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Old 2013-07-23, 10:16 AM   [Ignore Me] #1
Kran De Loy
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Re: Roadmap Resource Revamp & Continental Lattice Updated


I run PS2 at low settings to get the most optimum frames/sec possible in all situations. I bring this up because I'm really not sure at what range the visuals aspects for the modules on a vehicle begin to show. I sure cant tell at 300 meters. I can barely tell a AMS from an Ammo Sundy at 200 meters! But I can tell the difference between and MBT and a Lightning at 800 meters (<-proximate guesstimate).

So at what range should enemy factions be able to tell for sure which vehicle is the highest priority (both organized outfit and random pubs)?

Basically the ANT should be it's own vehicle because of vehicle silhouettes.

Last edited by Kran De Loy; 2013-07-23 at 10:20 AM.
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Old 2013-07-23, 10:53 AM   [Ignore Me] #2
ringring
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Originally Posted by Kran De Loy View Post
I run PS2 at low settings to get the most optimum frames/sec possible in all situations. I bring this up because I'm really not sure at what range the visuals aspects for the modules on a vehicle begin to show. I sure cant tell at 300 meters. I can barely tell a AMS from an Ammo Sundy at 200 meters! But I can tell the difference between and MBT and a Lightning at 800 meters (<-proximate guesstimate).

So at what range should enemy factions be able to tell for sure which vehicle is the highest priority (both organized outfit and random pubs)?

Basically the ANT should be it's own vehicle because of vehicle silhouettes.
Good point.
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Old 2013-07-23, 11:24 AM   [Ignore Me] #3
kubacheski
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Originally Posted by Kran De Loy View Post
I run PS2 at low settings to get the most optimum frames/sec possible in all situations. I bring this up because I'm really not sure at what range the visuals aspects for the modules on a vehicle begin to show. I sure cant tell at 300 meters. I can barely tell a AMS from an Ammo Sundy at 200 meters! But I can tell the difference between and MBT and a Lightning at 800 meters (<-proximate guesstimate).

So at what range should enemy factions be able to tell for sure which vehicle is the highest priority (both organized outfit and random pubs)?

Basically the ANT should be it's own vehicle because of vehicle silhouettes.
This makes no sense to me. I can understand the argument, if you're wanting to destroy it, "make it obvious so we know which one to shoot", but if you're designing the vehicle, wouldn't you design it so it IS difficult to tell which one is which? Even to the point of mimicing a lower priority module?
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Old 2013-07-23, 11:31 AM   [Ignore Me] #4
Qwan
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Originally Posted by Necroe View Post
i think that means that you have infinite amount of grenades/c4 etc. everytime you use one, it deducts x amount of resources.

the auraxium mines make me think of ANT runs
Originally Posted by bpostal View Post
ANT races are back baby!
Also, love me some continental lattice
Shhhhhhhhhh.... you fools, they are suppose to believe that they thought of these idea's not idea's that make sence from PS1, this is PS2 remember......

So back to this thing about bases having resource levels that can be depleted, its a fasinating new and inovative Idea. Please tell me more.
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Old 2013-07-23, 04:31 PM   [Ignore Me] #5
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Originally Posted by Malorn View Post
Whether it is a module, what can equip the module, or whether it is a standalone vehicle is something we'd like your feedback on.

Can you offer up some good uses of an ANT beyond a space truck? We want all the vehicles to have a well defined role and to be fun. Being a space trucker doesn't seem like it is worth the trouble or worth investing in...what other cool uses do you think the ANT and its power mechanic might bring to make it an interesting and fun vehicle to invest in?
I didn't read too many posts after this one so not sure if anyone has mentioned this yet. It came to mind when reading the above post though. So forgive me if someone else already posted this idea.

So, as many stated, they think it a good idea to make the ANT it's own vehicle, and not a module. I agree.

What about making them empire specific, like the heavy tanks are? Each having unique intrinsic capabilities.

Examples of some capabilities for each empire:
  • VS ANT: Able to hover and fly to a limited height.
  • NC ANT: Able to take more damage and acquire resources faster.
  • TR ANT: Able to move faster across land and climb steeper terrain.

Each with their own unique look as well.
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Last edited by Crator; 2013-07-23 at 04:33 PM.
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Old 2013-07-24, 09:11 AM   [Ignore Me] #6
SolLeks
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Originally Posted by Malorn View Post
Whether it is a module, what can equip the module, or whether it is a standalone vehicle is something we'd like your feedback on.

Can you offer up some good uses of an ANT beyond a space truck? We want all the vehicles to have a well defined role and to be fun. Being a space trucker doesn't seem like it is worth the trouble or worth investing in...what other cool uses do you think the ANT and its power mechanic might bring to make it an interesting and fun vehicle to invest in?
ANT races, Minesweepers, Thing to suck up enemy nanites at the nanite tower (like PS1, with gate defuser), resuply truck for tanks / aircraft (like current sundie ammo), forward terminal (so you don't have to risk moving your AMS up, giving the attackers another place to re-arm / re-equip).

Put a battering ram on it that you can kill tanks with if you hit them from behind going more than 40 miles an hour. Put a giant set of saws on it so you can 'mow' down infantry (more joke, but yall may think of somthing from this).
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Old 2013-07-24, 09:42 AM   [Ignore Me] #7
Carbon Copied
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Re: Roadmap Resource Revamp & Continental Lattice Updated


The only thing the ANT and silo mechanic brings up for me (assuming they go with that route) is how the compounds are going to be adjusted and mixed up for courtyards and defense of the silo; kind of full circle back to leaky compound/base/wall design etc. (and the Amp stations aren't as affected in it's layout) but hopefully there would be that addressed and not some lame "oh just stick a tower there and that'll do" solution.
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Old 2013-07-24, 03:03 PM   [Ignore Me] #8
kubacheski
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Originally Posted by Carbon Copied View Post
The only thing the ANT and silo mechanic brings up for me (assuming they go with that route) is how the compounds are going to be adjusted and mixed up for courtyards and defense of the silo; kind of full circle back to leaky compound/base/wall design etc. (and the Amp stations aren't as affected in it's layout) but hopefully there would be that addressed and not some lame "oh just stick a tower there and that'll do" solution.
I question this as well. They'll need access into the bases. And most likely, bigger bases will require more than one silo, probably powering the generators and SCU's. So instead of hacking the gen, you can also deplete the silo to the same effect. Access to the silo will be key in base defense to maintain individual resource gain.

I mean next will be having bonuses for each base covered and if you lose power to a base, your empire doesn't get the bonus. Wait, is that again a PS1 system?

Oh, almost forgot, the ANT can't be fast as it's a tanker - it's hauling a ton of resources, or maybe it can be fast, but the resources inside it are depleted when you hit the "turbo" so there is a cost (i.e. not as many resources at end of run) to the speed benefit.

Last edited by kubacheski; 2013-07-24 at 03:05 PM.
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Old 2013-07-24, 03:59 PM   [Ignore Me] #9
SolLeks
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Re: Roadmap Resource Revamp & Continental Lattice Updated


PS1 bases had good walls like the bases in this game have now and ANTs worked well in that game, I don't see a problem.
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Old 2013-08-15, 10:10 AM   [Ignore Me] #10
MrBloodworth
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Originally Posted by Malorn View Post
Whether it is a module, what can equip the module, or whether it is a standalone vehicle is something we'd like your feedback on.

Can you offer up some good uses of an ANT beyond a space truck? We want all the vehicles to have a well defined role and to be fun. Being a space trucker doesn't seem like it is worth the trouble or worth investing in...what other cool uses do you think the ANT and its power mechanic might bring to make it an interesting and fun vehicle to invest in?
ANT bombs. But that requires the Gal be able to carry buggies.
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Old 2013-07-20, 07:14 PM   [Ignore Me] #11
Obstruction
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Re: Roadmap Resource Revamp & Continental Lattice Updated


AMS - Singular, non troop transport, high value target fulfills one role - easily identifiable from all other support vehicle types.
Sunderer - Troop mover, base and line smasher - you see it you know it's going to hit hard somewhere and have a lot of problems coming out of it.
ANT - Fills support roles of base power, but equally importantly supports a convoy outside catering to ammo and repair supplies (separate modules) - to a degree has to get involved with the fight to keep things going not just linger at the rear and hope to get through.
i agree, i think divorcing the AMS from the sunderer loadout is an excellent plan, and leaves lots of room to improve and rework the sunderer as an APC, support vehicle, and spacetruck. and the cert refund wouldn't be too stressful since it's a cheap module anyway.

separating the support functions may not be the best plan though. and designing and implementing so many new vehicles may not be either.

what i would do, is make the AMS and ANT a sort of sunderer add on. make it a deployable module that you pick up after you spawn your sundie, and drop off when you get where you're going. the ANT is simple. the load takes up 6 seats and the ANT station you deliver to simply eats the whole damn truck when you drive into it.

the AMS, then, could be a load unit, also filling 6 seats, that is nanite constructed anywhere a sundie could have deployed in the past. it could be like an extra small spawn building that has a small shielded area where soldiers can spawn and safely use a terminal, jump lift up to a top platform with air cover, and man articulated weapons not unlike sundie gun positions F2 and F3 and/or a single destructible/repairable manned base turret.

however, unlike a spawn building, it is a destructible unit. and unlike a deployed sundie, it can't pick up and move after it's been deployed. although the sunderer that deployed it is free to engage in combat, ferry troops that spawn at the module, or return to a rear base for an ANT run or to prepare to load another AMS when that one is destroyed or times out. timers could work the same as currently deployed sundies, just man the turret to reset the 20 minute timer, or have the owner load another AMS unit to start the despawn timeout, or change ownership. same rules would apply with owner logout or continent change as with current deployed sundies.

what you do to facilitate this loading process is place specific, shielded, drive thru stations on the map that load 6 infantry positions with either AMS or ANT module "load placeholders." this way there's no obvious external change to the vehicle model that screams "suicide air strike this one and then trololol," but still makes it a juicy target, as it appears to be a 7/12 or 10/12 sundie. a juicy target that could also have 4 AA MAX units inside, waiting to clown car the Air Wing that spots it.

loading at a facility also provides a "behind enemy lines" scenario where a small group can attempt to interfere with loading, while escort groups will oppose them by moving in ahead of a group of potential ANTs and AMSs to secure the area.

this way AMS and ANT will be a valuable target among vehicles in a convoy but not easily distinguishable from the escort APC sundie loaded with troops, nor the repair and ammo sundies supplying the armor unit and harasser escorts.

i think this solution presents the easiest transition for the design team, relies almost entirely on existing code mechanics, and provides for interesting strategy elements from both sides of the conflict.

this turned out to be a long concept description, so i'll bullet point it as well.
  • divorce AMS unit from sunderer loadout
  • AMS and ANT units "load" into seats 6-12 for transport in any spawned sunderer
  • AMS is a nanite constructed mini spawn building that a sunderer deploys and drives away from
  • AMS "building" is a destructible, repairable unit that has armaments and infantry shield doors but cannot move
  • ANT unit is unloaded at a receptacle in a destination base, possibly consuming the delivering sunderer as well
  • strategy elements in this design include defending or blockading loading stations, harassing or escorting convoys, and "decoy" support sunderers that actually contain 7/12 live units
  • benefit to this solution is ease of implementation, primarily using existing code mechanics and art assets.

Last edited by Obstruction; 2013-07-20 at 07:28 PM.
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Old 2013-07-20, 07:44 PM   [Ignore Me] #12
Rahabib
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Well it looks like this is the road were taking. I think it should be on sunderers only, and the module replaces the ams slot. You can either deploy troops or deploy resources. however I think you need to keep the weapons on the sunderer. you still need at least one other person to help make the sunderer defensive anyhow.
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Old 2013-07-20, 09:26 PM   [Ignore Me] #13
augrunt
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Re: Roadmap Resource Revamp & Continental Lattice Updated


I'm sorry guys but being a PlanetSide 1 veteran, I gotta say the only way I can possibly see this working is if you had the ANT back in its previous role.

Driving ANTs was pretty fun to me, and nothing will ever reach the level of thrill I got driving an emergency defenceless "shoot me" target into a base with 10% energy levels whilst it was being blockaded by the enemy.
Also the GAL Ant Drops were EPIC.

Unfortunately, all I can do is describe it and I've talked about the ANT countless times since playing PlanetSide 2 with my outfit and how I wished the old resource system is back, so I was pleasantly informed yesterday that it seems we may be taking steps to get us to that level of meta-gaming.

So I think it would be a silly idea to have it as a module that either a Sunderer (which already does a lot more than it should) or a Harasser or what-have-you could equip. It needs to be its own separate vehicle ala PS1 because this would force teamwork and co-operation as well as bring back some nostalgia to a game that desperately needs it. Slowly, the game is beginning to look more PS1-esque, and that makes me very happy... and I think bringing the ANT back but with a graphic overhaul and its Nanite harvesting capabilities (Auraxium Mines/Crystals? What? like Tiberium? seriously?) from the continental (and future Geo-Warpgates) would be another 3 steps in the right direction.
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Old 2013-07-21, 09:38 AM   [Ignore Me] #14
Metal
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Re: Roadmap Resource Revamp & Continental Lattice Updated


The idea is insane awesome!!

Feedback from reading:

- Make more harsh penalty risk/reward as in Ps1.
- Make vehicles actual vehicles, that cannot be blown up in 1 hit.

- Add 8 or 12 hours timer to change between factions on same server.
- Add greater penalty's which can be auto executed on team killing.

Community sandbox ideas (several seriously good in this topic) !!


Originally Posted by Rahabib View Post
Well it looks like this is the road were taking. I think it should be on sunderers only, and the module replaces the ams slot. You can either deploy troops or deploy resources. however I think you need to keep the weapons on the sunderer. you still need at least one other person to help make the sunderer defensive anyhow.
Hm.... adding to this idea. How about "module" which replaces the AMS (something like a tower, etc...) and ammo storage. Ammo storage module could be used as "boxes which transport everything".

As downside of such heavy load, there could be 2-4 less player space in sunderer (risk/reward).

Last edited by Metal; 2013-07-21 at 09:45 AM.
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Old 2013-07-20, 11:35 PM   [Ignore Me] #15
Baneblade
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Re: Roadmap Resource Revamp & Continental Lattice Updated


Introduce the Lodestar and make one of the payload configurations a drop-able ANT Storage Tank.
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