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View Poll Results: What do you think about fast travel in PS2? | |||
Yes, trustpads ftw! | 25 | 27.78% | |
Yes, but more conventional FT method. | 32 | 35.56% | |
No FT at all. | 21 | 23.33% | |
FT should be disabled when generators are offline. | 55 | 61.11% | |
FT should be independent of generator status. | 2 | 2.22% | |
FT should be available between friendly-held points of the base only. | 31 | 34.44% | |
FT shouldn't be restricted in any way. | 11 | 12.22% | |
Multiple Choice Poll. Voters: 90. You may not vote on this poll |
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Thread Tools | Search this Thread | Display Modes |
2012-05-20, 12:17 PM | [Ignore Me] #16 | |||
Major
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What I'm saying is that I think that if one or two bases had short-range teleporters that the defenders only could use, and then only if they hold both ends of the route then I would see that as an acceptable addition to gameplay when attacking/defending a base. Opening it more than that would be boring (if all bases were the same) and a bit silly (hundreds of players flying around) I hope to play PS2 for months if not years, and the more variety the better, I think? |
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2012-05-20, 12:21 PM | [Ignore Me] #17 | |||
Colonel
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People have moved beyond speculation and are now deciding whether or not these should be in the game or how they should work, while in a position of ignorance. Last edited by Vancha; 2012-05-20 at 12:23 PM. |
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2012-05-20, 12:24 PM | [Ignore Me] #18 | |||
Colonel
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I think the beta will prove teleport pads that are inside buildings at different ends of the base to be a better decision than jump pads on the roof, when jump pads/rooftops start getting farmed by air or tanks sitting on higher ground. And there's another thing. Engineers need to go up on those towers to repair the turrets, if people are constantly blasting at the rooftops(even after turrets are down) because they hope to get some kills on people coming for the jump pads, it will cause the engineers to have trouble doing their job in the midst of all that extra attention. |
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2012-05-20, 12:32 PM | [Ignore Me] #19 | |||
Major
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2012-05-20, 12:34 PM | [Ignore Me] #20 | |||
Colonel
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The turrets that are on the bottom floors could also retract, but horizontally instead of vertically. Actually I love this idea, and it goes double for those standalone towers away from bases. |
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2012-05-20, 12:54 PM | [Ignore Me] #21 | ||
Major
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Yes, but more conventional FT method.
- Replace 'jump pads' with a 'hallway' or 'stairway' portal. Visual Concept: Base design would have a hidden enclosed dual carriageway leading directly, safely and speedily to the destination. Animation: Your character enters this 'portal' pathway to the next area of facility's battlements. You press [F] on this doorway into the limited-view stairway or hallway. Gameplay Concept: This is the fast travel that is more conventional.
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2012-05-20 at 02:43 PM. |
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2012-05-20, 12:57 PM | [Ignore Me] #22 | |||
Major
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2012-05-20, 01:07 PM | [Ignore Me] #24 | ||
Was it just me, or didnt Higby say that there are going to be no generators in PS2? I asked about cloakers and black ops behind enemy lines in one of the QA reddit sessions and from what I remember that was his response.
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2012-05-20, 01:18 PM | [Ignore Me] #26 | ||||
Contributor First Sergeant
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Thanks for saving me some typing.
Last edited by IMMentat; 2012-05-20 at 01:22 PM. |
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2012-05-20, 01:21 PM | [Ignore Me] #27 | ||
Private
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the only form of Fast Travel (FT) I like is thrustpads.
This poll is a little unfair, there are more FT options than thrustpad options. I am for fast travel being disabled if the generator is down, but not against thrustpads at the same time. There are several conditional FT options that do not include thrustpads. I like the elements of gameplay that thrustpads bring, there is a risk in using the pad because you make yourself available to be shot. Furthermore, Considering the travel is not instantaneous it allows people by the landing spot to react. Those are my thoughts on this matter. I really hope they keep them in game. |
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2012-05-20, 01:22 PM | [Ignore Me] #28 | |||||
First Lieutenant
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No need for drawbacks when it comes to FT since is meant to compensate the vastness of the bases not to provide new gameplay element. Small bases don't need FT at all.
Last edited by Immigrant; 2012-05-20 at 01:27 PM. |
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2012-05-20, 01:31 PM | [Ignore Me] #29 | ||
Contributor First Sergeant
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Fixed position FT options.
Tunnels - safe, slow, take loads of people out of the fight, ground only (skytunnels? interesting but ugly). Teleport pads - safe movement, easily abused by both sides. Bridges - unsafe, slow-ish, counters plans for more open base design, opens too many firing positions up in a carefully designed base. Ziplines - unsafe (obvious route), medium speed, otherwise sensible. Lifts - safe?, slow?, ugly, limited capacity/bottleneck. Jump-pads - safety relative to base ownership, medium speed, forces people to use certain firing positions. The main argument for is that they are inconspicuous and a good middle ground. The main argument against seems to be that they could be over-used (valid) and don't fit in the setting??? (batchit crazy response IMO) Last edited by IMMentat; 2012-05-20 at 01:37 PM. |
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2012-05-20, 01:39 PM | [Ignore Me] #30 | ||
Colonel
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I submit that jump pads are far more abusable than teleport pads. At least with teleport pads if someone uses them to get away, you can give chase in relatively safety, jump pads will be quite risky to chase an abuser who's playing peek-a-boo with them, because of this:
If the guy you're shooting at is about to die, then he has nothing to lose if he jump pads away from you and then gets shot down. You, on other hand, if you chase after him, could find yourself shot down. Therefore, if someone's about to die, there's absolutely no reason for them to abuse the pad in an effort to get away, they've nothing to lose and it might result in their killer getting blasted off his tail. |
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