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Old 2012-11-19, 12:49 PM   [Ignore Me] #1
MarlboroManE
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Tech plants - it's thiiiiis close


Hi y'all, MarlboroMan from Emerald back in 04 (and all of PS2 beta) here. First post on PSU. So I was laying in bed suffering from PS2 withdrawal on Saturday night and it occurred to me that with the introduction of base benefits jn the last 2 weeks that they were just one tiny step from bringing back one of the most fun things from PS1 - gen holds.

Tech plants control MBTs. Make em control libs, too, and add a "transmit generator" or something that acts just the generator did in PS1, and *bam* we add a layer of complexity.

Sorry if this has been mentioned before. Thoughts?
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Old 2012-11-19, 12:52 PM   [Ignore Me] #2
BigpermCML
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Re: Tech plants - it's thiiiiis close


I'm up for anything that increases your desire to take amp stations or bio labs. Currently the bonuses are just laughable.

I'd also like to know these bonuses can stack somehow, like making your MBT reacquire CD shorter if you hold 2 on the same continent and such.
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Old 2012-11-19, 12:52 PM   [Ignore Me] #3
Peacemaker
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Re: Tech plants - it's thiiiiis close


Me like. Anything to make some smaller fights. Especially a behind the lines gen hold! Btw Marb, had a good dog fight w u on amerish last night of beta. Gotcha tho
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Old 2012-11-19, 12:53 PM   [Ignore Me] #4
Crator
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Re: Tech plants - it's thiiiiis close


Nah, I don't like it. The minority of players in PS1 liked that feature. And it's from PS1 so it won't work in PS2.
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Old 2012-11-19, 01:00 PM   [Ignore Me] #5
velleity
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Re: Tech plants - it's thiiiiis close


if it's a gen that requires 3 people to set off and is in a big, closed off room they can defend so responders get a fight, then sure.

if its in a field 250 yards from the base and a hummingbird farting on the way by can set if off. no.
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Old 2012-11-19, 01:03 PM   [Ignore Me] #6
Ritual
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Re: Tech plants - it's thiiiiis close


I remember you MarlboroMan.

Welcome back.

Im writing this as I smoke a Marlboro. But I am quitting in two days as a promise to someone. Wish me luck.
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Old 2012-11-19, 01:27 PM   [Ignore Me] #7
bullet
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Re: Tech plants - it's thiiiiis close


Originally Posted by velleity View Post
if it's a gen that requires 3 people to set off and is in a big, closed off room they can defend so responders get a fight, then sure.

if its in a field 250 yards from the base and a hummingbird farting on the way by can set if off. no.
This is how I feel about all of the generators in this game. They are just thrown around the base in shacks with no doors, locks, and just general lack of defensive deployables to even guard them. Generators are the life of a base, why are they in areas that are so easy to get to?

With the current implementations of gens, they would just be in some random building with 10 doors and 5 windows. You would never be able to pull a tank because there would always be some random asshat blowing the gens. On top of that, the lack of information given by the map would increase this problem. There isn't any indication that the gens or spawns are destroyed at a base.

I like the general idea because it adds another target/objective other than, "shoot that guy" and "stand here", but it would just be a pain in the ass with the current style of the game.
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Old 2012-11-19, 01:36 PM   [Ignore Me] #8
SGTalon
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Re: Tech plants - it's thiiiiis close


I think I agree with you Bullet. The Generators need to be in a building that makes sense from a defensible position. Obviously they are important, why are they so exposed?

Seems to me that it might be smarter to put the Shield Gens in the Outer Wall Bastions, One per side or so, and the Vehicle gens on the roof, or outside accessible basement. Heck we might actually get Galaxies to be important again!

We need to get Malorn on this one. So glad he is working for SOE now!!!

And since Marlboroman is a fellow Virtual Hitmen I had to support his thread
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Old 2012-11-19, 01:50 PM   [Ignore Me] #9
Fear The Amish
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Re: Tech plants - it's thiiiiis close


Man in tech plants they are on that top floor platform and are a BITCH to get to. only enterance is on opposite side of base or LA'ing over the garage shield so if its defended 10 people can hold off 100.
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Old 2012-11-19, 03:43 PM   [Ignore Me] #10
Mox
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Re: Tech plants - it's thiiiiis close


Originally Posted by Crator View Post
Nah, I don't like it.
Ok, nice to know. I liked gen holds.
Originally Posted by Crator View Post
The minority of players in PS1 liked that feature.
Where do you got this bullshit? Source please.
Originally Posted by Crator View Post
And it's from PS1 so it won't work in PS2.
Wtf? Is that an argument?
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Old 2012-11-19, 04:09 PM   [Ignore Me] #11
Dkamanus
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Re: Tech plants - it's thiiiiis close


Devs want people to actually leave the big blue shield and defend secondary objectives, which make bases easier to defend/attack.

Give us a generator that disables ALL defenses of a base, and increase base defense HP a little more. That way, when defending a base, people will actually pay attention to their defenses, since it helps out watching those generators.
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Old 2012-11-19, 04:10 PM   [Ignore Me] #12
Rago
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Re: Tech plants - it's thiiiiis close


I would be happy if Biolabs could "Walk" The first thing i thought seeing a biolab was can this thing walk,...
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Old 2012-11-19, 04:11 PM   [Ignore Me] #13
Littleman
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Re: Tech plants - it's thiiiiis close


The outer gens are just for the shields on the hangar doors. Keeping them out there encourages the defense to leave the super structure. As the first line of defense, it's designed to fall without ample attention on the defenses part.

The primary generators, like the SCU, stay inside the super structure. I know each base has a prime location for a primary generator. **** it, just make the SCU the entire base's power supply. The invading army will just blow the SCU anyway, might as well make it the primary generator. Place an icon on the map so the home team and instantly identify why they're MBT supply suddenly poofed (the only thing worth shutting down) and we have a metagame mechanic. Due to the location of the SCU, it won't turn into another one-door-in generator room brawl of old. Cloaking fields for AMS' would be nice for these types of operations. A little gen holding action with scouts diverted to sniffing out the other team's spawn point.

Behind-the-lines bases should probably have more resilient generators, however. Back hacking was a rampant issue before hex adjacency was patched in. I imagine gen dropping frequency wouldn't be too far off if the home team wasn't given ample opportunity to react BEFORE the generators went down.

Last edited by Littleman; 2012-11-19 at 04:13 PM.
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Old 2012-11-19, 04:26 PM   [Ignore Me] #14
MarlboroManE
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Re: Tech plants - it's thiiiiis close


Originally Posted by Peacemaker View Post
Me like. Anything to make some smaller fights. Especially a behind the lines gen hold! Btw Marb, had a good dog fight w u on amerish last night of beta. Gotcha tho
I remember. I'm still refining my Mossie skills - you've got that Reaver thing down pat. I was chasing you with a burster a bit too.

Appreciate all the feedback on the idea, just wanted to submit it to cyber space before it disappeared from my brain.
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