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Old 2012-08-04, 10:25 AM   [Ignore Me] #1
Maarvy
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Player owned bases


Player owned continent and bases in 3 year plan ?

Im curious what the PSU comunity takes on this , having played a number of mmos with player built assets and full conquest I know there's a world of differance between a in game base and a player owned one .

Lets assume ( I know we shouldnt ) that these player owned bases will take some considerable resources to construct .

Would you want these Base's to be vunerable 24/7 , limited to server prime time or some other method , maybe you just want a safe zone to epeen your guild name .

Should it require to special cost or skill to take your hard earned pixel fortress or should any johnny be able to hack your base ? .

How do you think it a player owned continent could effect the game in general , will the other continents become neglected ? will the game loose players as the players loose pixels ? .
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Old 2012-08-04, 10:38 AM   [Ignore Me] #2
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Re: Player owned bases


Perhaps they will somehow tier the player owned stuff with the regular? For instance in PS1 there were lattice links that tiered the progression towards the next base. So in PS2 they could do the same sort of thing to where you must work your way through the non-player owned spaces before getting to the player owned content.
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Old 2012-08-04, 10:39 AM   [Ignore Me] #3
Littleman
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Re: Player owned bases


I think we'll be working with designated base zones. As in, empires capture an area, maybe an outfit bids on controlling the area, and the winner gets to construct their base and its layout at that location, costing stockpiled resources the entire way of course.

I don't think it wise to just let outfits build wherever, it still has to feel like Planetside 2, only instead of the developers setting the layout of the base, the players will.

Mind you, outfits (or individual players) would be bidding on every lot: bases, towers, and those 1-2 hex outposts. After all, bases aren't the only things worth fighting over anymore.
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Old 2012-08-04, 10:45 AM   [Ignore Me] #4
Rat
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Re: Player owned bases


My only fear would be that if a large outfit had a base, they wouldnt bother helping with fighting on the public continents.
I guess one way around this to limit or eliminate resource gain at player owned bases, and have the owned bases cost resources to maintain.
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Old 2012-08-04, 10:51 AM   [Ignore Me] #5
Maarvy
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Re: Player owned bases


Originally Posted by Littleman View Post
I think we'll be working with designated base zones. As in, empires capture an area, maybe an outfit bids on controlling the area, and the winner gets to construct their base and its layout at that location, costing stockpiled resources the entire way of course.

I don't think it wise to just let outfits build wherever, it still has to feel like Planetside 2, only instead of the developers setting the layout of the base, the players will.

Mind you, outfits (or individual players) would be bidding on every lot: bases, towers, and those 1-2 hex outposts. After all, bases aren't the only things worth fighting over anymore.
I agree they will try and keep the feeling of the regular continents on the player one also .

But after you "bid" and win your city should it be open for attack 24/7 you could spend x amount of resources and loose it the same week/day/hour .

Is it a case of if you cant hold it you dont deserve it ? can your outfit or any outfit defend 24/7 ? .
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Old 2012-08-04, 11:09 AM   [Ignore Me] #6
Rat
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Re: Player owned bases


I guess it all depends on how big this game gets, I see it like the EVE 0.0 station mechanics, where most dont really dont give a crap what is going on outside their boarders, but then again PS2 combat isnt going to have the cost/logistics nightmare that EVE has...all in all I think it would be awesome if each server had the player base to fully populate player owned and public continents.
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Old 2012-08-04, 11:13 AM   [Ignore Me] #7
Littleman
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Re: Player owned bases


Originally Posted by Maarvy View Post
I agree they will try and keep the feeling of the regular continents on the player one also .

But after you "bid" and win your city should it be open for attack 24/7 you could spend x amount of resources and loose it the same week/day/hour .

Is it a case of if you cant hold it you dont deserve it ? can your outfit or any outfit defend 24/7 ? .
I would think it would be open 24/7 or a weekend event deal.

I'm skeptical on it costing resources to build structures, as a point system could be easily allocated to the specific territory for creating structures, like bases have 30 points, towers 15-20, and outposts 5-10. DISCLAIMER: ass-pull numbers.

Further, it doesn't necessarily have to take the resources we know exist, it could take contribution points gathered from players of the outfit, kind of like experience only it goes towards an outfit bank. Outfits would then bid on the lots with these points. It does favor the larger outfits in this way, but nothing should be stopping smaller outfits from saving up.

One thing I am interested in is a return investment for territory owners, so it's not just about placing their outfit emblem where the empire flag should be. That return shouldn't be contribution points, but maybe auraxium, or even all resources are generated from that territory. So an outfit could win a bid on a 1-2 hex territory that only supports an outpost, but they'll gain exclusive auraxium, alloy, polymer, and catalysts for every member of their guild, and possibly even (if a possibility) enhanced outfit-based cert accumulation, so they can sooner specialize in being the infantry outfit, or whatever suits their fancy.

EDIT: Though there would have to be public incentive to hold the territories belonging to another outfit. At this point, it can be very hard to balance what will and won't work to achieve that end. If bases are expensive to bid for, it might do the controlling outfit well to defend another outfits outposts and towers just to keep the enemy out of their base, but vice versa? Well, that's something we'll just have to wait and see play out.

Last edited by Littleman; 2012-08-04 at 11:17 AM.
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Old 2012-08-04, 11:43 AM   [Ignore Me] #8
Maarvy
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Re: Player owned bases


I'm liking the outfit points idea , earned when a oufit member completes some objective maybe could favor the better guild rarther than the larger ones .

The thing with 24/7 vunerability in the past has been the always presant timezone problem and that it opens the door for cross time zone collaboration to take out enemy citys . Personaly I've never minded this and always prefered international servers and the need for alliances to protect things if need be . But it can be soul destroying to loose something hard earned at 4-5am to a force you have no chance to match .
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Old 2012-08-04, 11:45 AM   [Ignore Me] #9
opticalshadow
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Re: Player owned bases


i think that if they do player conqureable bases it will be sililure to what darkfall did.

there will be "Plots" or territories that bases can be built on after a outfit can amass the needed resources to own it. then each structure or feature requires additinal resources. when it comes time to war, an outfit can invade and fight at any time, including destroying things. when it comes to captureing the base however the attacking outfit would need to make a payment in resources to make the attack (losing the resources if they fail to capture, thus preventing clans from just declareing war on each otehr over and over so the base could never be captured when they have no intetion to attack)

when the attack is declared a time is set, and theres a time limit in which the base must be defended/captured. after the time is expired teh base cannot be fought over for a period of 24 hr or so.
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Old 2012-08-04, 11:57 AM   [Ignore Me] #10
Maarvy
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Re: Player owned bases


Originally Posted by opticalshadow View Post
i think that if they do player conqureable bases it will be sililure to what darkfall did.

there will be "Plots" or territories that bases can be built on after a outfit can amass the needed resources to own it. then each structure or feature requires additinal resources. when it comes time to war, an outfit can invade and fight at any time, including destroying things. when it comes to captureing the base however the attacking outfit would need to make a payment in resources to make the attack (losing the resources if they fail to capture, thus preventing clans from just declareing war on each otehr over and over so the base could never be captured when they have no intetion to attack)

when the attack is declared a time is set, and theres a time limit in which the base must be defended/captured. after the time is expired teh base cannot be fought over for a period of 24 hr or so.
I want to hunt Wager holders again !! .
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Old 2012-08-04, 12:09 PM   [Ignore Me] #11
opticalshadow
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Re: Player owned bases


Originally Posted by Maarvy View Post
I want to hunt Wager holders again !! .
never got that ability to run on all fours that us wolves were promised...
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Old 2012-08-04, 12:11 PM   [Ignore Me] #12
Maarvy
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Re: Player owned bases


The problem with the Darkfall system was in the Early days it heavily favoured the attacker .

You would drop a siege and then 4 hours later the siege would become active , by the end we had this system down to a art form and the owners would have to attack there own city first in order to defend it .

Later with the longer delay and time set by the defender things were admitedly more fair however it lead to giant zerg sieges where every guild on the server was call in as a ally for one side or another . This made for some giant battles but in the end they were laggy affairs and one sige pretty much resembled the last and became boring .
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Old 2012-08-04, 12:24 PM   [Ignore Me] #13
Reizod
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Re: Player owned bases


I think they may take the simple route of just having player/faction bases serve as a VR training area. Where weapons and items can be tested out without wasted resources.
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Old 2012-08-04, 12:34 PM   [Ignore Me] #14
opticalshadow
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Re: Player owned bases


Originally Posted by Maarvy View Post
The problem with the Darkfall system was in the Early days it heavily favoured the attacker .

You would drop a siege and then 4 hours later the siege would become active , by the end we had this system down to a art form and the owners would have to attack there own city first in order to defend it .

Later with the longer delay and time set by the defender things were admitedly more fair however it lead to giant zerg sieges where every guild on the server was call in as a ally for one side or another . This made for some giant battles but in the end they were laggy affairs and one sige pretty much resembled the last and became boring .
yeah, the system was by no means perfect, it needed alot of work, but as far as base capture systems ina full pvp game goes, it has a strogn foundation to work off of. the mechanics were all tehre, there jus tneeded to be some adjustments.

ps2's natrual 3 faction system may help alot of that. soldiers who are in it for the battle would easily be rallied to help an attack or defence, and pop locks stop pure zergs (like the CotC did) alls they need is tweak the time period before battle starts, its duration and such
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Old 2012-08-04, 01:27 PM   [Ignore Me] #15
Graf
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Re: Player owned bases


It would be cool if they had aphone app that would pop up saying "Your expensive base is under attack!" and stuff so you won't be blindsided when you get on by your base being captured.
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