Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: I am the sword, dammit!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
View Poll Results: What do you think about fast travel in PS2? | |||
Yes, trustpads ftw! | 25 | 27.78% | |
Yes, but more conventional FT method. | 32 | 35.56% | |
No FT at all. | 21 | 23.33% | |
FT should be disabled when generators are offline. | 55 | 61.11% | |
FT should be independent of generator status. | 2 | 2.22% | |
FT should be available between friendly-held points of the base only. | 31 | 34.44% | |
FT shouldn't be restricted in any way. | 11 | 12.22% | |
Multiple Choice Poll. Voters: 90. You may not vote on this poll |
|
Thread Tools | Search this Thread | Display Modes |
2012-05-20, 01:42 PM | [Ignore Me] #31 | ||
Contributor First Sergeant
|
huh?
The grammar or perspective of what you just said is confusing to me. How/why would you chase someone on top of a defence if they use a jump-pad? (unless in an aircraft) TP allows vunerability during movement (this multiplayer not solo, if they jump what stops a friend from finishing the kill?) and visual scouting of the destination. TP allows instant safe travel with no data if the other side is empty or covered in landmines and giggling defenders (c4 or whatever). Assuming you are at an even height with a jump-pad then the retreater is a free kill, skeet shoot. (them moving in an arc and aiming backwards, you in a stable position and tighter aiming). Last edited by IMMentat; 2012-05-20 at 01:50 PM. |
||
|
2012-05-20, 01:46 PM | [Ignore Me] #33 | ||
I like the idea of whatever fast travel is there being disable-able. You could use this to disrupt the defense organisation, and would be a good strategic goal to claim back.
Not sure about jump pads though. It's a bit too Unreal Tournament for me - it doesn't seem realistic to me in the sense that base travel technology would naturally progress to it. Seems like the easy way out of a design problem rather than the best way out. - Subway cars with turrets to prevent camping on arrival? - Leaving a drivable corridor around and letting people spawn sundys to ferry troops around the base? - Monorails with multiple carriages to reduce exit chokes? There are plenty of design choices that could be made which would add to game play, rather than hurling people through the air for no reason. |
|||
|
2012-05-20, 01:51 PM | [Ignore Me] #34 | |||
Colonel
|
And as I say, if a jump pad abuser is about to die, so what if a friend finishes the kill? He had nothing to lose by giving the jump pad a try, worst case scenario, he dies anyway, but he gains a chance to survive. And if you jump after him, he will have landed first and be prepared to shoot you. I assume that jump pads will function even if your empire does not own the area of the base into which you are jumping. Don't misunderstand - I don't want teleport pads OR jump pads. But teleport pads are less destructive to the game flow than jump pads. Last edited by Stardouser; 2012-05-20 at 01:52 PM. |
|||
|
2012-05-20, 05:48 PM | [Ignore Me] #35 | ||||
Private
|
|
||||
|
2012-05-20, 06:45 PM | [Ignore Me] #36 | ||
Colonel
|
A lot of the arguments I see against TP are based solely on wanting to travel around these big bases in a safe manner. To me it seems that the devs do not want you to have unlimited safe travel within the confines of these mega bases.
|
||
|
2012-05-20, 06:48 PM | [Ignore Me] #37 | |||
First Lieutenant
|
IMO Jump pads seem to arcadey to me, and from a lore/role-playing standpoint I find it hard to believe jump pads would be the technology they'd use to move from point to point. The brief usage we saw in TB's vid showed us they were dangerous and imprecise. In fact in one of the jumps TB made he actually had to use his jump pack to even make it to the other side. Ziplines just seem more sensible, reliable, and tactically smart. That said, I do like the idea of being able to knock one out by taking out a generator. |
|||
|
2012-05-20, 07:42 PM | [Ignore Me] #38 | |||
First Lieutenant
|
Also that claim I made before still stands just look at the poll (first 3 options) and compare them to previous TP poll results. If we further analyze result we can see that most people support fast travel (12+20)/42 what makes 76% of the total votes however at the same time most people actually don't support TP as a way of making FT happen 20/32 what makes 60%. I could go even further and presume that most who voted against FT would be more prone to more conventional FT methods (I think I wouldn't make a big mistake there, since some of them explicitly said so) what would lead us to the conclusion that actually (20+10)/42 what makes 71% of people who voted dislikes idea of thrustpads. Maybe the result will change when more people vote but so far they are as they are and I believe they shine some new light to the matter and prevent from getting the false impression that previous poll could give you. Last edited by Immigrant; 2012-05-20 at 07:49 PM. |
|||
|
2012-05-20, 08:18 PM | [Ignore Me] #39 | ||
Captain
|
I'm not really a fan of the jump pads we saw in the TB video. They look like something that would seriously happen in a facility to enable people to get around. In a world where people despawn and respawn, why would they just not do that? And what next? Vehicle jump pads to cross canyons? (please, no)
I'd prefer to see the vertical ones replaced by lifts; if the lift has a default position that it always goes back to, then it's hard to abuse it being "one way". As for the point to point pads - I would rather see base design that incorporates bridges or tunnels with moving walkways (airport style) to facilitate quick movement, if it's to be there at all. Aside from not being believable, it makes light assault jump ability less valuable IMO. |
||
|
2012-05-20, 08:23 PM | [Ignore Me] #40 | |||
Colonel
|
And sorry to break it to you, but there are supposedly ramps for ATVs to jump off, over canyons and all. |
|||
|
2012-05-20, 08:39 PM | [Ignore Me] #41 | |||
Second Lieutenant
|
From other thread:
I want to say that I am really looking forward to playing a game which is plainly shaping up to be a well put together game (even with a lot of work to go), and I appreciate the dedication of the devs...I can see why the devs have the jump pads in the game at the moment...With low player density, you're just wasting your time in a playtest running from place to place, but does anyone honestly think jump pads would be nessisary when you have say, 300 people defending a base? Having stategically placed spawn points will already be more than enough to deal with any issue about defensive adjustments I think. When you have hundreds of guys defending a base, it seems to me you'll have dozens of guys in the air at any given moment, which is well beyond 'silly'...people defend this idea saying that it's 'science fiction' so you shouldn't have a hard time accepting something that's not 'realistic'...Sorry; but science fiction isn't about suspending judgement, it's about being imaginative, and I hate to tell you jump pads ain't it. As I mentioned above, PS was set apart for integrating smart gameplay (on top of the scale), which is why it's probably my favourite game of all time. Jump pads definitely send the gameplay in the direction quake three arena, which is pretty much a lobotomised shooter IMO Sorry kids! Anyways in conclusion I doubt they'l be needed at all, and if for some reason faster transport is needed, lets think of something more cool/creative/thought out than 'man cannons'. Peace. |
|||
|
2012-05-20, 09:36 PM | [Ignore Me] #42 | |||
Private
|
These pads look utterly ridiculous...I can't even imagine seeing anything like this in a movie that would work in this game's context outside of a child's cartoon. The closest I've come to even liking circus cannons was the APC that launched people up to the Titans in 2142. Now that was really well done and looked completely natural and even made it into the game's opening trailer....this is just really really weak...complete lack of imagination taken directly from other games...but at least they are consistent. I also doubt these jump pads will be featured in Planetside 2's trailer. It almost seems they were so busy building these enormous bases they left the transportation part to the last and the quick fix is in! This mechanism once it's in...it's in...and from the looks of it I believe it's in. I just wish they had asked us....I have a feeling the conversations going on right now would be completely different. Now a router...that took time and effort and we didn't need help putting those bad boys to work in all sorts of twisted ways. It was a support role a person could really occupy themselves with. Jumping around like circus clowns with machine guns boomeranging our bodies all over the place just doesn't seem like Planetside to me anymore. Dir |
|||
|
2012-05-20, 09:39 PM | [Ignore Me] #43 | |||
Second Lieutenant
|
^What he said!
Touche! |
|||
|
2012-05-20, 11:27 PM | [Ignore Me] #44 | ||
First Sergeant
|
Well thought out poll options, that seems sorta rare these days
I'm fine with the idea of the thrust pads, the PS2 devs have said for a while that they want to make the game more fast paced than planetside1, this is a way to do that. |
||
|
|
Bookmarks |
|
|