Originally Posted by bpostal
Do us all a favor, get a job at SOE. I know these bases are hand crafted and I really appreciate that fact, but God DAMN these base layouts... Is it too much to ask we take a layered approach to bases similar to Planetside 1? Outside is vehicle territory, CY is a hot and heavy mix of both (With covered staircases like miniature 'towers' that can be held with some MAXs, AdvMeds and Rexo's) and the entire inside of the base is Infantry's happy hunting ground.
This just seems especially important to me, not just as someone who enjoys a predominantly Infantry play style but with the fact that everyone can pull anything, resulting in a much larger glut of vehicles than ever seen before.
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Sad thing is, the original PS2 base designs DID allow for progression. Do you remember that awesome picture of a Mossie hovering over the new Zurvan, with its walls and force fields? And I remember Higby describing a progression-based fight with the ability to capture the CY and move forwards.
Now, the PS2 Tech plant was still a LESSER base design than most PS1 bases, even though they were more defensible. The PS1 bases gave you feeling of real urgency when you were rushing up from the spawn to the CY. Sometimes you'd be fighting just outside the walls (for the tower), then pushed back onto the walls then into the CY then into the building and eventually back to the spawns. Even when losing it could be totally awesome.
I understand why they wouldn't want every base to play like that, but to take away one of the two that did occasionally produce a longer fight is just plain silly on SOE's part.