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Old 2003-07-22, 10:01 PM   [Ignore Me] #31
EarlyDawn
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I was all for this until some arbitrary BS came up about being unable to drive, random LLM spawning in base, Slower vehicles. Now this looks like some unreasonable crap.
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Old 2003-07-22, 10:22 PM   [Ignore Me] #32
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It seems like they're grasping at straws and just flat out making stuff up as they go along. Unless it's a strategy to distract the players from a lack of promised content, it makes zero sense. Nobody that I'm aware of wanted a CTF system. A lot of people seem to say things like, "If I wanted CTF, I'd play Quake/UT/Tribes/TFC."

It's great and all that they're trying to think up stuff, but how about implementing platoons and bases. Stuff that should have been in a month ago. Where's the medic stimpacks and regen patches? Facility improvments? Ways to spend outfit points?

I hope that the Devs can get their stuff together. Most people agree that Planetside has a lot of potential, but isn't living up to it. I'd hate for PS to be talked about in 2 years as the Daikatana of MMOG's.
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Old 2003-07-22, 10:31 PM   [Ignore Me] #33
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Well, we can take a few things into account.

the Lattice Logic Module will spawn in a random location somewhere in the base and players will be notified of its approximate location.
This depends on where it spawns, but I doubt it will be outside. It will be inside somewhere. Most likely in the basement. It wil tell you where, and I think the battle to get to it would be a good one... under perfect cercumstances. Most present hacks occure when the attackers outnumber the defenders. So you will have a lot of attackers, few defenders.

Meaning that usually the Attackers will not have a hard time getting it.

The player carrying the Module will begin to glow, advertising that they are carrying the Module, and will be marked by a pulsating icon on the proximity map. That player is then unable to drive any vehicles or board any air vehicles. They may be a passenger or gunner in any land vehicle. Land vehicles carrying a player with the Module will have their speed restricted somewhat and be unable to board a Galaxy.
If he didn't already say that the vehicles would have their speed restricted, I would have said that everyone would be jumping into a Harrasser. But now I think it wil be the assault buggy. It might slow down about ten KPH right? so it can go 70 KPH. Sunderers, Lightnings assault buggies and Deliverers will be able to catch it. But the buggy has decent armor. Seems like the best choice. Anything slower will be eaten by tanks.

The effective defense pursuing a moving Module will want to identify and set up forces at any chokepoints that may exist or organize ambushes on the Module carrier. The effective offense will set up a convoy to escort the Module carrier to their destination and send out advance forces to deal with roadblocks set up by the defenders.
I hope you know which base they are supposed to take the LLU, other wise it will be pretty hard to create a blockade. The attacking force will mostly follow the LLU. So you have the group that just kicked your butt, going to another base. You are already behind enemy lines, They just kicked you out of the base. Now you need a force to find a choke point and try to get at the LLU. Too many things to go wrong and too much communication needed. I forsee each squad creating an ambush point, only to either miss the convoy or getting crushed by it. The Attackers need no direction after all. They jsut have to follow the glowing guy. So what can the defenders do? They can get a lot of AirCraft and try to kill it from above. Even the Liberator will be able to outrun the vehicle, no matter what they use.

The defending Empire cannot retrieve a dropped Module that is still active.
So, not you caught the dang thing. No easy chore, but you got him. Now you guard it? For how long? Your Empire just tried defending a base, and failed. Tried finding a LLU, and failed. Now you have to defend it untill it disappears? In the middle of nowhere? With no defenses set up? Looks like the most you can hope for is to keep destroying the LLU untill it deconstructs. Not much defense.

Keep in mind you are already behind enemy lines. They will most likely have the towers in that area. And those guys you killed to get the LLU? That is where they are going to spawn. Where are you going to spawn? AMS? If you can get one there in time. If it survives. Even then you won't have any maxes.

So, instead you have reavers and Liberators hover around it like Vultures. Killing anyone that gets near. Dodging AA Maxes, Strikers, Skyguards, Other Reavers. Out in the open. In the middle of no where.

This just hurt defense. Bad. I would not be surprised if the defenders just didn't chase after it. Instead, captured the tower nearest the base, and waited for the hack to go through. Because once it does. They are on the offensive. And in Planetside the attackers have the advantage.

That is what I am afriad of seeing. If you think something else will happen, please tell me.
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Last edited by Headrattle; 2003-07-22 at 10:35 PM.
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Old 2003-07-22, 10:46 PM   [Ignore Me] #34
Cease
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Ok, I have to fess up and admit I was completely wrong. I was excited to hear about this new system. Spork said it won't be your standard pick up and deliver because "thats been done". Yet it *is* your standard pick up and deliver. This *has* been done... by damn near every *mod* made for every FPS since Quake 1.

I'm trying to remain optimistic... but I really don't like this idea at all. This idea is far from innovative.

This makes no sense. If a defending empire can't stop an attacking empire from seiging their base, you know with access to turrets, chokepoints, equip terms, v-terms, etc. Then odds are they won't be able to stop this unit when they don't have access to these things.

Base defense is still completely un-rewarding in this scenario.

Last edited by Cease; 2003-07-22 at 10:49 PM.
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Old 2003-07-22, 10:54 PM   [Ignore Me] #35
Spider
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This fucks up something... the time when you have to break a base to neutral before hacking it... where do you bring the damned thing?

And if your on the other side of a linked warpgate... do you have to go to the base on the other side :O: so many unconsidered options
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Old 2003-07-22, 11:23 PM   [Ignore Me] #36
Arakiel
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XP is irrelevant. There are plenty of good ways in the game to get XP right now - don't start trashing new ideas because they don't include lumping XP onto everyone involved in something.
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Old 2003-07-22, 11:24 PM   [Ignore Me] #37
Searo
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Scrap this idea.

It sucks, it will not work, it has turned 50% of the community against you. I will not renew my subscription if what has currently been thought out is still implemented.
I'll buy WoW instead, not "Smeer the Queer on an Epic Scale! Now with Lag Expansion Pack and Stuff Put it that makes no sense!"

Here's my idea.

Staying in a friendly base with a lattice link to an enemy base for 5 minutes starts a "Defense Incentive".

A timer is started, giving you more XP for the number of enemies in the friendly base Sphere of Defence. This would be a larger SOI around the base.

Kills are added to this XP pool. Also, the player recievers x2 the normal XP for that kill.

Ex:There's a platoon assaulting your base. The combined total value of all their soldiers and vehicles in your SOD ends up to be only 1000. But, each member in the platoon dies 1.5 times each. Some guys die once, some three times, etc..
45 kills. With an average of 100 xp a kill, that's 4500 Xp. Too much though, so let's only take a third of it. 2500, not bad.
This would be awarded when a defender left the SOI. But leaving would start the 5 min timer again.

Even if the base was hacked, if you defended it for 20 mins and ended up having to leave the SOI you'd still get the Force Value and Kill Value XP.

Thoughts? OMG THAT's COMPLICATED! Flames? Suggestions?
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Old 2003-07-22, 11:45 PM   [Ignore Me] #38
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Originally posted by NapalmEnima
arbitrary
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Old 2003-07-23, 12:15 AM   [Ignore Me] #39
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stupidest thing i've ever heard. they need to stop and think for more then a week before putting in their next patch.
id rather have 1 patch per month, with 3 or 4 new things, that arnt (very) buggy, than have 1 thing coming out every 2 weeks, that fuck up the game.

this thing is stupid anyways, they need more defending of bases, and-- and... i need a drink.
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Old 2003-07-23, 06:38 AM   [Ignore Me] #40
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They're turning PS from a war into a game.
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Old 2003-07-23, 06:53 AM   [Ignore Me] #41
Lonehunter
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They might as well call the game capture the flag. I don't care what they say, "It's not really capture the flag." YES IT IS! I did not buy this game to play capture the flag. The idea is not original or creative. It's a last resort to get people back in the game, and all it will do is drop the Planetside population even farther. One thing I enjoy doing is finding a enemy locked continent, draining the power, and hacking it. Can't do that now! Bottom line, this idea sucks AND blows BIG FLOPPY DONKEY DICK!

Edit: Excuse my language but I'm angry

Edit2: MY SIG!! LINK REMOVED BY ADMIN!?!?!? WHY HAMMA WHY?!?!?
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Old 2003-07-23, 07:48 AM   [Ignore Me] #42
Aegis
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i think it sounds like it could be quite good. Not gonna complain until i've tried it anyway. As for the TK thing, well if the player with the LLU is going to be highly visible then killing him should cause 1000gp and perhaps a ban for 24 hours or something. That would stop TKing pretty quick. Persistant offender lose their account.
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Old 2003-07-23, 08:55 AM   [Ignore Me] #43
Jounar
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This is just a really crap idea. It dosent promote base defence, instead it turns the game into follow the leader. If they do insist on bringing in this "feature" I hope they set up a new server or 2 and allow people to transfer there to play this type of game as I for one didnt sign up for it.

Base defence could be done so well and so easly.
Like the system they have in for base caps only in reverse. At the moment if there are no enemy troops in a base you get bugger all exp. Turn this on its head with a slight change.

Base defenders get a exp hit every 5 - 10 minites when an enemy force is in the SoI. The bigger the force the bigger the exp hit. Seeing as how you can get 5k exp every 15 - 20 minites, give the defenders the same kind of exp. This could be scaleable depending on the amount of defenders and attackers. I belive this would get people to stay and defend a base as stop the total desertion of bases when the zerg move onto the next base.

As for the moron who said exp is not important, well that just fucking rich coming from a BR20 CR5 now isint it.
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Old 2003-07-23, 09:46 AM   [Ignore Me] #44
Navaron
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Just FYI, they changed the front page AGAIN, now the words CTF are missing. Who are they trying to fool?
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Old 2003-07-23, 10:28 AM   [Ignore Me] #45
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My question is how are you goingto delive the module if you are on a lockdown continent and are hacking the first base?
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