Gameplay: project sentinel - PlanetSide Universe
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Old 2013-02-10, 01:11 AM   [Ignore Me] #1
adaroe
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project sentinel


The I dea starts off with a new class.

The sentinel.

ability: a wall or bubbly type shield that would last a couple seconds and would block enemy fire. similar too but far less powerfull than the shield from resistance 2s soldier.

weapons: Lmgs, this would be the second class to use them.

Utility: this is where things get complicated, the utility is a single use deployable that would be purchased with resources. This deployable would basically be a mini building.

how it would work: the player would purchase a building in the same way they do C4
or grenades. they would then go into the field and place a construction kit that would be vulnerable to grenades, tank fire, even bullets. with the kit deployed either an engineer would help, or a set time would elapse and the building would spawn.

here are a few examples of buildings that could be deployed

bunker: a mid size building with a shield door and windows could take about 8 decimator rockets to destroy but could be repaired

turrets: just like ingame turrets except after being destroyed 3 times they dissapear

artillery: well this is another can of worms so ill leave it at that.

comm station: would report people within a set vicinity of the base and would act like radar, detecting incoming enemy aircraft.

spawn unit: would undergo the same rules as an s-ams and would allow people to create makeshift bases

possible additional units include basic walls, gates, etc.



The point of this is to let players drive the content of the game and while I know it shows many possible balance issues just think of the promise it shows.

Last edited by adaroe; 2013-02-11 at 01:56 AM.
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