PlanetSide Universe - View Single Post - If SOE made Planetside 1 Open Source, what should be community focus?
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Old 2014-05-29, 06:01 PM   [Ignore Me] #11
bedzike
Corporal
 
Re: If SOE made Planetside 1 Open Source, what should be community focus?


Originally Posted by Effective View Post
If you're going to list ideas for "fixing" the game don't do silly ones.

Reduced reload times and messing with strafing (warping is almost entirely caused by clientside anyways). No, focus on actual issues.


Change how base capture works
- Opening a new continent should stay at 15 minutes
- But if you have a linked base on continent, hacks should take 10 minutes.

Reduce cert points back down to a BR20-23 level. but 23 you if don't have free rexo your screwed

Decaying CEP so you have to gain atleast 15k cep a week


Remove BFRs/Galaxy gunships/Flailsumm tone them down don't remove them

Give XP for assisting in kills outside of squads (including XP based on damage dealt) yeah like assist xp that's better

Begin fixing a number of in-game bugs.keep a lot of bugs like router

Better in-game tutorialsthe offline one is better then online one

Increase size of bases
- Bases were rather tight, being just slightly larger would still keep bases defensible without the tightness.widen them by 4 squares would make it so two or 3 ppl can run in a hallway

Rebalance Max units
- Reduce TTK vs infantry on AV/AA Max unitstake away ap weapons and use have regular bullets do the damage
- Combine max suit timers into 1 suityes!!!!!!
- Allow freely switching of max weaponsummm have av main and ai second
- Reduce max suit cert cost. 7 certs for all 3 is good deal
- Prevent max units from using using specific implants (Dark light/Pshield).ummm dl is needed for maxes but pshield cant be used
- Make max unit armor function as normal armor.read the bullets thing
- Disallow maxes from using abilities/implants while auto-running.only one that works right is darklight
- Add a resource (either stamina/unique energy cost) to auto-running in maxsthat's like surge
- Reduce AOE damage dealt by AV maxes, goal being in mind to reduce accidental suicide from CQC against infantry/maxes. If not that, consider adding a 4th type of max weapon. A Anti-Max type weapon, but non-explosive. ummm aoe should be taken down for friendly not enemy

Rebalance Aircraft
- This would take some debate and careful workkeep it the same I hate ps2 planes... but increase the turn speed

Rebalance Viruses
- Make viruses last less time (Especially NTU virusesonly lord zotz stays the same
- Rework radar disabledif u have audio amp it works
- Viruses should be cleansed if the person who set the virus leaves the SOIbut the death of them could screw that up
- Virusing CE should permanently (until cleansed) disable the CE/Wall Turretsit shouldn't attack you when u spawn
- Buff the TRek's ranged function
- Consider combining T-Rek/Normal rek (allowing you too not have to carry 2 of them if you have it certed)
^^^^^^^^^^ better choice or have cud with that also
Rebalance in-game weapons
- Cycler needs to be brought up to par with other ESMAcycle is worse then mcg that should be fixed
- Striker needs several fixes to keep it on par with the lancer. Name projectile speed and reload animationstriker needs to do more dmg but reload is fine
- Phoenix make closer to PS2 Pheonixneeds more dmg since it takes longer to use and cant move with it
- Lasher could be made easier to use. A slighty tighter COF at it's widest edges would make it more useable during sustained fighting.yes but increase the dmg by maybe 5-7% more
- Scatmax, remove it's primary and tertiary fire mods.its fine. since u still have to hit the person. and tight fires to slow
- Sparrow could use some buffs to bring it up to par.its the worst aa max needs to lock on faster
- Remove jackhammer tripleshot (useless in it's current state)or go back to instakill at pointblank

Rebalance CE
- Remove upgraded AA/Spitfire turretscerb are fine they don't do much dmg
- Combine Assault/Fortication CE into one 3 point cert.4 certs is better
- Remove placing spitfires in enemy SOI'sidk why they allowed that at all
- Fix sensor disruptor fields to being spherical and not cylindrical should have them be placed inside the base not the outside

Buff AMS engine horsepower

Consider shrinking AMS size and allowing galaxies to carry an AMS with themthen lodestar is gone...?

Enhance the speed at which bases repair themselves when not actively being attacked. The goal in mind here is to help prevent mass base draining by a single person.like repairing turrets?

Rebalance implants (there are some more radical changes that would need som discussion.
- Remove personal shield/second windsecond wind takes over 4 mins to get sooo........
- Consider adding passive/active functions to all implants
- Audio Amp should drain stamina quicker while active. Passive mode would grant let you hear footsteps from further out. Prevent from being used in vehiclesits op anyway
- Enhanced Targeting. Passive same as always. Active any proposals?that's should be made free at br1
- Advanced Regneration. Passively restore HP at a slow rate outside of combat. Active will be a much faster HP restore at the cost of stamina.
- Range magnifier. Passive same. Active proposals?who uses this dumb implants
- Darklight. Prevent from being active in maxsuits/vehicles. Increase charge up time. Passive propsals?it should stay the same
- Sensor shield. Silent footstep passively. Actively prevent radar signature from showing. needs to work better with radar in mossies

Improved sniping mechanicsthe cof is fine but the fire and zero cof when u reload needs to be fixed

Rebalance Grenade/grenade launchers
- Remove explode on impact for frags/plasmashow would u hit some1 then?
- Buff thumper/punisher plasmapunisher needs 3 rounds. and thumper needs 9

Hmmm... there's probably more, but that's what I can think of off the top of my head.
good ideas check a look at mine maybe we can see in the middle of that and get the community to see it
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