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PSU: The key of the success
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2003-01-01, 08:08 PM | [Ignore Me] #61 | |||
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2003-01-01, 09:34 PM | [Ignore Me] #62 | ||
Private
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Warborn,
Maybe my understanding of how the game is wrong since I haven't yet played or seen it, but it seems to me that anytime you want to "hack" a base, you would have to send in a team of base infiltrators and not a lone hacker by himself. If this assumption is correct, then the majority of the things you say a hacker will have fun doing is going to be stuff that applies to being a base infiltrator, not specifically a hacker. It would seem that the hacking cert is going to basically be one that people are going to take just because having one is required. An analogy is to a poorly done RPG where clerics are boring as hell to play, but someone has to bite the bullet and be one if you are going to have a successful party. What some of us are trying to suggest is that hacking become a "class" that people actually enjoy and can become proficient at. Just as Dio said, having a rifle cert doesn't make you good with that rifle, yet having the hacker cert is really all you need to be a good hacker. I think it's important to remember that we're all fans of Planetside and if we didn't think it would be a good game we wouldn't be here. Hacking as it stands now doesn't change our opinion of the game in general, so there's not really any point in trying to convince us that hackers will still have fun playing PS because we all agree. What we are trying to say is that by making hacking dependent on some kind of player skill, you make the game MORE fun, and the hacking certification becomes more appealing, as opposed to just being something that someone on the team has to have. Just as some commanders are striving to be well respected because of their command abilities, wouldn't it be nice to have hackers well respected because of their hacking abilities? I wouldn't even make a big deal about this whole thing except that I think the potential addition to gameplay is large and the difficulty in coding is rather small. |
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2003-01-01, 09:38 PM | [Ignore Me] #63 | |||
Lieutenant General
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2003-01-01, 09:48 PM | [Ignore Me] #65 | ||
***IF*** you can make it idiot proof. You don't want some moron getting in position and not ever figuring it out. I don't want to defend some A hole for 7 minutes because he doesn't know how to read. It has to be easy to learn, but difficult to master. So Joe Blow can hack it in 1.5 mins, but l33t g33k can hack it in 30 secs.
Another idea could be that the time it takes the base to turn over (the 15 mins now - I know it might change) would be directly proportional to the hack time. So Joe BLow hacked it in 1.5 mins so the base turns over in 15 mins, but l33t g33k got it done in .30 so the base turns over in 5 mins. I know people would be searchin for l33t g33k to join their squad. That would be cool.
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2003-01-01, 10:11 PM | [Ignore Me] #66 | ||||
Lieutenant General
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2003-01-01, 10:24 PM | [Ignore Me] #67 | |||
Sergeant
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Most players? Maybe I miscounted but i'm pretty sure you're the only one arguing for keeping the timer bar Warborn. I liked the idea about 30 second hack time versus minute and 30 second hack time having a benefit in how long it takes to turn the base to your side. I think that was Navaron's
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<img src = "http://www.nurospace.netfirms.com/sig_colio.jpg"> No one is perfect but sometimes learning from your mistakes can be enough. - Me |
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2003-01-01, 10:49 PM | [Ignore Me] #69 | ||
Sergeant
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I would definatle like to make HACKING a skill based task. I want to have hackers who can say that they are the best arround and not as all the other button pushers.
Make it something like twitch skills (spinning wheels), or as somebpdy mentioned earlier: typing lots of strange symbols. Just not just pushing a button. Of course there is fun only with the hacking SITUATION but having to be skilled to hack is MORE FUN ! DAMN I want 1337 g33k in my sqad !
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[ Admin removed by Signature. ] "May the light shine at thee in the dark !" R| Relativity |
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2003-01-01, 11:19 PM | [Ignore Me] #70 | |||||
You will be able to afford an armor cert, a weapon cert, and some hacking certs. Hackers aren't going to be totally restricted to only being able to use a hacking kit and nothing else. After a group of soldiers blows away the defenders and gets to the control room, they're not going to ask "Ok, anyone see someone with no armor or weapon? We need to hack this." The guy who hacks the base is likely going to be wearing the same armor and using the same weapon as any other grunt in the group.
Yes, bitter sarcasm, but I'm really hoping you guys will get the picture here. There's so much more to things that having puzzles simply isn't a) fun, or b) going to get you any respect. A good Medic will earn his reputation as a good Medic for actually being a good Medic. Not a good puzzle-solver. Someone who can solve puzzles easily can still be a moron when it comes to the role of a battlefield Medic, and despite the fact that he can Revive people easily, he's might still be crappy at actually applying said skill. So what the question to those of you who want Hacking to be some sort of respectable puzzle-profession is this: Do you want Infiltrator-Hackers (Soldier-Hackers are Soldiers first, Hackers second) to be respected for their ability to solve puzzles, or their ability to actually take over bases or hijack enemy vehicles? That's what it all boils down to. The best puzzle-solver in the world will still capture far fewer bases than another Infiltrator-Hacker if the not-so-good puzzle-solver is simply better at being a stealthy, commando type guy. And the other, non-puzzle expert player will be respected more than the expert puzzle-solver. Who cares if the first guy can open a door faster if he's always slipping up and getting killed before he can even get close to the control panel. At the end of the day, the guy who gets the job done will be the one getting the recognition, and if you think there's absolutely no skill involved with Infiltrator-Hacking a base to your side, you're fooling yourself. There's plenty of room for the skilled to rise above the unskilled, and wanting the actual task of Hacking to make a difference is like putting a fifth wheel on a car. Looks nice, but it doesn't solve any problems or improve the situation much at all. Last edited by Warborn; 2003-01-02 at 12:11 AM. |
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2003-01-01, 11:40 PM | [Ignore Me] #71 | |||||
Oh, some other stuff:
However, for the sake of accuracy, I did have some people on my side. /em nods
Which is why you can shut the base down a second way -- by destroying the generator.
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2003-01-02, 04:00 AM | [Ignore Me] #72 | ||
Private
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"Do you want Infiltrator-Hackers (Soldier-Hackers are Soldiers first, Hackers second) to be respected for their ability to solve puzzles, or their ability to actually take over bases or hijack enemy vehicles?"
This is the gist of my point. All the examples you've given of how a "hacker" can make a reputation for himself don't seem to be anything specific to the "hacker" class. Another way to look at it is this... If you hear of a player who is really skilled at fighting his way into the base, would you call that person a good "hacker" or a good "soldier/infiltrator"? I would argue that all of the things you are saying defines a good hacker really is more definitive of a good player in general. Thus what you are describing is not why a hacker is fun, or how a hacker can build a good reputation, but how a player in general can be well respected. By contrast, your example of a medic describes a player whose skills are specific to that of a medic. Being able to quickly assess who needs help and having the bravery to go into a middle of a fight to deliver that assistance is something that is unique to someone fulfilling a medic role. In a lot of the interviews and descriptions of the game I've heard hacker listed as one of the specialty type classes that a person can pursue. But without making it a skill based profession, it is more similar to a weapon certification, something that people will have to have somewhere in their toolbox but which doesn't define their character. Is that a problem in itself? Not really, but why not take a few extra steps to get it to the point where "hacker" really is a defining role of a player and allow people to specialize more as the interviews seem to indicate is the intent of the designers? I know I personally would find it more fun. From a command POV it seems like the way it is now, when putting together a team a commander would say, "Ok we got 10 guys, make sure one of us can hack." What I would rather see is it being where a commander putting together a team has to make special effort to find a qualified hacker. |
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2003-01-02, 05:26 AM | [Ignore Me] #73 | |||||||
Last edited by Warborn; 2003-01-02 at 05:29 AM. |
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2003-01-02, 05:27 AM | [Ignore Me] #74 | ||
Master Sergeant
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This is just a random idea that got into my head from reading this ...
When a hacker goes to the terminal a small window pops up showing a top-down view of a circuit board. There are 3 wires running left to right. Red, Green and Blue. There would be a different sequence for each team (Vanu, TN and NC) for the hacker to follow. Ex. A Vanu squad gets into the 'hacking room' of a TN base. While they cover the hackers back the hacker goes to the terminal and uses it, opening up the window. The TN 'combination' would be, cut the Blue wire (right clicking to cut it) and the Green wire and then crossing the two sets. (pick up one end of the Blue wire and drag it to the opposite green one to connect them, do same with other Blue/Green pieces) Something like this would make it so each team has a different combination. It somewhat adds to the hacking sense, is easy, and wouldnt take long. To make it idiot-proof (well, cant make ANYTHING idiot proof ) the combinations would be in a readme/bulletin board/help menu in-game or have a help menu pop-up when somebody picks the Hacking cert, telling them the basics and showing examples, and, giving the combinations. With something like this every now and then in a patch they could switch the combinations. This would help keep hackers on their toes so it isnt just another counter-strike bomb dropping. (this is really just a simple idea, food for thought. ) To possibly take it a step further so that it isnt as static, if your a hacker in your own base you could try and 'rig' the hacking terminal. A very simple idea might be : The 3 wires are running left to right. At the top is Red, the middle is Green and the bottom is Blue. This would be the setup of the terminals. ----------- <-Red ----------- <-Green -----------<-Blue To rig the terminal you could strip 2 wires of their colors and change them, possibly throwing off enemy hackers. (This would easily be avoided by an enemy hacker that knows to do a 2 second check to make sure they arent tampered with.) So a rigged terminal would look like : -----------<-Green (in reality, the Red wire) -----------<-Red (in reality, the Green wire) -----------<-Blue So, using the example from the top of a Vanu hacking a TN base(Cut Blue/Green wires and cross them) the enemy hacker would have to cut the middle (Green wire that has been rigged with the red covering) and bottom (Blue) wires. Easily done, especially if you have a paper beside ya with the real setup. |
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2003-01-02, 05:50 AM | [Ignore Me] #75 | ||
What you're looking for is a little more substance to it, and honestly, I'd be all for it. However, why not just automate? I'd personally prefer if your character actually went through the motions of using his little hacking device to open up the door. You can still have the little bar, and of course it'd take no action on your part aside from holding down the button, but watching your character snip some wires or whatever would contribute toward the suspension of belief, and couldn't hurt at all. Only thing I'm against is making it into a puzzle that people would need to be good at to over-complicate such a minor thing as hacking.
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