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Old 2003-03-29, 01:30 AM   [Ignore Me] #1
SpartonX
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Can anyone tell me what all the different types of bases do, i know most of em, but i can't find any info on a few
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Old 2003-03-29, 01:33 AM   [Ignore Me] #2
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what do you mean like Dropship bases and things like that or Towers
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Old 2003-03-29, 01:35 AM   [Ignore Me] #3
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like dropship bases and bio labs and AMP stations etc.
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Old 2003-03-29, 01:36 AM   [Ignore Me] #4
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from the AGN transcript
Could you go ahead and mention all the various states and facilities, facility types and elaborate on what they are going to do?

Well, that�s a big question, so I�ll take it in pieces; I�ll do them one at a time.

Just so everyone knows, most of the stuff that I tell you during this interview is subject to change. I know this is a common disclaimer for me, but as we go through and tweak things, sometimes we find one thing is too powerful or not powerful enough and we jog things around.

The first thing, let�s see� there are 5 different facilities, 5 main bases. There�s a drop ship center, a technology planet, an ANT station, a bio lab, and the interlink facility. Well basically, they�re all different buildings and they have subterranean complexes and they�re just huge. On the order of� well, let�s put it this way, the nice thing about having those buildings the way they are is that you can have gigantic battles outside and inside, so there�s a very large number of players that can be around a single facility, and the facility tends to absorb a lot of those numbers, so it works out very well.

The technology plant is the premier spot for buying buildings. The bonus is that although you can buy all the vehicles at the technology plant, you can only buy some vehicles at other base facilities. If you own a technology plant, then you can buy all vehicles at all facilities. The only exception to that is the Galaxy drop ship that can hold a squad and a half is only available at drop ship centers and the Sanctuary.

The AMP station is a facility that will reduce your NTU consumption, which is the silos which the facilities draw their energy from, as well as� I�m forgetting another small ability for that one, but I�ll check into that one a little later.

The Interlink facility is the one that allows you to be able to see other objects on radar and reduces their stealth factor so that you can see more kinds of objects as they come in range, as well as it�s the one that takes your turrets that you own on other facilities and makes it so they�re automated.

The biolab, in addition to having an implant terminal in the basement, so that�s handy, also will take all the medical terminals in the world that you own and turn them into advanced medical terminals, which means that in addition to healing health, they also heal armor, and any MAX will tell you that�s a very good thing.

The Drop ship Center is an interlink facility, except that it�s basic ability is the fact that it has Galaxy�s, and the Galaxy�s can be really useful not only for transporting troops, but also it�s a way to transport the ANT's, the vehicle that can be used to take energy from the warp gates to the silos. So in effect, you can load an AMP into the back of a Galaxy and do a precision airdrop into a complex, but you better do it right or you�ll hit a wall and� well, that�s a big boom. (chuckle)


Can you mention the various towers and elaborate a little on what they do?

Sure. Well, there are three kinds of towers. For simplicity�s sake, we�re just calling them watch towers, air towers, and gun towers right now.

The watch tower is a very tall building, about 5 stories tall, and it has no turrets based on it, but it�s a very good observation platform, a sniper platform, and generally just being able to check out the areas. We try to put those in low locations; they give you good vantage points.

The air towers are essentially like a gun tower; they have mannable turrets on them, but they also have two air vehicle pads. Now, we�re thinking of putting some abilities on the air vehicle pads, but for right now they�re just convenient landing spots. And that can be very convenient when the ground is particularly rough and difficult. Ah, those are just a little bit underpowered right now and we�re looking at ideas for them.

The gun tower itself has a couple of turrets on it, and all of the towers have a control point in the basement, which you can cap right away; you don�t have to hack it and then wait 15 minutes to cap it, you can just go down, hack it, and it�s immediately yours. They also have lockers; you can get all your stuff from them, and we�ll talk about lockers a little later; I think there�s a question about those.

And, in addition, they have spawn tubes in them. So, when you are caught at a facility or defending a facility and someone manages to hack it or blow the gen, if you don�t have any medics nearby, you use the towers as a fall-back spot for binds.


Are there different types of base turrets, such as anti-air, anti-ground, or anti-infantry / armor?

Currently it�s a Phalanx turret right now. It has one type of ammo and it will chew up a lot of stuff. Later on, after release, we�ve had the idea to have multiple types of turrets; we have a mechanism for upgrading them, but that�s definitely not going to be in the release and it may never actually appear; it�s just on of those ideas we have on our retention list.






In the FAQ, no real descriptive info

What are the facilities?
Amplifier Station, Bio Lab, Interlink Facility, Tech plant, and Drop ship center.

the names speak for themselves

What are the towers?
There are three types of towers spread over a continent: Gun towers � 3 stories with turrets on the top; Watch towers � which are the tallest at 5 stories with multiple ledges and windows (sniper havens); and the Air towers which provide a landing pad for aircraft. There are 15 towers spread across each continent, which will provide choke points and strategic respawning locations
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Old 2003-03-29, 01:37 AM   [Ignore Me] #5
SpartonX
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thnx
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Old 2003-03-29, 01:37 AM   [Ignore Me] #6
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np, Dave pwns all
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Old 2003-03-29, 01:43 AM   [Ignore Me] #7
Duffman
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why cant i quote a quote. IN teh part where it is saying the different facilitys 4th paragraph it says ant station. Did you mean amp station or is the a ant station?
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Old 2003-03-29, 02:11 AM   [Ignore Me] #8
Irnbru
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fire monkey is just showing off his l33t whoreness!!!
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Old 2003-03-29, 11:59 AM   [Ignore Me] #9
Ginzue
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Anyone notice he spelled ANT wrong?
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Old 2003-03-29, 12:38 PM   [Ignore Me] #10
Fire_Monkey
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The transcript was made by Privatemonkey and Stridjer, dont blame me.
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Old 2003-03-29, 03:18 PM   [Ignore Me] #11
Zatrais
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Just figured i'd add (incase dave missed something)

What types of towers are there? What terminals are in them?

There are three different types of towers. The gun tower is three stories tall and has gun turrets mounted on the roof. The watch tower is five stories tall without gun turrets. The air tower has air vehicle landing pads and also has gun turrets. Towers have no terminals of any sort. Only spawn tubes and lockers are available in them.

What can I capture? and how do I capture it?

Any Base Complex or Tower can be captured. Base capture can be accomplished by infiltrating or invading a building and hacking its Control Console. In a Base Complex, control must be kept for some time before the building will actually change sides. Towers will change sides as soon as the Control Console has been successfully hacked.

How are facilities linked?

Each of the Base Complexes is interlinked with all other facilities on a continent. Each of the buildings has an ownership benefit. When you own a building, all other buildings that your Empire owns on that continent accrue the same benefit, regardless of which one you are inside. Thus, strategies for attacking continents will also need to take into account the buildings possessed by your chosen enemy.

The facility benefits are as follows:

Amplifier Station

Increases the radius of the Sphere of Influence (SOI)
Activates shields on the wall turrets
Reduces the amount of NTU consumed by 50% (friendly facilities remain operational for notably longer before needing resupplied)

Bio Lab

Reduces respawn delay at other friendly facilities
Upgrades medical terminals to advanced medical terminal functionality (where health and armor are repaired)

Interlink Facility

Reveals the majority of enemy vehicles on radar when within an SOI
Wall turrets will fire upon any of the revealed vehicles in automated form when not manned

Tech Plant

Provides access to all vehicles except for the Galaxy dropship Other facilities can only produce standard vehicles, but when linked to the Tech Plant they can then produce heavy assault vehicles.

Dropship Center

The Dropship Center does not carry any link benefits of its own, but it is the only facility that has a Galaxy terminal.

What is the benefit of a Sphere of Influence?

Orbital drop pods cannot come down in a Sphere of Influence. Also, radar functions only operate within a controlled Sphere of Influence and deployable sensors and turrets may only be placed within a Sphere of Influence.

Do facilities require resources to maintain?

Each facility requires an NTU Silo to be powered in order to maintain energy in the grid for terminals and such. The Silo drains as the facility is used, and very slowly even if not used, and if it reaches zero, then all energy to the facility is lost. If an NTU Silo loses all energy, then the facility reverts to Neutrality and must be recaptured.

To power a Silo with a full charge of NTUs, a driver must acquire an Advanced Nanite Transport (ANT) at any vehicle terminal and then drive it to a warpgate where it will deploy and charge from the energy in the bubble. The driver will then drive to the Silo that needs recharging. The ANT is deployed next to the Silo and energy is transferred smoothly

http://planetside.station.sony.com/faq.jsp (read it hehe)
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