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2012-04-04, 01:52 AM | [Ignore Me] #31 | ||
Would love to see sandbagging as well, but depending on how the engineers deployable shields work... It might even be possible to set up a forward base with defensive walls? ;p
Oh, also what ever happened to the idea of deployable towers?
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”You can have hundreds of players fighting against hundreds of players fighting against hundreds of players in these massive cluster-fuck battles” Matt Higby on the scope of Planetside 2 Last edited by Brusi; 2012-04-04 at 01:56 AM. |
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2012-04-04, 03:43 AM | [Ignore Me] #32 | ||
Lieutenant Colonel
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Yeah its a good idea, here it is fleshed out a bit more:
https://sites.google.com/site/planet...icle-overhauls Same idea for Gal/Lode, with additional ideas for specific AMS functions (these ideas were designed around PS, not PS2). Also here are Hayoo's ideas for deployable emplacements: http://www.planetside-idealab.com/id...acements.shtml Looking directly at PS2 and its current absence of AMS and Lodestars, I think that the Sunderer and the Gal should have options:
This allows players to design their vehicles for specific roles further; say they want to stealthily set up a spawn point, then they take a Sunderer and hide it with the cloak. But yeah, I definitely want to see the Lodestar back, and acting as a vehicle spawn point. Last edited by DviddLeff; 2012-04-04 at 03:56 AM. |
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2012-04-04, 05:50 AM | [Ignore Me] #33 | ||
Private
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In terms of balancing the loady as a vehicle spawn point how about giving it a fixed pool of NTU to build from, no tech vehicles and a construction time, so you could land the loady and your squadmates pull 5 ATV's before the NTU runs out, or only 2 lightnings and if you want any more then the loady has to go refuel from somewhere, say the foothold or something, while the construction time limit (or maybe even just a cooldown period between vehicle creation) stops the situation where a loady lands behind your lines and suddenly you have a whole squad of lightnings up your ass.
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2012-04-04, 06:37 AM | [Ignore Me] #34 | ||
Master Sergeant
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I think a cool option for the Sunderer to add something more to this idea would be to somehow allow it to be spec'd to sacrifice transport slots for the ability to deploy some sort of wall, like out of the back of it or something.
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2012-04-04, 07:06 AM | [Ignore Me] #37 | ||
that´s how it should work, but i am afraid, i heard higby saying deployable vehicles will still have the limitation soi like the ams had.
this limit has to go to be able to build up a nice effective forward base. if you have to spread your support stuff out because there is a 50m deployrestriction radius around every deployed vehicle the whole beauty of this idea is gone. if the limitation soi has to stay, please give the pilots an indicator. a red circle projected on the ground (like the old vehicle seat enterspot projections) around all limiting vehicles so he can directly go for the free spot without having to land and take off 400 times before he gets a valid deployment spot. this was aweful with the ams already, with a plane it would suck extremely. but please get rid of this limitation, or at least for all non spawnpoint vehicles! if the TTK is anything like we have seen in the gdc footage, forward bases have to be heavyly fortified to stand a chance, so a phalanx of mana turrets and sunderers will be needed. being able to only deploy one thing of each type will not be enough to defend against airborne attacks
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-04-04, 11:07 AM | [Ignore Me] #39 | |||
Malvision
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I really like the idea of forward bases. I actually just did another post about it as a possible way to get rid of empire footholds using a forward operating base idea. (see below)
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2012-04-04, 11:36 AM | [Ignore Me] #40 | |||
Lieutenant Colonel
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Spawn points around the map (and progressively inside as your empire captures zones) makes the center a very interesting strategic target. Being able to spawn around the map also keeps the game dynamic and open. It's about starting outside the map and getting inside instead of being inside already and moving out from those static points. A lot of things can be designed around spawn mechanics. The flying bases or drop-pods from space were such ideas. I like yours because players choose their spawn points, where they are placed and devs can still place restrictions for the players (small greens, slow spawn point movement, map designs where entering a continent is easier at certain points, etc...). Very promising ideas that show there are still original possibilities we have not thought about. Last edited by sylphaen; 2012-04-04 at 11:59 AM. |
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2012-04-04, 01:04 PM | [Ignore Me] #43 | ||
Contributor Major
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I'd rather see more modular rather than more packaged deployable defenses and whatnot.
I like the idea of engineers building MANA turrets and deployable cover shields to protect a deployed support vehicle better than beefing up the vehicle's defenses as part of the deploy mode. |
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2012-04-04, 01:57 PM | [Ignore Me] #44 | |||
Master Sergeant
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You defend by spawning vehicles, AA and infy. It can be taken out with Sappers (think Support in BF3) placing an explosive charge on the Spawn. 4 renders that spawn useless. Once the spawns are destroyed, infy can cap the flag. Whats nice about WW2online is that you have to defend your FBs if you want to succeed in capping a town. One person has said that a vehicle spawn at the FB is a bad idea, but actually it is absolutely necessary so that it doesn't become farmville. |
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2012-04-04, 02:18 PM | [Ignore Me] #45 | ||
Did this change? When I last played there was always a FB base between towns owned by opposing countries. You did not capture them at all. To gain a forward base, you destroyed the enemy's, then your forward base would appear. It was the towns and cities that were captured though a flag mechanic.
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