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Old 2004-09-23, 08:23 PM   [Ignore Me] #451
oddfish
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Originally Posted by Incompetent
Need anti-tank guns odd, MGs are meat without some way to kill tanks. Also, imho it's stupid to disallow placement of deployables within friendly SOIs. Defenders get shafted as is, if your going to add in defensive deployables you might as well let defenders use them. Defense in depth is it's own reward (in anything but planetside, where pilots are also fucking paratroopers and trying to hold strategic terrain is useless because of them.)
Okay, i'll add a deployable recoiless gun.

and, perhaps the MG Nests and Recoiless guns can be deployed inside base SOI's but NOT inside the Base walls. there. simple. I'm making a new post anyways

EDIT: i'm getting drunk with some of my people right now, though, so that'll have to wait 'til tomorrow or saturday or something.. id unno

thanks for your input, nonetheless
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Old 2004-09-23, 09:04 PM   [Ignore Me] #452
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Oh! Sexy!
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Old 2004-09-24, 11:10 AM   [Ignore Me] #453
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Originally Posted by 7ruth
Oh! Sexy!
thanks, you're not so bad yourself
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Old 2004-09-25, 02:51 PM   [Ignore Me] #454
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Released WIP topic for Rank Salaries concept. Here's the link, but a copy of topic is below:

http://s3.************.com/Planetsid...p?showtopic=29

Before you jump to conclusions on what I'm proposing, please give it a read first.

"This thread will discuss ideas for a controversial topic to Planetside, that of money and purchased items. Because game economies are often tied to level, this gives higher levels an unfair advantage which would ruin the carefully guarded level balance of the game.

"I have therefore devised a new system seperate from the weapons and vehicles in the game, that follows the "higher levels just means more versatility not power" and allows for the purchase of essential items in the field when an equipment terminal or AMS is not available. As will soon be seen, this system can tie very closely to the Urban Outposts concept. This system can also serve with current gameplay and even more so if they add outfit features in the future.


What is the Rank Salary system?

Rather than try to simulate an economy where players have to grind to earn more riches, this new system simulates regular Army pay which increases in its amount per cycle as you rise in rank. If needs be, "Pay" can be substitued with "Acquisition" or "Resource" points so as not to turn off RPG-haters.

But won't that give BR20's an unfair advantage over the lower ranks?

BR20's will not be able to accumulate vast sums, because there will be a limit on how much each character can save in their account.

There are limits on how much you can save? How does that work?

A BR1 will earn, say 10 resource points a week, and his account can hold up to 125 resource points at any one time.

A BR10 will earn, say 25 resource points a week, and his account can hold up to 100 resource points at any one time.

A BR20 will earn, say 50 resource points a week, and his account can only hold up to 75 resource points at any one time.

Why are there limits?

This keeps the ranks on par with one another. A lower rank earns less per cycle than a BR20, but can hold more in the longrun and able to acquire more equipment at one time than a BR20. On the other hand, a BR20 will be able to acquire the same expensive equipment or features more often, but only a few each cycle and not have enough left over for spare ammo if say a generator went offline.

How does the game explain these limits?

Like a computer's hard drive, each character's matrix can only hold so much information. Some of this hard drive space is used as memory to hold skills and implant slots. The rest can be set aside for salary. But the higher you rise in rank, the more 'memory' of your matrix is being used to hold all your skills, implant slots, and abilities. There is less room to hold your salary.

For example: At BR1, very little space is being used, a few cert points perhaps. The rest allows room for accumulation of credits/resource points/whatever. At BR10, more of a character's matrix is held by cert points and an implant slot. At BR20, most of his matrix is holding the data for maximum cert points and 3 implant slots.

Ok, so we have a salary. What can I get with this salary?

Because each empire provides troops with most of the weaponry it needs, salaries will only be used to acquire supplimental items, replacement items when an AMS or base is not available, or acquire special features that are only available to outfits.

Are these uber items or features?

No, in keeping with the spirit of Planetside any item or feature I dream up will not have an overpowering role on the battlefield, but merely provide more options or versatility to player roles. If an item is found to have a detrimental or elitist effect on gameplay, it will be removed immediately.

Where can I get these items and features?

In most facilities and urban outposts are Goods Terminals. At these terminals you can acquire standard ammunition, medical supplies, repair equipment, goofy harmless items, avatar customizatoin items, weapon customization items (like a laser light) etc. The ability to purchase these items when they are otherwise unavailable (AMS destroyed, generator down) provides more options, versatility, and fun to a character's roles.

What are the Outfit features we can get with our salary?

An example of a feature you can purchase is an outfit's ability to store vehicles (see Vehicle Storage Concept). A player can drive up to any friendly base or tower's repair silo that is connected to the Supply Line and save their vehicle for acquisition at a friendly vehicle terminal later. The cost of storage is automatically deducted from their account.

Cool, so I can get some of the features that Outfits purchase with outfit points. So how often can I do this if I'm of low rank, and how does that compare to a higher rank?

BR1's would not be able to do this as frequently as a BR20, but then again, if a BR1 has saved up enough in their account, they can purchase storage for a vehicle, acquire more items, customize something, acquire some extra ammo, and maybe get a canister of fireworks or whatever all at once. A BR20, on the other hand could only afford one or two of those more expensive items at once before having to wait for their next cycle to replenish their account.

Can you give me a clearer example with hard numbers?

BR1 has saved up 100 points and buys 24 items and features totalling 90. He is left with 10. On his next cycle he will get 10 points, bringing his account balance to 20. The BR1 will be able to buy a few items for 20 or wait to save up again.

BR20 has saved up 75 points and buys 2 or 3 items and features totalling 75. He is left with 0 and is unable to purchase anything else until his next cycle. On his next cycle he will get 50 points, bringing his account balance to 50. The BR20 will be able to buy a few more big-ticket items again.

Can I transfer salary to another player?

No, as this would cause Muling, players creating multiple characters to build up accounts. You may purchase items for other players, but most items aren't rare or so expensive as unattainable. These items are not treasures or things to be hoarded but rather a key to being more versitle or having more options or a backup plan when things hit the fan.

What is to stop a player from Muling the equipment itself, i.e. buying a bunch of stuff and trading it to their main character?

A system would be in place to detect inactive characters who have very little activity but a lot of purchasing and no kills or deaths; tell-tale signs of twinking/muling. Characters found doing this will be warned or closed.

What happens if I have 100 in my account and I rise in rank that lowers my allowed amount?

You will not lose the amount you already have, but every cycle that you get more salary, it will not raise your account beyond your highest amount allowed. Savings only increase up to the allowed amount and then are lost beyond that, like water spilling out of an overflowing bucket. This is not to be feared, however, as every player will get more free credits on the next cycle.
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Last edited by Hayoo; 2004-09-25 at 02:57 PM.
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Old 2004-09-27, 11:52 PM   [Ignore Me] #455
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Finally back from hurricane Jeanne. I have lots to catch up on, but during the storm I managed to whip through a bunch of sketches for deployable emplacements:

http://s3.************.com/Planetsid...p?showtopic=23

Some Example Designs (click link above for more, 30 sketches I think):






























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Old 2004-09-28, 12:00 AM   [Ignore Me] #456
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See, the only thing that bothers me is the little concrete dugout. Perhaps something less hardened so that it would be indivicually deployable via troops and vehicles. *shrug* I dunno. All I have to say is that we need to get the Devs looking at this shit PRONTO. Hayoo, your ideas on this matter are phenominal. I think if we consolidate our ideas they'd be perfect. Two heads are always better than one.
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Old 2004-09-28, 12:19 AM   [Ignore Me] #457
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Originally Posted by oddfish
See, the only thing that bothers me is the little concrete dugout. Perhaps something less hardened so that it would be indivicually deployable via troops and vehicles. *shrug* I dunno. All I have to say is that we need to get the Devs looking at this shit PRONTO. Hayoo, your ideas on this matter are phenominal. I think if we consolidate our ideas they'd be perfect. Two heads are always better than one.
Thanks, oddfish. Although the emplacements aren't made of concrete. It's the straight edges that are most likely confusing (I only did that for model polygon issues and to make sketching it easier), but it's really just a dirt and grass berm topped by a row of tech-boxes like sandbags. Some of the emplacements have a sheet-metal type structure built between the berms (like you'd find in a Vietnam'era firebase) and only a few have armored sides. These are only made by the Combat Engineering Vehicle. The details are in the provided link.

I guess deployable is perhaps the wrong word to use, since it conjurs up images of a machine setting itself up or unfolding from a single unit, but none of the words associated with digging a foxhole sounded sexy enough. Maybe the phrase used in the linked thread, Prepared Positions, or Prepared Emplacements, or even Prefab Cover might better suit the concept. I dunno. I'm tired as ****.
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Last edited by Hayoo; 2004-09-28 at 12:21 AM.
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Old 2004-09-28, 12:24 AM   [Ignore Me] #458
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Originally Posted by Hayoo
Thanks, oddfish. Although the emplacements aren't made of concrete. It's the straight edges that are most likely confusing (I only did that for model polygon issues and to make sketching it easier), but it's really just a dirt and grass berm topped by a row of tech-boxes like sandbags. Some of the emplacements have a sheet-metal type structure built between the berms (like you'd find in a Vietnam'era firebase) and only a few have armored sides. These are only made by the Combat Engineering Vehicle. The details are in the provided link.

I guess deployable is perhaps the wrong word to use, since it conjurs up images of a machine setting itself up or unfolding from a single unit, but none of the words associated with digging a foxhole sounded sexy enough. Maybe the phrase used in the linked thread, Prepared Positions, Prepared Emplacements, or even Prefab Cover might better suit the concept. I dunno. I'm tired as ****.
hey, sounds good to me. anything to open up the playing field. there's just so much unused real-estate in PlanetSide.

well, anyways, i must say that I love this idea. definitly have to keep at it. but, as for right now, I too am tired as fuck. Three Exams in ONE DAY. nap time is imminent.

Once I get the drivers for my Wacom Tablet I'll start drawing up my ideas on the computer. They'll look much better that way. Until then, nice workin' with ya, Hayoo.
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Old 2004-09-28, 08:47 PM   [Ignore Me] #459
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Well, for the machine gun nests, make them more like pillboxes to protect from bombers and Reavers. Give em a mesh netting or something.

And the existing bunkers could use stuff like that too.
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Old 2004-09-28, 10:41 PM   [Ignore Me] #460
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Originally Posted by Sobekeus
Well, for the machine gun nests, make them more like pillboxes to protect from bombers and Reavers. Give em a mesh netting or something.

And the existing bunkers could use stuff like that too.
If you clicked on the link you would see pillobox-type and mesh netting emplacements are already part of the concept. As for air protection, indirect or overhead attacks are part of the risk. A CE or FE can also create an AA or SAM nest near an MG nest if they want more anit-air protection.




http://s3.************.com/Planetsid...p?showtopic=23
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Last edited by Hayoo; 2004-09-28 at 10:44 PM.
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Old 2004-09-29, 03:26 AM   [Ignore Me] #461
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*wipes away tear

wonderful work!
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Old 2004-09-29, 09:55 PM   [Ignore Me] #462
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Well I'll be an Enforcer's uncle...
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Old 2004-09-29, 10:13 PM   [Ignore Me] #463
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i havent been keeping up with this thread well but from what ive seen it's somthing the devs should read

great work my friend
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Old 2004-09-29, 11:32 PM   [Ignore Me] #464
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thanks guys.

Hopefully I'll be able to complete the description thread soon and clean up the sketches.
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Old 2004-09-30, 04:27 AM   [Ignore Me] #465
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Oh hey Hayoo.

Chat Hud
Make it so that you can toggle through chat modes with a single key.

Default to Squad, which changes to Local when not in a Squad.
(No idea why they don't do this already)

Bug: Everytime you get packetloss, the FPS hud turns itself on.

Inventory item selection screen needs to be thinner to allow for ReXo and MAX armor
HUDs for 800x600
Inventory screen needs to truely overlap all huds, without being shifted by radar etc.
Same for Locker and Vehicle Inventory
Would be the first big step in Game needs to be made much more 800x600 friendly.



-

And already listed this, but they need to stop the FPS and Multi Hud from popping on, and reinitializing every startup.

BackPack and Map should be moved to the Current Radar Toggle / Chat Toggle keys.
Radar and Chat Toggle needs to be moved to Options > Game (Like stats hud) FPS hud too.

Object Ping Range crosshair hud is freaking ugly.
Upside down Pyramid (except on personal waypoint) harms gameplay.

Spitfire, Wall Turrets, and Motion Sensors don't need to have their name listed over them. Just the Armor bar.

Low graphics presets aren't nearly low enough, don't take advantage of all the tweaks.
Need a "set up the video settings before launching the game" program like with FarCry.

Yah, thats about all for now.
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