Planetside Next

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SunnyD

Belgian Waffler
Jan 2, 2001
32,675
146
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www.neftastic.com
Originally posted by: Zensal
Originally posted by: SunnyD
As long as they put in multiple spawn rooms, multiple generators, and multiple command points per base. There was nothing more annoying than "Gens, Tubes then cap" at every since base, especially the ones where the towers were a mile drive from the base. Mind you, the mechanic was great, because it gave infiltrators a job, but when you have one infiltrator "prepping" a base for cap by himself... it was annoying.

Maybe 2 spawn rooms, but I don't think the others would work as well.

I know that they were flirting with developing sectional bases vs. all being in one building. That would solve some problems with repetitiveness.

Honestly? Why would a large military installation only have one generator and no backups? Why would there be only one choke point to have people respawn at? There should be multiple stages to base caps:

#1 - Breach the perimeter (defenses, either by force or by stealth)
#2 - Neutralize the defenses (generators, multiple defensive subsystem controls)
#3 - Neutralize reinforcement capability (multiple spawn rooms/medic bays)
#4 - Cap the base.

Same formula as before, except it shouldn't be over once the first part of #2 or #3 is completed, which was the problem of the original. Having things like field medics and triage units, along with infirmaries would help with #3. Having multiple generators and backups, along with defensive control stations would help #2.

I agree, splitting things up a good bit means a bigger fight with smaller teams, and a more prolonged engagements. This is what Planetside desperately needs.
 

Zensal

Senior member
Jan 18, 2005
740
0
0
Originally posted by: SunnyD
Honestly? Why would a large military installation only have one generator and no backups?

How it should work is that the base gets outside power and the generator is the backup. Although I do think that if the generator goes down, the defenders should have something like a temporary battery backup. If they can't repair the generator in time, everything goes down. It would have to be < 5 mins or so.

Why would there be only one choke point to have people respawn at?

I agree this is dumb. At least 2 are needed in a single base.

There should be multiple stages to base caps:

#1 - Breach the perimeter (defenses, either by force or by stealth)
#2 - Neutralize the defenses (generators, multiple defensive subsystem controls)
#3 - Neutralize reinforcement capability (multiple spawn rooms/medic bays)
#4 - Cap the base.

Same formula as before, except it shouldn't be over once the first part of #2 or #3 is completed, which was the problem of the original. Having things like field medics and triage units, along with infirmaries would help with #3. Having multiple generators and backups, along with defensive control stations would help #2.

I agree, splitting things up a good bit means a bigger fight with smaller teams, and a more prolonged engagements. This is what Planetside desperately needs.

My outfit saved many bases after #3 had happened. We just always bonded to the base where one could produce Galaxys, and re-dropped on the CC of the base the enemy just took. The main fighting had moved on and it was easy pickins.

Field medics were in the game. Nearly my entire outfit had Adv. Medic for healing/reviving. We called ourselves cockroaches, because unless you got us all, we would always come back.
 

James Bond

Diamond Member
Jan 21, 2005
6,023
0
0
I haven't read the link or this thread yet, but I had to get this out:

Planetside seriously had more potential than any game I have seen in... EVER? Seriously, playing the demo of this game I was just blown the fuck away. PLEASE LET PS2 BE AWESOME.