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Old 2011-02-27, 01:25 PM   [Ignore Me] #46
Bags
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Re: Generator


Originally Posted by Hamma View Post
Well I guess there is the difference.

I play to kick the shit out the other empires by any means necessary. If there is a tactical advantage to destroying the generators and saving a 5 hour waste of time just so players can pad their killstats.. I am going to opt for the tactical advantage.
Well, there's always a tactical advantage to blowing the gen. The only downside is you can't pull vehicles from terminals or weapons, but the defending empire generally destroys those.

And I don't support being farmed for five hours. Thirty minutes is about the max for me. I wait generally because I know if I was on the defending team I wouldn't want my gen blown as fast.

Last edited by Bags; 2011-02-27 at 01:26 PM.
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Old 2011-02-28, 09:59 AM   [Ignore Me] #47
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Re: Generator


Well yea, 30 minutes is one thing but it seems many times empires let it go on for well over a couple hours.
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Old 2011-02-28, 10:04 AM   [Ignore Me] #48
Grimster
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Re: Generator


Well I think its quite fine right now. But if they were to find a way to reward defending the generator that would be good.

One thing that should be easy to solve is that you should be rewarded for repairing the generator. I mean however does it plays a very pivotal role for the defense of the base.
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Old 2011-02-28, 12:36 PM   [Ignore Me] #49
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Re: Generator


I think the "XP modifier" is way too convoluted, but there's certainly a problem that needs to be addressed.

Most people seemed to agree in the "reducing downtime" thread that sitting by A CC doing nothing for 15 minutes was something that needed to be changed to improve gameplay, and yet here people don't seem to have an issue with people potentially sitting doing nothing for 30 minutes+ to avoid losing the gen.

Doing nothing for 15 minutes to avoid losing the CC (more important) = bad.
Doing nothing for 30+ minutes to avoid losing the gen (less important) = fine?

I think it's been talked about before (in another thread), but what if gaining access to the generator was a bigger deal? My imagination's turning once again to thoughts of hacker vs hacker, fighting through the network, or having to overcome the base's AI in some hacker VR or mini-game...

Of course, simply picking better locations for the generator could also go some way to fixing the problem. Somewhere that isn't so completely out of the way that the only reason to go near it is to make sure it's not about to get boomered by some cloaker.

...But really. In all the offensive/defensive-style gameplay that's been dreamt up for various games over the years, is a regular ol' door hack and spamming decis/boomers really all that something as vital as a generator is deserving of?

Last edited by Vancha; 2011-02-28 at 12:58 PM.
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Old 2011-03-03, 06:30 PM   [Ignore Me] #50
Traak
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Re: Generator


Make it so an EE has to hack the lobby console to start a timer that allows gen blowage 30 minutes AFTER the hack. That way, if you can keep the lobby, you can keep the option to blow the gen counting down from 30 minutes. Or make it 15 minutes. In any case, if you can "defend the hack" at the control console thing in the lobby, then you can keep the option to open the gen doors available.

If you can't, well, you can't blow the gen.

A female voice with "Generator Destruction Available in T Minus 30 Minutes" that chimes in every five minutes then counts down from 30 would be frikkin' awesome! It would be the only female voice many players have heard for years!

Last edited by Traak; 2011-03-03 at 06:32 PM.
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Old 2011-03-03, 06:58 PM   [Ignore Me] #51
RR J
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Re: Generator


I do like the idea of back-up power after the gen is blown. Back-up power could be based off the amount of NTU in the silo. Without the generator the silo would drain at an increased rate and when the silo is drained the lights go out.

It gives the defending team the opportunity to react. It also has a consequence for attacking teams that decide to go after the generator; they will need to secure an ANT for the base to become functional again.
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Old 2011-03-04, 06:31 AM   [Ignore Me] #52
Jamini
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Re: Generator


Quite honestly, I'd simply prefer more complex bases.

Towers with hallways (multple, wide enough for two maxes side-by-side and some extra room) that go directly into a base. Two, or even three spawn rooms each with an individual gen and control console. Perhaps each one requiring a seperate hack of 5 minutes to capture. Less wholly-emcompassing base walls, and more ways both out and in. Perhaps even an "inner courtyard" with lots of room, cover, and limited/no vehicle manuverability for folks who actually use Medium assault.

Really the flaw with bases is not the generator, it's unimaginative layouts that are designed to make fights last until a good max crash to the gen or the base goes green.
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Old 2011-03-05, 03:14 PM   [Ignore Me] #53
p0intman
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Re: Generator


Originally Posted by Gogita View Post
I have been thinking lately how to generator drops a more interesting tactic and less of a fast I-WIN-button tactic.
learn to properly defend them instead?

if you currently have a pain module in it and the hacking upgrade, neither the gen or tubes are a viable solution until you hack the base.

ofc at that point, if the hack holds, you're sort of screwed either way.
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Old 2011-03-05, 03:33 PM   [Ignore Me] #54
DviddLeff
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Re: Generator


Well, unless you have more than a couple of guys going to blow the gen.
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Old 2011-03-05, 03:35 PM   [Ignore Me] #55
p0intman
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Re: Generator


Originally Posted by DviddLeff View Post
Well, unless you have more than a couple of guys going to blow the gen.
and if they get there, are you not somewhat screwed anyway?
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Old 2011-03-05, 03:43 PM   [Ignore Me] #56
Traak
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Re: Generator


Originally Posted by pointmanFAF View Post
learn to properly defend them instead?

if you currently have a pain module in it and the hacking upgrade, neither the gen or tubes are a viable solution until you hack the base.

ofc at that point, if the hack holds, you're sort of screwed either way.
Unless the base is unoccupied. But this is about base assaults ending with gen blowage.
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Old 2011-03-05, 03:56 PM   [Ignore Me] #57
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Re: Generator


Originally Posted by Traak View Post
Unless the base is unoccupied. But this is about base assaults ending with gen blowage.
Here is a question:

Do you legitimately believe killing the gen in a fight is an 'invalid' (morally, or otherwise) way to progress a battle on a continent?
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Old 2011-03-05, 05:17 PM   [Ignore Me] #58
DviddLeff
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Re: Generator


Recently a guy called VanBlood (VS) has been setting up routers which have allowed us to get into the gen of bases and take them out, even in a packed interlink fight.

This has allowed the VS to rapidly grab bases if the fight is going on for any length of time.

I see this as being a perfectly valid way to do things; we give the standard assault a go, and if it doesn't work we whack the gen and move the battle lines. Before I would have been annoyed that the fight is over, only resorting to taking the gen out after maybe only 30 minutes of interior fight.
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Old 2011-03-05, 11:03 PM   [Ignore Me] #59
Traak
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Re: Generator


Originally Posted by pointmanFAF View Post
Here is a question:

Do you legitimately believe killing the gen in a fight is an 'invalid' (morally, or otherwise) way to progress a battle on a continent?
No, not at all. It's killing the gen when the fight is just getting revved up, mainly, actually. Wow, we're in the Courty... oh. Gen down.

I'm the AMS guy, and a CR5, but I like our lower CR's to get something for a base capture. And killing the gen so early blows that to bits.

Problem is, how do you prevent the badly done gen stuff? And how do you make it so guarding some generator isn't necessary or someone will run around draining whole continents?

The only simple answer I can see is just make the gens invulnerable. It's not a great answer, only a simple one.

Problem is, an interminable indoor fight doesn't seem to teach anyone that teamwork DOES need to be employed. It's just mindless zerging on a smaller patch of space.
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Old 2011-03-05, 11:42 PM   [Ignore Me] #60
p0intman
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Re: Generator


A compromise I might make then is this, and this is just an idea that serves both ends of what gen blowing does and can do.

A new "reinforced" mode that happens after critical, and just before offline.

reinforced mode lasts 15 minutes, signifigantly drains base NTU, even more than critical mode does. it drains the NTU to give the generator and its console a hardened shell, nearly impervious to fire. after it comes out of reinforced mode, it can be freely killed and the spawns will die if it isnt immediately repaired.

at the same time, it releases any modules from their cradles to be picked up, it removes any power and lattice control going through it in order to keep spawns and equipment running, vehical aquisition would also be offline until the generator is repaired. base defense, would thus be limited entirely to the infantry spawning in it. no shields, no modules, no pain fields.

this way, you can still have your fights, and people like myself and my outfit who specialise in removal of bases from being factors can still do what we do. gen blowing then would still be valid, just not as detrimental to a fight without outright removing it as a valid tactic.

Last edited by p0intman; 2011-03-05 at 11:45 PM.
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