Opinions on the direction of the game

Discussion in 'PlanetSide 2 Gameplay Discussion' started by GuhMaster2512, Jul 29, 2016.

  1. FigM

    I want to see construction that works well for building up defensive structures of existing bases. Basically, to smoothly extend the default base structure (such as Crossroads Tower) with additional walls and turrets, to make it harder to capture.

    Of course to do that without completely disrupting base capture mechanics, the current construction modules would have to be modified, something a little more friendly to infantry.

    But the core idea here is to construct stuff on top of existing base.

    EDIT: I thought about it and decided that to avoid breaking bases with unrestricted structure construction, it may be better to have game developers / artists to create all possible variations of structural base upgrades and then allow players to purchase the upgrades with cortium

    it's like leveling up a base. And when base is captured, all its upgrades automatically destroy
  2. MasterOhh

    Right now, there are two ways of destroying a player build base.
    Either gather up a zerg that outnumbers the defenders at least 2 to 1 and start pounding it from a distance. Or, the most common way these days, wait until the defenders are getting bored of sitting in their little sand castle with nothing to do and hit it when they left.
    Both ways provide no good fights, thats why many players simply choose to ignore player build bases.

    The worst part is, those unattended player bases near the warpgates, that can reach up to 90% efficiency, can kill awesome fights on a continent by pumping out VPs at rate that is way to high for my liking.
    I have no problem of loosing a continent due to alarms or one faction conquering lots of territory or the majority of the big bases. But loosing it because a few ppl decided to play bob the builder next to their warpgate while everyone else was having fun fighting each other pisses me off.
  3. AZAN


    I don't think it would be as bad as you think. If the requirement for not intersecting modules is extended to other structures then it will be pretty difficult to completely block in any doors or access points.
  4. D4rk50ul

    I didn't play planetside 1 but my buddy said that the construction system sounds an awful lot like keeping a base powered back in that game. From my hands off experience the biggest problem is the upfront cert costs, and that people haven't really built bases designed to sustain.

    If you turtle in a base it will eventually run out of cortium and die. Apparently in PS1 it was paramount that you escort resource gatherers in this case ants, to keep your base up and running. I have a feeling the second problem is a learn to play the new system issue, the first is again a pay wall that is limiting an otherwise awesome idea they should definitely pursue.