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Old 2004-06-22, 01:57 PM   [Ignore Me] #241
Hayoo
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Originally Posted by Firefly
With your permission (and perhaps a banner), I'd like to add a link to your website on both my Main Terminal page and also on my Nuke page.
Sure. You can use the banner in my sig. Speaking of which, I have to update the headlines...
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Old 2004-06-22, 02:13 PM   [Ignore Me] #242
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On the medic discussion earlier, the advantage for being rezzed is that you are not starting far away from your squad/outfit. It comes in plenty handy when you have no AMS or it is too far away. Plus cloaker adv med w/ armour rep becomes fearsome when used with maxes. Let them sit down and wait till clear, heel the armour then res, you have instant max back in action. I always heal the armour first, so the person who is rezzed has a better chance of living until they get back stamina.
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Old 2004-06-22, 03:30 PM   [Ignore Me] #243
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As I SAID EARLIER. I know it's circumstancially useful. It could just be a lot more desirable.
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Old 2004-06-23, 12:18 AM   [Ignore Me] #244
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Ok, this is as far as I got today. Not 100% done but getting there.

Here's the new Respawn window. I'll narrate what's going on in third person.
  • Sanctuary Spawn Timer: As normal, when this timer runs out you recall to sanctuary
  • Choose Respawn location button: As normal, click this to go to respawn map
  • Respawn Penalty Timer: When this timer runs out, you have paid the penalty and can click on a respawn point to spawn instantly. The time is at 40 seconds as an example.
  • Medics in area: This notifies you if a "designated" Adv Medic is within 75m-100m or so, whether they have their med-applicator out or not.
  • Revive and Medevac permissions: Allows a player to select whether they wish to be revived on the spot, medevaced to nearby Med Station, or remain untreatable by Medics. Were a Med Station not available (within 400-500m), the option would dim and be unselectable.
  • Carry permissions: Allows a player to toggle the ability for Adv Medics to carry you to a safer location for reviving or medevac.

FIGURE 1: Hayoo is killed and Respawn Window opens. As usual a dead-body icon appears on the radar map and a "Need Medic" icon appears above his body. This last icon shows faintly through walls and floors so that Adv. Medics can locate him easier. Were he to toggle "no revive/no medevac" these locator icons would disappear.





FIGURE 2: Since he sees no Adv. Medics in the area, Hayoo clicks Respawn to select spawn point. His body does not vanish into a backpack at this point, instead it remains until he finishes respawning or someone revives him. Now at the map, Hayoo sees 2 Med Stations nearby but can't revive there without an Adv. Medic or Medic Vehicle's help. He chooses the AMS south of the base. He can choose to Cancel Respawn from this screen at anytime and return to the body camera and sanctuary timer to wait for a rez.





FIGURE 3: Upon choosing his spawn point, Hayoo is sent back to his body camera and watches both the penalty timer and respawn timer count down. By now he notices 2 Adv Medics are in the area. Hayoo decides to continue respawning but leaves his Allow Revive toggle on just in case. Notice that the Respawn Window shows his respawn point as "AMS, Oshur."





FIGURE 4: In mid Respawn the AMS is destroyed! Hayoo is immediately sent back to the spawn map to choose another location. Upon selection, his respawn timer will continue where the old one left off, without having to start it over. Hayoo chooses Hvar. It's pretty far out of the battle zone but hopefully he can get a vehicle there. Hayoo notices the Med Stations are still there, safely cloaked and undetected. If he can get an Adv Medic's attention he can medevac to the Med Station and get some more armor juice and ammo in relative safety.





FIGURE 5: Hayoo's respawn window now shows "Hvar, Oshur" as his spawn point.

With 15 seconds left on the clock, Hayoo notices that 3 Adv. Medics are now in the area. He selects the Medevac toggle and selects the voice macro "We need a Medic!" This makes Hayoo's map icon flash briefly. It also flashes his Need Medic icon over his body. In the nearby Adv. Medic's chat window, Hayoo's message shows as: Hayoo corpse (1st Level): "We need a medic!" This lets the Medic know Hayoo's corpse is on Level One of the base and desires a revive or medevac. A Medic sees Hayoo and moves in his direction.





FIGURE 6: Hayoo decides to cancel his respawn as he doesn't really want to go to Hvar. Since any new AMSs the NC bring would deploy outside the SOI to access heavy equipment, Hayoo would rather revive at the closer Med Station because he only needs basic equipment anyway.





FIGURE 7: The Respawn Penalty is at 0 seconds. This means that if Hayoo decided to respawn anyway, he could click "Respawn", select a location, and respawn instantly without having to wait for a timer. Hayoo sits tight as any moment the Adv. Medic will appear and Medevac him out of the base to recover and rearm in safety.





FIGURE 8: Revive, Respawn, and Medevac Diagram

Here you can see the choices presented a soldier with the availability of an Adv. Medic, Medic Vehicle, Med Station, AMS, and Tower. Location is Itan, Cyssor.
  • Notice the health/armor/stamina/implant options available in the top right box.
  • The AMS is outside the enemy SOI to take advantage of the Urban Areas supply line, access to heavy equipment (MA, HA, SA, AV, etc.).
  • A cloaked Med Station is in the woods to the west of Itan. The emplacement regenerates health and stamina for troops within it's bubble. It also doubles as a Medevac location that players can remotely Revive to if they don't want to revive where they died. Med Stations only have light-equipment terminals. That is, they only provide standard ammo, medical equipment, and repair equipment.
  • A Medic Vehicle is in the courtyard. When at a full stop, this vehicle also emits a regenerative field. It also automatically revives or medevacs (depending on the player's toggle) any fallen soldiers within it's revive radius. Typically the medics driving the vehicle can cruise around the courtyard, momentarly stopping next to a dead player and revive them inside the vehicle (if there's room) or revive and teleport them to the nearest Med Station.
  • An Adv Medic is in the courtyard as well. He can revive troops right there or medevac them to the Med Station, depending on what the player has chosen.
  • Soldiers can decide to respawn at anytime before being revived or medevaced. It's up to them depending on the situation.
  • If a player dies with no armor, they can revive, medevac, or respawn with the maximum % armor listed in the box.





FIGURE 9: Soldier being Revived. Notice that "designated" Adv. Medics show up as green crosses if their applicator is holstered, and flashing orange crosses if unholstered.





FIGURE 10: Soldier revived and being heald. Notice he has 10 points of stamina and 10% armor. Had he died with 60% armor, he would have revived with 60%, as normal.



The reason I made Med Stations cloakable upon construction was because I realized Snipers would start camping it from a distance. Also this provides a safe haven and a last-ditch revive point if a spawn point is lost.

Maybe months down the road I'll illustrate the 'carry corpse' feature, but I don't have time right now.

I guess that's quite a bit to go on for a while. Now I can get back to working on urban areas while I wait for people to comment and suggest improvements. :

(edit: Due Credits - not including my own concepts, inspiration also came from the collective ideas from almost every player since Beta. I went back as far as August 2003 to cull the community requests, most notably from: Blahman, Marsman, Fort4Law, EarlyDawn (LNS), AdeptusAstartes, Nexus8, Terminator_uk, Greyflc, alrabbit, OnyxBMW, Jibzie, Dviddlef, Etheryus, Cassandra, Dawsh, Trident, and hundreds of others. Thanks to each of them for reviving the topics and continuing the discussions.)
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Last edited by Hayoo; 2004-06-23 at 01:35 AM.
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Old 2004-06-23, 12:47 AM   [Ignore Me] #245
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I hope the medpost wouldn't sell weapons, as well. Maybe just the principle types of ammo. If it did, it might invalidate the Supply Post / AMS

[Edit: Awww, I got credit. Much Hayoo! Looking forward to the Urban Areas stuff]

Also, requesting clarification on one thing.. for this image:

What are the Red Cross spawn points?
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Last edited by EarlyDawn; 2004-06-23 at 12:53 AM.
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Old 2004-06-23, 01:17 AM   [Ignore Me] #246
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Originally Posted by EarlyDawn


I hope the medpost wouldn't sell weapons, as well. Maybe just the principle types of ammo. If it did, it might invalidate the Supply Post / AMS

[Edit: Awww, I got credit. Much Hayoo! Looking forward to the Urban Areas stuff]
I decided to give in and have the Med Station provide basic equipment (standard ammo, medkits, med juice, etc. - but nope, no weapons! ) because I realized players would complain too much about being medevaced away from the battle and being stranded without means of restocking even basic lost items. They'd say "I might as well respawn at an AMS rather than be helpless." So they get to grab some 9mm ammo now, but not much else.

The Supply Post is still valid as it's a gigantic trunk space for storing heavy equipment, NTU boxes, Tech system-upgrades, etc. By giving the Med Station limited equipment, it ensures it's use as a rally point for soldiers to heal and restock basic stuff.

Also, requesting clarification on one thing.. for this image:
What are the Red Cross spawn points?
Those are the Medevac points availabe from the player's death location as mentioned here:

Originally Posted by Hayoo
Hayoo sees 2 Med Stations nearby but can't revive there without an Adv. Medic or Medic Vehicle's help.
Originally Posted by Hayoo
Hayoo notices the Med Stations are still there, safely cloaked and undetected. If he can get an Adv Medic's attention he can medevac to the Med Station and get some more armor juice and ammo in relative safety.
Originally Posted by Hayoo
A cloaked Med Station is in the woods to the west of Itan. The emplacement regenerates health and stamina for troops within it's bubble. It also doubles as a Medevac location that players can remotely Revive to if they don't want to revive where they died. Med Stations only have light-equipment terminals. That is, they only provide standard ammo, medical equipment, and repair equipment.
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Old 2004-06-23, 02:37 AM   [Ignore Me] #247
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lol... I know that triggerChaoz guy.

He's a TR CR 5 on Emerald, former ELH =P
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Old 2004-06-23, 08:42 AM   [Ignore Me] #248
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Good stuff. Glad you decided to make only ammo avaliable from the med post. You'd be able to get BANKs, Med Apps, and Nano-Dispensers from it if it was in supply, like we talked about several pages back, right?

What else is left for this topic? Or is it on to Urban Areas?
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Old 2004-06-23, 08:59 AM   [Ignore Me] #249
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Originally Posted by EarlyDawn
Good stuff. Glad you decided to make only ammo avaliable from the med post. You'd be able to get BANKs, Med Apps, and Nano-Dispensers from it if it was in supply, like we talked about several pages back, right?
Correct. Some might consider the Med Station as a Support Station but it's primary focus are health regeneration and medevac ability, so I'll just keep the name.

What else is left for this topic? Or is it on to Urban Areas?
There's the revive improvements to be detailed or illustrated:
  • easier reviving mechanics
  • possibly Marsman's personal shield for Adv. Medics reviving someone
  • how corpse carry works (already mentioned on PS-Idealab but I'd love to illustrate this...I hate drawing people though).
  • healing others while running (slower rate)
  • Uniform upgrades viewable by friendlies only (medic armband/helmet)
  • How role-designation works (new screens?)
  • brief explanation for new squad bar at top
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Old 2004-06-23, 09:53 AM   [Ignore Me] #250
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Great
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Old 2004-06-28, 09:30 PM   [Ignore Me] #251
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Since no ones posted here for a few days I'll just throw this out.

*Clear*

Do you have an concepts of paving the sanctuary roads? =)

*Thump*
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Old 2004-06-29, 12:10 AM   [Ignore Me] #252
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Come to think of it, speed bonuses on paved roads would be nice incentives to use them, but then you're a big target. You can bomb around in the wilderness and attract less attention, but eat the speed difference..
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Old 2004-06-29, 12:15 AM   [Ignore Me] #253
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hayoo you should be hired by SOE. btw, in regards to corpse carrying, I think all players should be allowed to carry corpses.
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Old 2004-06-29, 01:13 AM   [Ignore Me] #254
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Originally Posted by 7ruth
Since no ones posted here for a few days I'll just throw this out.

*Clear*

Do you have an concepts of paving the sanctuary roads? =)

*Thump*
I have plans for highways and overpasses. But they are centered around the Sanctuaries and Continent Capitols. Most of the terrain I'd keep as wilderness, but remember there's also the Maglevs as transport.

Originally Posted by EarlyDawn
Come to think of it, speed bonuses on paved roads would be nice incentives to use them, but then you're a big target. You can bomb around in the wilderness and attract less attention, but eat the speed difference..
That would make sense, not sure if it should be literal (paved roads) or programmed (that would involve the devs lining every single road with a special marking zone).

Originally Posted by JetRaiden
in regards to corpse carrying, I think all players should be allowed to carry corpses.
That's a possibility, so long as they have a #2 holster slot available (Agile and Rexo only). I supopse a player would run up and hit "G" and then select Carry corpse, talk to avatar, or add to friends list, etc.
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Old 2004-06-29, 12:04 PM   [Ignore Me] #255
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Most of the terrain I'd keep as wilderness, but remember there's also the Maglevs as transport.
Cool Cool
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