Assassin Quests - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Ie diunt ned to pai nay tab! *hickup*
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2013-01-21, 03:18 PM   [Ignore Me] #1
oooryan
Private
 
Assassin Quests


I was thinking of some metagame ideas and I thought of this...apparently something like it is in Halo but here it goes..

This a mission that goes on during the global war, where you have to kill a specific player who is currently online on the other team. This could be for a squad or lone wolf. You'd get experience if you kill them in a certain amount of time (could go down the longer it takes) and the assasinee gets experience depending on how long they stay alive. It would be chosen at random but the candidate assasinee can choose not to become the POI (person of interest)... so you log in...start playing like normal...about 10 minutes in you get a notification that you've been chosen to be a POI...you can accept or decline...if you accept you can gain x amount of experience or certs if you travel to these checkpoints without dying (from the assassin or assassins), or stay live for x minutes
oooryan is offline  
Reply With Quote
Old 2013-01-21, 03:26 PM   [Ignore Me] #2
Phantomdestiny
Second Lieutenant
 
Phantomdestiny's Avatar
 
Re: Assassin Quests


maybe if instead of having the player declining or accepting it . maybe you could have VIP targets chosen like big outfit leaders or devs? which would help in the meta game because you reduce the enemy moral or decline them a value asset by eliminating their leader.
Phantomdestiny is offline  
Reply With Quote
Old 2013-01-21, 03:28 PM   [Ignore Me] #3
AThreatToYou
Major
 
AThreatToYou's Avatar
 
Re: Assassin Quests


Basically, no. It's not specifically player-controlled; it engages players in a mission that isn't generated by players.
AThreatToYou is offline  
Reply With Quote
Old 2013-01-21, 03:28 PM   [Ignore Me] #4
oooryan
Private
 
Re: Assassin Quests


ahaha true story...i like the outfit leader target idea lol

i want to see something like this..being an assassin would be so fun
oooryan is offline  
Reply With Quote
Old 2013-01-21, 03:30 PM   [Ignore Me] #5
Palerion
Sergeant Major
 
Re: Assassin Quests


I love the idea but I think it fits James Bond more than Planetside.

I'm not one to be skeptical of ideas, but I'm afraid this wont blow over well with most people.

It seems to direct the focus too much on killing one player, who will respawn in a matter of seconds.

By the way, the checkpoint idea: light assault + flash. Kind of hard to catch.
Palerion is offline  
Reply With Quote
Old 2013-01-21, 03:36 PM   [Ignore Me] #6
Phantomdestiny
Second Lieutenant
 
Phantomdestiny's Avatar
 
Re: Assassin Quests


Originally Posted by AThreatToYou View Post
Basically, no. It's not specifically player-controlled; it engages players in a mission that isn't generated by players.
well it can be generated by players by creating a platoon leader/outfit leader cert which would allow to set a high priority target for assassination ; it could be a new role for the infil . i guess you could both set the mission by creating a report through menus or just by spotting the target in game?

A bit like in Arma? this could also be a mechanic for small spec ops outfits . if the meta game of "leaders" in general is incremented by giving them more real function both strategically and tactically on the battlefield then taking one out would be a "real" and important objective
Phantomdestiny is offline  
Reply With Quote
Old 2013-01-21, 03:36 PM   [Ignore Me] #7
SeraphC
Sergeant
 
Re: Assassin Quests


I don't like the fact that a random person could become a PoI as you call it. It has no relevance to the game.

Outfit leaders, perhaps. I'd argue that a high percentage of the outfit leaders out there aren't any more relevant than your average solo player though. Their outfit could be one that is not organised at all or it might be possible that another outfit member is leading their ops, therefore killing them would have no additional effect compared to killing a random player.
SeraphC is offline  
Reply With Quote
Old 2013-01-21, 03:37 PM   [Ignore Me] #8
oooryan
Private
 
Re: Assassin Quests


lol i think i thought it after thinking about a james bond game i played on the N64...some rendezvous mission...funny that you made that connection..

i see what your saying about it not working with some people...but those people can just decline...if you dont want to be part of it you can just not accept...and the point wouldnt be to eliminate them from the map...just to kill them...lol

and whatever the assasinee can do, the assassin can do, as well

but not getting my hopes to high for something like it...i just want to do more things in this game!
oooryan is offline  
Reply With Quote
Old 2013-01-21, 03:38 PM   [Ignore Me] #9
Palerion
Sergeant Major
 
Re: Assassin Quests


I think you're getting somewhere destiny. If we made major outfit leaders "VIPs" on the battlefield, they could somehow be implemented into the game to actually effect the rest of the team.

How? I know not. New thread if you want I guess xD
Palerion is offline  
Reply With Quote
Old 2013-01-21, 03:39 PM   [Ignore Me] #10
oooryan
Private
 
Re: Assassin Quests


like i said this is something that doesnt have to do with the game..just another thing to do other than capturing the same bases over and over again..it could affect the game if the poi was someone important...but i think it would be exciting to look for one person on the other team instead of just killing everyone in sight all the time (which you can still do if you wanted while on the quest)
oooryan is offline  
Reply With Quote
Old 2013-01-21, 03:44 PM   [Ignore Me] #11
Phantomdestiny
Second Lieutenant
 
Phantomdestiny's Avatar
 
Re: Assassin Quests


Originally Posted by Palerion View Post
I think you're getting somewhere destiny. If we made major outfit leaders "VIPs" on the battlefield, they could somehow be implemented into the game to actually effect the rest of the team.

How? I know not. New thread if you want I guess xD
the thing i'm i am wondering is how exactly to enhance the tactical and strategic power of the "VIPs" well for
1th point we need to get back all the ps1 functionality the CR5 had . then we have to make sure that those people are visible maybe 1 free cosmetic ; such as a commissar hat or a cape for TR

a heavier armor for NC

a specific "aura" for VS

(using 40k picture for illustration sake)

i don't think it would impact greatly on the income because those "VIPs" need to be of a very limited number maybe 10 or less per faction . or we could have a chain of command with less important VIPs than others.

if you are VIP it is also very likely that you have invested money into the game anyways.

or we could also have radio operatives in each squad via back pack which would give the squad tactical benefits such has faster order receive? or being able to hear enemy transmitting order to their squads? radio operative could also be assasination target because they relay information ?


Last edited by Phantomdestiny; 2013-01-21 at 03:55 PM.
Phantomdestiny is offline  
Reply With Quote
Old 2013-01-21, 03:50 PM   [Ignore Me] #12
oooryan
Private
 
Re: Assassin Quests


what about an npc (or volunteer player) to be the vip (or poi i like that better :P) and they have to travel from one base to another and they are protected by a whole outfit or platoon...other empires can get a notice that this is happening and intercept if they want and try to assassinate the vip or poi
oooryan is offline  
Reply With Quote
Old 2013-01-21, 03:59 PM   [Ignore Me] #13
Phantomdestiny
Second Lieutenant
 
Phantomdestiny's Avatar
 
Re: Assassin Quests


Originally Posted by oooryan View Post
what about an npc (or volunteer player) to be the vip (or poi i like that better :P) and they have to travel from one base to another and they are protected by a whole outfit or platoon...other empires can get a notice that this is happening and intercept if they want and try to assassinate the vip or poi
well 1) no ncps in planetside that's a rule which cannot be broken on psu

2) well you would need to give a reason for that player to be moved from base to base

3) this isn't just an xp thing in my opinion to me the assasination needs to have a direct impact on the battlefield like disruption of their command structure . for example after killing let's say a high profile officer none of his squad leaders can give any order for the next 5 minutes nor use platoon chat or the mission system some thing like that
Phantomdestiny is offline  
Reply With Quote
Old 2013-01-21, 04:02 PM   [Ignore Me] #14
AThreatToYou
Major
 
AThreatToYou's Avatar
 
Re: Assassin Quests


This thread is contributing to heretical thought amongst PlanetSide players and design.
Basically, it doesn't belong in PlanetSide. The game is not about single players or singling out single players. It's about bases and territory. This just doesn't fit the game.

Last edited by AThreatToYou; 2013-01-21 at 04:04 PM.
AThreatToYou is offline  
Reply With Quote
Old 2013-01-21, 04:08 PM   [Ignore Me] #15
Phantomdestiny
Second Lieutenant
 
Phantomdestiny's Avatar
 
Re: Assassin Quests


Originally Posted by AThreatToYou View Post
This thread is contributing to heretical thought amongst PlanetSide players and design.
Basically, it doesn't belong in PlanetSide.
ohh no i'm being censored . i disagree with the OP's main statement and that's why i am distorting it in order to make it fit the planetside 1 tactical nature . the fact that you think it does not belong in planetside doesn't mean it does not belong there . you are basicly telling that killing an outfit leader shoud not impact AT ALL on the battlefield . i think we could make this type of mechanic work if we hack on it enough by making leaders more important in a strategic sense . because what's the point of having PL , SL and OL if they don't mean nor impact the game enough

killing an platoon leader should make it easier to capture a base by reducing the influence of that platoon on the field. And did i ever say this was about lone wolf players if this type of mechanic is put into place do you seriously thing that outfits will not try to protect their own VIPs better in order to have a healty command structure? this also for small spec ops outfits an alternative to gen hold by giving them assasination attemps for example .

Last edited by Phantomdestiny; 2013-01-21 at 04:14 PM.
Phantomdestiny is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:27 PM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.