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This is the last VIP post in this thread.   Old 2013-07-01, 10:40 AM   [Ignore Me] #1
Malorn
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Re: The battle islands should function like the caves from Core Combat


I enjoyed the cave game play and metagameplay as well. They were a good way for small squads to make a noticeable impact on a continent outcome. And they didn't have BFRs! I think it was the zip lines and confusing layout that turned most players off.

The connectivity idea is interesting, I liked the rotating geowarps. We've talked a bit about how to have player-driven warpgate rotation/randomness. Any ideas about how we can do that to where it happens but doesn't happen too often?

As for nexus and other BIs, been quite a few ideas about how best to integrate them into the main game. Continent connectors is certainly the obvious way, but I like the geowarp idea too. That would allow the controlled introduction, much like it was in PS1's caves.
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Old 2013-07-01, 12:33 PM   [Ignore Me] #2
Blynd
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Re: The battle islands should function like the caves from Core Combat


Originally Posted by Malorn View Post
I enjoyed the cave game play and metagameplay as well. They were a good way for small squads to make a noticeable impact on a continent outcome. And they didn't have BFRs! I think it was the zip lines and confusing layout that turned most players off.

The connectivity idea is interesting, I liked the rotating geowarps. We've talked a bit about how to have player-driven warpgate rotation/randomness. Any ideas about how we can do that to where it happens but doesn't happen too often?

As for nexus and other BIs, been quite a few ideas about how best to integrate them into the main game. Continent connectors is certainly the obvious way, but I like the geowarp idea too. That would allow the controlled introduction, much like it was in PS1's caves.
To me seems obvious we have sanctuaries and we get a rotated home cont link ie to one of the current conts then these BI's provide a link from a warp gate on one of the continents ie link indar to esamir via nexus and the empire who has cont lock has acces to the BI and once they take that they have acces to next continent
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Old 2013-07-01, 12:50 PM   [Ignore Me] #3
PredatorFour
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Re: The battle islands should function like the caves from Core Combat


I for one, ain't looking forward to the TR holding these battle islands on miller indefinately with their pop advantage. A cap at 200 ? If so it could be a disaster.



Although on reflection... It isn't any different to oshur back on Werner, that was nearly always red!

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Old 2013-07-01, 12:56 PM   [Ignore Me] #4
ringring
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Re: The battle islands should function like the caves from Core Combat


Originally Posted by Blynd View Post
To me seems obvious we have sanctuaries and we get a rotated home cont link ie to one of the current conts then these BI's provide a link from a warp gate on one of the continents ie link indar to esamir via nexus and the empire who has cont lock has acces to the BI and once they take that they have acces to next continent
Except if you're fight to win a cont lock and then actually achieve it you have a lot of people wanting to move into a BI who won't fit.

I think it needs to be something like in ps1. Each continent has two warpgates to fight for and as soon as you win the WG base you gain access to the link to the next continent or BI.

This also implies sanctuaries that link into the third WG too.

We need Figgy to theorycraft it.
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Old 2013-07-01, 01:43 PM   [Ignore Me] #5
raw
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Re: The battle islands should function like the caves from Core Combat


Originally Posted by Malorn View Post

The connectivity idea is interesting, I liked the rotating geowarps. We've talked a bit about how to have player-driven warpgate rotation/randomness. Any ideas about how we can do that to where it happens but doesn't happen too often?

Infiltrators, my friend. Give them something to infiltrate.

Say, each wargate has a connection control node, that can be hacked by our dear infiltrators to establish a link between this warpgate and a target warpgate. Think of it like a Stargate!

The Warpgate control doesn't necessarily need to be next or even close to the warpgate, maybe a new facility type altogether. Also, there should probably be a cooldown on how often you can override the connection. Finally, high cert dependency, so a deep specced Infiltrator can finally feel special.

Open a sudden unexpected backdoor? Yes, of course! Completely deny an enemy assault of a continent before it can even take place? Hell, yes!

Oh btw, we need more continents.

Last edited by raw; 2013-07-01 at 01:44 PM.
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Old 2013-07-01, 03:49 PM   [Ignore Me] #6
capiqu
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Re: The battle islands should function like the caves from Core Combat


Going on the OP something like this.

1. At Indar:

A) North Nexus/Indar Geowarpgate:
Located at and linked to J908 Impact Site.

B) South Nexus/Indar Geoewarpgate:
Located at and linked to Xeno Tech.

2. At Esamir:

A) North Nexus/Esamir Geowarpgate:
Located and linked to Apex Genetics.

B) South Nexus/Esamir Geowarpgate:
Located and linked to Glacier Station.

3. At Amerish:

A) North Nexus/Amerish Geowarpgate:
Located and linked to Auraxicon Network Hub.

B) South Nexus/Amerish Geowarp:
Located and linked to Auraxis firearms Corp.

4. At Hossin:

A) East Nexus/Hossin Geowarp.

B) West Nexus/Hossin Geowarp.

Trying to place the WG's as close to the borders between factions.
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Old 2013-07-01, 04:48 PM   [Ignore Me] #7
Roy Awesome
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Re: The battle islands should function like the caves from Core Combat


Originally Posted by Malorn View Post
I enjoyed the cave game play and metagameplay as well. They were a good way for small squads to make a noticeable impact on a continent outcome. And they didn't have BFRs! I think it was the zip lines and confusing layout that turned most players off.
Exactly. It's the best of both worlds. You get the metagame aspect of the rotating geowarps and if you want to re-add cavemods you could have an awesome CTF mechanic there, and you get to throw out the shitty cave level design and do something really cool and fun.

The connectivity idea is interesting, I liked the rotating geowarps. We've talked a bit about how to have player-driven warpgate rotation/randomness. Any ideas about how we can do that to where it happens but doesn't happen too often?
Honestly? Leave them neutral. Let the links into the geowarp decide where the influence line comes from. Perhaps you can put a base right on the edge of the dome and that base is the 'controller', but the actual warping between continents should be 100% neutral.

It'd be cool to come out of the warp in the middle of a base siege right outside of the shield. Perhaps allow gunfire in the dome but not in the central spire? That would give you an area to fight with a base to control and an area to safely load into the continent and not get killed before you can react.


As for nexus and other BIs, been quite a few ideas about how best to integrate them into the main game. Continent connectors is certainly the obvious way, but I like the geowarp idea too. That would allow the controlled introduction, much like it was in PS1's caves.
Yeah. You and me are on the same page. You guys can just create a new BI and throw it into the rotation. Ezpz.
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Old 2013-07-01, 09:09 PM   [Ignore Me] #8
artifice
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Re: The battle islands should function like the caves from Core Combat


Originally Posted by Malorn View Post
I enjoyed the cave game play and metagameplay as well. They were a good way for small squads to make a noticeable impact on a continent outcome. And they didn't have BFRs! I think it was the zip lines and confusing layout that turned most players off.

The connectivity idea is interesting, I liked the rotating geowarps. We've talked a bit about how to have player-driven warpgate rotation/randomness. Any ideas about how we can do that to where it happens but doesn't happen too often?

As for nexus and other BIs, been quite a few ideas about how best to integrate them into the main game. Continent connectors is certainly the obvious way, but I like the geowarp idea too. That would allow the controlled introduction, much like it was in PS1's caves.
Couldn't these islands be added to the open world and have them accessible via the lattice?

Last edited by artifice; 2013-07-01 at 09:10 PM.
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