Reni
2012-02-27, 04:47 AM
This is an idea in response to "The anatomy of a Planetside 2 battle in 2,000 words" -http://www.pcgamer.com/2012/02/23/planetside-2-war-story/
Matt Higby - "For a while, in a lot of our design, we made a mistake, in that we had a whole bunch of game systems that players were having to compete against to be able to win. We had all kinds of shields, auto-turrets, things that, when I was attacking a base, yes, they would slow me down and make it so I couldn’t capture the base right away. But that wasn’t me competing with other players, which is where the fun of the game is. It was me competing with mechanics."
The problem I had with this article is simply that we are looking at minimal interaction with terrain. From what I gathered, it sounds like they are going back to how Planetside was originally modeled.
Don't get me wrong, it worked GREAT, but what will be new? If there isn't some subsistence then it could very well be just a remodeled Planetside.
One of my ideas involves having more player controlled elements within each base/facility that your empire controls.
Alert Levels
Alert Levels are a very basic gameplay function, that can be controlled by the assigned base commander or individuals with an equivelant CR5 background. (I say this because we know Command Rank is no exsistant in PS2)
Can be controlled in the facility/base's control center or via a remote HUD link to the commanders.
Green – Shields are at minimal power and doors secured with minor defenses (shorter hack times). Base benefits are MAX for the faction controlling. I.E. – Advance Tech Base, all tech is available throughout the continent and at no spawning of equipment/perks cooldown time.
Yellow – Shields are up to 50%, doors secured with moderate defenses (moderate hack times). Base benefits take longer to issue and cooldown timer is implemented for a short time.
Red – Shields Max, Auto Defenses are brought online. Rooms are locked down with hard encryption for hacks. Base benefits to other areas take a decent time.
Again, this is a very basic idea that theoretically could be implemented easily into game.
Matt said the crew originally had vast ideas and controls in place, but what turned them off to them was the fact that it felt like you were playing against the game instead of actually players.
If these types of ideas could be implemented to a user controlled system and tweaked with balancing, it could really make for an interesting field of battle.
Please reply with constructive comments, thoughts, and opinions. :)
-Reni
Matt Higby - "For a while, in a lot of our design, we made a mistake, in that we had a whole bunch of game systems that players were having to compete against to be able to win. We had all kinds of shields, auto-turrets, things that, when I was attacking a base, yes, they would slow me down and make it so I couldn’t capture the base right away. But that wasn’t me competing with other players, which is where the fun of the game is. It was me competing with mechanics."
The problem I had with this article is simply that we are looking at minimal interaction with terrain. From what I gathered, it sounds like they are going back to how Planetside was originally modeled.
Don't get me wrong, it worked GREAT, but what will be new? If there isn't some subsistence then it could very well be just a remodeled Planetside.
One of my ideas involves having more player controlled elements within each base/facility that your empire controls.
Alert Levels
Alert Levels are a very basic gameplay function, that can be controlled by the assigned base commander or individuals with an equivelant CR5 background. (I say this because we know Command Rank is no exsistant in PS2)
Can be controlled in the facility/base's control center or via a remote HUD link to the commanders.
Green – Shields are at minimal power and doors secured with minor defenses (shorter hack times). Base benefits are MAX for the faction controlling. I.E. – Advance Tech Base, all tech is available throughout the continent and at no spawning of equipment/perks cooldown time.
Yellow – Shields are up to 50%, doors secured with moderate defenses (moderate hack times). Base benefits take longer to issue and cooldown timer is implemented for a short time.
Red – Shields Max, Auto Defenses are brought online. Rooms are locked down with hard encryption for hacks. Base benefits to other areas take a decent time.
Again, this is a very basic idea that theoretically could be implemented easily into game.
Matt said the crew originally had vast ideas and controls in place, but what turned them off to them was the fact that it felt like you were playing against the game instead of actually players.
If these types of ideas could be implemented to a user controlled system and tweaked with balancing, it could really make for an interesting field of battle.
Please reply with constructive comments, thoughts, and opinions. :)
-Reni