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2011-02-28, 03:39 PM | [Ignore Me] #46 | ||
Infantry need more cover options, scary tank drivers like me aren't intimidated by trees and the like. But a wreck is a whole different ballgame, especially if it is volatile enough to destroy a tank that might be around half health.
But then again, I don't think it would be so bad to have inert wrecks either. Maybe make them variable based on the vehicle that made them. ANT wrecks are mini OSes waiting to be set off (if it has NTU), AMS wrecks are jungle jims, and tank wrecks can potentially have unexploded ordinance. |
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2011-02-28, 07:09 PM | [Ignore Me] #47 | |||
Staff Sergeant
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The only reason I said explosive was because anything in PlanetSide that could destroy a burned out tank is explosive, there are no large caliber non-explosive weapons. Explosive was a classification of weapons based on the game, not a generalization. And if you don't like that answer, how about the simple fact that the wreckage would be protecting you from said explosive rounds?
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2011-03-01, 12:27 PM | [Ignore Me] #48 | ||
Inventor of Dirt
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I think it could be really handy for engineers and base defense geeks (like myself) to be able to deconstruct items into the 'ammo' they use for turrets and/or repairs etc. it would give them the need for tactical thinking in as far as 'leave that one there for cover and to block the gate' vs 'clear the area for squad ops and vehicle egress'. that sort of thing.
great ideas all
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In God we trust. Everyone else, keep your hands where I can see them. |
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2011-07-16, 07:33 AM | [Ignore Me] #49 | ||
Second Lieutenant
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I agree with the OP 100%. This was a great feeling during bridge battles in PlanetSide, where there wasn't much cover and you were taking tons of sniper fire. You could deci an enemy tank and then use the burning hull for cover while you counter-sniped or advanced on the enemy, bounding from wreck to wreck. I can see all sorts of great impromptu gameplay coming out of this.
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2011-07-16, 11:37 AM | [Ignore Me] #50 | ||
Sergeant
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I'd be real happy, if PS2 had really realistic wreckage that stayed around for a good hour+ and acted as cover.
However they are talking about thousand player battles. Having wrecks disappear suddenly because the areas busy takes me out of a game somewhat. I remember in PS1 always trying to estimate when the tank I was hiding behind was gonna disappear. I'd rather have battlefield wreckage that looked good but didn't act as cover and had no effect on gameplay. That way you could have lots of visible wrecks on screen if your PC had the horsepower for it. PS2 development would be simplified and it should be possible to have more players causing havoc in any one given area before we get server lag. |
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2011-07-16, 11:39 AM | [Ignore Me] #51 | |||
First Sergeant
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All that matters is that there is enough freedom, and enough fuckers to kill, in the game that Renegade Legion can do our thing. If there is that, then the rest of the game shall be bent to our will, just like the first one was. - Hovis [RL] on PS2 Renegade Legion http://forums.renegade-legion.org |
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2011-07-16, 12:24 PM | [Ignore Me] #52 | |||
Sergeant
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Supporting massive battles involving physics simulations sounds difficult enough without adding wreckage into the mix. I'd rather have PS2 with wreckage missing, if it sped up the development and there was less server lag in large battles/larger battles were supported. |
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2011-07-16, 12:46 PM | [Ignore Me] #54 | |||
Major
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Last edited by Death2All; 2011-07-16 at 12:47 PM. |
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2011-07-16, 02:52 PM | [Ignore Me] #56 | ||
PSU Admin
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Aye what Bags said.
We asked about this during our time here, it's a delicate balance to leave the wreckage vs lag the game. I think this will be very much in flux through beta testing and on in to release. It's just hard to leave stuff around with massive battles, every item has a cost to both the server and the client. So while I dont see stuff disappearing instantly like it often does now I think it will disappear in a shorter duration than many of us prefer. Sadly that may be the tradeoff to having a massive game. |
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2011-07-16, 09:31 PM | [Ignore Me] #57 | |||
Sergeant
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I liked using wrecks as cover but them disappearing suddenly was just kinda lame. Would rather have wrecks that you can't use as cover and a client setting to adjust for how long they remain. Some cinders and burnt parts on the ground would be fun to drive through while also enhancing the look. And wouldn't impact the server. |
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2011-07-17, 01:10 AM | [Ignore Me] #58 | ||
Private
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I've actually been thinking about this for a while... Wreckage should be a real tactical consideration. It needs to provide useful cover and should take a lot of fire before it breaks. On the other hand, battles around chokepoints will bog down if wreckage sticks around for too long.
How about if in addition to health, wrecks have an attribute called persistence? The idea is if there is only one wreck in an area, with a squad of soldiers behind it, the wreck will never despawn until it runs out of health. But if you are in the middle of a crowded bridge battle, with tanks dying left and right, wrecks will start despawning before they run out of health. My technical description: There should be a probabilistic formula that weights the number of wrecks in the area and the number of players very close by to each wreck. If there are a large number of wrecks nearby, there is a higher probability of wrecks despawning. But if there are lots of people nearby a wreck, it should have a very low probability of despawning relative to other wrecks in the area. |
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