Over-pop and planetary bonuses

Discussion in 'PlanetSide 2 Gameplay Discussion' started by adamts01, May 19, 2017.

  1. adamts01

    Bases in this game suck. One solution I have is having a mini-alert when a hive goes active. Give an XP bonus when fighting within 100m of an alert hive. Maybe it can go faction to faction, and each faction gets points towards victory depending on how long it lasts during its alert. Idk. But the way they're implemented is just awful.
  2. BadCoding

    As per suggestion everything should be created instantly. Limitation is found within applying nanite costs or a cooldown per structure type or both in addition to the Cortium that has to be paid.
    That means a just destroyed turret may instantly be replaced (after the old, destroyed structure model is removed) but then there's either the cooldown or nanite costs that only allow x times of replacing before either running out of nanites or facing a cooldown instead of having a 50k Cortium silo, as currently, and maybe an Ant nearby with another 10k Cortium in it.
    The construction time itself makes little sense. Either a base is under siege and creating new structures isn't working due to them being neither usable nor repairable while taking extra (double ?) damage or there's no one around and it doesn't matter because the player putting things down doesn't have to wait for object A to finish spawning before being allowed to spawn object B etc..

    The turrets: The AV turret isn't meant to take less damage from all sources but only from all weapon sources that are used by vehicles as it makes little sense to expect an AV turret to counter vehicles while the AV turret is best countered with vehicles. Basically there should be a pattern: AV takes less damage from AV weapons, AI less damage from infantry weapons (including MAX and Engineer AV turret), AA takes less damage from aircraft weapons. Eventually not just armor modifiers should be applied but also damage modifiers to make sure than an AV turret isn't more effective at shooting infantry than an AI turret and more effective at damaging aircraft upon hitting it than an AA turret. Eventually all these modificators should also vary depending on faction strength so that overpop factions may even receive values for the modificators that make the turrets worse and causes them to take more damage while low pop factions would receive bonus values to make the turrets deal more damage and take less.

    AI modules and repair modules I'd remove, see amp stations, that don't have such stuff either. If players want auto repairs there's a Sunderer they can pull with proximity repair. If players want their turrets to function they should have to use them just like in the rest of the game. Debatable would be whether or not to grant these redesigned turrets the amp station bonus of minor passive auto repair and less heat when firing.

    Cortium changes: Don't know. I don't expect much. Hives need to be deleted or receive a change in base functionality, bases need to be capable to be constructed at strategically relevant points instead of having no construction areas everywhere so that they're included in the game instead of placed so that they're hard to reach and access, being not the good part of the game.

    Spamming with map selection wouldn't be any more of an issue than with the darts currently.
    There'd be no more dart. There'd just be a target area to select for attacking.
    Intercept method for instant construction wouldn't be needed if in addition to Cortium nanite costs and / or structure type cooldown would exist. From then on it's just a matter of the values used.
    How siege vehicles function would be debatable but for the firing angle: High arc, always, along with minimum range. Whether stationary objects could be constructed or a nanite costs vehicle could be pulled is up to design decisions, along with all other related questions.
    As for the type of artillery I believe we need both: Large area, average damage and tiny area high damage artillery. That artillery should have a huge reload time and be vulnerable is design-wise most often the case to compensate for range, firepower, area affected.
  3. LordKrelas

    So basically, a base can be instantly made anywhere, and entire turrets rebuilt in a base if destroyed.
    Full armor will be granted to every structure, allowing instant replacements even in battle.
    Base durability goes up by 100%, due to the ability to replace structures instantly even in battle.
    Structures are also fully functional upon placement, and have no deterrent to replacement mid-battle.

    You destroy a turret, it comes back in a different spot instantly, or on the same spot.
    To bypass cooldown, multiple builders cycling construction types.
    Nanite costs are a joke, unless structures are dying in seconds.

    Turrets are only reliably destroyed by Vehicles.
    if AV was resistant to vehicles, and housed inside walls, it would be the longest ranged threat.
    With the most durability, given Infantry based weaponry is generally shorter-ranged, high-drop, on a very fragile frame (infantry).
    People already dislike Max-Flak not being a one-shot from AV, so that'll 'go well'
    In edition, the likely hood of infantry being inside AI turret range to attack AV is incredibly high.
    Engineer Turrets, would likely also be easily destroyed by AV - and is sniper bait.
    The rest is Archers, Rockets, and Rocklets (C-4 is insane) to attack AV turrets, all well within AI range.

    Which regardless of lacking the Repair module, will mean losses are pointless due to instant rebuild.
    By the time a turret dies, a replacement is there.
    Without repair modules, simply outnumbering will destroy the base's ability to exist.

    And of course, Cort Taps will make this even more comic.

    Hives are broken.
    I say it a lot.

    If there is no way to intercept, any defense will have to engage an OS without any static (relative) positions.
    Sunderer? Better hope nothing is waiting to snipe it as it runs for the hills or it dies to orbital.

    Bio-lab?Get the **** out, or Die wherever you stand. Bio-Lab fights determined by instantly rebuilding OS's in different Hexes.

    Lattice Bases? Better get off the points or die to the orbital.
    Enemy has point. Nuke it again, until the OS is finally destroyed... way the hell away from the base.

    As it doesn't mean **** to an OS user, if there's a nanite cost to their instantly building OS,
    with a cooldown to whatever one of their squad place theirs last.
    It'll replenish long before it (OS) dies.
    Or it'll be ******* useless.

    Practicality vs Imagined.
    Artillery is a two-side blade; Too effective, or too ineffective.
  4. Demigan

    The massive difference is that an AMP station doesn't cost you effort to build. It's just there, and the turrets are just there. They even auto-repair!
    While in a PMB, you put effort and time to gather the resources, find a spot and construct it. And you can't have that effort instantly crushed by someone who puts in less effort and time simply because you were gathering resources or because no one shows up to defend a PMB right away. Also you can't expect players to sit on a PMB for extended periods of time waiting for a potential enemy to drop by.

    Now if anything, the effort and time required to build a PMB should go down. That means the effort and time required to destroy the PMB can also go down. But as long as that's not the case and as long as PMB's have to be left alone for extended periods of time, you need something to protect them while you are gone.

    Things are treated highly differently while being nearly the same.[/quote]

    An AMP station is vastly different from a PMB.

    And that's part of a different discussion. Yes, the current way PMB's are used has a negative impact, as it's only fun for the defenders and barely any fun for the attackers, and the mechanics encourage you to place them as far away from combat as possible.

    But that only means that encouragements need to be introduced so players will actively place them in combat, or somewhere accessible where players have reasons to attack it or will come upon them naturally.

    They are already changing this.
    They are introducing Cortium refineries (if I recall correctly). These can only be placed somewhere between 100 to 200m away from a Silo (exact numbers was something like 130 to 175m, but don't quote me on that). These allow ANT's to dump cortium in them and send it to the silo, but these refineries will also store a portion of the cortium themselves. This means that destruction of these nodes reduces the amount of resources the base can hold, and increases the speed with which it loses it's energy.
    At the same time, construction items now cost a lot less cortium to build. This means that players can build much more of the base with a single load of cortium, reducing the time required to set up a full base. But this comes at the cost of a much higher cortium upkeep for all base pieces, meaning the base drains much faster. So first you destroy the Cortium nodes and then the faster drain causes the base to dry up much faster, rather than what we currently experience where you have to siege the base for an hour before it finally runs out of cortium and shuts down.

    These turrets are already much much more tanky than the standard turret versions, and with a repair module they can easily extend the time these things stay alive. A solo tank, excepting the Prowler ofcourse, can hardly destroy these turrets. It can take your entire ammo capacity to destroy one, and gives the defenders inside the base immense amounts of time to retaliate.
    Ofcourse they don't retaliate because destruction of the turrets doesn't matter much, as long as they can keep the inside of the wall safe they are good to go.
    I would rather introduce a range of reasons to control the outside area of a base, and a range of ways to do it. For example if the attackers can start building siege equipment to make the assault easier and balance the time both teams need to spend on building, the defenders suddenly have a reason to keep the area surrounding the PMB in their control. They can get a range of constructions to then control it. Such as a deployable low-yield mine generator to function as area-denial until someone cleans up the mines and finds+destroys the generator. The ability to create steep slopes/trench-like things in front of your walls to prevent certain siege equipment from being deployed etc.

    Yes, definitely.

    I don't think this is a good idea. There's too many things to take care off at a time. You don't want players to "take care" by having to run around constantly and repairing everything.

    If PMB's are constantly front-line build and become invulnerable until a lattice-link is created (or invulnerable the moment it's not bordering an enemy controlled region so players can't abuse placement just on the border of a neighbouring but unconnected lattice-link), then I can see how AI modules can be removed. But as it currently is you put too much work in for a PMB and have too few people to actually defend it to allow it to be destroyed by the first guy that comes along because the turrets don't do anything.

    This is also the big problem: You put in too much work for it to be easily destroyable. Bases should be capable of being build in minutes, and be destroyed in minutes, and players should want to build them right in the enemies path.

    Yes, definitely.

    I thought of a terminal on the edge of walls for example. Access it, you get a dart-gun or something. Fire it at a nearby other wall terminal. If it's within a certain distance of the original wall they will create a force-field/dynamic wallpiece towards each other.

    More entrances and less invulnerable super-walls. Sounds good.

    Sounds good.