View Full Version : new planetside podcast here ya goooo
The Barn Cat
2012-04-30, 06:56 PM
http://soundcloud.com/ps2pc/planetside-mock-jhj
:groovy::groovy::groovy::groovy::groovy::groovy:
The Barn Cat
2012-04-30, 06:58 PM
opps forgot to unpan it opppppppies
Stardouser
2012-04-30, 07:28 PM
yea, squad members should only be able to talk to each other, not their whole platoon or company. Squad leaders should be able to talk to all other squad leaders in the platoon or company, and to their own squads. I am not sure if a SL should be able to talk to the entire platoon or company.
Erendil
2012-04-30, 07:43 PM
yea, squad members should only be able to talk to each other, not their whole platoon or company. Squad leaders should be able to talk to all other squad leaders in the platoon or company, and to their own squads. I am not sure if a SL should be able to talk to the entire platoon or company.
Yuck, that would be annoying as hell. Forcing an inflexible command structure on people like that is a big no-no IMO.
If you want to enforce communication along "proper channels" w/in your outfit that's fine, but the squad/platoon system should be flexible enough for those people who want to organize and communicate in a more communistic (note: little c, not big C) way. :cool:
arclegger
2012-04-30, 07:45 PM
new podcast wooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooo I've been waiting for this for months! :)
Stardouser
2012-04-30, 07:45 PM
Command structure? What are you talking about? I was talking about VOIP channels. If you are saying that any squad member should be able to talk to any of the other 20 guys in the other 2 squads of the platoon, even the guys in the podcast admitted that would be too hectic.
But hey, they were also saying it should be customizable by the squad/platoon leaders. So if they want to set it up where all 30 people can talk at once, I guess you should be able to do that.
Edit: I'm thinking of Battlefailed players, I guess it's less hectic with true Planetside players.
Erendil
2012-04-30, 08:24 PM
Command structure? What are you talking about? I was talking about VOIP channels. If you are saying that any squad member should be able to talk to any of the other 20 guys in the other 2 squads of the platoon, even the guys in the podcast admitted that would be too hectic.
But hey, they were also saying it should be customizable by the squad/platoon leaders. So if they want to set it up where all 30 people can talk at once, I guess you should be able to do that.
Edit: I'm thinking of Battlefailed players, I guess it's less hectic with true Planetside players.
Sorry I thought u were suggesting the channels should be setup that way for everyone. My bad. I do, however, consider VOIP communication channels to be part of the command structure, and was making my observations within the context of a more organized group like an outfit or outfit alliance. I should have clarified.
I've been on TS/Vent channels with 20+ ppl before without too much issue, so IME as long as the group is organized it should be okay. But I can see where it might get confusing/hectic with pickup squads that have never really played together before so yeah it would be a good configuration option. I luv that they're keeping it somewhat flexible tho, so it can be tailored to the ppl in the platoon.
I'd also like to see an option to have a separate channel for SLs/PLs in a platoon, but keep the main channel open to everyone in the platoon.
Captain1nsaneo
2012-04-30, 09:07 PM
Thoughts: (In the order that I had them)
-Background music was a bit too loud. Try instrumental music that way there isn't a voice in the background that distracts.
-Vehicles in general have been stated to cost resources and upgrades (like turrets) cost additional resources.
-Breaking towers, give me a couple of AI MAXs, a medic or two, and the rest Rexos and we'll just push down into the spawn and kill it. Bit cheesy but I've grown to hate tower fights as VS have no good indoor HA in PS1.
-What we know about voice is that it's several layers deep, there's voice for inside your tank, there's voice for your group. At the time it was talked about there was debate if there would even be squads.
-Still need more info about mission system. I really think that it's too many eggs in the one basket right now. Really want squads, platoons, and companies in addition to missions.
-Crunch time can be for lots of things. *Points at E3*
-We have no idea what what that new vehicle is. Probably some Deli equivalent.
-I loved ANT runs too.
-Sundy may have firing ports. I may be hallucinating but I recall there was talk about being able to fire out with infantry weapons.
-Roommate from hell?
-Hamma likes the dubstep so it's probably not going anywhere!
-What a waste of perfectly good helium.
Grognard
2012-04-30, 10:49 PM
http://soundcloud.com/ps2pc/planetside-mock-jhj
I noticed you guys had quite a few takes on scenarios vs squad builds. That is why I have been thinkning about it so much and posed it as a question... I think the class system is one of the best changes, for the better, that the devs implemented, simply for the fact that it is going to add so much longevity to the game by keeping it fresh. In my opinion, you just cant make a super-soldier, and cover the majority of the situations with one squad build. I, myself, think that is going to keep people guessing, on the offensive, and defensive sides of the equation. So, and this is just opinion... +1 for the Devs on the class system.
As far as platoons, Im sure they are going to put that in. The reason I put the idea of companies in, (and I liked the way you tied it into the VoIP question as a sorta segue cause they do compliment each other) is that Outfits could really use a company system to project their outfit organization in-game. I also think that with a much higher population its a step in the right direction, since not having companies will almost force a much larger Zerg, or many more Platoons to form... Even in the case where there are many platoons, what is the next logical step to organize them? Companies...
VoIP, I have a feeling my hopes are going to be crushed... However, it would be such a great way for PS2 to stand out (even moreso) by having a bar-setting VoIP system integrated into the game that actually exposes everyone in the game to the same level of solid communication that heretofore only well organized outfits had access to. This, I believe, will increase the immersion, organization, and competitiveness, but more importantly put everyone closer to an even playing field environment.
About the hexagonal system, and its impact on the concentration of battles... You guys had a really good point about the mission system focusing people into big battles. I was thinking along the lines map targets, but really didnt think about the mission system doing the same thing. Sounds like the Devs have got this system dialed in pretty good.
Finally, I hope you are right about the beta being soon, and I think almost everyone shares that opinion.
:D
PS. By the way, I like the lightning as is.
SniperSteve
2012-04-30, 10:49 PM
Can someone write a summery of any new information?
Red Beard
2012-04-30, 10:55 PM
I posted this in another thread, but introducing visual feedback for the in game voip would make it pretty cool...if you're doing air cover and you can see your guys highlighted when they're talking (calling for air support), if would be more intuitive; and help keep your squad together I think.
Levente
2012-04-30, 10:56 PM
yea, squad members should only be able to talk to each other, not their whole platoon or company. Squad leaders should be able to talk to all other squad leaders in the platoon or company, and to their own squads. I am not sure if a SL should be able to talk to the entire platoon or company.
why is it so hard to do it like in Battlefield 2? that game has the best command structure, just need to expand it of course to ps2 scale
NCLynx
2012-05-01, 12:20 AM
Didn't get to 100% finish it, but keep it up! It was certainly entertaining so lets hope you guys get some REALLY good stuff to talk about ASAP (and by that I mean a beta date)
Captain1nsaneo
2012-05-01, 01:38 AM
why is it so hard to do it like in Battlefield 2? that game has the best command structure, just need to expand it of course to ps2 scale
Uh, what bits of it? The commander system doesn't really directly expand to larger fights. Are you referring to the VoiP system where suads could talk with-in themselves and the commander could talk to any one of the squads? I could see that maybe working with companies or platoons but I can also see that there would be problems. How squads come together and their relation to the commander is different than PS. The commander has access to the overhead map and can give out info to squads and set objectives and what have you. While cool that kinda breaks up the normal squad mechanics where each SL has the ability to direct their squad.
While its an interesting idea a direct port over of the mechanics probably won't serve well. If you have ideas on how it could work I'm sure the discussion would be appreciated.
xSquirtle
2012-05-01, 06:31 AM
Really enjoyed listing to this.
Side Note: Turn the background music down a slight notch. Not a whole lot, but enough to where it does not distract from the two of you have a conversation.
A side from that can't wait for the next one :)
headcrab13
2012-05-01, 11:13 AM
Great podcast, haha.
Best part:
TRay: "You're late."
Enjoyed the podcast. Great job guys.
I'll mirror the music comments. I found myself drawn to the music more than what you guys were saying at times. So turning it down low or removing it altogether when you are talking would be better.
Luperza
2012-05-01, 01:40 PM
FINALLY! We've been waiting. I was getting concerned! <3
Tricky
2012-05-01, 01:52 PM
*Wonders if he was only one who paused the podcast and got a beverage when that came up*
ringring
2012-05-01, 04:33 PM
yea, squad members should only be able to talk to each other, not their whole platoon or company. Squad leaders should be able to talk to all other squad leaders in the platoon or company, and to their own squads. I am not sure if a SL should be able to talk to the entire platoon or company.
Have you ever tried this? We have, using different teamspeak channels, it doesn't work. Rather, for 30 or less, it's best for all to be in the same channel.
Stardouser
2012-05-01, 04:57 PM
Have you ever tried this? We have, using different teamspeak channels, it doesn't work. Rather, for 30 or less, it's best for all to be in the same channel.
The idea would be that each squad leader is actually leading his squad. I don't know what difficulty you are citing, but if it's getting people into the right channel, that's the beauty of automatic in-game VOIP, it puts squads right into the correct channel instantly. This is why in-game voip(at least for standard channels like Squad) is always superior to external programs.
The Barn Cat
2012-05-02, 02:02 PM
hey i just want to thanks for all the comments the ones on the volume i hear you i didnt have my headphones so sorry its below par in some levels thanks again grognard for the comments we will probably do another on sometime soon if you have anything you want us to talk about please post!
:groovy::groovy::groovy::groovy::groovy::groovy:
Grognard
2012-05-02, 03:48 PM
hey i just want to thanks for all the comments the ones on the volume i hear you i didnt have my headphones so sorry its below par in some levels thanks again grognard for the comments we will probably do another on sometime soon if you have anything you want us to talk about please post!
You are welcome, of course, and I do...
1. Given that a Liberator is, in my opinion, a sort of sky-tank, what are the pros and cons of using one or the other? Perhaps some demonstrative scenarios.
2. How can we, and the devs, but especially us... combat hackers, and habitual griefers... if we assume the premise that the devs will not be able to do it on their own.
3. Subscription models, and what should they include, or exclude, given that we need the game to make money, but be accessible and fun to the broadest playerbase.
4. The pros and cons of driver/gunner vs driver and gunner models, and its impact on gameplay.
a. How will it effect the over all number of vehicles in the field due to two players in each?
b. Effect on teamwork?
c. What targeting models as a single driver/gunner are out there like World of Tanks for single manned tanks?
d. How will the Mag work in the two manned version, given the gun placement?
5. Smoke... its uses and abuses, now that we know it is part of the game.
a. Who can use it?
b. Tactics to use it?
c. Use in other games vs PS2...
6. Bridge fights, and how they will differ from PS1.
7. The mission system, specifically who can accept them, and what conditions must exist for them to be written...
a. Does there need to be a tower close-by for a mission capable player to write one, or can you just write/start a mission for anything on the continent?
b. Does one have to be at a certain distance from a "goal" to accept, or is everything a "race" to finish?
c. Can missions be written with limited acceptees in mind (outfit only, etc.)?
8. Tactics for non-firing vehicular combat, such as Mag-mowing, Sundy-ramming, Quad-C4 tactics, kamakazi crashes, and many more.
9. Speculation on the VS MAX special (if unannounced).
10. Lighting, exterior, and interior. Many people talk about the night time effects being too dark or too bright... what about hacking lights completely off in buildings, etc?
Edit: Extra credit for controversy... MECHS & ARTILLERY! :lol:
Red Beard
2012-05-02, 03:56 PM
10. Lighting, exterior, and interior. Many people talk about the night time effects being too dark or too bright... what about hacking lights completely off in buildings, etc?
I like! Having another use idependant of night would be cool; and put more value in that cert!
I also have seen a lot of night shots when it's a 'full moon' and looks like a dim day...I want to see how DARK it can get at night...For example headlights actually being useful when it's really dark would make more sense...They just look like ancillary details at night from what I've seen.
Either way, there should certainly be variation on how dark nights are based on weather and moon patterns (assuming that's in the game).
vBulletin® v3.8.4, Copyright ©2000-2013, Jelsoft Enterprises Ltd.