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Old 2012-08-18, 09:42 PM   [Ignore Me] #1
OMGitsRyGy
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Base Design


After watching the beta streams and some of TotalBiscuits videos i just wanted to commend the devs on the base design I have seen. Not just from a gameplay perspective, but from a worldbuilding one. These bases look like real sci fi places and every little outpost looks like it serves some real purpose. The biolab was just astounding as an urban warfare environment, and I can't wait to explore some of these places and see all the details the devs have put in to make Auraxis seem like a real place.

I imagine Planetside 2 machinima is going to be really impressive
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Old 2012-08-18, 10:51 PM   [Ignore Me] #2
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Re: Base Design


You are 1000% absolutely correct. I miss the forcefield windows and the doors but the layouts are amazing.
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Old 2012-08-19, 12:21 AM   [Ignore Me] #3
OnexBigxHebrew
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Re: Base Design


+1, My friend.

Also, machinma in such a rich culture could be so grea, one of the reasons I suggested weapon holstering to smed. He said there weren't any plans, but it was an awesome idea.

Bases look GREAT. Something about the landing pads that make me think of forces waiting inside the top level of a base as a galaxy lands on the outer pad 100ft in the air that just feels right.

Last edited by OnexBigxHebrew; 2012-08-19 at 12:36 AM.
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Old 2012-08-19, 02:33 AM   [Ignore Me] #4
Blackwolf
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Re: Base Design


Definite improvements over PS1 bases that's for sure. Though PS2 towers look suspiciously similar to PS1 Alpha stage towers I think. Based on memory unless someone could come up with screenies?
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Old 2012-08-19, 03:27 AM   [Ignore Me] #5
Mox
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Re: Base Design


The bases look good but regarding game play i see some problems. The bases are too open. Everwhere windows and entrances (without pulletproved glass or doors). I saw a lot of beta footage and it seems that it is almost immpossible to hold smaller buildings for a longer time because there are so many ways in. Perhaps it is just because i havent played it yet but i am really concerned about holding facilities

Last edited by Mox; 2012-08-19 at 03:29 AM.
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Old 2012-08-19, 03:45 AM   [Ignore Me] #6
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Re: Base Design


Protracted sieges like what Planetside had get stale really fast. The openness of PS2 base looks like it will give combat a really fluid flow, but I still see some areas that seem more defensible. The Stronghold for one looks like a formidable base.

If I never see a door being spammed for 30+ minutes by AOE again I wont shed a single tear; that's the kind of gameplay people are referring to when they describe Planetside as a poor FPS.
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Old 2012-08-19, 03:50 AM   [Ignore Me] #7
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Re: Base Design


Originally Posted by OMGitsRyGy View Post
Protracted sieges like what Planetside had get stale really fast. The openness of PS2 base looks like it will give combat a really fluid flow, but I still see some areas that seem more defensible. The Stronghold for one looks like a formidable base.

If I never see a door being spammed for 30+ minutes by AOE again I wont shed a single tear; that's the kind of gameplay people are referring to when they describe Planetside as a poor FPS.
Yeah got to agree with that. PS1 was more or less a giant meat grinder.
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Old 2012-08-19, 03:52 AM   [Ignore Me] #8
BNuts
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Re: Base Design


I had Adam (Arclegger) personally walk me thru the biolab... That thing is his baby, lol. I have never seen someone so glass-eyed over terrain features and the such. There is more coming too guys, the fun hasn't even started. No one would show me pics of the other continents, and Adam didn't bring his computer, so I couldn't bribe anyone to give up the goodies.

The PS2 team has some great terrain modelers and base designers!
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Old 2012-08-19, 04:08 AM   [Ignore Me] #9
Archonzero
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Re: Base Design


Base designs +1billion!
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Old 2012-08-19, 05:21 AM   [Ignore Me] #10
Mox
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Re: Base Design


I agree that ps1 was partly a huge meat grinder. But without doors etc. spammin entrances will be even worse in ps2. In ps1 there was a point when aoe spammin get useless. I am afraid that with the actual design of some bases this point will be reached even later.
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Old 2012-08-19, 05:28 AM   [Ignore Me] #11
RoninOni
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Re: Base Design


Originally Posted by OnexBigxHebrew View Post
+1, My friend.

Also, machinma in such a rich culture could be so grea, one of the reasons I suggested weapon holstering to smed. He said there weren't any plans, but it was an awesome idea.

Bases look GREAT. Something about the landing pads that make me think of forces waiting inside the top level of a base as a galaxy lands on the outer pad 100ft in the air that just feels right.
I think I saw a menu option that may have hinted at HUD customization.

I'd like to see the ability to turn off all hud and holster weapon for taking some epic shots/footage.

For that matter... I'd like to see "Journalist" characters as an option. They talked about adding eSports streaming and voice casting... seems like a 4th, neutral, unarmed, and invincible (or severe reduced damage, always counts as friendly fire) faction for characters could lead to all kinds of potential. They'd basically be streaming/recording accounts.
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Old 2012-08-19, 07:14 PM   [Ignore Me] #12
IMMentat
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Re: Base Design


TBH a simple spectator mode for authorised players/affiliates would be kinda cool, it would need monitoring to prevent outright exploits though, wheres the fun in defence if the enemy can use a spectator cam to see where everyone is. . .
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Old 2012-08-19, 08:37 PM   [Ignore Me] #13
sgtbjack
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Re: Base Design


The bases are amazing looking. call me crazy though, maybe its just my imagination, but do some of the larger bases look like they could take off and fly like the bases in starcraft? just curious.
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Old 2012-08-19, 09:22 PM   [Ignore Me] #14
Wumpus
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Re: Base Design


Originally Posted by sgtbjack View Post
The bases are amazing looking. call me crazy though, maybe its just my imagination, but do some of the larger bases look like they could take off and fly like the bases in starcraft? just curious.
When I get into beta I'm going to try finding the hidden flight control room of the Biolab, take off and go find our missing Sanctuary. It does look similar to E.T.'s mothership.
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Old 2012-08-19, 10:45 PM   [Ignore Me] #15
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Re: Base Design


maybe the devs have been planning for outfit airships the whole time, they're just super sneaky :O
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