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2004-09-30, 08:59 AM | [Ignore Me] #466 | ||
Thanks, Greyflcn. I'll put these in the Request Tracker and/or the Wishful Patch Notes when I get the chance.
On that packetloss bug, Fr1day's www.planetside-tracker.com would be the place to go for reporting that one. |
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2004-10-03, 03:33 PM | [Ignore Me] #467 | ||
Current To-Do List for graphics and diagrams:
Deployable Emplacements Outfit Management Interface Outfit HQ, Camps, and Barracks Player Salaries Capture buffer idea Comtech, Tech, Adv Tech Squad HUD improvements Command Squad updates Urban Outposts Empire Tech Levels Sanctuary Capitals Planets and Continents (w/standard, geographical, and tactical maps) Personal Inventory additions (backpacks, bags, etc) Current Weapons Current Vehicles Current Facilities Tower cut-aways Squad compositions Engineer version of Medic-location feature Player tracker Outfit privacy filters Custom addons for Standard Armor (berets, caps, etc) Battleplan improvements Empire-specific emoticons for forums Various Wishful Patch Notes illustrations Navy concepts (zones, lattice, certs, vehicles, etc) Space concepts (won't develop until # of players rises) Last edited by Hayoo; 2004-10-03 at 07:24 PM. |
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2004-10-03, 04:00 PM | [Ignore Me] #468 | ||
PSU Admin
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http://s3.************.com/Planetsid...p?showtopic=83
Some really sweet stuff over there, finally now getting a chance to look around the community more that life is calming down hehe |
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2004-10-04, 12:53 PM | [Ignore Me] #471 | ||
Deployable Emplacements WIP section has been updated with more descriptions.
http://s3.************.com/Planetsid...wtopic=23&st=1 Medical Tent Medical Station Supply Post Support Station Command Post Lookout Post Bunker Monitoring Station Camo Netting Upgrade Weapons Emplacements will be described soon as well. http://s3.************.com/Planetsid...wtopic=23&st=1 |
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2004-10-04, 01:32 PM | [Ignore Me] #473 | |||
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2004-10-04, 07:12 PM | [Ignore Me] #474 | |||
I'm not going to press the point, because I obviously can't back it up with much more than my own opinion, but fact is that while what you're proposing with many of your suggestions might be possible, I can't see it working well simply because of the polys involved. With all that you suggest, we're talking about some serious additions to most battlefields. Barriers, bunkers, towable guns, etc etc. They'll all have a negative impact on the game's performance, likely to the extent that this idea would be considered impractical despite whatever gameplay merits it might have. But, either way, don't let my comments slow you down. Even if I'm correct and at the moment there's a definite technical barrier preventing the majority of your ideas from being feasible, who knows what the future will bring. |
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2004-10-04, 07:15 PM | [Ignore Me] #475 | ||
Contributor teh Sexb0t
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The way I look at Hayoo's ideas is if PS can't handle them now, the ideas are there for the Devs when they think about a Planetside 2 or what ever it will be if there will be one.
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[ Penis removed by Hamma. ] NEVAR FORGET THE SHUNK! (The Shunk Logs.) Violated by ChiaHamma |
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2004-10-05, 01:28 AM | [Ignore Me] #476 | ||
Well the way it seems to me is that Planetside is constantly evolving and changing, finding ways to overcome obstacles, so the things I think up might or might not be in the realm of possibility. I have no way of truly knowing so it's better to be far out there than not far enough when it comes to designs. Just like the In Concept articles, the original idea might not make it in, but bits and pieces could, and that's really exciting.
1) Remember they said they couldn't do cont terrain upgrades on the fly, then reversed that when battle islands came out, since they discovered a way to do upgrades in smaller doses. 2) They said they couldn't do a variable hit feature on models, but now we have BFRs that apprently include that (please correct me if I'm wrong). Who knows what else they'll be able to do. 3) Plus we'll have had introduction of poly-heavy models like the lodestar, Core Combat vehicles, the phantasm, and now BFRs, with the promise of more content on the way. One can only assume they're thinking of ways to handle all this in the future, so I anticipate that and design accordingly. 4) The cycle of MMOs tends to includes engine upgrades. We can assume (at our peril of course) that one will come in an expansion or otherwise by at least Christmas 2005 or PS risks being left behind and percieved as shamefully outdated and irresponsibly stagnant. 5) Because SOE doesn't own me, I can let my imagination go wild and pay as little or as much attention to any techincal limitations I come up against. But I'm glad you can forgive me on most of my concepts because of this. 6) I actually do try to limit the impact of extra dataloads on the game by duplicating textures and shapes across objects. I also take steps to limit the additions so that types of objects and features would not be massed together where there would be higher traffic and risk of more lag. It's all a balancing act between my crackpot flights of fancy and wanting to present it with enough realism so that the Devs will consider the idea in part if not in whole. But finally and most importantly, this is all just entertainment. I'm hoping you guys are enjoying the things I do, because that's reward in itself. If the Devs take note and put something in that I've posted, I'll be cheering right along side everyone else. |
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2004-10-05, 01:58 AM | [Ignore Me] #477 | |||||||
Conversely, what you're suggesting is deployables independent of the individual. Lot's and lot's of polygonal structures which don't have a hard cap like vehicles do in realistic battlefield situations. Rather than swapping out older vehicles for newly released ones, you'd be stacking the polys on top of the vehicles and infantry already in a fight. With the amount of stuff you'd like in, performance can only decrease, because unlike vehicles, these things aren't piloted by someone, so there's seemingly little to stop many, many bunkers and barriers and towable artillery pieces from being created in the midst of a battle, bogging peoples' systems down in some cases.
Last edited by Warborn; 2004-10-05 at 02:02 AM. |
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2004-10-05, 02:33 AM | [Ignore Me] #478 | ||||
Maybe it would have been quicker had I directly answered your original questions
heheh. To answer the unspoken questions: Yes, I am already aware of netcode limitations, but No, I do not limit every idea to them because I believe PS or some other game can overcome them eventually. Idealab ideas are based around this assumption. I'm afraid the site would be really boring if it wasn't. |
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