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Old 2012-05-26, 04:59 PM   [Ignore Me] #31
Graywolves
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Re: Level of detail in bases and their rooms?


I want a mess hall just so I can make witty one-liners as I kill smurfs and barneys.


"today's special - HOT LEAD!"
"Cooking up some NC/VS"

I'll come up with more after we get our kitchens back.
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Old 2012-05-26, 05:20 PM   [Ignore Me] #32
Mechzz
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Re: Level of detail in bases and their rooms?


Originally Posted by Razicator View Post
I feel like we just stumbled on something that has the potential of greatness!

3 cert branches: Sanitation, Organization, and Angry at Life Direction

Sanitation: includes the certs of "blood stain removal," "rebirthing afterbirth cleanup," and of course "NC/VS trash removal."

Organization: includes the certs of "utilizing NC/VS bodies as combustion fuel" and "enforcement of vehicle terminal queue lines"

ANgry at Life Direction: only one cert "Depression"

Class weapons include mop and bucket, pine sol, and water hose.

Class ability is body barrier: instantly removes all dead bodies within 25m radius and piles them in front. Pile is invulnerable to small arms fire, but is vulnerable to water hoses.
Love these

*nods to risk of flaming, but hey, it's late and I'm sozzled*

We could also have the bittervet cert. That's the guy huddled in the corner of the spawn room who can't bring himself to venture out into the new dawn of Auraxis because:
He can gun his tank
He can shoot down enemy aircraft as a grunt
He can snipe as a cloaker
He can't skulk in Sanctuary with his mates
He can't see at night
He might see a Zebra flying overhead
He might need to spawn from a Galaxy
He might get dizzy on a jump pad

The cert would gradually increase paranoia levels until Berserker level was achieved and the lowly bittervet would blossom into a hate-fuelled, unstoppable killing machine.

(gentle poke of fun, intended to remind of some of the fun things we will be seeing)
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Old 2012-05-26, 07:58 PM   [Ignore Me] #33
JHendy
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Re: Level of detail in bases and their rooms?


Originally Posted by elfailo View Post
Immersion comes from good gameplay, not aesthetic fluff that isn't even interactive.
Whatever... Call it authenticity if you want to.

Immersion comes from a wide variety of things. Attention to the finer details, like giving your gameworld a sense of authenticity, is most definitely one of those things. People do pick up on it, and SOE seems to be acknowledging this, as they're attempting to inject some lore into the universe as they develop the game. It would be ridiculous for the game world not to bear signs of prior civilisation.

Some people do in fact notice and appreciate this type of content, even though you apparently make a point of not doing so.

Last edited by JHendy; 2012-05-26 at 08:09 PM.
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Old 2012-05-26, 08:00 PM   [Ignore Me] #34
Shogun
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Re: Level of detail in bases and their rooms?


nerf the crates! buff kitchens, mugs and beds!
__________________
***********************official bittervet*********************

stand tall, fight bold, wear blue and gold!
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Old 2012-05-26, 08:10 PM   [Ignore Me] #35
Fuse
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Re: Level of detail in bases and their rooms?


Well the OP wasn't worded that well, but I don't see why this post has met with so much sarcasm.

The cloning tubes and animated map were some of my favorite parts of the bases in PlanetSide, followed by the genny. These parts of the base made it seem like it served a purpose other than being a battle-field. Yes, we are at war 24/7, but we are fighting over facilities with expressed purposes, ones we benefit from, so we know they are in operation.

Just because PlanetSide was incredibly limited by the available technology does not mean Auraxis is some sort of weird, sterile Valhalla. We don't need NPCs or bars, but every locale shouldn't be as plain as the inside of a tower.
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Old 2012-05-26, 08:27 PM   [Ignore Me] #36
DayOne
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Re: Level of detail in bases and their rooms?


All for immersion.

I want shoot outs in the cafeteria. Cloaking and hiding in the toilets for everyone to leave and back hacking. Hanging out in the court yard after a particularly tough battle.

All these things just add to the game.
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Old 2012-05-26, 08:32 PM   [Ignore Me] #37
Atheosim
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Re: Level of detail in bases and their rooms?


All of these extra rooms in a base would be cool, but I'm particularly fond of the idea of giving bases some sort of anima. I can't think of anything that's feasible given our technological limitations, being that we'd rather have more people on the battlefield than functionally useless robots going around and interacting with props.
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Old 2012-05-26, 09:44 PM   [Ignore Me] #38
PeteHMB
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Re: Level of detail in bases and their rooms?


Bio-Lab domes opening and closing could be cool...fight to a control console inside, hit a button, and suddenly the biggest part of the base is open to Galaxy hot drops, air support, artillery fire...
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Old 2012-05-26, 10:00 PM   [Ignore Me] #39
Hyiero
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Re: Level of detail in bases and their rooms?


In the video's from GDC that we saw which I forgot what facility they were fighting in. There were what look like computer servers(which a military FOB would have) there was a control room with stairs and computers filling the room(which a military FOB would have). So I have no doubt that the guys at SOE have thought to some extent about what some rooms should be filled with to make it somewhat realistic for a military operated base would look like,yes they may have missed the lunch room,but they may not have. Hate to say it but lets just wait till beta to find out...But if they don't have these,so far from what we have seen is the landscape of the bases is well thought out gameplay wise,meaning things to take cover behind and not a bunch of empty space.
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Old 2012-05-26, 10:10 PM   [Ignore Me] #40
Semisel
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Re: Level of detail in bases and their rooms?


Off-topic: Do we know if there are confirmed/denied cities on any of the continents? I mean, just having a city-like anything of some sort would be momentous for variation between continents. Also, continents with significantly differing shapes and geographical features showing some history of tectonic movement and a global sense of climate gradations would be *awesome*.

On-topic: I would *like* to see these sorts of touches in the game, but I also realize that without tying them to the gameplay, it's unlikely that we'll see them.
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Old 2012-05-26, 10:12 PM   [Ignore Me] #41
Toppopia
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Re: Level of detail in bases and their rooms?


Originally Posted by Semisel View Post
Off-topic: Do we know if there are confirmed/denied cities on any of the continents? I mean, just having a city-like anything of some sort would be momentous for variation between continents. Also, continents with significantly differing shapes and geographical features showing some history of tectonic movement and a global sense of climate gradations would be *awesome*.

On-topic: I would *like* to see these sorts of touches in the game, but I also realize that without tying them to the gameplay, it's unlikely that we'll see them.
In the future they will add cities, but none at launch i don't think, but imagine a continent where its only 1 big city? With the outskirts and sub urban areas then as you get close to the centre it becomes more packed and taller buildings till you reach the CBD and its massive sky scrapers.
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Old 2012-05-26, 10:36 PM   [Ignore Me] #42
Sledgecrushr
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Re: Level of detail in bases and their rooms?


When I was playing everquest, i raided quite a bit. I also was in groups that spawn camped for rare mobs quite a bit. And after a while I wanted to take a break from raiding and grouping I could go own to the casino and gamble some of my hard earned money away. Now this casino didnt have anythng to do with the core of the game which was raiding and grouping but what it offered was some variety and it kept me in game while I enjoyed some variety. I guess what Im saying is that there could be activities not related to shooting, drivng or flying. Every soldier will need some r&r and if I am a developer then I want people to stay in game while they take a short break.
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