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2003-06-03, 03:35 PM | [Ignore Me] #1 | ||
Master Sergeant
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Okay, so one of the big complaints is that there is no point to defending bases. I figure the easiest way to make people defend is to attach value to a base and instill a "We don't want to lose this to them" mentality. So, giving the bases USEFUL functions or empire advantages sounds good.
Here are my ideas: First, the amount of each type of bases on each continent needs to be such that there is at least two of each type, except dropship. Since there at least 8 bases on every continent, this should not be too much of a problem. Each base provides a benefit if you own ONE of them on the continent, and another benefit if you own TWO of them on the continent. Second, a base would only provide benefits if the generator in the base was ACTIVE, i.e. NOT BLOWN UP, and the base was under full control, not hacked or out of NTUs. So going around behind enemy lines and toasting generators would be a valid tactic. That might mean an increase in generator health, tho. Tech plant One owned: Allows MAXs to be bought at towers Two owned: Current benefit (Reavers, tanks, etc) AMP station One owned: Dramatically reduces time required to transfer NTUs to/from ANTs, increases ANT NTU capacity, reduces NTU cost of purchasing vehicles/whatever. Two owned: Halves NTU cost for autorepairing, increases Generator health. Interlink Facility One owned: Wall-turrets auto-fire on hostile (occupied by enemies) vehicles. Two owned: Wall-turrets auto-fire on enemy MAXs, improves wall-turret accuracy/damage/rate of fire/range. Biolab One owned: Allows use of Medical Terminals in towers, reduces spawn times at bases. Two owned: Medical terminals -> Adv. Med terminals (which heal armor too) This would A) mean that fighting against a continent lock would be HARD since you have none of these benefits and they have them all; B) would reduce reaver/max spammage, at least a little bit; C) would (hopefully) provide defense incentive; D) would provide more strategy. "Knock out their interlink facility so those turrets stop mauling our MAXs," etc. If someone would be so kind as to put this on the official forums, since I don't actually have the game yet I can't post there.
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2003-06-03, 03:54 PM | [Ignore Me] #4 | ||
Master Sergeant
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Yes, the buying-of-MAXs-at-towers would be taken away under this system.
Edit: As would the usage of medical terminals in towers. Also, yeah, it does encourage both attacking (Deny enemy benefits, increase your own benefits) and defending (keep benefits, deny enemy benefits). But because there is already a lot of incentive for attacking (XP) the incentive for defending would be bigger by comparison. Edit: Another benefit would be that some of the shine would be taken off of towers. If you don't have the bases to support them, they'd be pretty useless. Bases always have medical terminals and MAXs available, can get respawn time advantages, and have vehicles available (sometimes advanced ones). They also provide benefits, of course...
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Last edited by Tieom; 2003-06-03 at 04:02 PM. |
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2003-06-03, 04:58 PM | [Ignore Me] #6 | ||
Sergeant
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The ideas here rock... I'm sure they would be eventually balanced and rehashed slightly after playtest, but the basic ideas are great.
I still like the "bonus kill XP for killing enemies in a friendly SOI" scheme for boosting the desireability of defense as well.
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--- "I am angry that so many of the sons of the powerful and well-placed... managed to wrangle slots in Reserve and National Guard units...Of the many tragedies of Vietnam, this raw class discrimination strikes me as the most damaging to the ideal that all Americans are created equal and owe equal allegiance to their country." -Colin Powell�s autobiography, My American Journey, p. 148 |
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2003-06-03, 05:11 PM | [Ignore Me] #9 | ||
Contributor Major
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I love all your ideas save the one about the max's at towers. my complaint with this is mostly a balance issue, a faction without max's assaulting a faction/squad with max's is most likely just kindof screwed. I dont play a max currently but I must concede that they fill a very important niche in the combat structure. However because the ideas is not flawed just needs a little tweaking.
It whould require some tweaking but suppose we introduced a portable generator. Basicly this very large item has a fixed amount of ntu's, is the size of an agile's backpack (almost forcing you to be in reinforced to carry them). Can only be purchased at the sanctuary/tech center, and finnaly can only be deployed by combat engineers. In essence what this allows a combat engineer to do is either give the towers or AMS's the ability to produce max's. I know it sounds a little powerfull but taken in the context of a finite energy supply it could provide balance while still giving the team the ability to fight and move. The other benefit to this whould be bringing the power back online of facilities where the gens are destroyed but you dont own the facility yet to repair. Just a thought. Hard to impliment? yes Intresting new tactical considerations? Definitly.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2003-06-03, 06:34 PM | [Ignore Me] #10 | ||
Sergeant Major
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I dont like the idea about owning 2 of the same facil for bonus benifets. What about those continents that dont have more then one? They just need to fix the benifets up and make them better. Turrets DO NOT need help!!! Thats a NO-NO.
"U SHOT CHURCH U TEAM KILLING FUCKTARD!" http://redvsblue.com
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2003-06-03, 06:36 PM | [Ignore Me] #11 | ||||
PSU Admin
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Curious what everyones thought is on this subject. It was originally posted at the OF
http://boards.station.sony.com/ubb/p...ML/003957.html
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2003-06-03, 06:45 PM | [Ignore Me] #13 | ||
Staff Sergeant
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A long time ago a point system was mentioned. When one empire held a base long enough points would be earned that could go towords the production of base deffences and/or base related improvements (could even be purely aesthetic). As points would be earned only ppl with CRs would get any share of the entire "pool" of points. People with higher CR would get a larger share. There was also something about the longer a certain base was held the higher the flow of points would be. This would add incentive to defend bases. Over time impenetrable fortresses would be made inducing huge battles (AGO anyone?) to overthrow the owners of such and such base. Wow catchy nicknames for the fortresses would begin to be passed around.
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BMW: the ultimate driving machine. The Z Series: Drive with your heart Visit The TR Elite Guard Join The TR Elite Guard TReG Pwnz j00 like a Car Last edited by BlakkyZ8; 2003-06-03 at 08:08 PM. |
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2003-06-03, 06:53 PM | [Ignore Me] #15 | ||
Sergeant Major
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As it is now, towers are much better at providing defensive value than a base. If i want to trench in a spot and defend.... I don't pick a base to do it, i pick a tower.
There really needs to be a more substantial defensive benefit of trying to defend a base. In DAOC, the defender of a keep could hold off forces 3 to 5 times their size (which you can do with a tower). To defend a base in PS you actually need equal or greater numbers. I think that wall turrets should be much more automated. There need to be fewer entrances into a base or have the current entrances much more difficult to breach. Why does it take 10 minutes to take a base and 2 hours to route out the people in the neighboring tower? It should be the opposite. Rewards for keeping bases would be icing on the cake (I still think defenders should get kill bonuses). Make bases places you run to for defense. In DAOC, I always felt a bit safer once i was able to make it inside a keep, I feel more paranoid in PS bases.
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"Never pet a burning dog and never fry bacon naked."--Gary Busey Last edited by Nitsch; 2003-06-03 at 06:55 PM. |
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