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PSU: Can we get a head count?
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2012-04-06, 09:19 PM | [Ignore Me] #92 | |||
Sergeant Major
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2012-04-07, 01:11 AM | [Ignore Me] #95 | ||
Major
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I like the idea of forward bases and that the Sundy can deploy to give an AoE of radar similar to interlink or a shield bubble.
As long as these are retrofits for this style of play rather than standard issue I think this would be awesome. The sundy that resupplies can't produce a shield or scan for enemies. Personally I'd also like to have the lib involved in this. In another thread a guy came up with replacing the lib's cannon with a supply drop (maybe also get an AB as part of the swap, heck maybe trade the nose cannon for limited cloak as well). This multiple roles for vehicles is something that can be extended beyond what's been outlined here and I'm really interested to see if the devs take note of it. Some times playing support is more fun than playing offensively.
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2012-04-07, 01:25 AM | [Ignore Me] #96 | ||
Colonel
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Attached is an example of what I was talking about earlier. When you place one Galaxy(or any other Base Construction Component Vehicle), which in my drawing is shown in black on the bottom of the diamond formation, the game will then project lines and deployment guide markers (which are the red lines and squares) showing you where to deploy the other sections in order to link. The circle in the middle is where an engineer could erect a Portable Generator to complete it, or if they don't want to do it that way, you deploy a 5th base construction vehicle there, and voila, base becomes active, shield generator, spawning functions etc all become active, the ground inside the perimeter is replaced with metal instead of grass or whatever it was before, etc.
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2012-04-07, 03:13 AM | [Ignore Me] #97 | ||
An actual base, the kind you can Cap, offers much more defense and permanence, for that reason, I envision a Forward Base as being much more simple. No linking, no resources. Just spawn points, repairs and resupply terms. It is vulnerable.
All is open to discussion though.
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2012-04-07, 04:13 AM | [Ignore Me] #98 | ||
Major
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Hmm... a thought on the shields. If they do require setup I don't see why you couldn't do something with cloakers to counter it. For example in PS if you have a T-Rek (I think) you can hack Aegis gens to produce a painfield for the people who deployed it. Cloakers could do similar things but not so much painfield as inverting the shield so you can't shoot out but can shoot in. Or maybe just being able to disable it.
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2012-04-07, 09:16 AM | [Ignore Me] #99 | |||
Colonel
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And for that matter, would there be a limit on how many vehicles of this type could be deployed, and would they decay, or when the battle completely ends for a hex, as you know players can simply pull more Galaxies/Sunderers/Lodestars, are there going to be old forward bases littering the ground all over the world? Personally, I would not mind if there were! But it's something to be considered. |
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2012-04-07, 11:16 AM | [Ignore Me] #100 | |||
Yes, they would be scattered across the battlefield. Every player deployed component is a trade off for say, a tank or aircraft. If the enemy has more tanks or aircraft, they'll likely be destroying your supply components. It's not a "base" liek the bases, it's more of an encampment.
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2012-04-07, 11:40 AM | [Ignore Me] #101 | |||
Colonel
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2012-04-07, 11:54 AM | [Ignore Me] #102 | ||
Private
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They can gun in someone elses vehicle or join the infantry. These forward bases would be set up as part of an assault on a base or other capturable position. There would be plenty for him/her to do. MANA turret to defend the forward base would also be an option. A good number of PS1 players liked the support role. I dont see a problem here.
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2012-04-07, 11:58 AM | [Ignore Me] #103 | |||
Colonel
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Last edited by Stardouser; 2012-04-07 at 11:59 AM. |
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2012-04-07, 12:15 PM | [Ignore Me] #104 | ||
Private
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I dont think that a couple of guys should be able to set up multiple forward bases. Just like one guy couldnt set up multiple AMS's in the original Planetside. There needs to be an owner for that vehicle even in a deployed state. An AMS driver couldnt go deploy an AMS and then go pull a tank without the AMS deconstructing.
I dont think this removes sandbox play. I think it encourages teamwork and strategy. If you want multiple forward bases then multiple people will need to set them up. These battles are supposed to be huge with 100s if not 1000s of players. I dont think this is limiting. If you dont want to dedicate your resources to deploying a forward base then another squad will. If we use the OP example, one Galaxy, one Sundy, one Liberator. Then as engineer enhances the defences. Thats four people out of a squad of ten. These four could then crew vehicles for others in their squad. I dont see how this is limiting. How many vehicles do you think one person should be able to pull? How does this remove sandbox play? |
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2012-04-07, 12:21 PM | [Ignore Me] #105 | ||
Corporal
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No forward bases that deploy vehicles in the middle of nowhere. Just my opinion.
Maybe have deploy-able vehicles in designated outpost areas, where you can only deploy certain types of vehicles. If you want a tank, you need to go to a major base like a tech plant or something. The fight has be to be fair, why in the world would we want to be able to pull vehicles from anywhere on the battle field with a couple of deployed vehicles. |
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