[Suggestion] A list of region winning types. King of the Hill isn't the only mode to gain a base.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by AuricStarSand, Oct 6, 2022.

  1. AuricStarSand

    About time other modes were made to take bases.
    I know " draw " has deathmatch & that's good.

    Here's a list of other examples or suggestions of events or base taking types:



    - King of the Hill (already have)
    - Regular point holds (already have)
    - Deathmatch (map draw has briefly)
    - Capture The Flag (gains you Halo Infinite players)
    - Caravan Convoy line gameplay (gains you ww1 ww2 battlefield type players)
    - Win by leadership (some type of pub platoon leader rts base winning mode)
    - Turn your " mission " or " campaign " quests to; now they are ways to gain win over a base.

    - Make class combo themes a way to take a base. (everyone is only allowed to play one type of class for that base region & the class theme is picked randomly. So that infantry class crashes; the main feature Vet's want; happens)

    - Trench verse Trench region with mortars & the middle field has a point (tho its not boring like a open A Oshur field)

    - Make the pilot event take bases (yet isn't just some bubble floating around the air, tho has better mission details)

    - Tunnel Max Crash Event. Max crash underwater tunnels where the faction gets free max's & has to run a marathon.

    - Jumping puzzle event. Similar to Maple Story jumping puzzles. Gives unique exiled region extra jump buffs, & has pleatues like Avatars floating islands. & the person who fights other infantry, while during the jump puzzle base wins region. Red button at the height of the 20 puzzle plateau's & jet packs aren't allowed. Many points for every infantry man who hits the red button & points for regular dm kills. Ananakin & Obi Wan " I have the high ground " type of jumping areas.

    - Players build mega robots by gathering field gears & those 3 mega robots walk down a lane & fight. Field fight.

    - Submarine fight region. Subs have to drive to a region, that has water mines the other team has to find & supply.

    - D day Uboat invasion region event. One island has Uboats given to them. & the other island has machine bunkers.

    - Base gives Space Marine Armour at a armour rack. That boosts shield hp by 200%.

    - I once saw 2 outfits play a game of ball, with using punisher attachments, to shoot a orbed nso max to goals.

    - Repair a damaged burnt base to better quality.
    - Use a battering ram, to break a gate. Siege modes.
    - Flag top of 40 floating plataeu's that use " JUMP " pads everywhere, base has 40 jump pads.
    - Flag top of 200 feet of stairs, 20 levels of stairs, stairs leveled at diff angles. Mega stair fight region.
    - Flag top of quadruple stacked rock bridge(s), with boulders for infantry to hide, 400 bushes, & wheat fields.
    - Base won by harasser race.
    - Base won by HA crash or Infil crash
    - Base won by Knight Fight only (deathmatch that unequips all guns) THUNDERDOME dagger fight.
    - Indar Vehicle supply line region, that makes you drive a truck into a massive fire sandstorm. (MAD MAX event).
    - Underwater tunnel fight where you get to release a lever & flood the room for the other team to drown.
    - Portal hopping map.

    - B42 bombing drop bomb raid event. (1 faction is at the region with trenches, while the other faction has a bombing raid event)

    - Infantry field fight where random nukes go off.

    - Better Infantry field fights other planets, after fixing Oshurs field fights. How about the other planets as well?

    - Passive buffed Wrel Storm (mention from previous thread)

    - Garden plants & feed allies for giving them 10 minute 40% more hp buff (missions & campaigns don't stay, keep)

    - Region where the faction who built the most sandbag deployable walls, wins. & also adds the score of DM
    - Sunderer Army verse Sunderer Army region (free bus with turrets the busses are able to wagon)

    - PS1 events or items?

    - Jungle gorilla warefare events.

    - Turn NSO to double agent events, where they all get to briefly be there own squad & sabatage stuff & they register as allies to all factions, so nobody shoots them when they are the spy.

    - Sneaking event for Infils. For those who have mastered that Splinter Cell type of sneaking. A region with many boxes & area to sneak around pipes & buildings, tons of flank paths. Extra invis buff for sneakers. Best team that sneaks to the other side the most without being seen. Wins. Scoreboard.

    - Or simply any base given 20 more jump pads.Jump pads for the purpose of fighting mid air or drift jets. & not ness for just traveling to the next base. For mid air infantry fights.

    - Unique ways to use the scoreboard, other than just for kills only, yet for event themes.
    - Snowball fight Esamir (every person given 4 deployable snowman)
    - Sandthrow fight Indar
    - Grassthrow fight Amerish
    - Twigthrow fight Hossin (items on the ground, to use as extra grenades)
    - Valkyrie parachute event.
    - Valkyrie attack helicopter event (previous thread mention)
    - Warp Fight events (buffed siege mode trench warp fights with wheat fields)
    - Dev made walls to batter & break down to win the base. (guarded with dev made flotillla guns)
    - Deathmatch that uses only boat kills to win the base, doesn't register non boat kill.
    - Region that rewards medic revives, most medic revives wins the base.

    - Region that registers kills from one type of class theme only (so that this region has specific infantry class themes happen more often, Infils only, HA only ect, equipped auto if spawned there).

    - Region won with grenade throws only, only scores DM from grenades & all grenades are free nanites for this base.

    - Region that makes you grow purple trees to start a self planted vietnam forrest infantry war.
    - Season Event where you harvest Nuke Pumpkins, then you send infantry from a wagon of nuke pumkins, to go use the pumpkins on the enemy.

    - 48 vs 48 vs 48 race track region for Flash drivers. Free flashes given to everyone, bullets do zero dmg, everyone is told to drive there flash, & a new one is given to them after destroyed at start of track. Flash race winners score by kills or winning the race. Only flash gun kills register for the board. Simple. Build a race track region for Flashes only.

    - Boat race. Valk race.
    - Build a bridge mode.
    - Give the Trident portal hopping rooms.
    - Drifter Jet LA event since those jets are underused.

    - Infantry fight area with literal 40 " SLIDES " everywhere. Maybe ladders. Yes I once sled down a hill, from a ally who had a stealth sunderer on a hill & since wanted slides. He had it to when you spawned from the sunderer, the hills would slide you smoothly as infantry down 20 feet.

    - Labyrinth style base, lost green walls or stone walls. To the middle of the maze. Massive Labyrinth for infantry.
    - Battleship event. Some type of water collosus gets given to each faction for free.
    - Deployable bush event. Everyone is given four deployable plant bushes for the field fight.
    - A deathmatch base where everyone only is allowed to spawn from droppods & every player picks on the map where they want to land prior. Droppod deathmatch.
    - A base that gives you tons of booby traps for DM base. With a free base theme item slot.
    - A DM base that turns everyone to enemies, even people from your own team, FFA DM. Everyones camo is now grey for FFA DM. So they shoot their own allies mistakenly. & still best faction DM score wins base.
    A 48vs48vs48 FFA with random spawns or random droppods, sounds like good vet retention.
    - Hacking. Hacking to win a base.
  2. Mechwolf

    4 that really stood out to me was:

    1. Capture The Flag, it has been discussed before about how to potentially put CTF bases into Planetside, and there can be a story behind it, and just call it something other than a "flag"

    2. Caravan Convoy. It seems very possible to do with a potential moving generator using something like a repair gun variant to move the generator forward/back on a railroad system, or if possible, having an aura like a capture point to move it forward/back.

    3. Space Marine armor, I believe this should be implemented in some way later down the line, whether that's capturing a base for it, or armor you can pull from warpgates only. I believe there was a discussion about "increasing HP and taking out shields" and I had mentioned putting a middle layer of body armor into the game, this may be useful here. There would have to be some way to limit it's availability, probably just timing the armory for 2 minutes after base capture, or only available when warpgated.

    4. Class combo bases, now having hyper-specific roles might not be great, but having more than just "hold E to hack" may be something that could be implemented, such as doorways with Hard armor that can be rocketed/c4ed and repaired like construction, but in existing bases, essentially making it more of a "wall siege." or bases where players can hack terminals, and after a certain number of hack points are addressed to a team, more passageways are opened/closed for bases. A "tug of war" point system for hacked terminals, and infiltrators who hack give 2x points.
  3. Demigan

    While adding new game modes is a good idea, most of these make no sense in PS2's gameplay. Valkyrie races? Snowball fights? Only kills on a single vehicle (like boats) score points towards the base capture? I mean people would just... not use boats and sink enemy boats right?

    Even the good idea's are completely empty of any rules that would make it work in PS2. take CTF. what you dont want:

    - base-to-base CTF. When someone is ready to attack and capture a base they usually have vehicular superiority. There wont be a magical shift in gameplay where people can intercept flag carriers with any kind of reliability once they exit the base, making the entire run to your own base pointless.
    - vehicles to carry flags. If after a warning that your flag is being stolen you have less than 20 seconds before the flag carrier enters an ESF or Valkyrie and is out your reach.
    - invisible flag carriers
    - no way of knowing the general whereabouts of your flag unless you are close, its a big game.
    - no way for people to grief their team, for example by stealing the flag but never scoring it at the place you need to bring it to. For example by moving out of the base region to other bases.

    A CTF game mode would need several rules to make it work, and likely be one-way with only the defenders having a flag (because how do you resolve the attackers losing a CTF?). These rules can differ but need to answer some questions:

    - where is the flag located before capture? It would be easy to use current capture points, but also risk that attackers simply secure it and capture the flag too easily. I would prefer a system where the flag spawns in an easy to defend area close to the spawnbunker.
    - where do you bring the flag after capture? I'm in favor of making deployed Sunderers the retrieval point. It lets players vary how and where the flag is returned to and also means there is a way to retrieve your flags after capture: blow up the Sunderer.
    - what does capturing a flag mean? While you could have a simple "after X flags the base instantly is yours" that doesnt seem very PS2. I would be in favor of "capturing enough flags starts a capture timer for the base, more flags captured after that speeds up the timer".
    For defenders to revert the timer they would need to pick up their own flags from their flagspawnpoints and bring it to pedestals located at for example the pointrooms. That would encourage more play and counterplay without the defenders just holing up at the spawnroom all the time.
    - how do you deal with flags that have fallen? While you could use a simple "walk over it and its returned" mechanic I dont think that fits PS2 very well. I'd say there are two methods: shoot the flag until its destroyed (it would have a lot of health, say 2 Carbine clips to destroy) so it respawns or pick it up and bring it back to your pedestal. You could have both systems simultaneously and make manual retrieval give out a bonus to the capture timer, reverting some capture progress.
    As a bonus: if a Sunderer is destroyed the flags simply drop and need to all be captured or destroyed, meaning that a Sunderer destruction does not need to be a full reset of the attacker's accomplishments.

    There's also QOL rules that need to be considered:
    - cloaked units carrying flags are always on the highly visible cloak settings even if crouched.
    - the flag location is visible on the map and minimap no matter who holds it. Although I would be in favor of making it a general location and not an exact location.
    - if a flag is in the hands of a player you can buy a copy for nanites at the flagspawn (say 150 nanites per copy). If any flag is placed into a Sunderer all copies dissappear as they arent useful anymore. This way you can avoid griefers who dont return the flag more easily. After more than 3 copies are made the nanite cost goes to more than 450 nanites to ensure players cant just grab 10 flags to guarantee a flag being captured.
    - flags cannot leave the base region.
    - flags in painfields are destroyed within 10 seconds, even if the painfield is friendly. Flags within a certain distance of a Spawnroom are also removed after 10 seconds (to prevent for example some biolab strategies where the player hides in the tiny area behind the spawn where no painfield is active).

    As for the lore:
    Flags are simply portable datacores. Unlike regular points you need to decipher them at a Sunderer to start the capture timer and hack the base to your side. More unique datacores means more ways to break into the security of the base.



    And that is just what you need for one version of CTF. You can have similar rules with a VIP mode where you pick up the point and the capture timer only works while you are carrying it. But for other game modes you also have to go through a list of these questions and idea's before it can fit in PS2.