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Old 2012-11-18, 01:28 AM   [Ignore Me] #1
Ostekake
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Deconstructing in a tube or at an ams


I take it for granted that /suicide will not work for launch.

What will it take to get decon functionality back in ? Just as it was in ps1 - walk into the tube and decon.
End of story, thats it and thats that, no fancy other stuff.
Everyone nags like nuts ? Online petition ? Twitter spam ? Who is really making the design calls and priorities ?

Redeploy should still be as it is with a timer etc.

As the back of the AMS is now no longer a equipment terminal its the obvious place to decon.
If someone wants to go all in at a dev meeting, just add the matrixing panel to the front of the ams and next to all main base spawn tubes
(but that might mute the whole point of getting something simple as decon back in...)

If none of this can make it into the game, at least reduce the grief for blowing up 20-40 outfit members with one c4 drop
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Old 2012-11-18, 03:35 AM   [Ignore Me] #2
Minor
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Re: Deconstructing in a tube or at an ams


I think /suicide will stay in the retail version. Getting stuck is still quite common.

From what I understand your flesh suit (or meat bag, giggity) is simply a biological vessel in which a consciousness is injected in the spawn tube...or squeezed out of a bus somehow like toothpaste?

The mechanic has varied for decon but is still there in a different form. Redeploy imo should not count as a death, and rather be an imagined air extraction.
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Old 2012-11-18, 04:06 AM   [Ignore Me] #3
Erendil
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Re: Deconstructing in a tube or at an ams


What would be the point? Unless you're already w/in a 10-second run from the tube/AMS, redeploy would be faster and does the same thing. And IIRC it doesn't count as a death.

That said I would like for the to add matrixing panels to at least the large bases so I could bind to one of them.
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Old 2012-11-18, 04:27 AM   [Ignore Me] #4
TheStigma
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Re: Deconstructing in a tube or at an ams


It would be a nice feature if it was near instant decon (maybe 2 seconds delay) and doing this allowed you to skip the usual respawn timer. That said, as long as we have redeploy then it would be fairly situational when this would be useful... even if it would be neat to have.

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Old 2012-11-18, 05:25 AM   [Ignore Me] #5
Ostekake
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Re: Deconstructing in a tube or at an ams


Originally Posted by TheStigma View Post
It would be a nice feature if it was near instant decon (maybe 2 seconds delay) and doing this allowed you to skip the usual respawn timer.
Yes, no timer, you would be able to respawn right away.
Kind of like for when you spawn at the wrong location, waiting for that next ams to be available or simly want to respawn to main base / closest tower, from a satellite.

This puts people where they need or want to be and at the same time quickens the pace of the game.
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Old 2012-11-18, 05:35 AM   [Ignore Me] #6
Raka Maru
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Originally Posted by Minor View Post
I think /suicide will stay in the retail version. Getting stuck is still quite common.

From what I understand your flesh suit (or meat bag, giggity) is simply a biological vessel in which a consciousness is injected in the spawn tube...or squeezed out of a bus somehow like toothpaste?

The mechanic has varied for decon but is still there in a different form. Redeploy imo should not count as a death, and rather be an imagined air extraction.
I actually like this idea. If there is a redeploy system that doesn't count as a death, maybe a beam of faction colored light comes down and pulls you out of the fight. If a few dozen of these appear, both friendlies and hostiles would know that faction is leaving. Brilliant!
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Last edited by Raka Maru; 2012-11-18 at 05:36 AM.
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Old 2012-11-18, 06:16 AM   [Ignore Me] #7
ringring
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Re: Deconstructing in a tube or at an ams


I'd be for this ...
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Old 2012-11-18, 06:48 AM   [Ignore Me] #8
Brusilov
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Re: Deconstructing in a tube or at an ams


Originally Posted by Ostekake View Post
I take it for granted that /suicide will not work for launch.

What will it take to get decon functionality back in ? Just as it was in ps1 - walk into the tube and decon.
End of story, thats it and thats that, no fancy other stuff.
Everyone nags like nuts ? Online petition ? Twitter spam ? Who is really making the design calls and priorities ?

Redeploy should still be as it is with a timer etc.

As the back of the AMS is now no longer a equipment terminal its the obvious place to decon.
If someone wants to go all in at a dev meeting, just add the matrixing panel to the front of the ams and next to all main base spawn tubes
(but that might mute the whole point of getting something simple as decon back in...)

If none of this can make it into the game, at least reduce the grief for blowing up 20-40 outfit members with one c4 drop
+1

Yes Please!
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Old 2012-11-18, 07:06 AM   [Ignore Me] #9
Erendil
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Re: Deconstructing in a tube or at an ams


Originally Posted by elfailo View Post
There needs to be a delay, otherwise you'd be able to spawn-hop across the map within seconds. Either that, or they again need to rework their spawning mechanics (i.e. where can you spawn?), which is going to have more drastic implications for the rest of the game than any other change you could think of.
Ooooo, yeah, good point. Redeploy-hopping is already faster than most vehicles for moving across the map so we'd want a delay for deconning. And if there's a delay, then it's no different than just using redeploy. Which again leads to the question "what's the point?"

Maybe they could make the decon instant, but only let you respawn to other spawn pts within the current territory. Then you could use it for a quick relocate if you accidentally choose the wrong AMS in an assault, or want to move rapidly to/from the base substations. But if you wanted to respawn to another territory, you'd have to use redeploy.
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Old 2012-11-18, 07:52 AM   [Ignore Me] #10
Mirror
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Re: Deconstructing in a tube or at an ams


Deconstructing needs to go in but perhaps limit it to only let you spawn at the nearest base, tower, sunderer ams (within 500m or not an option) and your warpgate.

Depending on where you deconstructed from you would only get options for the other 3 unless you deconstructed at an outpost then you would get options for all 4.
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Old 2012-11-18, 07:53 AM   [Ignore Me] #11
sylphaen
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Re: Deconstructing in a tube or at an ams


10 seconds redeploy in friendly territory
20 seconds redeploy in neutral territory (if there even is such a thing in PS2)
30 seconds redeploy in enemy territory
Saved redeployment favorites on bases or vehicles

Have I seen this somewhere ?
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Old 2012-11-18, 01:21 PM   [Ignore Me] #12
Hamma
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Re: Deconstructing in a tube or at an ams


I thought /suicide disappeared a while ago.

Redeploy takes over where deconstruct left off.
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Old 2012-11-18, 01:23 PM   [Ignore Me] #13
Mirror
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Re: Deconstructing in a tube or at an ams


Originally Posted by Hamma View Post
I thought /suicide disappeared a while ago.

Redeploy takes over where deconstruct left off.
Which at last time I checked does not give you a death.

I would still like to see deconstructing brought back.
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