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PSU: OMG, they got skeeters up the yin yang!
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2012-12-14, 08:27 PM | [Ignore Me] #46 | |||||
Major
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Hence why I am focusing on quick building asset swaps for spawns; they won't fix the issue outright, but they will make it slightly better until the Devs can go back and do a complete overhaul.
All the small spawn boxes appear to be stand-alone structures that sit by their lonesome, so it just be a matter of deleting them and replacing them with the Mushrooms. It would probably take less then a hour to replace one, meaning an entire Continent could be done in a couple of days.
My Mushrooms would hopefully be the first of many more Building assets created for the new designs, it'd just be the easiest to swap with its current counterpart due to their stand-alone nature. Preferably they and the bases their on would be replaced later on by much better Outpost Fortifications, thus freeing them up to be used as Platoon Spawn Deployables. |
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2012-12-14, 08:53 PM | [Ignore Me] #47 | |||
Lieutenant General
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So yes, it would replace it, but the flow would still be bad. |
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2012-12-15, 12:10 AM | [Ignore Me] #48 | ||
Contributor Major
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Yeah. If you haven't heard all the bland statements about 'active defense' and 'keeping the game moving' you haven't been keeping a finger on the official forums. 'Defense' is apparently a code word for 'farming.' And that's bad, mmmkay?
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2012-12-15, 05:09 PM | [Ignore Me] #52 | ||
Major
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All of these are good ideas, which makes me wonder about the next continent...
Will it be the same in regards to outpost and base design or different? Will vehicles play any role in taking over an objective other than trying to get to the base or repel people away, like it should have been all along? The burden should always be on the attacker, it's the other way around now. Last edited by Beerbeer; 2012-12-15 at 05:10 PM. |
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2012-12-15, 09:45 PM | [Ignore Me] #54 | ||||
Major
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I mean, the Meta game isn't going to improve until we have at least four more, if we replace Sancuaries in my old Diagram's Figure 5 with "Home Continents":
I mean, Amerish IS better in this regard, right? You actually have to get out and capture points, while spawns are put in a position where they can't just be driven up on to camp. |
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2012-12-15, 10:04 PM | [Ignore Me] #55 | ||
Major
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What I don't get is that the current base design actually encourages people not to defend. I don't get it? It's not fun for the attackers swarming an indefensible, empty base anymore than it is for the defenders getting vehicle spawn camped. It's about as illogical as it can get.
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2012-12-15, 10:21 PM | [Ignore Me] #56 | |||
Major
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...I remember coming into the Beta wondering why all these militaries had were Pre-fab shacks trying to pass themselves off as office buildings... ...Really it makes one wonder why they didn't have more fortification type building assets like Figment been suggesting to begin with. |
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2012-12-16, 10:12 AM | [Ignore Me] #57 | ||
Lieutenant General
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My bet is they looked at it as a generic shooter and therefore looked at how other generic shooters without tanks and aircraft and randomised spawn design and no conquest goals or protection goals set up their levels and then forgot that instead of a linear fixed approach route there's a 540 degrees approach route. They didn't look at it as a RTS game at all, even though at its core, PlanetSide is like a self-running RTS, just without one person strictly controlling the units.
On top of that, looks like they wanted each base to be unique, so they made every building modular so they could easily build new layouts with different terrain and modules. They just forgot what disconnecting modules does to gameplay (see above). You can clearly see this 2D thinking in a 3D world when you look at the position of spawnpoints often being at the edge of an outpost, while the objectives are at the other end or in the middle, while the far end is quite open for attackers to get in. They probably hoped that this would encourage fights from one side of a base to the other, while forgetting you can also just drive around or come from the other side and immediately start camping. Last edited by Figment; 2012-12-16 at 10:16 AM. |
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2012-12-16, 10:20 AM | [Ignore Me] #58 | |||
First Sergeant
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the design could have allowed for progressive capture over the two front courtyards, moving into the facility itself, and finally ending at the back (or the main structure) either way, a missed opportunity Also... I actually like the way the walls/towers looked here, they were simple and didn't look like they took up any extra, unnecessary space Last edited by SturmovikDrakon; 2012-12-16 at 10:23 AM. |
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2012-12-16, 10:49 AM | [Ignore Me] #59 | |||||
Major
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I mean, in this post-Halo age, most generic FPS' worth any salt at least keep in mind the concept of defensible positions... Even the modular building isn't an excuse, since as I said before they should have had more fortification assets to begin with!
...And it's still baffling, as even linear map layouts (Primarily my experience with most TF2 modes) would have places for both attackers AND defenders to entrench themselves. Ok, those are awesome, but I can see why they didn't make it into the final product...
Not that they don't look awesome, it just looks like each is a building in its own right, and probably would require a great deal of "Hand-crafting" to fit correctly. ...Plus are those sticks poking out of it suppose to be Phalanx Cannons?! Anywho, had some thoughts on improving the current Major Facilities if anyone wants to hear them... |
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2012-12-16, 11:02 AM | [Ignore Me] #60 | ||||
First Sergeant
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I just hope that as the game becomes more optimized, and people will upgrade their hardware, we can come back to these more densely packed, streamlined bases Last edited by SturmovikDrakon; 2012-12-16 at 11:07 AM. |
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