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2012-02-02, 05:26 PM | [Ignore Me] #1 | ||
Brigadier General
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Okay folks. We know there will be Planetside community members at GDC. There are confirmed reddit people there, and we hope that maybe someoneone of the PSU crowd appears at GDC as well. If you do attent GDC, check this thread: http://www.planetside-universe.com/f...ad.php?t=38851
No more questions are being accepted, unless you pay me a fortune! :P Game Tech: Will we be able to shoot out lights in/around structures/vehicles? Will planetside 2 fully support 3 monitor setups - eyefinity / surround? ie Horizontal+ rendering and customizable/smart HUD, Menus and cut scenes. What version of DirectX will be required to run planetside2? Does it take advantage if you have Win Vista/7 and a DX10/11 GFX? Will vehicles deflect shots off of it's sloped armor? What have you got in place to minimize lag/warping? Is it a simple case of upgraded hardware from PS1, or do you have systems in place that filter lag/warp out? Can we get an option to use PS1's circumflexing compass rose on the minimap instead of the compass bar we've seen? Can we expect to hear bass thumps from distant explosions? Doppler effects? Will the Vanu weapons make aggressive noises or be more 'pew pew'? Are weapons included in the player hitbox? Gameplay: In what ways can we use Smoke besides Smoke Grenades on the Light Assault class? Leader barrage unlock, vehicles, etc... ? Can you go into more detail regarding the mission system? (limitations, requirements, types of missions, etc.) How will leaders communicate with each other? Will command chat make it into PS2? Are resources are gained both individually and by empire? will there be a correlation between them ensuring the players are mindful of both and not just their own? What will the MAX crash dynamic be like in PS2? How will Infiltrators be able to sabotage enemy equipment? What is the max altitude air vehicles would be able to reach? If you're going to enforce one empire per server, and the game is free to play, what incentive is there not to make second accounts for empire hoping? Can an empire capture large facilities in sections, or is it just the "one cc, all or nothing" gameplay like PS1? If they can capture a section, and they grab one that has a spawn point in it, can they now spawn at that spawn point? Is/will there be a system in place to prevent grenade spam. In PS1 is wasn't much of an issue since taking grenades had to be a choice, and it took up a weapon slot, but with every class having their own grenade types, plus any generic grenades, and grenades having their own "slot", could get out of hand really quick. Vehicles: What functions can the Galaxy perform when in a landed state, as opposed to a deployed state? Specifically with regard to defensive turrets, terminals, and spawning. Expanding on that, do troops spawn internally, or externally, and is there an interferance radius? In PS1 you couldn't ever choose which AMS to respawn at. You could only respawn at the closest one. Is this staying in PS2, or can we hop to whatever deployed Galaxy we want? Will PS2 have the same deploy radius limitations for deploying Galaxies as PS1 had for AMS's? If it does, can we please ensure that Galaxy pilots are able to view the deploy radius for currently deployed Galaxies, so that you can land and deploy in a valid area Will there be vehicle ownership system? If yes, will it resemble PS1 ownership system? Will the scythe drift when changing directions? Could you please explain your reasoning for going to "Jack of all Trade" type vehicles? Example: Why give Vehicles like the Vanguard the Option to go AA,AV,AI. Will vehicles still have specific entry points? Will vehicle occupants still need to get out to change seats? Will there be limitations on when pilots can get out of their aircraft? Are there any plans to let driver/pilot and gunner mark targets for each other on their respective HUDs? Weapons: What is the desired average range of infantry weapons and the engagements they'll often take place? (shorter range akin to cod, long as in a game like armed assault or the middle ground similar to battlefield.) How many slots will be upgradeable/sidegradeable for standard firearms (such as an infantry's primary weapon). Barrel, magazine, sight/scope, under-attachment? How will it work? Does the beamer fire a beam rather than a projectile, will the pulsar act in a similar way? What kind of ES equipment will a pulsar have on it? Since the Beamer has "self-charging" cells, does this mean it will never run out of ammo? Will there be multiple fire modes for weapons? Specifically in regards to assault rifles (FUll AUto/3 round burst/single shot) Whats the difference in weapon handling "at the hip" versus aiming down the sights? Extreme like CoD (hip firing being essentially worthless at anything beyond point blank) or PS1 accuracy at hip with ADS being a slight improvement, maybe reducing CoF expansion? How much control will we have over our ammunition? In PS1 I could go with a Gauss Rifle and 600 extra rounds and a phoenix with 1 missile, or I could go with a Gauss and 30 rounds and a phoenix and 55 missiles, or anything in between. Will it be like that or more like CoD/BF were I have 1 magazine in the weapon, 2 extras worth of ammo, an under-slung grenade launcher with 2 shots and that's it, no control at all? Classes: What explosives will the Vanu Engineer get? Will there be upgrades/sidegrades that adjust what equipment a character can carry? Such as doubling an Engineer's number of deployables or replacing a sidearm with more room for deployables, etc? It has been confirmed that MAX's will have a melee attack, but will it just be a generic punch or will "Melee" be a forth slottable weapon category, (ie- Anti-Infantry, Anti-Armor, Anti-Air, Melee?). If so, will the Vanu MAX get an energy saber? How will Implants work? It has been confirmed that the system governing them has changed. What are some examples of a few Implants? Can you specialize more as an infiltrator than an sniper? ie: can i be an infil like in PS1 w/out sniper rifle? How would the path of a "deeply skilled" combat medic reward me and how much of an impact will I have on my squad/platoon? Will my exp gain be linked to medicinal duties or will shooting people still be the most important way for me of getting? If infiltrators holster their weapon will they cloak better? Will troops wearing Rexo-equivalent armour be able to carry 2 rifle-sized weapons (like MA/AV or HA/MA, but not HA/AV)? What is the VS MAX special ability that's replacing JumpJets? How fast can MAXes move during combat? Will they still have a run mode for traveling as well? Will AV, specifically rocket launchers, only be for Heavy Assault type classes? Also, will there be any Anti Air weapons for infantry, and will these be only usable by Heavy Assault type classes? What is there for an Engineer to do besides repair vehicles and place a manned turret? Can you place a manned turret almost anywhere or are you limited ,like in PS1? Outfits: What kind of features will the outfits have in the new game. What kinds of cool stuff / abilities / features / goals beyond the cosmetic? What different Outfit Specializations will there be in regards to Infantry? IE-what options would an infantry-focused Outfit have to choose from for their Skill Tree? Also, is outfit points back in the game? If so will they be used as a form of Currency? Post Launch: What is the 3 year development plan and what does it entail? What future sandbox elements are you considering or are part of your 3 year plan? What can you devs say about naval warfare and space battles? What kind of ideas do you guys have in your mind to make them great, special, and stand out among other games with naval/space feature? Do devs like the idea of mobile bases, bases on water, or cloudbases? Random: Do we still have /cabbagepatch? Will there be any kind of shooting range or vehicle test range? Will vehicles once again get riddled with bullet holes and blast marks on them? Will I be able to buy cosmetic enhancements for my infiltrator that no one will ever see? Here's another fun one, how many PS2 dev's still play Planetside 1? What sort of building are we going to see outside of bases? Will they have a function or be purely aesthetic? Last edited by basti; 2012-03-03 at 04:38 AM. |
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2012-02-02, 05:42 PM | [Ignore Me] #5 | ||
In another thread, someone mentioned the Galaxy, and the question came up about the different states the Galaxy can be in when landed, for instance, simply "landed", "deployed", so the question is...
What functions can the Galaxy perform when in a landed state, as opposed to a deployed state? Specifically with regard to defensive turrets, terminals, and spawning. Expanding on that, do troops spawn internally, or externally, and is there an interferance radius? Also, if smoke is in the game, in what ways can we use it? Leader barrage unlock, grenades, vehicles, etc... Thanks Last edited by Grognard; 2012-02-02 at 05:52 PM. |
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2012-02-02, 06:04 PM | [Ignore Me] #8 | ||
Master Sergeant
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What future sandbox elements are you considering or are part of your 3 year plan?
What is the desired average range of infantry weapons and the engagements they'll often take place? (shorter range akin to cod, long as in a game like armed assault or the middle ground similar to battlefield.) Can you go into more detail regarding the mission system? (limitations, requirements, types of missions, etc.) Since resources are gained both individually and by empire, will there be a correlation between them ensuring the players are mindful of both and not just their own? Ill add more here later |
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2012-02-02, 06:09 PM | [Ignore Me] #9 | ||
Colonel
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Do Galaxies need to give up passenger slots for it's respawn capability?
How will leaders communicate with each other? Will command chat make it into PS2? And considering this takes place nearly a month in the future... "What decisions have you made regarding kill cams?" |
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2012-02-02, 06:15 PM | [Ignore Me] #10 | ||
First Lieutenant
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1. How many slots will be upgradeable/sidegradeable for standard firearms (such as an infantry's primary weapon). Barrel, magazine, sight/scope, under-attachment? How will it work?
2. What explosives will the Vanu Engineer get? 3. Will there be upgrades/sidegrades that adjust what equipment a character can carry? Such as doubling an Engineer's number of deployables or replacing a sidearm with more room for deployables, etc? 4. It has been confirmed that MAX's will have a melee attack, but will it just be a generic punch or will "Melee" be a forth slottable weapon category, (ie- Anti-Infantry, Anti-Armor, Anti-Air, Melee?). If so, will the Vanu MAX get an energy saber? 5. How will Implants work? It has been confirmed that the system governing them has changed. What are some examples of a few Implants? 6. What different Outfit Specializations will there be in regards to Infantry? IE-what options would an infantry-focused Outfit have to choose from for their Skill Tree? |
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2012-02-02, 11:16 PM | [Ignore Me] #13 | ||
Corporal
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only questions i would like answered atm would be:
-What is the 3 year development plan and what does it entail? -Can you specialize more as an infiltrator than an sniper? ie: can i be an infil like in PS1 w/out sniper rifle |
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2012-02-03, 12:31 AM | [Ignore Me] #14 | ||
Corporal
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Question: What kind of features will the outfits have in the new game. All I hear is there will be outfits, but what kinds of cool stuff / abilities / features / goals beyond the cosmetic?
This is a question I would like answered by the DEVS. Not people who think they know or are world class super experts on an unseen product. lol. |
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2012-02-03, 12:46 AM | [Ignore Me] #15 | ||
Captain
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What can you devs say about naval warfare and space battles? What kind of ideas do you guys have in your mind to make them great, special, and stand out among other games with naval/space feature?
Do devs like the idea of mobile bases, bases on water, or cloudbases? Will devs really change/modify some features when they're proven bad or game-breaking in Beta? Talking about Sandbox. What are your plans? |
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