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Old 2012-06-12, 04:43 PM   [Ignore Me] #16
Turdicus
Master Sergeant
 
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Re: Base Attachments


Hm, how bout people can donate resources to specific bases to upgrade them? The upgrades could be specific modules or upgrades in like base tiers (tier 1, tier 2 etc.). When a base is lost it loses its upgrades, which adds incentive to invest in particular bases and hold them. The higher tier costs could be astronomical, making the max tier a base could achieve a serious empire effort. It could have very significant benefits, and therefore that would be more incentive for other empires to make coordinated attacks on those strongpoints, while holding their own. Lets just say there could be only a limited number of certain tiers per continent.

It could even be that high ranking commanders will be the ones to coordinate all of this. Hmmm metagame, strategy, me gusta

I think some of this has been discussed here as well: http://www.planetside-universe.com/s...ad.php?t=40463
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Old 2012-06-12, 06:00 PM   [Ignore Me] #17
Saifoda
Sergeant Major
 
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Re: Base Attachments


Originally Posted by The Kush View Post
I like the walls and gates idea. Still incredibly disappointed about the lack of courtyards
Yeah I'll miss the courtyards, at least at the bases we've seen so far. But they may have some that are more reminiscent of the old bases.
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Old 2012-06-12, 06:02 PM   [Ignore Me] #18
Mechzz
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Re: Base Attachments


Originally Posted by Saifoda View Post
Yeah I'll miss the courtyards, at least at the bases we've seen so far. But they may have some that are more reminiscent of the old bases.
When Hamma was at SOE he asked Higby if there were any walled bases. The answer was yes.

Hamma, if you drop by, did you see any examples?
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Old 2012-06-12, 06:04 PM   [Ignore Me] #19
Goldeh
Staff Sergeant
 
Re: Base Attachments


Sounds like Outfits specialized in base defense are gonna be needed.

:>
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Old 2012-06-12, 06:10 PM   [Ignore Me] #20
Kayos
Corporal
 
Re: Base Attachments


I would like flare launchers to launch flares up into the air at night to light up area's outside the base. Much like you see in war movies.
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Old 2012-06-12, 06:18 PM   [Ignore Me] #21
Gonefshn
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Re: Base Attachments


Interesting and cool idea but it's always hard to figure out one thing. Who makes these choices?

It is always dicey to give more "power" or influence to certain players. You could make it a vote? Yea, but that would be tedious and dumb imo. Best idea is maybe outfit owned bases and let the outfit leader decide. But if he is offline who chooses? And if the second guy is offline who chooses? etc. Also If you make outfit owned bases it will be something only a select few outfits will ever be able to accomplish as any smaller outfit will always be outdone by a larger one meaning for 99% of outfits they will never get to own a base.

The only way I can see these upgrades being added is something similar to the modules from Core Combat (not saying we need caves just a system like that) or something where a base advances over time as you own it, and reverts to normal status when flipped.
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Old 2012-06-12, 06:35 PM   [Ignore Me] #22
Mechzz
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Re: Base Attachments


I'd like engy's to be able to deploy laser trip wires that set off alarms and spotlights around the base in case of a night attack.
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Old 2012-06-12, 07:38 PM   [Ignore Me] #23
Skepsiis
Corporal
 
Re: Base Attachments


Originally Posted by Turdicus View Post
Hm, how bout people can donate resources to specific bases to upgrade them? The upgrades could be specific modules or upgrades in like base tiers (tier 1, tier 2 etc.). When a base is lost it loses its upgrades, which adds incentive to invest in particular bases and hold them. The higher tier costs could be astronomical, making the max tier a base could achieve a serious empire effort. It could have very significant benefits, and therefore that would be more incentive for other empires to make coordinated attacks on those strongpoints, while holding their own. Lets just say there could be only a limited number of certain tiers per continent.

It could even be that high ranking commanders will be the ones to coordinate all of this. Hmmm metagame, strategy, me gusta

I think some of this has been discussed here as well: http://www.planetside-universe.com/s...ad.php?t=40463
I like this concept.

How about all bases slowly grow all their upgrades on their own? This could be visualised in a cool way with construction nanites buzzing away and creating actual physical changes to the base - like extra turrets or better walls. And all upgrades including those that are more utility or passive focused (like for example cheaper vehicles) have an actual physical representation (some kind of small material processing plant the size of a hut for the above example).

All base upgrades are destroyable but will slowly regenerate. This allows for some interesting pre-emptive strike or behind the lines sabotage style gameplay.

Perhaps allow people to donate resources to instantly complete tiny chunks of the upgrades or let engineers actively go around with a construction gun to speed particular things up.

Whenever a base is captured it reverts back to its original state. And you get a resource reward for capturing a facility based on how developed it is. This would encourage the desire to hold a base, or focus on particular enemy strongholds.

Then strategic targets can be selected based on their worth to either benefit you or damage your enemy and some facilities may be better to avoid until later because they are an absolute fortress. It also add a lot more dynamic gameplay to fights in and around facilities if they can change from moment to moment and day to day.
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Old 2012-06-12, 07:45 PM   [Ignore Me] #24
Bazilx
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Re: Base Attachments


A MOAT AND DRAWBRIDGE!

(Complete with portcullis, and if you run up the metal chains of the drawbridge and jump the gap between the 2 chains you get a rupee)
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Old 2012-06-12, 10:31 PM   [Ignore Me] #25
cellinaire
Captain
 
Re: Base Attachments


Originally Posted by Vanu Techpriest View Post
I want optional loud speakers that yell propaganda at the enemy.
...you sure have seen enough of WW2, politics, and Half-Life2 don't you

And Higby mentioned about Spotlights, customizable outfit structure to come in the 5-year plan last year, I think.

Last edited by cellinaire; 2012-06-12 at 10:34 PM.
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Old 2012-06-12, 11:03 PM   [Ignore Me] #26
OutlawDr
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Re: Base Attachments


TR and NC propaganda
but VS TRUTH
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Old 2012-06-12, 11:12 PM   [Ignore Me] #27
lMABl
Master Sergeant
 
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Re: Base Attachments


Not sure how this would work out but I think it would be great to have some base attachments that help against different kinds of weather. Like for fog maybe you could have some fog-horns to help clear the air to make things more visible. And maybe a temporary shield to guard against sand, snow and thunder storms while your team is setting up an operation?
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Old 2012-06-12, 11:22 PM   [Ignore Me] #28
Hmr85
Lieutenant Colonel
 
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Re: Base Attachments


I would love to see emergency lighting when the base is under heavy siege. Also, have a emergency siren play over the speakers when a sand storm is approaching or some other natural disaster.
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Old 2012-06-12, 11:53 PM   [Ignore Me] #29
Khrakhan
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Re: Base Attachments


Originally Posted by Vanu Techpriest View Post
I want optional loud speakers that yell propaganda at the enemy.
Yes! Also, base alarm systems. Also, if bombers are detected, there should be air raid sirens.

Originally Posted by Evilmp View Post
Spotlights.
Most definitely.

Originally Posted by Gonefshn View Post
....something where a base advances over time as you own it, and reverts to normal status when flipped.
I very much like this idea. Not quite so much to where any one player has the power to change how the base is, but if the empire holds it long enough then it just becomes that more powerful. Will definitely make priority targets a priority.
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Old 2012-06-13, 12:07 AM   [Ignore Me] #30
nomotog
Sergeant
 
Re: Base Attachments


Not a real gameplay thing, but I want to see the option to use the ACE to hang banners or plop down statues and other visual bling.
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