[Suggestion] Ampstation rebuild

Discussion in 'Test Server: Discussion' started by Psychophonic-RNX, Dec 14, 2013.

  1. Psychophonic-RNX

    This is my Idea to make the Ampstation a better battleflow.
    I suggest to try this on Elli Ampstation on Esamir.
    As basic im using the live server build.
    Changes from test server are only involed if i mention them.

    The roof of the superstructure and the walls are connected via bridges.

    [IMG]
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    [IMG]

    Inside the superstructure are 2 new stairs leading underground.

    [IMG]

    We take changes from the testserver depending on the lift from airterm to mainhall.

    [IMG]

    But at the groundfloor there is lift leading underground instead of a door.

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    The following pictures are showing the underground structure of the base.

    [IMG]
    [IMG]

    The BD is always open for attackers (without a forcefield)
    Moving around inside will feel dynamic with all the up- and downstairs even if the areal units aren´t really that huge.

    Inside the mainhall are 2 new infatery terminals.

    [IMG]

    The gallery is fully protected by a wall, shall mean is becoming a hallway

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    At the end of this new hallway are 2 stairs leading up to the CC

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    This shield is getting removed

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    Instead there are 2 shields up here

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    This shield is also getting removed

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    On the top of the station is a new tiny room with a generator inside.
    This generator controls the forcefields of the vbay and roof entrances.

    [IMG]
    [IMG]
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    The wall will be updated like on the test server

    [IMG]
    • Up x 14
  2. Psychophonic-RNX

    I forgot, jumpads at the spawns are also there and functioning ;)

    [IMG]
    • Up x 8
  3. Psychophonic-RNX

    • Up x 1
  4. Thazer

    Lots of cool ideeas, SOE should check this out
    • Up x 2
  5. Psychophonic-RNX

    Someone criticized that the BD will cause a bottleneck situation.
    Here is an updated version for the underground with 2 BD.
    One short straight inside but narrow.
    The other longer but with more room.

    [IMG]
    • Up x 8
  6. elkikko92

    YES!!!
    • Up x 2
  7. NovaAustralis

    WOW!
    Anything that makes main facilities more interesting, more defensible and more fun gets my vote!
    I like the overhead walkways and the massive underground area, those two ideas alone would be so cool.
    Good to see you have considered a lot of other aspects too.
    Great work!
    (Here's hoping it gets SOE dev team attention.)
    • Up x 1
  8. elkikko92

    MY SUGGESTION OF LAST YEAR, of course yours is better =P

    [IMG]


    Actually the SCU shield go down when the attackers have 50% progress to the points: is not bad, but not very fun.
    My suggestion (Amp-Station) to have a better battle :

    -Make the Vertical and Horizzontal generators in an underground; these controls the shield around the SCU (both down = SCU can be overclocked)
    -The actually position of generators is replaced by an "access to the underground"; this room is shield protected
    -Having 30% progress of A point makes down the blue shield (attackers can get inside the underground)
    -If you destroy vertical and horizzontal-gen the shield around the SCU go down: now you can destroy SCU! (However you can obtain the facility with 100% progress of A point)


    I think we have awesome battles with my suggestion. The generators have a better role (they controls SCU shield, and not the boring centre area of amp station) and they are more defensible (actually is very hard to defend!!!).
    The battles are:
    -For generators-> SCU
    -While you keep a good percentage of A point

    The battles were:
    -For generators -> A terminal -> SCU (very linear and boring)

    What do you think? (sorry for my english)
    • Up x 1
  9. netchilla

    [IMG]
    • Up x 1
  10. Psychophonic-RNX

    [IMG]

    Upgraded the Basement!

    There are more stairs leading to the level with the SCU - rooms are bigger.
    All in all more ways to push - SCU got 3 entrance.

    This is all still very conceptional without pults or other things that will give you cover.
    And also i cannot make it exact without 3D tool.
    And it don´t has to be this exact layout it is just an Idea to create more Infantery based battles.
    • Up x 1
  11. UberBonisseur

    I guess this is great;
    But don't bet everything on a basement though.

    Basement fights in PS1 were pretty awful due to the cramped corridors and explosive spamming at doors.


    Highlighting the parts that should take priority:
    Using the empty spaces of the base and put them to good use

  12. Psychophonic-RNX

    PS 1 Bases had the problems:
    • Corridors not wide enough
    • Not enough alternative routes
    To not have more alternative routes to push i have added some more stairs at the center.
    How this really could work out - i would need a tool to show that.

    Anyway, as i said this is a concept. Rooms don´t have to have this excact size also stairs don´t have
    to be at this position or in the end there are not so many stairs at all who knows.

    But to have an underground would be so awesome!

    [IMG]