Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Where NC's egos are bigger than their guns!
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
Thread Tools | Search this Thread | Display Modes |
2003-01-29, 06:58 AM | [Ignore Me] #1 | |||
First Sergeant
|
I looked in the official forum updates but I couldnt find this anywhere. Anyway, its a thread about teleportation and SmokeJumper responded to it, the interesting part is this:
Just some more info for all those Planetside addicts out there...like me...
__________________
|
|||
|
2003-01-29, 10:06 AM | [Ignore Me] #7 | ||
PlanetSide Dev
|
In addition, your choice of respawns is not unlimited.
The choices are: Nearest friendly AMS Nearest friendly facility Manual bind to an AMS Manual bind to a facility Sanctuary
__________________
Dave Georgeson Sr. Designer, Planetside Sony Online Entertainment |
||
|
2003-01-29, 10:15 AM | [Ignore Me] #8 | ||
First Sergeant
|
Wow, my threads seem to attract SmokeJumper
Well that does limit the usefullness of spawn tube teleportation, but if defenders are binded to a base, and binded to an AMS in another base and then stayed at a third it would be like they were defending all three at once, which could reduce the need for transport. Im sure there is probably a better use, but that was the most extreme case I could think of.
__________________
|
||
|
2003-01-29, 10:30 AM | [Ignore Me] #9 | ||
Corporal
|
Smoke, if you come back, can you say what is in place to stop people suiciding to prevent enemy kills or base take-overs, or AMS failures? Or whether there's the option to suicide?
The possibility a squad could co-ordinate an attack, and at one point when they realise they've all lost too many squadmates they can all suicide, and re-appear as a full unit once more at the AMS. Or, if they get the call that the AMS is under attack they can all suicide-teleport (sui-port - lol) right next to the AMS to defend it. Or same with bases, if a squad has HART dropped to surprise, and they all "recall" back to a base to help defend... ... daunting. Thanks for all the info so far. -RageMaster |
||
|
2003-01-29, 12:12 PM | [Ignore Me] #10 | |||
PSU Admin
|
|
|||
|
2003-01-29, 12:15 PM | [Ignore Me] #11 | ||
Maybe your respawn timer is "pro rated" if you die 15 seconds after you spawn, it ought to slap a 2 min "cool down" period bc you're either abusing the system, or you need to let go of your ankles.
__________________
You First. No more Pearl Harbors. Vist www.bohicagaming.com because we're better than you. Apply|Contact|Forum |
|||
|
2003-01-29, 05:35 PM | [Ignore Me] #14 | ||
First Sergeant
|
I dont think that there will be a major problem, if a squad "suiports" then whats the big deal? Let them get back and defend their AMS, they allow the defenders to re-group while they do so, so it doesnt help either side more.
What if you accidently get killed by your own grenade? We all know that will happen eventually, so why penalize a player for making a mistake? Repeats just to teleport will probably be rare, you wont need to suiport to a nearby base/AMS just to do it again, it makes no sense. Why would you kill yourself 15 seconds after respawning? That is what the spawn tube teleport is for. If you respawned 15 seconds ago, then you are pretty close to a spawn tube, so you can just deconstruct rather than suiport. And what if a person respawns at their base and as soon as they exit the respawn room they are killed by attackers? 2 minutes of cool down time could mean the difference between keeping or losing the base, that sort of rule would effectively neuter the defenders advatage of being able to respawn at the same speed as the attackers, but close to the command console. There is already a base respawn timer so that if lots of people are dieing it takes longer to come back. Oh, and I think this should be some more slang, "suiport", nice word RageMaster
__________________
|
||
|
|
Bookmarks |
|
|