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Old 2012-12-12, 07:57 PM   [Ignore Me] #1
Crator
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Re: PS2 Base Design


^ Well, that was just one type of base, right?
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Old 2012-12-12, 08:04 PM   [Ignore Me] #2
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Re: PS2 Base Design


Originally Posted by Crator View Post
^ Well, that was just one type of base, right?
Just a sample.

Layout could be different too, with spawns in the place where I put the CC now, for instance and CC in SCU area (would require different entrances).

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Old 2012-12-12, 08:14 PM   [Ignore Me] #3
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Re: PS2 Base Design


Originally Posted by Figment View Post
Just a sample.

Layout could be different too, with spawns in the place where I put the CC now, for instance and CC in SCU area (would require different entrances).
Cool. I'm down for anything that doesn't allow vehicles spawn camping, varied locations of SCU/spawns/CC with slight advantage to defenders. I like your concept. Just they are going to have to build some dang tunnels or something for some of this. To spread out things in some places. Not everyplace has to be the same though.
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Old 2012-12-12, 10:55 PM   [Ignore Me] #4
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Re: PS2 Base Design


Originally Posted by Figment View Post
Just a sample.

Layout could be different too, with spawns in the place where I put the CC now, for instance and CC in SCU area (would require different entrances).
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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Old 2012-12-13, 04:16 AM   [Ignore Me] #5
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Re: PS2 Base Design


Originally Posted by bpostal View Post
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.
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.
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Old 2012-12-16, 09:20 AM   [Ignore Me] #6
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Re: PS2 Base Design


Originally Posted by Mechzz View Post
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.



the design could have allowed for progressive capture over the two front courtyards, moving into the facility itself, and finally ending at the back (or the main structure)

either way, a missed opportunity

Also... I actually like the way the walls/towers looked here, they were simple and didn't look like they took up any extra, unnecessary space

Last edited by SturmovikDrakon; 2012-12-16 at 09:23 AM.
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