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2012-07-27, 10:23 AM | [Ignore Me] #47 | ||
Corporal
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Hey, they not getting their $12 a month or however it is, like in original, f2p requires alternative income thinking. I personally don't mind this one bit from what little i know of it, if implemented right it probably be a nice yet not unfair boost.
-Ela |
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2012-07-27, 10:31 AM | [Ignore Me] #48 | ||
First Lieutenant
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LoL at people hoping to build your own bases. Really? I don't ever see that functionality happening. This is not InteriorDecoratorSide 2. The best we can hope for is "owning" a base and being able to upgrade the defenses as laid out by the devs. If we are lucky there will be purchasable defensive walls, big ass turrets, outfit flags & banners. If we are REALLY lucky, there will be some cookie cutter buildings that can be placed, but expecting that functionality is really a stretch. I DO hope the devs prove me wrong, I just won't be upset when they don't.
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2012-07-27, 10:42 AM | [Ignore Me] #49 | ||
Private
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The first Planetside still goes on even to date with just it's scale and shooter aspect.
Now think, Planetside 2 just makes you orgasm at every detail of it from concept to graphics and you know it will last a long time like the first has. Little way down the road they add these "Player Bases" which probably do refer to Outfit owned bases. Maybe just somewhere your outfit spawns into every time you log, or the replacement of Sanctuary just more customized. Adding all this customization to the game will make it just that bit more entertaining than the first, adding personalized creations will add even more. Interesting to think about what all they might do with this but who knows really... better to imagine. |
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2012-07-27, 10:44 AM | [Ignore Me] #50 | ||
Sergeant Major
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They said this was going to be a feature of PS1.
One of the closest MMORPG equivalents as far as pvp goes is Warhammer Online, and they had player owned keeps for a while, you could upgrade and whatnot, but they got rid of them in the end. Eventually (or promptly) they get taken.. and your investment in that based is reduced to nothing. You need persistent forces online to keep a base, and incentive to make that kind of effort worthwhile. It's impossible to fend off the zerg when it wants something.. I don't believe there is a feasible way of implementing outfit bases, other than the outfit itself unlocking minimal features as it ranks up - perhaps bases it claims are able to fly its flag/insignia for glory/to show the enemy who it's up against. Whatever you're 'expecting', kick your hopes in the stomach. Last edited by MaxDamage; 2012-07-27 at 10:54 AM. |
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2012-07-27, 10:54 AM | [Ignore Me] #52 | ||
Sergeant
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Your signature is wrong, the beta has not started, the tech test has. :P
__________________
Join the Terran Republic, for order, safety and law. We are the government, and all loyal citizens should work together with us to ensure a safe future on Auraxis. |
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2012-07-27, 11:09 AM | [Ignore Me] #54 | |||
Contributor Major
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It can be done and done well. Also, you can bet your ass that the ability for players to build their own dungeons and create housing will be supported by the Forgelight engine for Everquest Next. They have been making and testing all the backend parts of it with Everquest II's frontend engine for the last couple of years. Fret not, SOE has a plan. |
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2012-07-27, 11:11 AM | [Ignore Me] #55 | ||
First Lieutenant
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Why upon hearing this does my mind emidiately think of some sort of island palace like Hans Palace from Enter The Dragon with shagging rooms everywhere that I keep all of the captured TR/Vanu chicks lounging around in loin cloths and peeling me grapes and fanning me with ostrich feathers as I contemplate my next venture into PS2? Oh and of course I will have my dominatrix NC chick who will die for me keeping the prisoner/slave girls in line........
Yea it's Friday....I think I will leave work early today.... Last edited by VaderShake; 2012-07-27 at 11:12 AM. |
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2012-07-27, 11:37 AM | [Ignore Me] #60 | ||
Master Sergeant
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"Base" is a Loose Term:
What do you really need for a base? You need a spawn location and a vehicle pad. That's really it. Anything else is fluff. What kind of fluff? Defenses, like turrets and shields. Power sources, like a generator or "resource extractors". What a player made base would really be is likely a collection of deployed vehicles. Higby mentions wanting to have a vehicle (the new loadstar) that deploys into a light vehicle spawn location in this video. Along with a deployed Galaxy, your ready to set up shop. For defense, you can roll out some customized AA Lightnings or MBTs and you've got a "base". The cool thing about bases like this is that they aren't "captured", they are destroyed. Razed to the grounds by the attackers who them invest resources to come in and set up their own shop. Also remember that long ago, when the very first video was release of Planetside 2, Smed also pointed out that the tower that was being assaulted in that video had landing struts. Also note that we haven't seen that particular tower design in all of the footage that has been released since. Would such a deployed tower be destructible? Possibly. Would that be totally awesome to see one go up in a huge mushroom cloud? Definitely. The point is, be a little more open-minded in what you think of as a base, and suddenly the idea of player built bases are not so far-fetched or unrealistic. Last edited by The Degenatron; 2012-07-27 at 11:38 AM. |
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