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Old 2011-02-17, 06:06 PM   [Ignore Me] #16
Manitou
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Re: Spawning Suggestions


Originally Posted by Knightwyvern View Post
Another thing that I think would be pretty cool would be the addition of firebases as deployable "structures." All the basic tools are already in supply in PS. Man-able turrets, automated turrets, shields, barricades, etc. I would like to see a condensed conglomeration of those things, which would create a small defensible base in the field. Perhaps these could incorporate spawn points as well? Because the end result would be relatively large and useful, I would think that maybe several soldiers with the correct certification would be necessary to construct one. It could even be an upgrade for an AMS in the same vein as base wall turrets, making it immovable but more useful in many situations.
This would be interesting...where different troopers would carry specific pieces of the COP and combining these pieces could make a COP where people could begin to spawn, repairs could be made and other very slight outpost functions. It would use NTUs as well so possibly a backpack NTU supply item could be humped/driven to a WarpGate and filled then brought back.
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Old 2011-02-17, 06:16 PM   [Ignore Me] #17
Knightwyvern
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Re: Spawning Suggestions


Originally Posted by Manitou View Post
This would be interesting...where different troopers would carry specific pieces of the COP and combining these pieces could make a COP where people could begin to spawn, repairs could be made and other very slight outpost functions. It would use NTUs as well so possibly a backpack NTU supply item could be humped/driven to a WarpGate and filled then brought back.
Ahh yes, I didn't even think about separate, combinable pieces. That would be excellent, and as an added bonus would almost require close teamwork in order to construct such a useful structure.
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Old 2011-02-17, 07:08 PM   [Ignore Me] #18
I SandRock
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Re: Spawning Suggestions


Originally Posted by Knightwyvern View Post
I am of the firm belief that spawn points should always be stationary at the actual time of spawn, a.k.a a deployed AMS. So, I hope that if the galaxy is a spawn point, it would only be so when grounded and "deployed" in some way. However I think that would remove the whole point of using a galaxy as a spawn point, as you could just use an AMS though it would of course, not be as quick over long distances. Galaxies are also very high profile, high priority targets in many cases.

I think a beacon would work well in conjunction with command rank. A more defensive/command-ish ability than straight up OS and EMP. I agree that such a device should require a CUD, with the deployer being in the SL position. Only deployable outside, without cloak as others have said.

Another thing that I think would be pretty cool would be the addition of firebases as deployable "structures." All the basic tools are already in supply in PS. Man-able turrets, automated turrets, shields, barricades, etc. I would like to see a condensed conglomeration of those things, which would create a small defensible base in the field. Perhaps these could incorporate spawn points as well? Because the end result would be relatively large and useful, I would think that maybe several soldiers with the correct certification would be necessary to construct one. It could even be an upgrade for an AMS in the same vein as base wall turrets, making it immovable but more useful in many situations.

I think this is a great idea because it solves the problem I have with planetside: Respawning miles away away from the action and fighting out in the open way too much where vehicles seem to dominate.
I don't want vehicles to be nerfed so much they are just glorified armor. But I feel that in planetside they currently play a too pivotal role for the majority of the game. Vehicles seem to rule supreme until you get to the actual base and start your base fight.

With these deployable bases it would become more like trench wars, urban combat, quicker to the action without making it another generic FPS run in die and spawn game.


Love it, Smed, get your ass in here and listen to this man!

Last edited by I SandRock; 2011-02-17 at 07:10 PM.
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Old 2011-02-17, 08:38 PM   [Ignore Me] #19
Miir
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Re: Spawning Suggestions


I like the firebase idea... my only concern with that or other deployable static bases vs. a mobile/dynamic squad leader spawn point is that they just become a focal point for player congestion and an easy target for an orbital strike or a vehicle assault. Unless the shields on a firebase would repel such an assault to a degree?

Another angle that just popped in my head is ... say your squad/outfit is pretty serious or competitive. You take some real time to plan out your attack on a base. You are instructed to deploy an AMS at a certain location. As soon as you deploy your AMS it basically become a public spawn point. Then average joe player may spawn at your AMS location and start shooting his pistol at the first reaver that flys overhead giving away the AMS's position. Those sorts of things are out of your control once it's a public spawn point. With a squad based spawn point. At least with a semi serious outfit you likely would find yourself booted out of the squad/maybe even outfit for doing something non productive like that.

With a mobile spawn location the battlefield is more fluid and a different animal. It allows different tactics for both attacking and defense. It keeps players in the battle more. Which I think most people want? Although I guess doing that run over from the closest tower on every death made all that work they put into the landscape a little more justified. :P

Anyways... I would suggest they put all those ideas in.

Static Spawn Points:
Bases
Towers

Deployable Spawn Points:
AMS (perhaps with squad/outfit/public toggles)
Firebases (same as AMS)

Squad Spawn Points: (with restrictions on cloaking armor)
Squad Leader or Beacon or Medic (all are good by me)
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Last edited by Miir; 2011-02-17 at 08:40 PM.
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Old 2011-02-17, 08:41 PM   [Ignore Me] #20
Pillow
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Re: Spawning Suggestions


Lodestar + AMS = flying spawnpoint
Ams + router = beacon

But that require the total amount of 2 ppl to cooperate

Why even have AMS and router if you have beacons/squadleader?
And whats the point of Mines and CE if none needs to move to the battle area the conventional way?
Whats the point of outside battles when a SLs in mosquitos can afterburn past all outside battles and hotdropp on a base/tower and start deploying beacons?
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Old 2011-02-17, 11:30 PM   [Ignore Me] #21
Hamma
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Re: Spawning Suggestions


Some awesome ideas in this thread and judging from Smed's comments they always thought it was to slow getting back into battle. We are going to see some changes for sure based on that and hopefully something along the lines of the discussions here.
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Old 2011-02-18, 01:50 AM   [Ignore Me] #22
kaffis
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Re: Spawning Suggestions


I'm with Pillow here. Beacons and such sounds like it would obviate the AMS, which I think is a bad move. Want a forward respawn point? Get an AMS in position.

What I am sympathetic to, though, is the notion of setting something up to defend such a forward point. To that end, I think it would be neat to take, say, the lodestar chassis, and convert the cargo space over into making a variant that is essentially a deployable defensive structure, complete with bunkered firing points and a couple mannable turrets.
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Old 2011-02-18, 02:17 AM   [Ignore Me] #23
Aractain
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Re: Spawning Suggestions


Yeah the AMS concept is awesome - logistics/enemy objective, excellent gameplay (this is the kind of thing that made Planetside the best game ever made before they ruined it lol).

There definately needs to be more infantry cover in the open or more deployable cover.
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Old 2011-02-18, 05:27 AM   [Ignore Me] #24
I SandRock
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Re: Spawning Suggestions


AMS is an empire spawn point while the beacon would be a squad-only spawnpoint. You could also give it a certain amount of charges, longer spawn time, it would have no cloaking, bleep and show up on the radar quite easily. It's for squad coordination more than anything. Especially when you're on the move.
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Old 2011-02-18, 05:27 AM   [Ignore Me] #25
Sifer2
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Re: Spawning Suggestions


Those saying the Galaxy may become a respawn could very well be right. That's probably what Smed meant an i'm not sure I like the idea. I mean on the one hand I guess it neat that you will want Aircraft patrolling an shooting down Galaxies. But it will also make things a lot more chaotic with lots of highly mobile aerial AMS dropping people in all directions.

Was also a good point against Beacons about SL's just hotdropping in with Mosquito. Guess that's all the more reason for Pilot suits or getting rid of hotdropping if were going to consider something like Beacons.

As for deployable base's an cover. It sounds good in theory but could also be exploitable. If its outdoors only maybe not too bad. But I would make it take a construction vehicle.
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Old 2011-02-18, 05:48 AM   [Ignore Me] #26
Wrath
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Re: Spawning Suggestions


squad leader spawns is a bad idea hated it in battlefield takes away all the conseques of dieing. I wouldnt mind a limited time/use spawn beacon that could only be used outside.

and to I SandRock vechiles should dominate the outside thats the point. I think the main problem in planetside isnt that vechiles are so over powered its the fact that all the terran. most of it is open flat landscape with long clear lines of sight where a vechile will be at its best. some more urban landscapes like they tried to bring in with core combat would help with that massively
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Old 2011-02-18, 06:25 AM   [Ignore Me] #27
I SandRock
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Re: Spawning Suggestions


Originally Posted by Wrath View Post
squad leader spawns is a bad idea hated it in battlefield takes away all the conseques of dieing. I wouldnt mind a limited time/use spawn beacon that could only be used outside.

and to I SandRock vechiles should dominate the outside thats the point. I think the main problem in planetside isnt that vechiles are so over powered its the fact that all the terran. most of it is open flat landscape with long clear lines of sight where a vechile will be at its best. some more urban landscapes like they tried to bring in with core combat would help with that massively
The problem is that you spend the majority of the game outside and the inside base fights are the least amount of time. It would be better if both get equal consideration not to reduce the game to one type of play too much.
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Old 2011-02-18, 06:44 AM   [Ignore Me] #28
Canaris
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Re: Spawning Suggestions


What about if the AMS could fit into the back of a Galaxy for easier deployment to the front along with it's troops?

A complete mobile package
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Old 2011-02-18, 06:45 AM   [Ignore Me] #29
Grimster
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Re: Spawning Suggestions


I don't really get it. We have the AMS to make us able to spawn closer to the battle is and I never really experienced problems with spawning far away from the battle? Sure if you have vehicles but that won't really be fixed here either.

I agree with Wrath that dying should have consequence and you shouldn't be able to get your ass back into battle too fast which probably only would cause players to behave more suicidal as there isn't really any consequence to dying if you make spawning closer to easy.
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Old 2011-02-18, 07:09 AM   [Ignore Me] #30
Wrath
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Re: Spawning Suggestions


Originally Posted by I SandRock View Post
The problem is that you spend the majority of the game outside and the inside base fights are the least amount of time. It would be better if both get equal consideration not to reduce the game to one type of play too much.
fighting inside the bases doesnt need to have equal consideration like I said if the terrain was different vechiles can be made less effective. urban enviroments with lots of buildings for abushes and obstructed sight lines make using vechiles harder.

I think sony released after launch that there level designs where to open and made to much for the vechiles which was why core combat focused more on infantry combat. what they need to do is make it so in PS:N is make sure not all the maps are so vechile friendly and create more enclosed urban feeling atleast eviroments.
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