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Old 2012-06-12, 09:52 AM   [Ignore Me] #16
Meriv
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Re: What do oufits need?


more than outfits mothership, it would be nice to bring a space vessel (for an incredible amount of resources) for outfits to bring competitiveness beetween them, and to be able if entering something like a space arena to board the enemy vessel and sack it trought space combat.

ok something a bit more outside the idea vault, to make easy the intercommunication beetwen big outfits leaders soo they can arrange strategy at an even bigger point of view strategy

Last edited by Meriv; 2012-06-12 at 10:05 AM.
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Old 2012-06-12, 10:03 AM   [Ignore Me] #17
Luieburger
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Re: What do oufits need?


Originally Posted by robocpf1 View Post
The biggest point that is also probably easiest to implement is a fully customizable rank system. Be able to name people's ranks, then set their permissions - allow invite, but don't allow kick, etc.

...

Outfit divisions, please, with the possibility of going down different outfit cert trees per division. Members must be in a division, and they can only make use of one outfit cert tree, to keep it balanced.

Outfit-designed camo favorites, so the officers can design a camo or armor customization and give it to all of the members.
I definitely agree with this. Outfits should be able to set up whatever command structure they want. Flat, or hierarchical. Divisions within outfits are critical for organization, perhaps divisions can have their own sub-logos to put on their suits or profiles.

I think the bottom line is that people are equally as proud of their Outfits as they are of their faction. Why not foster that pride?

Last edited by Luieburger; 2012-06-12 at 10:05 AM.
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Old 2012-06-12, 10:32 AM   [Ignore Me] #18
kaffis
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Re: What do oufits need?


Web interface for outfit management/tracking. Alternately, throw this sort of thing into the 1st party mobile app; my assumption is that 3rd party apps that use all the API data won't be dealing with anything that requires logging into characters, so make sure that this sort of thing can be done through you guys directly.
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Old 2012-06-12, 10:43 AM   [Ignore Me] #19
Baneblade
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Re: What do oufits need?


Outfit Command Channel. So OL/VOL of different outfits can talk to each other easily without the annoyances that were in PS1 /c.
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Old 2012-06-12, 10:46 AM   [Ignore Me] #20
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Re: What do oufits need?


Originally Posted by Sobekeus View Post
Outfit Command Channel. So OL/VOL of different outfits can talk to each other easily without the annoyances that were in PS1 /c.
+1 for writing in a comprensible english what i meant
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Click here to go to the next VIP post in this thread.   Old 2012-06-12, 10:52 AM   [Ignore Me] #21
Malorn
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Re: What do oufits need?


Good topic.

Here's my list of what outfits need.

Outfit Management

1) Ranking system
This is really a given, every guild/outfit/clan implementation in the last decade and a half has had this.

2) Ability to sort the roster by last login, name, rank, and some stats (score/min, total score, kills, etc)
PS1 had this, also a standard guild/clan/outfit thing. This is so outfit leaders can easily see people who haven't logged in a purge them, see who top contributers are (possibly for rank assignment, etc). Manu uses for sorting the outfit list.

3) Permissions
Not every game has this, but most do. Simply a custom permission system assigned to each rank showing what that rank can do and see in the outfit. invite, kick, speak/see officer chat, speak/see outfit chat, promote/demote, etc.

4) Officer chat
A given.

5) Announcements / MOTD
A given

6) Calendar
Lower priority, IMO. This isn't an RPG where we are basing our playtimes around slaying internet dragons, but there might be outfit events worth scheduling for fun, like outfit meetings, tank night, liberator night, max crash night, or perhaps events coordinated with other outfits. Many games have calendars now, though admittedly mostly those are MMORPGs which thrive on the raid schedule. In the absence of a calendar, the MOTD/announcements could just as easily be used to communicate this stuff in PS2.

7) Outfit information, contact, etc, link to stats page blah blah
Basic stuff.


The above is all typical stuff I expect to see. Only the calendar would I consider not required. Anything else missing from that list would disappoint me and look like a half-assed outfit system.

Lets move on to more PS2 specific outfit management things.

PS2 Specific Outfit Management

8) Outfit Uniform
Outfits should be able to specify an outfit uniform, AND ENFORCE IT if necessary. Ideally there would be multiple different uniform options

Outfits can have a uniform without in-game support, but enforcing it is a huge pain in the ass. It should be simple enough for an outfit leader to specify a uniform or set of uniforms (which members can choose to use). In the customization windows if the uniform exists it is an option players can specify. If the uniform is enforced, then all other cosmetic options are not selectable except for approved outfit uniforms. Uniforms should be configurable by the outfit leader for all vehicles. I would go so far as to say the outfit itself should be able to purchase via in-game resources or Smedbux the ability to unlock customizations for the entire outfit to use for the purpose of uniforms (and only uniforms). You could tie certain uniform options to achievements or what not, but you get the idea.

A big part of PS2 is identity & customization, and that goes for outfits too. Outfits want to be identifiable by more than just the tag. When you see the Reavers with the gold tails, or you see all-grey prowlers with the red stripe and a skull, you know the outfit.

And most importantly, an outfit needs to make the uniform easily enforceable so all members use them and they don't have to deal with the asshats who don't comply. If people don't like the idea of a uniform they can try to change the outfit policy from within or they can look for another outfit. The power should be in the hands of the outfit.


9) Outfit Objectives
I expect this would tie into the mission system, but give outfit members/ranks with permissions the ability to specify a set of missions for the outfit. When members log in they can look at the missions list and see what the outfit wants them to be doing. Number of missions should scale with outfit size so larger outfits can micro-manage if necessary. Think "divisions" - they're going to do different things.


10) Divisions
Optional additional categorization orthogonal to rank would be divisions. If a member is in a division they might show up differently on the minimap.

I would recommend a possible Division-chat. Number of divisions seem like outfit certs so outfits that care can invest, and outfits that don't can skip. Map filtering on division, and of course outfit Perks should be tied to division. We know they plan on having outfit perks as something outfits choose to specialize in. Each division should be allowed its own specializations. In this way you don't punish large outfits with an outfit specialization/perk system.


11) Outfit Member locations on Map & Minimap
This really is a given. Being able to see where other squads in the outfit are on the map serve several purposes. First, you can see where your outfit is to join them. Second, you can see the assclowns not playing with your outfit so you can berate them, kick them (can you tell I play TR yet?) or perhaps join them if they're up to something fun and interesting.

In a more tactical setting, I expect this to function similarly to the old Platoon system in PS1, which was actually very well done. It was easy to see where every member in the platoon was exactly. In addition to simple numbers, I'd like some sort of icon & color coding which tells which class the player is currently and if they are in a vehicle.

I don't want to see this information for every friendly, just people in the outfit.

Likewise, squads/platoons should have a similar mechanic where you also see people in your own squad/platoon that looks different from the rest of the outfit.

It is important that you give outfit leaders the ability to manage their outfit effectively. That includes knowing where people are so they can assign them positions and objectives. It is difficult to lead anyone if you don't know where people are or even know if they are on the same continent.

Filtering of outfit view should also be available. Filters should include squad/platoon, and division (in case you only want to focus on what your division.


12 Outfit Announcements
Think of WoW's Raid Warnings. I know they plan on having VoIP, but having things written down is important. Verbal messages can get lost in the sound of battle, or idiots don't have headsets on, listening to music, or simply hearing impaired (known a few of those), and outfit leaders hate repeating themselves. Put it in a clear on-screen message that really can't be missed, and write it out in chat too so they can see.

Announcements should have parameters that allow them to go to the entire outfit, a specific division, or specific ranks (like telling all Recruits to show up for a trial-type event or something like that, or all officers to meet up for a leadership meeting, etc). And as always, permission system on who can send announcements. I don't think you have to worry about spam here. If an outfit leader is spamming his own people they have the ability to leave the outfit if they don't like it, or if its an officer they can escalate the issue to the outfit leader. There may be times when an outfit leader intentionally wants to spam - it's important, want to make sure everyone sees it.


13) A method for custom decals/skins or purchasing from the store
An enhancement to the uniforms bit above. For a Smedbux service fee outfits should be able to submit custom decals (please god have an approval process so we don't get penis and swastikas decals, or penises in the shape of swastikas). Pay the service fee, submit the decal, if approved it can be used in outfit uniforms (and only outfit uniforms). This could be true for custom skins as well if they meet certain criteria. I expect strict Empire enforcement on all custom skins/decals for outfits.

I would go so far as to say the Empire Color Palette must be used for all custom outfit skins (and preferably decals too). It is important we don't lose empire identities when creating outfit identities.


14) Outfit Resources & Smedbux
I'm not sure how outfit skin purchasing would work, but if outfits are independent entities then we could allow them to have their own pool of resources, including Smedbux for the purchase of outfit uniform customizations. The question then comes "who pays?" I think one payment option for the store should be a donation to your outfit. Allow members to donate small sums of Smedbux to their outfit instead of the store. Then the outfit leader (or anyone with appropriate outfit permissions) can buy outfit customizations using the outfit's Smedbux. That way the outfit leader doesn't always pay the bill and the outfit can truly be community-owned.

Alternately, outfit customizations could be purchased purely with outfit resources in-game. Just depends on how SOE wants to monetize this. Maybe offer both options. Lots of resources, or a few Smedbux.

I would think donations should be small with disclaimers that the outfit has no special obligations to donors. Donors can be kicked, demoted, etc. To avoid potential problems with this simply using in-game resources for outfit customizations might be preferred, though I think that's a lot of missed revenue opportunity for SOE. And I don't mind giving them revenue for stuff that is not required to play the game competitively.
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Last edited by Malorn; 2012-06-12 at 10:56 AM.
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Old 2012-06-12, 11:06 AM   [Ignore Me] #22
Exmortius
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Re: What do oufits need?


ya more than 1 leader option where you can have maybe up to 3 just in case something happens where one leader goes awol. would be nice. sometimes real life happens and if the main leader disappears for an extended period that can cause issues with keeping the outfit together. that would be my highest priority. to be able to maybe add divisions and division leaders for smaller groups within the outfit would definitely be a very awesome feature imo. would help with organization and make it easier to control the outfit as a whole.
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Old 2012-06-12, 11:09 AM   [Ignore Me] #23
Baneblade
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Re: What do oufits need?


Outfit uniforms yes, unilateral uniform enforcement no. Maybe make them forced when in an outfit lead squad. That way you have them for ops, but dont force it during casual or solo play.
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Old 2012-06-12, 11:23 AM   [Ignore Me] #24
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Re: What do oufits need?


I really love the idea of a spaceship (not a huge one, or at least not at first) for outfits. It's something cool to work towards and gives you a little more incentive to get out that and fight for some resources.

If not that, than at least something that an outfit can work on getting and spending stupid amounts of resources pimping out. World of Tanks style custom logos would be nice.

Last edited by GhettoPrince; 2012-06-12 at 11:24 AM.
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Old 2012-06-12, 11:27 AM   [Ignore Me] #25
Saifoda
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Re: What do oufits need?


Originally Posted by kaffis View Post
Web interface for outfit management/tracking. Alternately, throw this sort of thing into the 1st party mobile app; my assumption is that 3rd party apps that use all the API data won't be dealing with anything that requires logging into characters, so make sure that this sort of thing can be done through you guys directly.
There should be a function on ps2 website that allow outfit leaders to "log in" (verify credentials basically as the outfit leader) and gives that person (and whomever he shares it with) the info necessary to form outfit-specific apps would be way cool.

I like your thinks. Your brain are a good.
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Old 2012-06-12, 11:36 AM   [Ignore Me] #26
Meriv
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Re: What do oufits need?


Originally Posted by GhettoPrince View Post
I really love the idea of a spaceship (not a huge one, or at least not at first) for outfits. It's something cool to work towards and gives you a little more incentive to get out that and fight for some resources.

If not that, than at least something that an outfit can work on getting and spending stupid amounts of resources pimping out. World of Tanks style custom logos would be nice.
Outfits motherships combat would be nice, with relativity steal of resource soo u implement space combat plus high end competitive game beetween outfits. That would push for resource cap inland.
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Old 2012-06-12, 11:39 AM   [Ignore Me] #27
Meriv
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Re: What do oufits need?


Originally Posted by DjEclipse View Post
No banking of resources by outfits. That will get messy. And likely be in direct competition with SOE. Why should I buy anything from SOE if a big outfit promises to take care of me.
The resource giving being just undirectional with the chance of spending it just in what the outfit can (for example the mothership) and not the outfit capable of spamming normal veicles for you.
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Old 2012-06-12, 11:41 AM   [Ignore Me] #28
Madlaps
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Old 2012-06-12, 11:46 AM   [Ignore Me] #29
Saifoda
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Re: What do oufits need?


Originally Posted by Meriv View Post
The resource giving being just undirectional with the chance of spending it just in what the outfit can (for example the mothership) and not the outfit capable of spamming normal veicles for you.
^ that.


Having outfits gain resources through player action can add greatly to the depth of the outfit meta game (damn you malorn you got me using that phrase way too much after reading your manifesto lol). And like Meriv said, outfit resources would be controlled by mechanics that wouldn't allow it to just go "oh hey we should do a tank column" *spams 87 vanguards*
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Old 2012-06-12, 11:52 AM   [Ignore Me] #30
Meriv
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Re: What do oufits need?


Originally Posted by DjEclipse View Post
It's an EVE sounding idea to me. No thanks.

ok never played eve, is just i am worried about of ppl getting borred of the normal combat with no ending reward exept maybe some score. Soo i was thinking something to push the gaming to something to reach, to an objective, in wot the thing u want to reach is the clan wars, and getting the real gold and dominate up there getting recogniction.

Soo at least for the same reason i would realy like when an outpost is being conquered to show who has conquered it or defended it. Something like xxxx has been conquered by YYYY of the xxxxx Outfit appearing in all the screens of the players in zone.
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