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Old 2012-08-05, 10:39 AM   [Ignore Me] #1
evansra
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Base capture points


I had a thought. With the whole capture nodes mechanic i think it would be good to give each node a purpose as well as the current system. i believe it may add a bit of the old ps1 gen hold feel to gameplay eg: Gal drop lands on a hostile base just before the main attack to take down the turrets or droping into a base during a large mechanised battle to take out there vehicle production.

Basic ideas for nodes are :

Make spawn nodes near the spawn tubes ( if captured the defenders can no longer spawn at those locations untill recaptured, i dont think attackers should be able to spawn there till the base is captured however.)

Same as above but near the vehicle bay ( if captured the deffenders can no longer spawn vehicles at that location untill recaptured)

Possible defense control node ( if captured all turrets in the base go offline untill recaptured)

Tec node ( if captured this could block the spawning of gals or heavy armour untill recaptured)

This idea is open to having more than one of each type of spawn node in a base depending on the number of spawn points ect. also outlying towers still considered part of a base could have there own turrets and spawn points that disable when the tower is hacked (in this instance it *may* work to allow the attackers to spawn there when captured)

In closing this is just a rough idea i had, the options for nodes could be anything and i would like to get your views on it and also hear what you would like to see, thank you all for your time.
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Old 2012-08-05, 11:04 AM   [Ignore Me] #2
Marinealver
Sergeant Major
 
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Re: Base capture points


Not a bad idea, I mean it makes it more of just a teritories or multiple KOTH match. I mean that was one thing I liked about the bases in planetside. If you control the gen, you could kill the power at any time, If you take over the spawnrooms, you stop the enemy from spawning. The CC would be held and you can capture the base. And then there were the llus which actually made certian parts of the base that were just ignored now some what of significance. Then there was the lobby for the MT viruses( even though I wish some stuff was added to this.
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Old 2012-08-05, 11:25 AM   [Ignore Me] #3
thegreekboy
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Re: Base capture points


Great idea, was this mentioned by higby earlier? I have some recollection of hearing something along these lines
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Old 2012-08-05, 11:27 AM   [Ignore Me] #4
Littleman
First Lieutenant
 
Re: Base capture points


Not quite sure how they have spawns set up regarding the multiple capture points, but I'd simply rather all of the base hardware be connected to generators.

As for the offense spawning within the base grounds because they own a point or two, while I'm not confident that is the case currently, I'm completely fine with it if the invading empire does indeed get to spawn on the base grounds. Bases are very large territories, not like the bases we saw in PS1 that were the only things worth fighting over. I don't see them as being exclusive to the controlling empire, just the resource gain and all of the other benefits like vehicle spawning capabilities.

Far as I'm concerned, towers in PS2 are more in line with what bases were in PS1.
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Old 2012-08-05, 11:31 AM   [Ignore Me] #5
Piper
First Sergeant
 
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Re: Base capture points


It's a bit off topic (but don't want to start new thread, start too many ), but some LLU type gameplay wouldn't be amiss either?

LLU was just CTF really, but it was one of the better things they patched as it injected a little variety and speed to the cont' level of gameplay. You could make it facility to facility or internal to the large PS2 bases perhaps.

But I agree with the OP that they could afford to spice up the basic capture points. Also put in some of the old aspects of PS1 something like a gen' room (sans doors!) but not a gen'.

Oh and I take it spawn tubes in PS2 aren't destroyable anyone know? At least the ones not behind those one way shields I've seen in vid's?
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Old 2012-08-05, 09:40 PM   [Ignore Me] #6
evansra
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Re: Base capture points


Regarding the tower bit, I mean some bases have outlying towers that are still part of the base capture points... Also about the llu thing iv hearrd it said there will be more than 1 capture mechanic in game nit just the ticket system so anything is possible. I'm sure a lot of this will be ironed out during beta. Can't wait!
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Old 2012-08-05, 10:13 PM   [Ignore Me] #7
Littleman
First Lieutenant
 
Re: Base capture points


Right now they have the point capture ticket counter, and they're considering if not already implementing a king-of-the-hill capture method. I imagine an LLU/CTF method would still happen on the base grounds, as opposed to between bases. The first assaulted point would be a gimme, but every point after that the hacking empire would have to haul the "flag" back to a select or any one of their currently owned capture points.

Due to the nature of the hex grid and how bases really are treated, I really can't see the "flag" being carried to another base to complete a capture. Instead, the invading empire may just have to take every point in the base to take it, but the defense would have to play by the exact same rule set to resecure their territory and push the enemy out, they just have the home team advantage regarding spawns, vehicle terms, defensive hard points, etc.
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