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Old 2011-11-18, 09:17 PM   [Ignore Me] #61
SuperMorto
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Re: Higby Tweets Map


Originally Posted by Raymac View Post
No, I'm sorry, I think you misunderstood. I didn't mean false color as in "fake". I meant false color as in changing the color scheme to bring out more detail. It's the same thing astronomers do on images of galaxies and nebulas. Cool stuff, man. Very cool.
No problems then
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Old 2011-11-18, 10:22 PM   [Ignore Me] #62
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Re: Higby Tweets Map


Updated map full screen, along with some interface on the left monitor.



http://yfrog.com/z/nwze2rnj
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Old 2011-11-18, 10:29 PM   [Ignore Me] #63
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Re: Higby Tweets Map


Originally Posted by duck View Post
Updated map full screen, along with some interface on the left monitor.
It looks like it may be the new equip screen, I see what look like weapon slots, but not sure what the circle thing in the center is, skill training perhaps?
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Old 2011-11-18, 10:30 PM   [Ignore Me] #64
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Re: Higby Tweets Map


Originally Posted by duck View Post
Updated map full screen, along with some interface on the left monitor.



http://yfrog.com/z/nwze2rnj
hrm, notice all the small structures/casters are very evenly spaced apart, probably the control points for each hex grid.
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Old 2011-11-18, 10:35 PM   [Ignore Me] #65
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Re: Higby Tweets Map


Originally Posted by SuperMorto View Post
=
i think that map might be of that exact base, the surrounding structures correspond with what's on the map.
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Old 2011-11-19, 02:39 PM   [Ignore Me] #66
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Re: Higby Tweets Map


Added! http://www.planetside-universe.com/m...hp?img_id=1761
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Click here to go to the next VIP post in this thread.   Old 2011-11-19, 02:43 PM   [Ignore Me] #67
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Re: Higby Tweets Map


Originally Posted by SKYeXile View Post
i think that map might be of that exact base, the surrounding structures correspond with what's on the map.
You are correct.
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Old 2011-11-19, 03:06 PM   [Ignore Me] #68
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Re: Higby Tweets Map


Am I the only one noticing that the bases seem closer to one another this time? I guess one way of speeding up combat was to get rid of boring transcontinental drives. Which I think works, it resembles the way our planet is tarting to look nowadays, the way metropolitan areas sort of blend into each other.

Even so, I don't see any definitive continental edges on that map, so at least we know it's bigger than a battle island (which is good!).

Originally Posted by Higby View Post
You are correct.
Damn, all you nerds that spotted that must've had your glasses/contacts subscriptions renewed recently.
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This is the last VIP post in this thread.   Old 2011-11-19, 03:17 PM   [Ignore Me] #69
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Re: Higby Tweets Map


Originally Posted by Ailos View Post
Am I the only one noticing that the bases seem closer to one another this time?
Bases are a lot bigger is probably why it seems that way. The distance between large facilities is pretty much the same but there are a lot more outposts and control points inbetween and in the 'wilderness'
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Old 2011-11-19, 03:44 PM   [Ignore Me] #70
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Re: Higby Tweets Map


Originally Posted by Higby View Post
Bases are a lot bigger is probably why it seems that way. The distance between large facilities is pretty much the same but there are a lot more outposts and control points inbetween and in the 'wilderness'
I guess this is sort of too big of a question and something we'll have to wait a tad longer for, but how does that go together with the "everything is capturable/worth capturing"?.

Like, the bases seem even more kick ass now than they were before, but what is their worth in comparison to the land in between the bases?

I could figure land-area would be more for the resources, while a base could be for some other kind of benefits..
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Old 2011-11-19, 05:29 PM   [Ignore Me] #71
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Re: Higby Tweets Map


Originally Posted by Coreldan View Post
I guess this is sort of too big of a question and something we'll have to wait a tad longer for, but how does that go together with the "everything is capturable/worth capturing"?.

Like, the bases seem even more kick ass now than they were before, but what is their worth in comparison to the land in between the bases?

I could figure land-area would be more for the resources, while a base could be for some other kind of benefits..
I would presume a base may control multiple hex grids, while a towwer may control 1-2 and these other outposts would jsut control one. Also the base may give you higher value resources, perhaps some at faster rate, not to mention if give you a proper defended spawn point for troops and vehicles, to spread your control further.

I do hope the game does not comedown to chasing ghost hackers the content trying to flip your shizzle and there is an incentive for taking points that are contested like PS1 or we will have another WAR on our hands.
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Old 2011-11-19, 05:35 PM   [Ignore Me] #72
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Re: Higby Tweets Map


Is there any nutshell information about the hexes? Read references to them a few times, but nothing really that actually explains em?
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Old 2011-11-19, 05:45 PM   [Ignore Me] #73
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Re: Higby Tweets Map


Originally Posted by Coreldan View Post
Is there any nutshell information about the hexes? Read references to them a few times, but nothing really that actually explains em?
not really, but as far as i understand the hex grids are tied to the control points like a base, outpost, tower or something each hex will have different resources(Auraxium is one, i would guess titanium is another) on them that you need to upgrade weapons, armour and vehicles, possibly other things too.

Hex is also like the new lattice system, which with hex you can attempt to hack any base you like, hacking a base that you have no hex links to might take 15-30min, hacking a base that you surround with your controlled hexes may take only 2 min.

thats all i know.
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Old 2011-11-19, 06:22 PM   [Ignore Me] #74
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Re: Higby Tweets Map


Hmh, interesting.

I hope the time to hack a non-linked base is really long, gotta hate them ghosts taking random places in the middle of nowhere
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Old 2011-11-19, 06:44 PM   [Ignore Me] #75
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Re: Higby Tweets Map


I hope the hacks are continuous hacking type procedures. I.E. you start the hack and two minutes later the CC is 25% subdued or something, and you have to go back to hack it some more to continue the process. Basically, there needs to be active presence of enemy personnel in a tower for it to stay a certain color, otherwise it could flip back to the color of the base it is attached to.

Or here is another idea.

Since towers are perma-linked to a specific base, their electronics can be hard-wired to be part of the base's telecommunications system. Thus, if you control the base the tower belongs to, you can hack it from within the base, without actually having to travel to the tower. That way, a defensive hacker can be sitting at the CC of the base and ensuring that nobody hack the surrounding towers.

When the assaulting army is trying to capture a tower as a nearby spawn point as part of their assault on a base, they could use tactical EMPs to temporarily disable the link between the tower and base, and give their hackers a chance of capturing it. Then, to prevent it flipping back, a similar defensive hacker has to sit at the CC and defend it from the base owners' attempts to recapture it remotely.
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