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2012-05-28, 10:44 PM | [Ignore Me] #1 | ||
Master Sergeant
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Arclegger just posted a question on Twitter about what kind of cover we prefer.
"Which crouch height cover would YOU rather have. Crouch and be able to shoot over (no protection from headshots) OR be covered completely." He does point out that PS2 will have both types. https://twitter.com/Arclegger/status/207292834020208640 https://twitter.com/Arclegger/status/207292900730605568 Personally, I liked the stacks of 3 crates that you found on the walls in PS1 where if you were standing in the middle, you had partial cover and could fire. If you were crouched in the middle, you had full cover but could not fire. And if you were crouched on the sides, you had partial cover and could fire. What would you guys prefer? |
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2012-05-28, 10:52 PM | [Ignore Me] #2 | ||
Colonel
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It's important that both types exist, and, more importantly, due to the omission of prone, it's very important that you be able to move kind of quickly in crouch - see Bad Company 2 for good crouch speed.
Also, I would say that cover which leaves your head exposed should probably be dominant, but - it's also important that there be meaningful recoil and deviation so that you can't blow heads off with an assault rifle as if it were a sniper rifle. Last edited by Stardouser; 2012-05-28 at 10:53 PM. |
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2012-05-28, 10:57 PM | [Ignore Me] #6 | |||
Hard to say which is my favorite. I'll probably agree to the stacks of crates where you can move from full coverage to partial coverage without leaving crouch. Doorways and also the edges of walls are also a good bet. Last edited by Electrofreak; 2012-05-28 at 10:58 PM. |
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2012-05-28, 11:51 PM | [Ignore Me] #9 | ||
Colonel
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I'd prefer merged cover concepts. Something as simple as cover with holes in it or cover that ****** into the ground on the sides. This allows a person to just move and come out of the cover as much as they want. A box for instance usually requires a person to be either in cover or completely out of cover depending on how they are stacked. The best example of this that I can think of was how the gun positions on the original Planetside 1 bases were designed. They went up and had small stairs which provided cover for players as they moved around protecting them from one side. Complex architecture can really help this since it invariably adds cover when the designs are more abstract. Slanted walls connecting to concrete columns for instance give the same effect as I mentioned previously. Allowing one to move between full cover and partial cover quickly all in the same design.
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[Thoughts and Ideas on the Direction of Planetside 2] |
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2012-05-28, 11:53 PM | [Ignore Me] #10 | ||
Major
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This ^
And The best solution would be to have a cover system, but them it becomes very hard to balance everything and not to mention the coding. So I say we need multiple heights of cover, an added bonus would be to add a leaning system so that walls function better. But that will hopefully be added post release. Last edited by Toppopia; 2012-05-28 at 11:54 PM. |
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2012-05-29, 12:02 AM | [Ignore Me] #11 | ||
Private
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Personally Toppopia, I dislike the idea of a cover system, given my impression of PS2 so far. For one, it's a coding hassle, and it slows down gameplay at the unit level, since one would have to enter/exit cover instead of just pressing a button to immediately crouch. Smart design, which in some cases means something as elemental as making a building structurally and physically sound, should easily create all of the cover necessary without adding an unintuitive and potentially inhibitive system.
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2012-05-29, 12:45 AM | [Ignore Me] #12 | ||
Master Sergeant
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Very much dislike the idea of a cover system. I don't really see how it's superior to free-form cover in any way for a first person game. It drove me CRAZY running around in Mass Effect and it would automatically put me behind cover, or roll to another piece of cover that I didn't want to move to. Just let me move myself and crouch on my own, please.
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2012-05-29, 12:56 AM | [Ignore Me] #14 | ||
I would be pretty happy to not overcomplicate the mechanics of the game with leaning and active cover systems...
Too many games don't manage to pull it off seamlessly. I definitely agree that with the doorways having a sort of T-shape to them. Thats great cover for defending/breaching |
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2012-05-29, 12:57 AM | [Ignore Me] #15 | |||
Private
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I am reminded of Gears of War I believe. I will pass on my ass being glued to a wall, and when trying to get out of it I fly all over the place instead of getting away from the cover. |
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