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[Ignore Me] #1 | ||
First Sergeant
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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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[Ignore Me] #2 | ||
Second Lieutenant
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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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[Ignore Me] #3 | ||
Lieutenant General
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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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[Ignore Me] #6 | |||
First Sergeant
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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 ![]() 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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[Ignore Me] #7 | ||
Lieutenant General
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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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[Ignore Me] #8 | |||
Contributor Lieutenant Colonel
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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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[Ignore Me] #9 | ||
Corporal
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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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[Ignore Me] #10 | ||
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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[Ignore Me] #12 | ||
Captain
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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
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[Ignore Me] #13 | ||
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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[Ignore Me] #14 | |||
Lieutenant General
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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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[Ignore Me] #15 | |||
Major
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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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