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2011-04-10, 02:40 PM | [Ignore Me] #16 | |||
Private
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2011-04-10, 03:38 PM | [Ignore Me] #17 | |||
Sergeant
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I agree the towers in original Planetside were all similar, but again the game is about 8 years old. I'm sure the devs have a new vision on how bases and towers are designed. The diversity of the buildings will make the new game much more dynamic |
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2011-04-10, 05:48 PM | [Ignore Me] #18 | ||
Sergeant
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I believe adding different types of towers similar to the renders would be a great addition. Different tower designs and layout would add diversity in battles and make one tower battle feel less like the previous one.
Towers however are a death trap once pinned down by multiple vehicles, tanks or reavers shooting at the doors. I don't believe different designs or addind more hard cover and elemens for infantry to hide behind will chance much. Towers could use a defensive boost against vehicle superiority, shooting heavy ordinance at the doors, grinding easy kills with their (almost) instant kill weapons against infantry. What if towers could be fitted with some kind of special defence module. Like a Shield bubble, heavy EMP blast or some sort of shock wave that pushes everything away from the tower just to name something crazy These special defence modules would require to be charged before they can actually be triggered and it it's effect will either be instant or of very short duration. Having a long range EMP blast to knock out vehicles their weapons (or more, knock out their engines as well), this might just be enough for those trapped in the tower to step outside, face enemy infantry and push out. I don't expect it to do wonders, but it could balance tower fights a bit more when the enemy is using vehicles to prevent infantry in getting out. |
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2011-04-10, 06:33 PM | [Ignore Me] #19 | |||
Lieutenant Colonel
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2011-04-11, 12:16 AM | [Ignore Me] #20 | ||
I think Towers should be something CR players deploy (advanced AMSes) rather than static objects.
2 points - AMS: As is. -3 points - Forward Operating Base (CR 2 Required) : AMS Cloak changes to a BFR style shield. AMS deployment and recovery time increases ten fold. AMS shield increases in radius 100%. Segmented wall deploys along the inside edge of shield perimeter (basically the short obstacle walls that are around some bases and towers in current PS). Gaps in wall at each side of FOB. --2 points - FOB SOI (CR 3 Required) : AMS bubble gains SOI properties, disabling enemy radar, implants, and HART dropping. ---2 points - FOB Adv SOI (CR 4 Required) : AMS SOI expands to double the radius of the Defense Shield. Perimeter walls convert to actual bunkers. ----5 points - Forward Command Base (CR 5 Required) : Actual AMS deployed model changed to sunken Command Bunker with spawn room and terminals. CB has a door that operates off hackable IFF panel. 'Jacking' the CB must be done at the Command Console. Deconstruction is not possible. Each upgrade cert for the FOB/FCB increases the shield hp and hp regen. |
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2011-04-11, 12:31 AM | [Ignore Me] #21 | ||
Colonel
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A rather poor system, in my opinion. Silo maintenance was nothing more than a chore. I'm fine with having to grab an ant after you use the easy(but detrimental) method to kill a tower camp that has been going on overly long. Adds yet another downside to it. Not so fine with expanding the number of silos that need filled by 2 or 3x.
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2011-04-11, 01:46 AM | [Ignore Me] #22 | ||
First Lieutenant
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Im liking the Gen/ATU combo with the easy win option for tower. It will progress fights and change the battlefield than have forever stalemates. Though it should not be constantly refreshed like a base. And towers shouldn't be deployable. Perhaps something similar, but not towers.
Now as for upgrades. Should towers remain static on what they have with of course turret upgrades from engineers, or should their be more. And how will these upgrades work? Will they need certain Bases capped for certain upgrades? Will engineers build these upgrades to the tower itself? Will high ranking command players decide these upgrades in tactical battles? From these three options, Bases as requirments should give passive upgrades such as radar, stronger turrets,mayhap some have shields, minute timer before tower hack becomes active giving defenders more time, faster spawn times For engineer upgrades, variety of turrets, small defence walls, biopain field in some areas, radar, adding vehicale repairs if there are no towers that can repair already, faster spawn times, and other innovative/utility upgrades. With high ranking players these could be much more powerful such as adding walls, the artillery idea mentioned earlier, making it practically a small base, cloak, teleportation in which similar aspects as a drop for HART but only in a certain distance from tower, vehicle spawn pads. And more things that should be powerful but rare and long cool downs. As you can see if Tower Upgrades became an option we have a few choices on what type and styles of upgrades to choose from. And of course I'm sure some of you can think of more. Also I understand this level of design and complexity/variety to towers will probably not make it into the game (but i hope it does) but this discussion is of innovated and theoretical ideas of possibilities of expanding the simple Tower. So please no remarks of it not making it into the game or saying devs should not focus so much on towers. |
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2011-04-11, 03:23 AM | [Ignore Me] #23 | |||
Lieutenant Colonel
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It stops siege fights from going on for too long unless the defenders can get NTUs to their silo by whatever means (ANTs, vehicle NTU siphons or new hand held NTU siphons). Then once the fight is over the owner gets their supply lines secured by using Relay towers between the facility and the warp gate, and the base powers back up. Player NTU transfer can be used to speed up the process however. |
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2011-04-11, 11:18 AM | [Ignore Me] #24 | ||
I think NTU should be less about filling a silo and more about protecting a pipeline. Sure have the silo as a backup, and perhaps make the gen shielded until the pipeline is disrupted. But move the focus from ANT runs to more static logistics.
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2011-04-11, 11:24 AM | [Ignore Me] #25 | |||
Colonel
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I'll just stick with I'm not a fan of whats on that page. Some of the concepts are ok, but your numbers are whacked. Last edited by CutterJohn; 2011-04-11 at 11:36 AM. |
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2011-04-11, 11:30 AM | [Ignore Me] #26 | ||
Lieutenant Colonel
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Yeah, so much of my project is interlinked its hard to chip in here and there without writing essays each time.
Taking a bases tower quickly can be done with my NTU changes as the NTU silo on the tower would be much smaller than that of a base, only enough for ~50 respawns before it runs out (numbers obviously subject to change). However the NTUs could be drained by vehicles and infantry alike if they are equipped with NTU siphons, reducing the time taken significantly. |
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2011-04-11, 11:49 AM | [Ignore Me] #27 | |||||
Colonel
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Actually, multiple guns is probably better balanced than one. People would be camping to get into that thing. Unless it gave no xp.. Tactical tool only? Worth considering.
Heck, it could be called an Uplink tower and enable OSs/supply drops/etc for command abilities. |
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2011-04-12, 10:23 PM | [Ignore Me] #30 | |||
Private
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But, back to the tower front. Tower fights were for me and several friends were where the best fights happened. Tower duels of 5v5 were awesome. Blowing a gen to be ppl to come and holding the tower at some random non-important base were always a good 30-60mins of farming. But, then someone would blow the tubes and end our fun. I wanna see the pain field in towers and bases up so that its practically impossible to do that. No to mention door camping. Id really like to see towers and bases set up so that, vechs cant just spam an entrance and rack up kills. I really wanna see more skill based ways to kill people. Yea, NC, is at the end of my name so towers were way more fun than field battles of me, but hey how long can u kill ppl w/ a suppressor before it gets old. Last edited by SilentHunterNC; 2011-04-12 at 10:30 PM. |
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