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PSU: Let the slaughter commence!
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2012-05-26, 05:10 PM | [Ignore Me] #16 | |||
Captain
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2012-05-26, 05:11 PM | [Ignore Me] #17 | |||
Major
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2012-05-26, 05:13 PM | [Ignore Me] #18 | |||
First Lieutenant
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2012-05-26, 05:15 PM | [Ignore Me] #19 | ||
Master Sergeant
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Not sure if you saw my edit, but you could base the exp gain on how hot the pickup or drop zone is. If you just taxi a squad around an empty base, you don't get jack shit. If you save a squad from a firefight where they're outnumbered 3:1, or drop them in to a base where they make a significant difference in the fight, you get significant exp.
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2012-05-26, 05:21 PM | [Ignore Me] #20 | |||
First Lieutenant
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Last edited by Immigrant; 2012-05-26 at 05:24 PM. |
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2012-05-26, 05:26 PM | [Ignore Me] #21 | ||
Master Sergeant
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Sounds like in the end the "battle zone" implementation is the best option. XP scales depending on the number of enemies present in the immediate area of the activity. It'll probably have something to do with hexes too, like the number of troops within a certain set of hexes. If this is worked out neatly then it would be a fine addition to the game. But its gonna need testing, I volunteer =)
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2012-05-26, 05:27 PM | [Ignore Me] #22 | ||
First Sergeant
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Imagine if you can set up waypoints as missions in PS2 for galaxy pilots. For example, set up a mission request for galaxy transports to go from one base to this hex on the front line for the next hour. It'll be kind of like the troop transports in Supreme Commander, where they constantly go back and forth from front lines to base via waypoints and NO input from the player beyond setting it. It'll make PS more like the starwars battles with clone troops constantly jumping off of incoming transport aircraft.
Of course this will happen anyways within outfits, but empire wide missions would make the scale oh so much grander! |
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2012-05-26, 05:36 PM | [Ignore Me] #25 | ||
yep, in ps1 at first there was nothing like that, but later on a support xp system was implemented that worked pretty well!
whenever you drop someone from a gal, his first kill would start a timer and you get a share of his kill xp for every kill during this timer. same applied to ams spawns, ams terminal usage, usage of terminals hacked by you and armor repairs/healing. hope this will return
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-05-26, 05:40 PM | [Ignore Me] #26 | |||
Captain
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2012-05-26, 05:43 PM | [Ignore Me] #27 | ||
yes it was! i always played supporter full time, and it made my day so much more rewarding when this was implemented! and the number of supporters went a lot higher instantly!
i am sure the devs got that covered! the system only had one flaw... the teleporter pads! when it was implemented, people always would place telepads in spawnrooms to leech xp from everybody who used them to get to the vehiclepad faster... leading to a shortcut directly to the spawnrooms for invading enemys
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! Last edited by Shogun; 2012-05-26 at 05:51 PM. |
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2012-05-26, 05:57 PM | [Ignore Me] #28 | ||
Master Sergeant
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Oh, well if it was done well in PS1 then I'm sure the devs have it covered. Building off of the original system from PS1 and modernizing/expanding it is probably a priority for them. Adding the mission ideas in one form or another would be great as an addition. My concerns have been laid to rest, support players are safe.
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2012-05-26, 06:10 PM | [Ignore Me] #29 | ||
oh yeah, adding a second layer with the mission system would be great! the support roles should be encouraged as much as possible! supporters have lost so many things from ps1 (antruns, stealthy ams placement, vast reduction of engineer deployables, autoheal, etc.)that i gladly accept any bone they can throw at us
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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