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Old 2012-06-06, 12:51 PM   [Ignore Me] #16
SpcFarlen
First Sergeant
 
Re: Drop pods, and the lack of SOI.


Originally Posted by The Kush View Post
You should not be able to squad spawn inside a base, near a base, or dropped near or on a base (unless from a galaxy) DEVS PLEASE BRING BACK THE SPHERE OF INFLUENCE SOLELY FOR RESPAWN REASONS
I wouldnt be opposed to that at all. Though that may cause squad leaders to just stay outside
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Old 2012-06-06, 12:52 PM   [Ignore Me] #17
Magician
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Re: Drop pods, and the lack of SOI.


Yeah I understand that this is a large concern. I am currently playing at E3 and I feel that every time I try and capture a facility someone from the other team pops up by me from a drop pod and stops my capture. Especially because you can drop in as a max.

Granted there are a few factors at work here. One is that I will probably never really be alone so there should be support for any character to capture a hack. Second is that there is a cool down of 300 seconds (5 min) to prevent SPAM dropping.

This would be really chaotic however if you had battles of HUNDREDS of people. I dont know if I will personally like it... but maybe that is what they want? I am not too sure if planetside 2 development team really wants to have the type of LOCK DOWN ability that planetside1 base captures were like. I think they wanted constant swapping of the hack points.

But I will address Higby or one of the development teams about the SOI issue with drop pods.
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Old 2012-06-06, 12:52 PM   [Ignore Me] #18
Stardouser
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Re: Drop pods, and the lack of SOI.


Originally Posted by The Kush View Post
You should not be able to squad spawn inside a base, near a base, or dropped near or on a base (unless from a galaxy) DEVS PLEASE BRING BACK THE SPHERE OF INFLUENCE SOLELY FOR RESPAWN REASONS
You've raised a question. So you don't want squad spawning to work in bases.

What about battles that erupt in the space between bases?

Also, if squad spawn doesn't work in bases for attackers, should it work for defenders? After all, attackers worked hard to shut down respawn rooms...
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Old 2012-06-06, 12:54 PM   [Ignore Me] #19
MercDT
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Re: Drop pods, and the lack of SOI.


Originally Posted by MrBloodworth View Post
Perhaps it is not implemented, or this is intended. But until it is, I'm going to comment. I feel its necessary to bring such things up. Its why we are here.
By all means, comment. This is why we need to give them feedback even though we're not in beta.

I think I also remember reading somewhere that you can only "spawn" on your squad leaders, not squad members...which is something that the squad leader has to cert him/her self into.
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Old 2012-06-06, 12:56 PM   [Ignore Me] #20
SpcFarlen
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Re: Drop pods, and the lack of SOI.


Originally Posted by MercDT View Post
By all means, comment. This is why we need to give them feedback even though we're not in beta.

I think I also remember reading somewhere that you can only "spawn" on your squad leaders, not squad members...which is something that the squad leader has to cert him/her self into.
Ya for E3 they set it for everyone. Makes a better demo for those that hop on and play for a few minutes. They get into the action fast, get a feel, and all that jazz.

Its not going to be there at launch or beta.
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Old 2012-06-06, 12:56 PM   [Ignore Me] #21
Meecrob
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Re: Drop pods, and the lack of SOI.


I, for one, am really happy how squad spawn turned out. Not BF style where you just appear next to someone, but with the droppod. The cooldown of 120 sec seems perfect to me aswell. Good job devs!
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Old 2012-06-06, 01:03 PM   [Ignore Me] #22
Raymac
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Re: Drop pods, and the lack of SOI.


I really don't see any problem with the way it is set up now. Squad spawning doesn't mean you instantly appear where ever your squad leader is. You have a to drop in.

Hasn't anyone here been a Reaver pilot when there was a Gal drop right in front of you and you could bask in that turkey shoot kill spam? It will be similar with this squad spawn mechanic. You want to drop on the roof? Thanks for the easy kill.

Plus, you can tweek things like the timer if it is overpowered and that will balance it out easily.

Finally, if the complaint is about dropping behind enemy lines to cause havoc...airborn rangers. It's been around since WW2. It's not giong to make the game have "no fronts" as the OP seems so worried about.
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Old 2012-06-06, 01:05 PM   [Ignore Me] #23
MrBloodworth
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Re: Drop pods, and the lack of SOI.


Originally Posted by Raymac View Post
Finally, if the complaint is about dropping behind enemy lines to cause havoc...airborn rangers. It's been around since WW2. It's not giong to make the game have "no fronts" as the OP seems so worried about.
Huge difference in airborne rangers, and dropping uncontested right into the base. I covered this already.
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Old 2012-06-06, 01:14 PM   [Ignore Me] #24
Raymac
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Re: Drop pods, and the lack of SOI.


Originally Posted by MrBloodworth View Post
Huge difference in airborne rangers, and dropping uncontested right into the base. I covered this already.
Not really. It's just a high altitude drop with a commando setting the drop point. Same exact thing. Plus dropping into a hot zone is extremely risky as we all saw in PS1.
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Old 2012-06-06, 01:22 PM   [Ignore Me] #25
ringring
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Re: Drop pods, and the lack of SOI.


Originally Posted by CutterJohn View Post
I agree that the spawning into the middle of the base is a bit much, but remember that we don't know what the reuse timer on the squad spawn is. We know for a fact they intend it to be an occasional luxury rather than a reliable method of getting reinforcements on site. Section 8, while having a similar mechanic, had it as the only spawn method.


I'm thinking this really won't be much of an issue.
However arclegger said he looked forward to a tactic of a cloaker in baswe and the entire squad spwning on him to cause mayhem:- this implies the timer os on the spawner and not the spawnee as I had assumed.

I'm not in favour of it tbh.

RE: SOI, I wonder how the calculate base capture/resecure xp? Without an SOI I presume it is a straight amout each time.
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Old 2012-06-06, 01:26 PM   [Ignore Me] #26
ringring
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Re: Drop pods, and the lack of SOI.


Originally Posted by Raymac View Post
I really don't see any problem with the way it is set up now. Squad spawning doesn't mean you instantly appear where ever your squad leader is. You have a to drop in.

Hasn't anyone here been a Reaver pilot when there was a Gal drop right in front of you and you could bask in that turkey shoot kill spam? It will be similar with this squad spawn mechanic. You want to drop on the roof? Thanks for the easy kill.

Plus, you can tweek things like the timer if it is overpowered and that will balance it out easily.

Finally, if the complaint is about dropping behind enemy lines to cause havoc...airborn rangers. It's been around since WW2. It's not giong to make the game have "no fronts" as the OP seems so worried about.
It also make a gal less meaningful.....
Why bother with a gal if you can get 1 person on target and the rest squad spawn.
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Old 2012-06-06, 01:27 PM   [Ignore Me] #27
MrBloodworth
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Re: Drop pods, and the lack of SOI.


Originally Posted by Raymac View Post
Not really. It's just a high altitude drop with a commando setting the drop point. Same exact thing. Plus dropping into a hot zone is extremely risky as we all saw in PS1.
I highly disagree with what you are trying to equate here. Airplanes are exposed the entire time until the target area.
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Old 2012-06-06, 01:29 PM   [Ignore Me] #28
Geist
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Re: Drop pods, and the lack of SOI.


I'm sure it was a E3 only feature to get as many people into the fight as fast as possible. I'd be surprised if it's still there when Beta launches.
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Old 2012-06-06, 01:29 PM   [Ignore Me] #29
Stardouser
Colonel
 
Re: Drop pods, and the lack of SOI.


Originally Posted by ringring View Post
It also make a gal less meaningful.....
Why bother with a gal if you can get 1 person on target and the rest squad spawn.
For transporting you all the way from wherever you initiated the attack from. Also dropping you right in the middle of a base instead of trying to walk in. And more.
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Old 2012-06-06, 02:09 PM   [Ignore Me] #30
Xyntech
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Re: Drop pods, and the lack of SOI.


Originally Posted by SpcFarlen View Post
The galaxy allows you to drop troops in an area without any. For the pods to work you need your Squad lead to get there. That is a big distinctions to make too.
Considering the speed at which ES fighters can currently travel, I think the distinction is small. Obviously that speed can be tweaked if needed, but fighters will undoubtedly always be faster than Galaxies.

One squad member (remember you can currently spawn on any squad member) flies in at break neck speed, bails out, tells squad over VOIP to spawn on him. A rain of drop pods comes in. Makeshift Gal drop.

Obviously even if this is the case, the Galaxy will still be useful. As a spawn point and even as a drop ship during squad spawnings long cooldown. But I do think it could diminish the Galaxies value, which is the opposite of what I'd like to see.

This isn't particularly at the top of my concerns for the game, but I do think it could use some looking into. I'll be interested to test it in a real battle, not some E3 clusterfuck.

Realistically, they could limit it in multiple ways. For example, they could prevent certain classes such as MAXes from squad spawning. Maybe even HA, although that seems like it could be a bit too restrictive.

Last edited by Xyntech; 2012-06-06 at 02:10 PM.
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