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PSU: Just say no.
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2012-05-29, 11:30 AM | [Ignore Me] #46 | ||||
First Lieutenant
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Last edited by Immigrant; 2012-05-29 at 11:32 AM. |
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2012-05-29, 05:57 PM | [Ignore Me] #48 | ||
Contributor First Sergeant
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More info is always good.
I have an idea on how to balance an OS. Anyone within a squad, including the leader (or players with special permission from the leader) can mark a location by applying a targeting laser, lobbing a destroyable GPS sticky? "grenade" or use themselves as ground-zero. Sacrifice will only work on live characters who must remain stationary and visible for 3-5 seconds before the OS could be centered on their location after which they can move away without disrupting the marker. Only 2-3 markers should be plantable at a time per squad. The leader of a squad of 3 active players minimum (2 active spare accounts are not common) with whatever leadership cert is required to call in the OS would then choose one a marker to attack. At this point the #spotlight of doom# should show up for friendlies warning them that someone intends to "nuke" the area. The OS can then be triggered and Each 100 (or whatever) meter area can only take 2 OS' per 3-10 minutes and the entire squad should be unable to call in another OS for a minimum of 1 hour regardless of who called it in. Maybe have a default re-use of 2-3 hours with reductions to recast based on having more players in the squad, having other players in-squad with the OS certification and for avoiding friendly fire. To encourage more tactical use, players killed by OS should reward zero XP and should not contribute to the callers K/D ratio. Last edited by IMMentat; 2012-05-29 at 07:02 PM. |
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2012-05-29, 08:06 PM | [Ignore Me] #49 | |||
Although, that said, they kind of made a certain sense in PS1. In that game bases with a proper attack going on would have numerous AMSs setup all around the area, plus the tower. Repelling an attack basically didn't happen, you just held on, but rarely you could eliminate all enemy spawns, sometimes using orbital strikes coordinated with tower drops. So in a very cheap way they did kinda address an issue with PS1. But it was a band-aid for a bullet wound. The real issue was that attackers essentially did not lose an attack, it just took hours and hours sometimes. So the ideal solution is to make combat naturally not so stagnant without resorting to stuff that just sucks in every other circumstance. Last edited by Warborn; 2012-05-29 at 08:12 PM. |
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2012-05-29, 09:50 PM | [Ignore Me] #52 | ||
General
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I saw you/jenny playing a VS.
If you know what's good for your reputation in the Terran Republic, you'll upload that ASAP!!!! #Blackmail I like the OS, I just think it gets rediculous when you have 5 of them consecutively. One of the things that made me angry in MAG was that when I did get leadership I had to sit and spam the button for a strategic asset before any of the other leaders did or else my squad would have to struggle a little more even longer. So I'm not interested in an Empire-wide cooldown. We'll find up what's going on with the OS tomorrow, I presume. |
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2012-05-30, 05:25 AM | [Ignore Me] #55 | |||
Major
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2012-05-30, 05:52 AM | [Ignore Me] #56 | ||
Corporal
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OS weren't that bad in PS1. I don't think they will be a problem in PS2, seeing how the maps are larger and battles will be widespread. OS's will keep you on your toes. Only stationary targets or slow moving targets are vulnerable to OS's. They are fairly predictable as well. *Ohh look! 100+ ppl in one place!! I smell an OS coming!* seriously ppl, they aren't that bad.
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2012-05-30, 06:11 AM | [Ignore Me] #57 | ||
Corporal
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How about reducing the amount of damage that the OS does? From what I've read in this thread they seem to be incredibly powerful. Obviously they wouldn't be seen as useful if they were nerfed into the ground, but perhaps they should be made as more of an artillery bombardment that is used to cause damage but also prevent infantry/tank movements near a base.
Also maybe make them be high end rewards for Outfits that perform well by completing key missions. |
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2012-05-30, 07:16 AM | [Ignore Me] #58 | ||
Sergeant
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Didn't read the whole thread so forgive me if this was mentioned.
Why not have the cost of the OS scale with resources available? Say it costs 500 whatever normally, but as you play and start acquiring a nice stockpile of that particular resource, the cost of the OS increases as well. Maybe when you have 3,000 of that resource the cost is now upped to 2,000. (Throwing numbers out for idea, ignore them, they can easily be balanced later). So no matter how many resources you have, it is still a significant investment on the part of the player to call one down. Just a thought, tear it apart please. |
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2012-05-30, 12:24 PM | [Ignore Me] #59 | ||
Sergeant Major
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What there to be annoyed about, just about every 10 minuets someone OS cools down and can hit the nearest enemy vehicle pad and kill the line of people waiting for vehicles.
Well anyways to be honest I wish it was more like a laze pointer instead of a wp tracking system. Also I wouldn't mind if there were some logistical support needed for Orbital Strikes like have your empire get an OS satelite in orbit. Last edited by Marinealver; 2012-05-30 at 12:26 PM. |
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2012-05-30, 12:44 PM | [Ignore Me] #60 | ||
make it a 25 frag killstreak reward.
I think that most people will generally be okay with that. Ofc joking and knowing full well the reaction that this will get, stating this so that said reaction is not necessary. Really, it's not that big of a deal to me whether or not Orbital Strikes are in. On the one hand they are an iconic thing from the original planetside, the degree to which depends on when you played planetside in, but on the other hand, they are so prolific now that the significance of the orbital strike is almost entirely diminished. Epic things become less epic the more common they are. Subsequent epic things have to raise the bar. There's this whole economy when it comes to creating epic experiences that the gaming industry doesn't fully understand yet. |
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