Probably my last interaction with planetside 2. ts been five years of unforgettable fun but no its time to move on. Here is a list of thing i think the game would benefit from, taking into account all the complications with implementation. Maybe someone will see this idk. (0) a cool joke(1) not likely possible(2) could be possible(3) possible Continents (1) Bigger More continents More base variety Unique environments Events for Holidays (2) There should be one for every non-religious holiday Operation Nanite Systems Faction (0) Only NS weapons Remove NS weapons from players’ account for a cert or monetary refund to place them in an NS account Melee (3) Throwing Knives Swords Redesign variant weapons (3) Literally the same weapon Variety Will stop turning people off Team Killing (3) Have player have a team-kill setting Pardon On: Forgives any team kill so team killer does not receive grief points Pardon Off: Regular team kill system Capture System (2) Capture the flag Hack control consoles Set number of kills to a base capture Interactive VR (1) Moving dummies Flying drone aircraft only on defense Actual bases with peaceful enemy bots Rewards for Leaders (2) Platoon Beacon Bigger and brighter than squad beacon Drops entire platoons Cape? Specialized Leader Armor? Weather (1) Sandstorm on Indar Rain on Amerish followed by a beautiful rainbow Blizzard on Esamir Continent-wide dense fog on Hossin Naval Warfare (0) Oceanic Territories Huge aircraft carriers as warpgates Battle islands Boats Jet Skis Swimming/Drowning Submarines New Classes (1) Demolition Heavy Assault’s Big Brother Explosive-only class Take away Heavy Assault rocket launcher Scout The only class with access to the tracker minimap vs default minimap given to other players Every bit of ally and enemy presence everywhere. Essentially a never ending radar of everyone New squad communication meta Separate Infiltrators Sniper class Only snipers and scout rifles Assassin Class Only SMGs Mechs Existed in Planetside 1 Consumes 600 resources so you don’t see them everywhere Change meta of armoured ground combat Pyro Set enemies on fire with damage over time Fire extinguisher Extinguish fires results in engineers repair with boosted xp Give Pilots and Tankers a class Different armor No guns Earn xp for moving (not sitting idle) in class’s vehicle Earn 150% more xp for kills in class’s vehicle Interactive Bases (3) Medical Facilities=> let everyone revive and heal at full health after capping Engineer Facilities=> Tanks, aircrafts, vehicles, and MAX unites repair at full aft capping Supply Base=> Infantry refill all ammo and resources after capping Drill Instructor on Koltyr (3) Contribute to leader rewards directive Players allowed on Koltyr but weapons locked if over battle rank 15 For the sake of the noobs who play the game for one day and quit Sanctuaries (2) Existed in Planetside 1 Faction members, squads, platoons, outfits, friends meetup Fun zone. Kinda like a tavern/club house Continental Hazards (2) Indar=> fall of a cliff? (good enough) Amerish=> more green gas rivers Hossin=> quicksand Esamir=> Ice crevasse Care package system (2) Sends ammo, single use medkits, and resource points Personal Care Package (PCP) Send yourself or to another player 1 cert/10 DBC Squaddie Care Package (SCP) Send to squad Every person gets equal 10 certs/100 DBC Platoon-Package (PLCP) Every person gets equal 50 certs/500 DBC Faction Bundle 1 minute countdown until disappears 1500 DBC Donor gets a sh*tload of xp Drones (2) Small but noticeable drone Attack drone Unarmed Recon drone Poker Infiltrator Cloaks (3) Allowed to shoot enemies while cloaked 30% damage output for any weapon Remain cloaked for 10 seconds Heat signature scopes (3) Nanite Systems Heavy gun (3) Terran Republic’s T7 Mini-chaingun New Conglomerate’s NC05 Jackhammer Vanu Sovereignty's Lasher X2 Nanite Systems’s ? Passenger interior first person view for all vehicles and aircraft (3) Arena (like VR Training) (1) Settle disputes amongst teammates Faction outfit battles for reputation in faction Duels Prone (3) Completely change camping sniper meta lol Interior helmet design HUD (1) Make it feel like player is wearing helmet Tinting Wrist minimap animation (2) Instead of seeing the minimap in the corner, have an animation where the forearm comes up with the minimap ingrained into the forearm armour piece Expand restricted zone (3) Beach fights Shores Companies (3) 4 Platoons Great for huge Outfits like AOD 6 seat Harasser (3) Driver, Passenger, 2 back seat passengers, gunner, rumble seat Generosity Grenade (2) Conceptually for the richer players Buy with real money When thrown, all allies in hex will receive some kind of minor gift Xp boost, certs, implants, etc Darker nights and brighter flashlights (3) Selfie System (2) Allow players to take 3rd person self shots Outfits can take a portrait Document battles Poison Ammo for Hunter QCX (3) Damage over time Weapon Trinkets (2) Player Studio Faction Benefit (2) 10,000 kills bar Faction race to get 10,000 kills Winner gets 1,000 xo for everyone who got at least 10 kills contributing Will reset after a win Promote Faction Dominance Infantry=1 kill, MAX=2 kills, Light Armored Aircrafts=2kills, Light Armored Vehicle=2 kills, Heavy Armored Aircrafts=4 kills, Heavy Armored Vehicles=4 kills Outfits (1) Camo Helmet Banner Decal Cert Funding Everyone pitches in to get something (up there) for the outfit. Ex: 10,000 certs to unlock outfit helmets Actual Missions (3) Ex: Kill 250 Heavy Assault troopers for 500 certs Ex: Capture a Bio Lab in 20 minutes or less for 100 certs Farewell planetside 2
noone ever really leaves! no matter how much the devs try to ruin the game (and they're trying their hardest!), you'll be back! but have fun on your break!
Look at the size and detail of his OP. You don't just walk away from an addiction like that. Ya, he'll be back. If he ever leaves at all!
About the last mission thing, i think the devs are trying to stick to the 100 cert/hour for the avarage player due to the free to play model. I doubt they are going to add cert rewards for so cheap.
Haahaha, I wasn't intending to give this much feedback... Overall there are some good ideas here although not all of them IMO. Sanctuaries (2) Existed in Planetside 1 Faction members, squads, platoons, outfits, friends meetup Fun zone. Kinda like a tavern/club house I like, this idea although I'm not entirely sure how it differs from the existing VR or Warpgates. Continental Hazards (2) Indar=> fall of a cliff? (good enough) Amerish=> more green gas rivers Hossin=> quicksand Esamir=> Ice crevasse I like this idea, although the toxic water was linked to the chemical lab at the facility. That being said alternates could be used, Tesla Coil electrified pits (could be deactivated by generators), Lava/Volcanic activity or deliberately radioactive/harmful materials piled around a facility. I'd love to see Hard-light bridges more extensively used on all maps. New Classes (1) Give Pilots and Tankers a class Different armor No guns Earn xp for moving (not sitting idle) in class’s vehicle Earn 150% more xp for kills in class’s vehicle Overall I think the extra classes are unneeded. The Mech especially sounds like it was in part responsible for killing off PS1. I'd actually be in favour of there being no explicitly classes and the player can simply select equipment for an inventory slot. Eg Default is empty, but they can select from mutually exclusive, medical kit, repair kit, jet-pack (various types), heavy lift exoskeleton, stealth suit (various types), Hard-light Overshield (various types). Note the Exoskeleton and the Shields are both Heavy Assault parts split between 2 parts. All player builds can hypothetically use all weapons, but heavier weapons slow down the player, reduce jump height and even prevent Jetpacks from gaining height (No Jetpacking mini-guns). The Heavy lift exoskeleton gives jump and speed bonuses that counteract heavy weapons and make the wearer faster/more agile when carrying lighter weapons (comparable to Adrenaline Pump + Catlike [if combined with catlike and Adrenaline could be VERY agile]). Giving Pilots and Drivers additional XP bonuses is a bit extreme as it is the vast majority of their xp comes from their vehicle weapons not their Primary, if you combine that with a Heroic Boost and a Membership bonus you'd be looking at obscene xp gains. Rewards for Leaders (2) Platoon Beacon Bigger and brighter than squad beacon Drops entire platoons Cape? Specialized Leader Armor? I like, it gives a greater power to Platoon Leaders and a Unique armour type will be a fairly simple/cheap reward. Companies (3) 4 Platoons Great for huge Outfits like AOD I like this idea too, in general, although it could lead to issues with Mega Outfits dumping troops into one unit and swarming. There would also be UI issues that would need addressed, say the Bottom half of a Company member could denote it's Platoon 1st, 2nd, 3rd, 4th. The top half denotes the squad within the platoon. Melee (3) Throwing Knives Swords There's already one knife that works at range. Since throwing would use ammo, the mechanic they used is the reasonable solution. The Sword would be cool, longer reach slower swing speed? I'd imagine slightly faster than a power blade. I'd previously suggested an ES bayonet analog, that can act as a toggle-able replacement to the Flashlight/Laser it would hum like a power blade when on and OHK with a quick melee but only if the Primary weapon was equipped otherwise the knife would be used. I'd suggest it be only 250 certs so much cheaper than the power blade to purchase but with restricted functionality as described. Team Killing (3) Have player have a team-kill setting Pardon On: Forgives any team kill so team killer does not receive grief points Pardon Off: Regular team kill system A useful tool. While adding settings I'd also include the ability to toggle accepting leadership. There have been a few times where my high BR has left me commanding a squad/platoon I don't want to be. Being able to select to refuse the lead would mean that if the current leader leave I'd be overlooked for command. If no one remains willing to accept command the squad disbands. Care package system (2) Sends ammo, single use medkits, and resource points Personal Care Package (PCP) Send yourself or to another player 1 cert/10 DBC Squaddie Care Package (SCP) Send to squad Every person gets equal 10 certs/100 DBC Platoon-Package (PLCP) Every person gets equal 50 certs/500 DBC Faction Bundle 1 minute countdown until disappears 1500 DBC Donor gets a sh*tload of xp I like the first three of these, but the last one could be a problem, the xp earned by the donor amounts to the donor buying certs. This should not be a feature unless the cert reward is very small. Generosity Grenade (2) Conceptually for the richer players Buy with real money When thrown, all allies in hex will receive some kind of minor gift Xp boost, certs, implants, etc This is a much better idea, I've heard of a similar tool in other games, I'd make it not effect the entire hex but rather a 15m radius. It should spew out large numbers of tokens that are each generate +ve as described (possibly different symbols for different rewards) Useful for WG but the user cannot get any of the rewards it drops. If it is cheap enough to but is should work as I've heard with several people joining in and sharing the bonuses with everyone present. 6 seat Harasser (3) Driver, Passenger, 2 back seat passengers, gunner, rumble seat I'm not sure that's necessary, the Harasser isn't that big after all, I'd grant that you could probably justify a front seat passenger but not a 6 seat harasser without serious remodeling. Faction Benefit (2) 10,000 kills bar Faction race to get 10,000 kills Winner gets 1,000 xo for everyone who got at least 10 kills contributing Will reset after a win Promote Faction Dominance Infantry=1 kill, MAX=2 kills, Light Armored Aircrafts=2kills, Light Armored Vehicle=2 kills, Heavy Armored Aircrafts=4 kills, Heavy Armored Vehicles=4 kills This is a VERY interesting idea. However, I'd tweak it a little, 10,000 kills might add up too fast where an MBT and Lib kill might reasonably be expected to yield 5+ kills. I'd probably adjust it to 25k-30k kills to start with because people are less prone to complain if a target gets easier to reach with it's adjustments. Could even be integrated into Alerts somehow. Every Kill bar won by a faction makes alerts started by them a little shorter and ones started by enemies a little longer? Balancing would be needed of course to prevent the defending factions making the alerts too long. Outfits (1) Camo Helmet Banner Decal Cert Funding Everyone pitches in to get something (up there) for the outfit. Ex: 10,000 certs to unlock outfit helmets The issue with this would be the need to design Outfit specific kit, otherwise there would be no value in startinga new outfit when you could just join one with the kit already unlocked. Actual Missions (3) Ex: Kill 250 Heavy Assault troopers for 500 certs Ex: Capture a Bio Lab in 20 minutes or less for 100 certs If implemented well and balancing the rewards appropriately to the difficulty then there should be no issue with this. I'd love to see something implemented. That being said dividing the suggested cert rewards by 10 would be a good start. 10 Certs is 2,500 xp already 2.5 times what the Tech plant is normally worth. As I said before, if the incentives prove too little no one complains about them being raised, only lowered.
I think PS2 Devs should make it their main focus to keep incrementally adding in new, interesting, and innovative content like the items on your list. It's one of the things SOE/DBG is among the best in the industry at doing. And it is the #1 thing that makes SOE/DBG games stand out and draw attention from non-active players, and it's usually something that many active players dig as well. Players don't want a massive gameplay overhaul like "Combined Arms Initiative": 1) The game is too old for that kind of thing. The only players left are those who enjoy the years-old gameplay as is (with periodic balance nerfs for stuff that gets too OP), and overhauling that years-old gameplay will mostly just annoy people (see Star Wars Galaxies). 2) The art is too dated for a massive balance patch to attract non-active players (outside of a very, very small number of former hardcore players... maybe). 3) Plus SOE/DBG Devs are terribad at balancing: they are slow doing it, and their changes consistently are underwhelming (with the exception being the Heavy Nerf, which is usually effective when applied). The game longterm growth is at its worst when Dev time is spent mired in re-balancing or re-designing already popular areas in the game. The game does benefit from performance patches. But a lot of that is because the game is plagued by sloppy and lazy Dev that adds lots of bugs into the game and then doesn't address them for long periods of time.