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2012-07-26, 06:53 PM | [Ignore Me] #31 | ||
I think having to deploy a spawn beacon in order for squad spawn to work rather than just being able to drop on your squad leader would be a great addition.
Funny thing is that BF3 has this in that deployable beacon that the recon class has, so I'm kinda surprised this didn't inspire a counterpart in PS2. |
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2012-07-26, 06:54 PM | [Ignore Me] #32 | |||
First Lieutenant
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2012-07-26, 06:58 PM | [Ignore Me] #33 | ||
Corporal
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Good thread...
I feel that you should have to fork out resources with squad spawning, so that even the larger outfits have to encourage their players to 'save up' there resources. It must have a direct cost to the player. If hotdropping on point is the best strategy to attack/reinforce/win bases, uber-outfits will be squadspawning every available opportunity, so if its just on a timer of 15 minutes then such outfits will develop the '15 minute hotdrop' strat and use it almost exclusively. The base SOI's will sort that out to some extent, but things like beacons and other items to 'aid' squadspawning would be welcome in my eyes. More strategic options the better. Sounds like the beacon could be used to interrupt the bases SOI, and with that sky-pointing visual beacon it would be easy for enemies to spot it as a point of attack so there would be a tradeoff. Gives the same effect as the Router does in PS1 in an abstract way. Its like the teleport pad with no vehicle to drive. Players with a higher level command beacon could allow hotdropping players to pay less for their entry. This would help top commanders incentivse a larger empire response. I just dont want to see it turn into HotdropSide is all. I am sure they will not let that happen when they balance it in beta! -RageMasterUK Last edited by RageMasterUK; 2012-07-26 at 06:59 PM. |
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2012-07-26, 07:02 PM | [Ignore Me] #34 | ||
First Sergeant
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Not sure if many people have played/heard of it but there's a shooter called Section 8 that you can get for like $15. It's fun and has some really cool ideas but it uses GFWL and well you know how multiplayer games work on GFWL (they don't).
The primary method of spawning in Section 8 is that you drop down from a ship high in the sky. You can spawn down anywhere on the map. What prevents you from actually being able to drop anywhere is that the bases have AA turrets and when captured will shoot down any enemies dropping down within their radius. So what if facilities had guns that shot down pods if they try dropping in too close? What if there were possible deployables that people could use out in the field? That could add another layer of depth to squad spawning. |
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2012-07-26, 07:32 PM | [Ignore Me] #35 | ||
Staff Sergeant
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Taco the current issues with drop pods are
A) you have no idea when one is coming down on your head B)You cannot prevent them from coming down on your head.(unless they are VERY easy to shoot down which makes it crappy to be the guy dropping) The beacon would address A and B insofar as a beacon is noticeable and you can destroy the beacon. The flak idea would also work if they added some trail lights to drop pods but gives you less prior warning. However if done right the deployable beacon and your flak deploy-able concept may actually add to the gameplay. The execution is the most important part though as always |
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2012-07-26, 07:34 PM | [Ignore Me] #36 | ||
First Sergeant
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What if when a drop pod hits an aircraft or tank on its way down it also blows up? Sure you could get a hilarious kill but then you die and it burns your cooldown. That way you've got a reason to avoid vehicles on your way down.
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2012-07-26, 07:37 PM | [Ignore Me] #37 | ||
Staff Sergeant
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I'll assume you aren't informed rather than trolling That already happens. Which is why people actually want prior warning to a drop pod landing on them. Because at the moment you would basically have to move non stop to prevent it from happening if you are close to enemies.
Last edited by Ranik Ortega; 2012-07-26 at 07:39 PM. |
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2012-07-26, 08:17 PM | [Ignore Me] #40 | ||
Corporal
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I'm actually a little dissapointed I've never thought of this squad beacon before. I thought sqaud-spawning itself was a great trick.
But with the ability to simply have 9 extra players in apear in a general location and in such an epic fashion. .. I've seen other game mechanics that allow you to drop in some where. But it never really gave me that cinematic feel of a high-risk high-reward halo drop that you see in so many set pieces. I personally hope the negatives still allow for semi-frequent use of these, with the required certs of course. |
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2012-07-26, 08:29 PM | [Ignore Me] #41 | |||
Major
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2012-07-26, 08:29 PM | [Ignore Me] #42 | |||
Corporal
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Random Friend: "Hey, what class are you?" Me: "All of them?" Random Friend: "OK but which one is highest?" Me: "All of them?" Last edited by Mythoclast; 2012-07-26 at 08:31 PM. |
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2012-07-26, 08:34 PM | [Ignore Me] #43 | |||
Staff Sergeant
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2012-07-26, 08:35 PM | [Ignore Me] #44 | |||
Major
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Source: That NDA breaker on youtube had 15% of a cert point done after just creating his character and then tooling around his base tking and not doing anything productive. Also, most F2P games give you unlock points based off time played, not in-game skill other then a win/lose bonus (LOL, BlackLight, Tribes Ascend). This keeps people from getting too far ahead of the pack in unlocks as they get better bonuses. Last edited by Sephirex; 2012-07-26 at 08:55 PM. |
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2012-07-26, 09:26 PM | [Ignore Me] #45 | ||
Private
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HeHe think of this, Ten fully stealthed infiltrator squad leaders with full squads on standby get as close as possible to a base as they can then DEPLOY THE BEACONS. i think we can simulate the trailer. Tactics for the win!
Last edited by codylee; 2012-07-26 at 09:27 PM. |
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