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2013-06-06, 12:25 PM | [Ignore Me] #31 | ||||||||
Major
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I keep throwing my money at the Screen, but nothing is happening!
...Seriously, why don't they hire you man? Now, where do we put the Shield of Interference generator?
Working on that, need to do my write up on making Resources an Individual BASE asset instead of a Player one.
Bases then use all three Resource NTUs to slowly repair themselves over time.
Alright, instead of making Infiltrators go inside, each of these ES shield doors would have a Star Wars style control panel next to it. You could either outright destroy it (I'm thinking three pistol clips?) or have a friendly Infiltrator hack it to flip control. Now you can go IN, but the Defenders can't get OUT. Last edited by Whiteagle; 2013-06-06 at 12:29 PM. |
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2013-06-06, 01:07 PM | [Ignore Me] #32 | ||
Contributor Lieutenant Colonel
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Hackable. Mother. F'ing. Shields.
Fuck yes! Now it's like (but still dissimilar) to sitting in an Amp station you're trying to take when one of the shields come back up. You're stuck inside! Now imagine this with no AMS. Muhahahahahahahahahaha! |
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2013-06-06, 01:54 PM | [Ignore Me] #33 | ||
Lieutenant General
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Defenders should always be able to get out where the many suns shine.
Besides, rats must be able to abandone the shi... I mean we should be able to go around outside and attack the CC to resecure it. |
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2013-06-07, 01:17 PM | [Ignore Me] #36 | |||
First Sergeant
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I like every layer and reckon that the skywalks could prove particularly interesting both on a defensive and offensive level. Some reason I'm thinking of chasing Alec Trevelyan across Cradle Hackable shield doors feel like they'd make more sense than solid doors for certain. Most importantly design/mentality wise theres the chance to re-secure rather than the attitude of "we've been over run, we'll just piss off and go elsewhere" there's a fighting chance to take it back. Interested to see your ideas and thoughts for the Bio lab / Tech plants. I put a few ideas out before but to my untrained eye on the Tech Plants I think they can't be as cut and paste as maybe the amp stations can be, mainly as the outlying perimeter bases are the "walls" (albeit not really connected); as far as the main structure itself goes though they could have the uniformed designs that I'd love to see implemented. |
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2013-06-07, 01:43 PM | [Ignore Me] #37 | ||
Lieutenant General
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Already got a couple topics on how to redo the Bio Labs really. >.> But I'd basically lower the dome a good number of meters, connect the air pads to the walls and use the legs as ramps (with protective cover) to a level overlooking the courtyard. I'd remove the teleporters and make the central collumn more pivotal.
http://www.planetside-universe.com/s...ad.php?t=52204 Note that with the current design, only minor changes in flow occured since then. Haven't addressed the tech plant yet. |
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2013-06-09, 03:59 PM | [Ignore Me] #38 | ||
Corporal
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There are a lot of changes here, with many more options for assault than currently exist; personally I can't comprehend what the net effect would be and which routes would be most commonly taken, but I can't imagine that changes in this vein wouldn't do more good than harm.
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2013-06-09, 10:04 PM | [Ignore Me] #39 | ||
OMG Catwalks!!!!!! Love it very PS1 like. I can't see why a design like this can't be used. In my opinion bases should not all be carbon copies. So some bases can stay the way they are and some could use this redesign.
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2013-06-11, 07:39 AM | [Ignore Me] #41 | ||
Captain
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So basicly this base design is pretty sturdy, so solid walls around the station say for the vehicle shields. The gens for these shields are outside, this way the attackers should be able blow them and get an ams in the courtyard. From there the attackers will assault the building, working there way indoors to the internal gen, which powers bay shields and doors, and wall turrets, and pain fields, and scu shields correct. Then on to the spawn room (who's pain fields are down) which is funtioning, and then we blow them thus preventing defenders from spawning in. A familier concept, but I FRIKIN LOVE IT. Now guys there was one hickup to the PS1 base design, when assaulting a base there were only 3 entrances into the base at most, the back door , the main entrance, and the roof entrance on most bases. This is what the Dev's considered a bog point, because the doors could be covered with maxes, pain grenades, and thumpers, causing a lul in a fight. And with the K/D ratio a lot of gamers are gonna be scared to rush in, there K/D ratio might drop, me I can careless, its all about getting the job done, so charging in and taking some NC or TR out is what Im all about. I suggest widening hallways, and putting boxes, and equipment in them giving attacker and defenders cover.
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2013-06-11, 08:30 AM | [Ignore Me] #42 | ||
Excellent work Figment; very much like what I see.
One question though : "Killing a SCU would drop the shields, but not the painfield." Why not the pain field as well? I like the idea of rushing a spawn and clearing it out once the SCU has been blown. |
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2013-06-11, 03:19 PM | [Ignore Me] #43 | |||
Lieutenant General
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At most the painfield should weaken a little bit. More importantly, you don't want enemies to hang around inside the tube area and camp there if the defenders want to try to get the SCU back up. Look at PS1, the only way to drop the basic painfield is to blow the gen. Before, there wasn't a painfield, you had enemies in MAX suits sitting there constantly preventing repairs to the tubes, which made it much harder for small groups to not only get the tubes back up, but to keep them clear from spawncamping. A lot more spawncamping occured back then. In fact, I personally wouldn't mind the spawntubes becoming destructible again and the SCU just being the equivalent to "hacking the spawnroom doors open". A painfield would ensure the tubes are blown and people don't hang around and camp, but also allows room for a spec ops team to try and retake it. |
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2013-06-11, 07:02 PM | [Ignore Me] #44 | |||
Major
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OR you could hack it to reverse the pain-field, so you'd force them OUT of the Spawn room! (...Or, you know, hack the shield doors and lock them in to die slow deaths...) |
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2013-06-11, 07:12 PM | [Ignore Me] #45 | |||
Contributor Lieutenant Colonel
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So...where was I? Yes, flow. Like a woman's time of the month there needs to be a proper flow to every assault. Something that's lacking (a la amp stations) or is a bit restrictive (a la biolabs). |
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