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2012-07-29, 07:34 PM | [Ignore Me] #17 | ||
First Lieutenant
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Caves would be fine, provided they weren't sucky, shitty caves that had BFRs in them. Some pitch black combat, forcing you to use lights and night vision in CQB, would be kind of interesting, especially if they got the ambient echo down where you hear sounds, but can tell how close, far, or which direction they are
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2012-07-29, 09:07 PM | [Ignore Me] #20 | ||
Contributor Major
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In PS1 the caves weren't really caves, but large underground arenas big enough to put multiple bases in.
I think many peoples opinions of these is colored from the terrible experience that was Core Combat. I would like for their to be actual caves and passages between bases and locations on the normal continents. They could provide some sneaky ways for people to get around or become deadly choke points. |
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2012-07-30, 08:42 AM | [Ignore Me] #23 | ||
First Sergeant
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They were.....odd....they weren't really what anyone was expecting when Core Wombat first landed. Primarily they just weren't really "cave" like at all. Yes, underground, yes outer rock walls, but beyond that disco crystals and zip lines ahoy.
Some of us grew to like 'em as they could be slightly more infantry centric fights, though plenty of people took airchav and MBT's down 'em still. Fundamentally they were another bit of the lattice to worry about, hauling cave mod's to the surface (base upgrades) and stealing them from other empires who were at it them could be entertaining too. Frankly what they could/should have done when they were looking for an infantry environment to make into an add on pack was to give us the option to fight in/over an orbital platform. The ones responsible for Orb' strikes actually. Last edited by Piper; 2012-07-30 at 08:43 AM. |
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2012-07-30, 10:02 AM | [Ignore Me] #27 | ||
Major General
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Piper explained the PS1 caves somewhat.... Here's some more details:
1) The caves were part of the lattice system. 4 lattice links to 4 bases in the caves linked to bases above ground. Each above ground link went to a different continent. You had to have an above ground link to a cave building before you could hack it. There are no gens or NTUs to worry about in cave bases so the only way to get a base down there is to have an above ground link. *It takes less time to hack a cave building. (10 min i think)... And you can't double-click on the building to see how much time is left on hack either.... 2) There were several different types of caves but only two types were available at any given time. The cave types automatically rotated above ground lattice links based on a timer.*Everyone was notified in-game when the link was going to change 15 minutes ahead of time. *The links would actually change links to different continents and it was random... 3) If your empire owned all the bases in a cave any above ground linked bases get all cave module benefits. 4) Cave modules could be obtained from Module Buildings in the caves then brought to the Core Complex in the center of the cave and charged. Once the module was charged you had to bring it to a base above ground and install it. One person could carry only one module at a time. You had 15 minutes to get module charged and out of the cave then another 15 minutes to get module to a base. You could get a ride from another player while carrying the module but could not drive yourself.... *Module buildings only spawned 2 module types at a time. There were 2 module buildings per cave type and each building had same 2 types of mods. You had to wait for x amount of time to go by or take a mod out and wait x amount of time for a different type of mod to spawn. *There was a mod cap amount too. So there could only be so many mods installed in all bases before it wouldn't let you take anymore. Only way to get mods then is to steal them from the enemy. *Mods, once installed in a base, start a 24 hour timer and expire when that time is up... 5) Every cave has a different layout. And there were many many many zip lines. 6) You used zip lines to travel from one point to another inside the caves. It wasn't always self explanatory of which zip line to take to get were you were going. 7) Certain vehicles were restricted from going in the caves. But mosquitoes and reavers were allowed. Just the larger vehicles were banned. Last edited by Crator; 2012-07-30 at 10:14 AM. |
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2012-07-31, 02:31 PM | [Ignore Me] #29 | ||
The implementation of caves in PS1 was so bad that I lost all faith that they could be re-done in a fun way. The same goes for BFRs.
I'd rather have SOE focus on adding things we've never had before (outfit bases / navy / space ships) rather than try to redo something that went wrong the first time around. |
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2012-07-31, 04:29 PM | [Ignore Me] #30 | ||
Corporal
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They are putting in a cave system shortly after launch.
These caves are extremely important as they'll be the only source of the continental resource "guano", which is tied to the new agrarian economy they're putting into place. Among other things, guano is used for fertilizer -- which is a key input for farming, nitrate-based explosives and certain undisclosed Vanu techs. Pests not pets ---------------- Some of us were expecting to get pets, but ps2 is calling them "pests". I was hoping the NC would get the Cave Bat, but they're giving that to the TR...I guess they're supposed to get the fast pest. We NC will get the mole or shrew or some such thing. It's supposed to be higher HP and deal out more damage than the bat. I feel this a lame pest but I'll give the devs the benefit of the doubt. The Vanu will get some alien spider-looking pest that can basically get to any part of the cave and hang from walls and ceilings. That whole maneuverability thing, I imagine. Squad leaders from all three factions will have "horde" certs they can use to call many of these creatures upon their enemies for a limited amount of time. In addition to the damage these hordes will do to a specific area, these hordes will have have longer-lasting, empire-specific effects over a wider area: TR: the bat horde will have a sonar effect, temporarily revealing enemies. It is currently considered overpowered. NC: the mole horde will expose and destroy mines and cause some damage on enemy turrets. Needless to say, enemy engies feel they'll be taking the brunt of this. VS: The spiderling horde will have "web" (slows enemy movement) and a minor area poison effect. ****since this is being posted to the new player question forum, I guess I should point out that this post is meant as humor ***** |
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