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Old 2011-02-18, 07:17 AM   [Ignore Me] #31
I SandRock
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Re: Spawning Suggestions


Originally Posted by Wrath View Post
fighting inside the bases doesnt need to have equal consideration like I said if the terrain was different vechiles can be made less effective. urban enviroments with lots of buildings for abushes and obstructed sight lines make using vechiles harder.

I think sony released after launch that there level designs where to open and made to much for the vechiles which was why core combat focused more on infantry combat. what they need to do is make it so in PS:N is make sure not all the maps are so vechile friendly and create more enclosed urban feeling atleast eviroments.
I don't mean actual base fights should get equal time. My initial comment you replied on was talking about the suggestion to make deployable bases. Which would make infantry fighting more successful and provide some form of urban combat.

When i say both playstyles should get equal consideration I mean that of infantry battles and vehicle battles.
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Old 2011-02-18, 08:23 AM   [Ignore Me] #32
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Re: Spawning Suggestions


I agree about the terrain. Really needs to be more rocks an dense trees to provide some cover to Infantry outside. An if they do actually have any Urban combat zones those will be very popular i'm sure.

As to the AMS being able to be carried in the Galaxy suggestion. I would surely prefer that over making the Galaxy into a flying AMS.
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Old 2011-02-18, 08:57 AM   [Ignore Me] #33
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Re: Spawning Suggestions


Originally Posted by Grimster View Post
I don't really get it. We have the AMS to make us able to spawn closer to the battle is and I never really experienced problems with spawning far away from the battle? Sure if you have vehicles but that won't really be fixed here either.

I agree with Wrath that dying should have consequence and you shouldn't be able to get your ass back into battle too fast which probably only would cause players to behave more suicidal as there isn't really any consequence to dying if you make spawning closer to easy.
The draw of the game for most is to be involved in battle. If you spend 10 minutes running to the battle and you get killed within 2 minutes of combat, many people get discouraged with that "down time" making their way back to battle. What we are saying is tighten up that "down time" somehow. Get people in battle faster.
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Old 2011-02-18, 10:11 AM   [Ignore Me] #34
Wrath
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Re: Spawning Suggestions


Originally Posted by Manitou View Post
The draw of the game for most is to be involved in battle. If you spend 10 minutes running to the battle and you get killed within 2 minutes of combat, many people get discouraged with that "down time" making their way back to battle. What we are saying is tighten up that "down time" somehow. Get people in battle faster.
yeah but to be honest thats what team play is for you die and see you've got to spawn all the way back at the nearest base cause you've no towers or ams you get an ams or go take a tower

now I dont honestly know what its like in planetside now my experinces are from years ago when there where still 3 servers and atleast 1 conti would be pop locked at any time you logged in.

but back then I never had an issue or complaint about the traveling to battles it could be frustrating when ams's got blown up but thats the point defending teams blow the ams's up and counter attack simlpy giving people an easy way to spawn back at the front lines constantly will make defending almost impossable.

and i'm sorry but if having a down side of a little run as a consiquence of a death puts off the average brainless cod run and gun player I wont complain.
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Old 2011-02-18, 10:40 AM   [Ignore Me] #35
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Re: Spawning Suggestions


Originally Posted by Manitou View Post
The draw of the game for most is to be involved in battle. If you spend 10 minutes running to the battle and you get killed within 2 minutes of combat, many people get discouraged with that "down time" making their way back to battle. What we are saying is tighten up that "down time" somehow. Get people in battle faster.
Wow. Why are you *running* 10 minutes to get back to the battle? Get some transports running, man!

On the subject of open outdoor terrain, I agree. I'd like to see areas without roads be much more hostile to vehicular navigation, particularly for larger vehicles. That would give a better niche for things like a basilisk, as well as channeling vehicle combat to roadways, both of which could be very good for gameplay.
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Old 2011-02-18, 11:10 AM   [Ignore Me] #36
Miir
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Re: Spawning Suggestions


I hear where Manitou is coming from. 10 minutes may be a bit extreme for a run but if you look at how quickly your squad can get broken up it can actually be a lot more than 10 minutes of waiting or running to get reorganized and back to a coordinated fight.

Here's an example:

I'm sure everyone has been in the situation when you are in a good squad and people start dieing. When you go to respawn you have a couple options on the map. The closest AMS, the closest tower or falling back to a base. You want to stay in the action with your squad. So you click on the close AMS.

You watch your spawn bar slowly go down... then poof. You spawn. Except... in a completely different location? WTF? just happened? You assume the AMS was destroyed or hacked. But then when you run over from the nearest tower to check on the AMS and it is still there? Odd must have been a fluke.

Anyways... you continue on down into the base to meet up with your squad. But during the travel time back most of your squad gets taken out. (Damn!)

Suddenly you are by yourself. So you have a couple choices.
  • Fight and hopefully your squad gets back before you die.
  • Get killed and respawn regroup. (quickest)
  • Run back to the spawn point and regroup. (more running up to 20 minute now for Manitou)
  • You wait at the spawn point for your squad when you die the first time then move out as a team. (boring)

I think most people take the first option. But usually that results in your dieing again and you are still potentially not with your squad.

All the other options have down time while waiting or running to hook up with your squad. If you factor in everyone in your squad has similar issues...or even that some people may run into trouble on the way back. You could potentially always be waiting for someone.

That is what takes the time assuming you want to play "together".

It never seems that bad because I think most of us just keep fighting and make the best of it. But when you want to play with your friends and execute tactics as a team than that's where I think a squad based spawn point would be beneficial.
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Old 2011-02-18, 11:14 AM   [Ignore Me] #37
Manitou
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Re: Spawning Suggestions


Originally Posted by kaffis View Post
Wow. Why are you *running* 10 minutes to get back to the battle? Get some transports running, man!

On the subject of open outdoor terrain, I agree. I'd like to see areas without roads be much more hostile to vehicular navigation, particularly for larger vehicles. That would give a better niche for things like a basilisk, as well as channeling vehicle combat to roadways, both of which could be very good for gameplay.
That was simply an example, my good man, using hyperbole. Evidently my point was lost there. My point is people want to be in the fight.

Miir just did justice to my thoughts...thanks man, you nailed it.
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Last edited by Manitou; 2011-02-18 at 11:16 AM.
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Old 2011-02-18, 11:48 AM   [Ignore Me] #38
Wrath
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Re: Spawning Suggestions


ofcourse you want to be in the fight but there has to be balaince in the game play as well. you bring in squad spawns, towers, ams even bases become useless. so you take away the tactical need for working with the whole of your team to bring in small squad play.

planetside was always about slow paced game play its not call of duty and its not bad company 2. the end of the day people can be ressed if your with a good squad and you die then you'll be ressed if your squad cant res you then you either did something stupid or your squads going to die.

I dont think its needed and i think if such a feature where to be added it would unbalance the attack/defend game of planetside so that defences would become almost impossable due to not being able to remove the attacking teams spawn points.
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Old 2011-02-18, 12:25 PM   [Ignore Me] #39
Hamma
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Re: Spawning Suggestions


Honestly as Smed has stated (and I mentioned) there is no question that there is going to be less downtime in PSN:

http://www.planetside-universe.com/p...-faq-66.htm#q6

Sancs will likely be gone and spawn mechanics sped up in some way.

Question is how is it going to be done. I really like the squad spawn mechanic idea. And the Galaxy will be "More Pivotal". Now what does that mean? I would think it means the Gal has a spawn mechanic to it also. I just hope it's a mechanic that involves the galaxy being landed and some specific conditions being met. I would hate to see Galaxy spawn points just dumping people out over a base..

And "Squad Spawns" should be just that, you should not have an entire army fighting over a base spawning on top of you. It should be a mechanic that is not in by default but requires someone specialized into that task.
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Old 2011-02-18, 12:57 PM   [Ignore Me] #40
I SandRock
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Re: Spawning Suggestions


Perhaps if the galaxy has some sort of fuel mechanic and it would need a run way and couldn't just hover and then you could respawn in a galaxy it could work

OR simpler

You can only respawn in a galaxy in a friendly SOI.

It would help a lot for squad gameplay as long as you keep that galaxy alive. You dump, the pilot lands, waits for entire squad to die or succeed. If they die, they respawn inside the galaxy for another run. If they succeed, he goes to pick them up.
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Old 2011-02-18, 01:03 PM   [Ignore Me] #41
Canaris
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Re: Spawning Suggestions


or it has to land and deploy like an AMS
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Old 2011-02-18, 01:05 PM   [Ignore Me] #42
I SandRock
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Re: Spawning Suggestions


Originally Posted by Canaris View Post
or it has to land and deploy like an AMS
Well with the wheels on it I was hoping perhaps we get runways, which would make it hard to land the beast in the middle of nowhere. It would also keep it unique and different from an AMS if it would only be deployable in a friendly SOI. Otherwise it just sort of becomes a flying AMS without cloak and resupply :>
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Old 2011-02-18, 01:14 PM   [Ignore Me] #43
Canaris
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Re: Spawning Suggestions


Originally Posted by I SandRock View Post
Well with the wheels on it I was hoping perhaps we get runways, which would make it hard to land the beast in the middle of nowhere. It would also keep it unique and different from an AMS if it would only be deployable in a friendly SOI. Otherwise it just sort of becomes a flying AMS without cloak and resupply :>
Just an idea maybe a specific AMS Galaxy
As for landing sites I think just on steep slopes would be a problem, with roads ways leading to bases and towers across the continents you have plenty of open spaces to land and I'm sure there will be other areas around with enough space and room. There has to be a drawback to make it fair is that the Gal is out in the open without the cloak, don't see why you can't put a resupply terminal on it and no weapons

A ground based AMS can get into more discrete places making them still very viable.
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Old 2011-02-18, 01:28 PM   [Ignore Me] #44
Grimster
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Re: Spawning Suggestions


Well tbh just thinking of the top of my head. A squad spawn could be quite easily exploited if lets say the squad leader sneaks in behind enemy lines and than the rest of the squad suicides.

Well this just popped into my head I might have overlooked something.
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Old 2011-02-18, 01:34 PM   [Ignore Me] #45
Manitou
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Re: Spawning Suggestions


Originally Posted by Grimster View Post
Well tbh just thinking of the top of my head. A squad spawn could be quite easily exploited if lets say the squad leader sneaks in behind enemy lines and than the rest of the squad suicides.

Well this just popped into my head I might have overlooked something.
You could prevent this from happening repeatedly by only allowing one spawn per bind to the squad leader. Say the squad leader has to have the certs, then he has to have specific equipment to which the squad must bind. Once it is used, it needs to be recharged again at a friendly base, thus preventing the repeated spawn.
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