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Old 2012-04-03, 09:38 AM   [Ignore Me] #16
NewSith
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Re: Base Types new - ones old ones.


Being annoying, not reading the posts above, I say just:

I want PS2 footholds to have PlanetSide 1 bases layout. No fighting will occur there anyway, so now clusterfucking there, however it can be a good tribute to the original PlanetSide.
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Old 2012-04-03, 11:46 AM   [Ignore Me] #17
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Re: Base Types new - ones old ones.


I'd like to see mostly cookie-cutter bases (several of each type spread around the continent, of course), with the addition of a couple radically different setups, like a single biolab built into the side of an icy cliff, out of necessity.

Maybe a tech lab buried deep under the snowy hills of Esamir? An amp station built on a heavily fortified island, just offshore?
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Old 2012-04-03, 11:50 AM   [Ignore Me] #18
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Re: Base Types new - ones old ones.


What about towers? I'd love to see some more variations in towers.
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Old 2012-04-03, 02:37 PM   [Ignore Me] #19
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Re: Base Types new - ones old ones.


I'd like to see a continent (small) or an island area with a weapon's research base where new empire specific\common weapons\side-grades or weapon platforms are tested after being released by the test server. Complete with firing ranges and a urban duelling area. The empire that owns the base gets the experimental new content being proposed by the developers or even better some talented people in the player-base. Limit their use in the game by some inventive game mechanic..maybe give the base zero defences where the experimental weapons become the defence. Then we all vote on the bad aspects, on the good aspects and whether it's in everyone's interest. Think of it as a self sustaining content creator that I feel fairly confident would take on a life of it's own. Hand out trial copies of Autodesk Maya/Photoshop software to concept winners and then maybe even licensed copies if they prove themselves worthy. Let's face it it's just a matter of time before some other company pulls this off and profits from their player-base in a dynamic way other than lifting cash from their wallets. It's not like there hasn't been at least a hundred people that have already expressed an interest in taking part in PS2 development or game design in general.

And YES at least put some old school bases back in the game for fun. You can probably fit one of those right inside the court yard of one of those new goliath bases. You could make it half buried like one of those bio domes landed on it.

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Old 2012-04-03, 05:29 PM   [Ignore Me] #20
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Re: Base Types new - ones old ones.


Originally Posted by Cosmical View Post
But As for new bases, i would prefer destroyed cities. I know they say theyre in, in some form. But i think theyre going for large square shells. I want loads of nooks and crannies for people to hide in, i want to roll my convoy through one of these cities. Only to have every window and doorway light up with rocket fire, and we are annhilated.
That sounds awesome, I want to see destroyed cities as well, I think it would be cool to have a continent that is 70% city, the city would have things in it that could be captured that would be of value to each empire: spawn tubes, ground/air vehicle terminals. It would be sick with soldiers fighting in the deserted buildings, with tanks patrolling the streets, and the list goes on haha
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Old 2012-04-03, 07:55 PM   [Ignore Me] #21
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Re: Base Types new - ones old ones.


I like the idea of putting a Base with the design of a old PS1 base. It dosent even have to be an actual, tactically important base. Like some others have suggested, it could be an old, run down husk of a base that could be between Two bases, or at an intersection that you'd have to fight through if you are going in eaither direction.

Or it could act like an Outpost, since Planetside 1 bases are alot smaller than PS2 bases. Easily captured (Maybe an instant flip or a 1-2 minit hack time), small, provides a hard-spawn point, equipment, and a vehicle spawn and repair/rearming, as well as the defensive walls and the old Phalanx turrets.
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Old 2012-04-03, 08:20 PM   [Ignore Me] #22
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Re: Base Types new - ones old ones.


love the ruined city idea. maybe it could be ancient alien town, you know so vs can look for pottery tech and stuff (joke). maybe have part of a the town have some ps1 base wreckage as well. kind of like a small nod.
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Old 2012-04-04, 04:50 AM   [Ignore Me] #23
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Re: Base Types new - ones old ones.


Originally Posted by headcrab13 View Post
I'd like to see mostly cookie-cutter bases (several of each type spread around the continent, of course), with the addition of a couple radically different setups, like a single biolab built into the side of an icy cliff, out of necessity.

Maybe a tech lab buried deep under the snowy hills of Esamir? An amp station built on a heavily fortified island, just offshore?
TBH, I don't really want to see cookie cutter base designs. I think if SOE has the ability to make them as unique as possible but yet still retain their main purpose then they should absolutely do that. I really feel the cookie cutter carbon copy of the bases in PS1 really turned a lot of people off when it came to base fights. Its was like ugh another interfarm with no real possible way to take the facility if a faction really wanted to hold on to it.

If they go the unique route we could have mulitple version of Interlink stations that are each unique. That way we don't end up feeling like we are seeing the same thing over and over. I know I got burned out on the bases. With Unique base designs for each facility it forces the player to stay on his toes. New hiding spots different routes to objectives and so on.
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Old 2012-04-04, 11:38 AM   [Ignore Me] #24
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Re: Base Types new - ones old ones.


the good thing about the old bases were, that after playing the game for a little while you always knew where to go and what to do.

can you imagine the chaos if every base in ps1 was unique with a different setup of the vital rooms? a simple order as "repair the generator" would not be followed by anybody because all will run to wrong places and the poor few who managed to find the gen would be mowed down by the genholders. organizing a massive counterattack would have been very hard.
with cookie cutter bases it´s just an order, with unique bases you need people who know the base layout and can lead some others to the objectives.

i hope the mission and objective system takes this into account and compensates the problem by setting up waypoints for things like generators or spawnrooms. this would allow for very unique basedesigns and unlimited creativity.
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Old 2012-04-04, 12:15 PM   [Ignore Me] #25
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Re: Base Types new - ones old ones.


Originally Posted by Shogun View Post
the good thing about the old bases were, that after playing the game for a little while you always knew where to go and what to do.

can you imagine the chaos if every base in ps1 was unique with a different setup of the vital rooms? a simple order as "repair the generator" would not be followed by anybody because all will run to wrong places and the poor few who managed to find the gen would be mowed down by the genholders. organizing a massive counterattack would have been very hard.
with cookie cutter bases it´s just an order, with unique bases you need people who know the base layout and can lead some others to the objectives.

i hope the mission and objective system takes this into account and compensates the problem by setting up waypoints for things like generators or spawnrooms. this would allow for very unique basedesigns and unlimited creativity.
As with all things regardless of whether the facility's are unique or not it wouldn't take people long to learn the layouts of each and every base on each and every continent. So, I don't see that as really being a issue later on down the road. That sounds like a first couple of months issue but that is it. So its hard for me to buy into that.
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Old 2012-04-04, 12:22 PM   [Ignore Me] #26
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Re: Base Types new - ones old ones.


Originally Posted by Shogun View Post
with cookie cutter bases it´s just an order, with unique bases you need people who know the base layout and can lead some others to the objectives.
Follow da leada, leada, leada ! Follow da leada...


The leader must know where he is going, right ?
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Old 2012-04-04, 12:23 PM   [Ignore Me] #27
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Re: Base Types new - ones old ones.


I just noticed the title of this thread is messed up. HAMMA TIME?!!?
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Old 2012-04-04, 02:55 PM   [Ignore Me] #28
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Re: Base Types new - ones old ones.


Originally Posted by Hmr85 View Post
As with all things regardless of whether the facility's are unique or not it wouldn't take people long to learn the layouts of each and every base on each and every continent. So, I don't see that as really being a issue later on down the road.
You're right that hardcore players would know every facility like the back of their hand, but I think SOE wants to appeal to new players as well. Maybe a good compromise would be having bases divided into various sectors, so there was one easily-identifiable area that would contain spawn rooms, another area that would house the main generator, and yet another for vehicles terminals. Maybe they could be spotted from a distance by the comms antennas or piping that was running out of that sector's building.

I spent a long time in the Army and if I know one thing about military spending/construction, it's that they love their cookie-cutter designs. Find a cheap and reliable design, and stamp that shit out all over the place, whether you're in the Middle East or in garrison. I wouldn't expect to see futuristic military factions deviating from that thought process too much.
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Old 2012-04-04, 06:40 PM   [Ignore Me] #29
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Re: Base Types new - ones old ones.


Originally Posted by headcrab13 View Post
You're right that hardcore players would know every facility like the back of their hand, but I think SOE wants to appeal to new players as well. Maybe a good compromise would be having bases divided into various sectors, so there was one easily-identifiable area that would contain spawn rooms, another area that would house the main generator, and yet another for vehicles terminals. Maybe they could be spotted from a distance by the comms antennas or piping that was running out of that sector's building.

I spent a long time in the Army and if I know one thing about military spending/construction, it's that they love their cookie-cutter designs. Find a cheap and reliable design, and stamp that shit out all over the place, whether you're in the Middle East or in garrison. I wouldn't expect to see futuristic military factions deviating from that thought process too much.
I like the idea of keeping the Bases in Ps2 mostly "Cookie Cutter" in design, but yet also have each of the bases be unique in their own ways.

Like, a Tech Plant. The main building itself is typically the same from Tech Plant to Tech Plant, Generator is in the basement, spawns are near the bottom. The vehicle pad is underground, air pads on the roof with the CC. But thats just general, the rooms could vary slightly between the bases, or the core Base Building itself could always be the same. Its easy to recognize a Tech Plant by its shape, roof Air Pads and the Vehicle Tunnel. But the shape of the walls (If there even are any), the various buildings and obstructions in the Courtyard itself and even the geography of the courtyard could vary and be unique between each Tech Plant.

In Planetside 1 you could easily recognize a base just by looking at its profile without looking at your map. You see those air terms on the roof and go "Okay, this is a Tech Plant. Attack it from the top and push down. Mine the Vbay tunnel, ect ect ect." There should be similarities between all bases of the same type, but enough differences beyond that to make each fight slightly different and more engaging.
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Old 2012-04-05, 03:47 AM   [Ignore Me] #30
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Re: Base Types new - ones old ones.


Originally Posted by headcrab13 View Post
You're right that hardcore players would know every facility like the back of their hand, but I think SOE wants to appeal to new players as well. Maybe a good compromise would be having bases divided into various sectors, so there was one easily-identifiable area that would contain spawn rooms, another area that would house the main generator, and yet another for vehicles terminals. Maybe they could be spotted from a distance by the comms antennas or piping that was running out of that sector's building.

I spent a long time in the Army and if I know one thing about military spending/construction, it's that they love their cookie-cutter designs. Find a cheap and reliable design, and stamp that shit out all over the place, whether you're in the Middle East or in garrison. I wouldn't expect to see futuristic military factions deviating from that thought process too much.
Alright fair enough, I see your point. How about this then, Instead of doing a complete overhaul of the bases and making each one unique. They can keep the same cookie cutter design but instead give the buildings their own unique skin depending on the environment. So if your on Esamir you have thick concrete walls for the harsh winter environments. If your on say Hossin in the swap have Thinner walls with Camo netting in the CY. Just slightly different looking buildings.
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