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PSU: MLWA is evil, evil i tells ya!
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2011-02-18, 07:17 AM | [Ignore Me] #31 | |||
Sergeant Major
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When i say both playstyles should get equal consideration I mean that of infantry battles and vehicle battles. |
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2011-02-18, 08:23 AM | [Ignore Me] #32 | ||
Major
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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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2011-02-18, 08:57 AM | [Ignore Me] #33 | |||
Contributor Old War Horse
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Manitou "On the plains of hesitation lie the bones of countless millions who, upon the dawn of victory, sat down to rest and resting, died." <))>< |
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2011-02-18, 10:11 AM | [Ignore Me] #34 | |||
Corporal
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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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2011-02-18, 10:40 AM | [Ignore Me] #35 | |||
Contributor Major
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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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2011-02-18, 11:10 AM | [Ignore Me] #36 | ||
Malvision
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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.
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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2011-02-18, 11:14 AM | [Ignore Me] #37 | |||
Contributor Old War Horse
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Miir just did justice to my thoughts...thanks man, you nailed it.
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Manitou "On the plains of hesitation lie the bones of countless millions who, upon the dawn of victory, sat down to rest and resting, died." <))>< Last edited by Manitou; 2011-02-18 at 11:16 AM. |
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2011-02-18, 11:48 AM | [Ignore Me] #38 | ||
Corporal
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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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2011-02-18, 12:25 PM | [Ignore Me] #39 | ||
PSU Admin
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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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2011-02-18, 12:57 PM | [Ignore Me] #40 | ||
Sergeant Major
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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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2011-02-18, 01:05 PM | [Ignore Me] #42 | ||
Sergeant Major
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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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2011-02-18, 01:14 PM | [Ignore Me] #43 | |||
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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2011-02-18, 01:28 PM | [Ignore Me] #44 | ||
First Lieutenant
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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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2011-02-18, 01:34 PM | [Ignore Me] #45 | ||
Contributor Old War Horse
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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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Manitou "On the plains of hesitation lie the bones of countless millions who, upon the dawn of victory, sat down to rest and resting, died." <))>< |
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