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Old 2013-06-06, 10:40 AM   [Ignore Me] #1
CraazyCanuck
First Sergeant
 
Re: What I imagined with regards to tunnels and spawnrooms and generators...


I like the idea of hackable shield doors as well.

Could also have the opposite available as well for defending infiltrators in stonewalling enemy infiltrators, with counter hacks. Infiltrators defending a base can hack their own equipment and introduce their own anti-virus to increase the time it takes for an enemy hack to process. The virus could also alert them of a hack in progress, and it would have an indicator on the minimap.

With the duration of the hack increased, and the radar notification of the hack, the friendly infiltrator would have a small window to get to the hack location and nullify the threat.

Would introduce a new sub tier to the hacking tree. I would also like infiltrators to have the ability to hack enemy sundys and or vehicles in general. If not outright taking it over, then their hack would nullify the spawning ability of the sundy until a friendly infiltrator was able to remove the virus. Other enemy vehicles, when hacked, would deny entry into the vehicle until the virus was removed if outright possession wasn't deemed ok by the dev team.
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Old 2013-06-06, 10:05 AM   [Ignore Me] #2
Calista
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


Good stuff and appreciate the time you put into it Figment but it might be better if you ventured off into the single gen design aspect. Where would you put such a thing in current base layout to give some sort of equal access to defenders and attackers? I would guess skew the design to the defenders benefit but don't push it too far in that direction.
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Old 2013-06-06, 12:54 PM   [Ignore Me] #3
Figment
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


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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Old 2013-06-06, 09:30 PM   [Ignore Me] #4
Whiteagle
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


Originally Posted by Figment View Post
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.
And they still would be, they'd just have to go around and come in from a vector not covered by a shield door, like say the roofs?
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Old 2013-06-06, 11:19 PM   [Ignore Me] #5
Dougnifico
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


+1. I support these changes. Just make sure to keep the current tunnel network for added defensibility and and in the color stripes a user made a couple weeks ago.
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Old 2013-06-07, 12:17 PM   [Ignore Me] #6
Carbon Copied
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


Originally Posted by Figment View Post
@ Carbon: I presume that is a schematic to indicate splits in exits from spawns?

It is a bit hard to read, tbh.

Anyway, if you don't mind, I would like to keep this topic for flows of the bigger, more complex facilities opposed to outposts.
No worries - wasn't an intent to hijack like mentioned. Back on topic:

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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Old 2013-06-07, 12:43 PM   [Ignore Me] #7
Figment
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


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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Old 2013-06-11, 06:12 PM   [Ignore Me] #8
bpostal
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


Originally Posted by Figment View Post
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.
The main thing that I think players key in on is the layered layouts. It forces a sequential flow for the most part which is what I personally view as the main issue with the current layouts and blatantly shifts the onerous towards the offensive force, instead of the defensive units as the current layout does. That said, the balance between so called "impossible to take meatgrinders" (biolabs) and "Porous piles of shit" (amp stations) is a very difficult balance to strike. In both instances, biolabs and amp stations, the core concept looks bad ass and fun to play in, but when you jam it full of people the fun goes down exponentially.
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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Old 2013-06-09, 02:59 PM   [Ignore Me] #9
Ghodere
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


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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Old 2013-06-09, 09:04 PM   [Ignore Me] #10
capiqu
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


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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Old 2013-06-10, 04:09 AM   [Ignore Me] #11
Shogun
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


Originally Posted by capiqu View Post
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 but most could use this redesign.
fixed it for you
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Old 2013-06-11, 06:39 AM   [Ignore Me] #12
Qwan
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


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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Old 2013-06-11, 07:30 AM   [Ignore Me] #13
psijaka
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


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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Old 2013-06-11, 02:19 PM   [Ignore Me] #14
Figment
Lieutenant General
 
Re: What I imagined with regards to tunnels and spawnrooms and generators...


Originally Posted by psijaka View Post
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.
Because who ever is in there is already outnumbered. It's their last stand in their base. They have nowhere left to hide and once down, it's over. There is no need to expedite the flushing out process.

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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Old 2013-06-11, 06:02 PM   [Ignore Me] #15
Whiteagle
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Re: What I imagined with regards to tunnels and spawnrooms and generators...


Originally Posted by Figment View Post
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.
Hell if we had Shield Doors, we wouldn't even need an SCU...

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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