PlanetSide Universe - View Single Post - Huge Outfits and PlanetSide 2
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Old 2012-12-21, 07:49 PM   [Ignore Me] #226
MuNrOe
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Re: Huge Outfits and PlanetSide 2


Going to re post this here as it may have been overlooked in my wall of text.

The first step is re-designing the bases with defense in mind along with non vehicular camp able spawn rooms and objectives that all link up to each other in a closed infantry only environment.

This will fix allot of the problems in the game.

As well as this

VECH job should be to push the open field battles and contain an area to PREVENT THE ENEMY FROM PULLING VECH. They should not be Camping Objectives or paths to Objectives. Or Camping Spawn rooms or Preventing the enemy from defending these objectives WHAT SO EVER.

This includes air. If the enemy wants to pull vech then they should risk taking a tank shell or liberator round to the face. Not if they are trying to defend an objective or simply walking out of their spawn room. This is whats killing defense this is the main problem not how many enemy run into a base but the defenders even standing a chance at defending the base.

You can run 10 guys out of a spawn room together to push enemy infantry off an objective heavily outnumbered. You cannot do this against tanks or aircraft because it results in instant death.

This is what PS1 had that made it worthwhile defending a base. PS2 currently lacks this and is what is missing. If people had a chance to defend a Base they would but forcing them to pull back and grab a vech each time a tank or 2 rolls into their spawn room is whats killing the fight and killing the game.

Bases should consist of the following.

Outer spawn points (Like the towers in PS1)

An outer shell (Like the walls in PS1) This is where you can defend against inbound tanks aircraft. This is where you pull your vech from and defend against the swarm of tanks/aircraft/sundys ect. (Defend the walls Defend the Vech Pad)

An Inner Objective based Capture system (CC /Gen/Spawnroom) This is where your capture point is your spawn room your generators. This area should be completely void of ANY vech and should be focused on the capture of the base. Every Objective relating to the function and Defence of the base should be back to here. This area should have multiple avenues or paths of assault so that fights do not get bogged down and the span room should have at least 3 exits into this interior that exit out to different sections of the internal base structure. This way the enemy has to lock down all 3 exits to successfully capture the base.

The generator should be close to the spawn room and the Capture Points should be closer to the Attackers entry side of the base (About half way this determines the enemy's ability to capture the point).

This is where your cloaker sneaks into and chucks a virus on the base or disables an entire wall of turrets. Your gal drop drops on and pop's the spawn generator and holds it forcing the enemy to retreat inside the base. Keep your fancy shield generators and such for the external fight, Have everything crucial to the operation of the base inside void of any vech.

I grantee you that if you implement this system in all bases then you will see large fights everywhere. You will see people defending bases. If your going to keep the hex system make it that the enemy cannot cap any bases past a base untill they have taken the base.

Last edited by MuNrOe; 2012-12-21 at 08:38 PM.
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