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Old 2011-11-07, 11:39 AM   [Ignore Me] #1
Doctor Digit
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Capturing Bases


So how do ya'll think the capturing of bases will work? I recall reading a few comments that thought the old PS time-based system probably wouldn't be the best for the assumed faster pace of game play. So are you for them keeping the old PS time-based capturing system or a new way to capture the bases? I am somewhat partial to a system of capture and progress, for example: You are required to first take take down the generators that power the gate shields to allow your armor to push in. Secondly there are multiple points in the base that must be destroyed or hacked in order to start the conversion process from the enemies empire, to yours. Finally you must hold each of the points for a specific amount of time (say 5 minutes) then the base would become yours. It's just a rough idea, but curious on what ya'll think would be the best system.
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Old 2011-11-07, 11:50 AM   [Ignore Me] #2
L4G
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Re: Capturing Bases


I think the time based hacks are still the general idea as far as I have read.

The only difference being that this time you can own territories surrounding a facility the more territories you own the faster you can capture a base.
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Old 2011-11-07, 03:09 PM   [Ignore Me] #3
Big J Money
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Re: Capturing Bases


DD, yeah I love the FPSes that had mission objectives (ala Enemy Territory). Those are summa favorite games.

However, I kinda doubt that's going to happen because I've only ever heard Higby reference COD or Battlefield as their design influences so far. IMHO Battlefield's point capture system is (while admittedly still fun) a bit dated compared to newer games, and starting to get stale.

Ultimately, I'd just like to see some variety from base to base. It would be much appreciated if there were at least one variant out there that represented the PS1 base captcha type.

But, unless I'm mistaken, did I read somewhere that hackers are no more....?
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Old 2011-11-07, 03:22 PM   [Ignore Me] #4
Doctor Digit
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Re: Capturing Bases


Oh, interesting! I thought they had some sort of hackers left. Though I'm not opposed to the time based system at all. With their implementation of their mission system I could see that being used to an extent with bases. Say the Vanu are assaulting a base and they get a mission to destroy a generator, then the defending faction would get a mission that makes them defend said generator. If the assaulting faction destroys it it'll give them a boost in resources and help progress the capturing time slightly. That sort of stuff.
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Old 2011-11-07, 04:34 PM   [Ignore Me] #5
Big J Money
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Re: Capturing Bases


Yeah, even if that stuff isn't all required to cap a base (could be side missions) just having all those mission choices on your "mission wheel" or "mission list" or whatever will make it more interesting.

I'm not 100% about the hackers. I need to find where I read that. I hope I misread, because hackers were one of the coolest things about PS o.O
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Old 2011-11-07, 05:12 PM   [Ignore Me] #6
EASyEightyEight
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Re: Capturing Bases


Not that we shouldn't expect them, but is there any confirmation there will be generators? I don't expect them to be fight enders this time around if they are in PS2. Spawning in with your gear makes a huge difference, though that's only if we can still spawn inside an unpowered base.
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Old 2011-11-07, 05:22 PM   [Ignore Me] #7
Trolltaxi
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Re: Capturing Bases


We know we will have facilities (bases) and the terrain, all hand made for our gaming pleasure.... We know about the hexa-based territory system, and some hinted a base may have a 'SOI' - but this time it works with the resources (so if you conquer a base, you will have multiple hexas sending resources to your empire).

But what will be the key points to hold when it is not a base? A tower? A bridgehead? A ridge? A plateu? Ruins? How do you conquer the territory between the bases? Remember the WH40K intro when a squad of space marines supported by a dreadnaught fought against a small horde of greenskins - for a small peak of a hill? Shall we place flags too? There simply cannot be 6 towers around each base...
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Old 2011-11-07, 05:47 PM   [Ignore Me] #8
EASyEightyEight
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Re: Capturing Bases


Originally Posted by Trolltaxi View Post
We know we will have facilities (bases) and the terrain, all hand made for our gaming pleasure.... We know about the hexa-based territory system, and some hinted a base may have a 'SOI' - but this time it works with the resources (so if you conquer a base, you will have multiple hexas sending resources to your empire).

But what will be the key points to hold when it is not a base? A tower? A bridgehead? A ridge? A plateu? Ruins? How do you conquer the territory between the bases? Remember the WH40K intro when a squad of space marines supported by a dreadnaught fought against a small horde of greenskins - for a small peak of a hill? Shall we place flags too? There simply cannot be 6 towers around each base...
I do believe there will be bunkers that can be captured. Probably just quick little 1-3 room underground installations that serve no combat advantage like a tower would. Hell, I think we can capture some territories just having enough of a presence in them (I figure 100 TR marching over an area unopposed kind of makes it theirs.)
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Old 2011-11-07, 05:56 PM   [Ignore Me] #9
Talek Krell
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Re: Capturing Bases


They've specified you can capture some territory without leaving a vehicle, so in some cases it might be as simple as a flag or a few sandbag barriers.
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Old 2011-11-07, 06:23 PM   [Ignore Me] #10
Tapman
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Re: Capturing Bases


Time-based capturing of facilities makes sense, the lesson learned from Planetside is that they need to be scaled properly. I would imagine that several items will come into play, the perimeter control around the base being the first step. Surrounding a base and maintaining a perimeter on the ground and in the air should scale the time a set amount but the average distance to the actual front between the factions involved should have a larger effect.

I would like to see the other items in the form of facility infrastructures that can be compromised in various ways but not so heavily reliant on single events. Blowing a generator in Planetside meant you killed the fight and moved the zerg to the next base, it was too simple of a scenario and made it tiresome on either end. A large facility would feasibly be using more than one generator anyway, or at least have a back-up that will keep the most basic services online. Infiltrators who like to sabotage shouldn't be able to bring down a base in one fell swoop, there should be several weak points in each system in a facility to reward coordinated strikes and quick defensive response. The strength of each overall system should determine the functions of the facility from an early warning alarm system to the time it takes to be captured. You should also have the ability to sabotage in more ways than just blowing up a generator, hacking into their system and shutting them down or causing a malfunction that will result in self-destruction if the computer isn't rehacked quickly will keep attackers and defenders of all kinds busy, especially if we still get booby traps!

Base fights could make or break this game, spreading the fight out to give each square foot of a facility value instead of placing most of it on one generator, one CC, and one spawn room will keep latency lower and keep the pace of battle higher while maintaining the experience of contributing to the battle/war. The overall map and perimeter definitely should affect the base capture on a macro level but there is too much potential on the micro side to overlook given the enormity of the facilities we have seen thus far.
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Old 2011-11-07, 06:33 PM   [Ignore Me] #11
SKYeXile
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Re: Capturing Bases


This was something i was accutally going to post about, it was a discussion we were having on one of our guild forums turn vent. It offcourse revloves around the "casual smacktard" who plays trash like MW3 because they have the attention span of gold fish and when i was explaining the multiple methods of taking a base in PS, others beleive it wont work for a mainstream auduince, wihtout going into details..but the ovious methods are:

gen
tube
seige/drain
Ultimatly all leading to hack/hold, LLU or in the case of tech and AMP, hack and batttle away for 15 min until the base flips.

anyway i hope they dont compromise the different tactics to taking a base IN PS2 just because they want to make it simpler for the retards.

there willbe the mission system, if CR's call for a gen blown to take a base, then can get a popup directing them to it...hopfully until then they can stay the hell away from it.
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Old 2011-11-07, 06:42 PM   [Ignore Me] #12
GuyFawkes
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Re: Capturing Bases


agree with the above , this game should be reteaching the mainstream to up their game to suit, not dumb down the concept to suit the mainstream.
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Old 2011-11-07, 06:50 PM   [Ignore Me] #13
Raymac
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Re: Capturing Bases


Originally Posted by GuyFawkes View Post
agree with the above , this game should be reteaching the mainstream to up their game to suit, not dumb down the concept to suit the mainstream.
I thought you would suggest that the capture system would entail occupying the bases with tents, signs, drums, and a vague message of dissatisfaction.
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Old 2011-11-07, 06:55 PM   [Ignore Me] #14
Brusi
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Re: Capturing Bases


Originally Posted by Tapman View Post
A large facility would feasibly be using more than one generator anyway, or at least have a back-up that will keep the most basic services online.
I kind of had an assumption based on the size of the bases and the statement that a base would be multiple hexes, that it was entirely possible that there would be multiple generators throught a base.

From that big base pic showing off the mosquito, you can see that there are multiple courtyards, each with their own protective dome and gate shields.

I would bet your mothers life that taking a base will be much more involved than in Planetside, and it will take some serious coordination to drop all available enemy spawn points at once.

Would love to see more objectives than the current ones mentioned by SKYeXile...
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Old 2011-11-07, 11:22 PM   [Ignore Me] #15
SKYeXile
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Re: Capturing Bases


Originally Posted by Brusi View Post
I kind of had an assumption based on the size of the bases and the statement that a base would be multiple hexes, that it was entirely possible that there would be multiple generators throught a base.

From that big base pic showing off the mosquito, you can see that there are multiple courtyards, each with their own protective dome and gate shields.

I would bet your mothers life that taking a base will be much more involved than in Planetside, and it will take some serious coordination to drop all available enemy spawn points at once.

Would love to see more objectives than the current ones mentioned by SKYeXile...
As would I, but my cornern was more they might just have a pair MCOM stratiosn that needs a C4 charge strapped to it for 30seconds before moving onto the next pair of MCOM Stations.
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