Originally Posted by Carbon Copied
Yeah I'm with you on this - I think there's room for alot of options. My take on level design is that it should reflect the continent it's on and make sense; taking bio labs as an example: on Esamir they are sub terranean due to the climate being sub zero at an elevated height (think the Svalbard seed vault - http://www.planetside-universe.com/s...7&postcount=10 ), on Indar they are elevated per the norm as the climate allows but like you say the leg space is actually contested levels and on Amerish with it being more highland they're built into the mountain sides themselves with the levels being replaced with sporadic cavern fighting. It's variations like this that although using the same prefab assets (and not hogging resources), but also pull away from that cookie cutter continent prefab feel. Well for me at least..
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Eh, that's seems like it's be a lot of customization work...
I just want the Bases to be more then giant sheds.
For instance, only half of the Amp Station really sees use, because the other half was mostly designed to funnel in Combatants from the ROOF down to the Control Point.
Then you have that dead space underneath the Vehicle Bay Stairs...
Originally Posted by ringring
But, I agree that the Tech/Amp and now Bio are poor and this last patch has broken the Bio imho. The Bio was the only base which was difficult and required organised tactics to take it. The Amp is just a rush around doin stuff base, boring as hell.
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Yeah, doesn't help that all of them were pretty much built around the idea of Galaxy Drops and Gal AMS being the primary means of taking them...