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Old 2011-02-27, 12:57 PM   [Ignore Me] #1
brinkdadrink
Corporal
 
Re: Generator


I like the sharing xp across the squad option because then you wouldn't mind doing the task's asked of you by the SL or PL because your all getting the same thing. This includes sharing support xp and fighting xp so if your a well organized squad everyone will be making a lot but if your running around in a squad not working together then you might be dropped if your not doing anything.

On the topic at hand.
I like the rolling blackout. Just because you have a minute to still spawn doesn't me you will be effective. If you spawn and the terminals dont have power you will be running around in standard with a shit weapon. You can scavenge for a good weapon but your still not going to get the armor you want if you do.

The second backup generator idea for the spawn tubes could work but again would have the same effect that even though you can spawn you wont be able to get your equipment so most people knowing the main gen is down would spawn somewhere else anyway.

My personal opinion is that the rolling blackouts would be cool and at certain times would be useful and help defenders keep the base that most of the time is lost anyway.

Little off topic:
As far as a reward for defending the gen I thought bonus xp for killing someone in a friendly SOI after being inactive for some time would be good but could and probably would be abused.
The best way to have people defend those bases would be by making the lose of a base more significant. As it is now if you lose a base so what, eventually you will attack it to get it back and when attacking a base you will probably get more xp than defending which will drive a lot of people especially early in the game.
My only ideas to make the bases more significant are to implement some kind of winning condition or large scale objective type situations which are discussed in another thread.
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Old 2011-02-28, 10:04 AM   [Ignore Me] #2
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] #3
Vancha
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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] #4
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] #5
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] #6
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] #7
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] #8
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] #9
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] #10
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] #11
p0intman
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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] #12
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] #13
Traak
Colonel
 
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] #14
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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Old 2011-03-12, 07:20 AM   [Ignore Me] #15
Effective
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Re: Generator


Make it so only an adv. hacker can open the gen door (possibly even when the base is hacked). Up the generator armor roughly twice what is (keep it so that it's 6 boomers to kill the gen though).

This helps prevent the generator from going down from just any scrub with AV, while allowing cloakers to still potentially drop the gen behind a tough base defense.
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