and made it 50 exp. per sec on refueling instead of 20, I could see my mind changing quickly. But they won't do it, so my mind is set.
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Old 2003-06-17, 07:44 AM   [Ignore Me] #25
Navaron
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Originally posted by Warborn
You have no idea how quickly tower NTU's will be depleted, nor how the changes to the game between now and then will alter things. You're sitting on the sidelines, playing backseat developer, while they're working on the project and actually seeing how the game flow is changed by doing something like giving towers NTU Silos. In short, you're bitching about it way too prematurely.
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Old 2003-06-17, 07:52 AM   [Ignore Me] #26
ColdbringeR
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There is utterly no reason that towers should have an endless supply of power when bases don't. Half of the time, there's twice as many people spawning at towers as there are the bases, yet the bases run out of power when people spawn there, and the towers never do.

If you think that towers having their own power requirements is a bad idea, then you've apparently never been in a large tower battle. Let me paint a scenario...

Terrans own a base. Vanu own a tower very close to that base. They battle constantly, neither side capable of capturing their target. Oops the terrans ran out of power and cannot spawn... The Vanu continue to die and respawn at the tower with and endless supply of power. The Vanu eventually win.

Now is there any reason why a tiny tower (probably using up as much power due to respawns as the base is) should have a significant advantage such as this over an entire complex?

No.
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Old 2003-06-17, 09:47 AM   [Ignore Me] #27
Madcat170
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It STOPS Zerg rushes

and is therefore very good
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Old 2003-06-17, 10:24 AM   [Ignore Me] #28
Robot
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Originally posted by Madcat170
It STOPS Zerg rushes

and is therefore very good
Yeah, because there are plenty of other tactics you can utilize in planetside, like, um... err...
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Old 2003-06-17, 10:28 AM   [Ignore Me] #29
beavis88
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This is going to be a Good Thing(tm). Tower spamfests are just not fun after the first 2 hours or so...
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Old 2003-06-17, 11:56 AM   [Ignore Me] #30
Tryndamere
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Yeah, because there are plenty of other tactics you can utilize in planetside, like, um... err...

What, do you have an IQ of 5?

There are TONS of tactics you can use in PS. The fact that you're too idiotic to realize this is your fault, not evidence of shortcomings in the game.

Anyone who has actually been involved in a large battle will realize tower NTU's will help game play.
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