Are you guys going to bring back any huge features from PS1? Any plans?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Bucketnate, Feb 22, 2013.

  1. KRE8R125

    Seems like they could very easily implement a door lock system with the current door shields system.

    The inventory is one thing I would LOVE to see from the original. The one in PS2 is quite obviously supposed to be console friendly which really makes me angry. I can't stand when game companies sell out on details and accessibility in order to make games cross platform compatible. It is the sort of thing that ruined games like Fallout 3 for me. I enjoy them but when you compare them to what they could (and should) be, you just never feel like entirely satisfied. Halo is another perfect example as well. It was originally supposed to be a PC game and the final released product on the Xbox was a shadow of what it was supposed to have been on the PC. Then the PC release was a bug-filled mess when it finally came out a long time later. It didn't hold a candle to most other shooters of that time period. Sad for us PC gamers. :(
    • Up x 1
  2. SuBs

    SOE is chronically lacking in the brain department.
  3. Naturaliensammler


    Welcome to Armed Assault!
    But yet we have to see where the modability of ArmA 3 goes with that Steam exclusive crap...



    Quoted for truth :)
  4. Jezs

    As far as the inventory thing goes, that would involve allowing players to actually put thought into their loadouts in order to develop an effective strategy, not going to happen
  5. Littleman

    I don't expect an inventory system to ever make a return. It WAS clunky. It WAS tetris with ammo boxes, medkits, and spare guns. Also, introducing the inventory system would outright destroy some suit modifications.

    However, the foundation for at least letting us choose our weapon and armor is already in game with the class system. All we're talking is available slots now and how they work. It's no big secret that the setup is Infil = light. Med/engi/LA = medium (agile.) HA = heavy (rexo.) And the MAX is... still power armor. The weird thing is people are more likely to shoot a MAX in PS2 with small arms than they were in PS1, despite PS1's MAXes taking 2-3 magazines to bring down with standard ammo. Bizarre...

    Anyway, if it were me in the big seat:

    Light:
    SP/HP: 400/500
    Speed: 110
    Ability: Active Camo
    1 rifle slot.
    1 tool slot.

    Medium:
    SP/HP: 500/500
    Speed: 100
    Ability: Nanite Cloud Regenerator
    1 rifle slot.
    2 tool slots.

    Heavy:
    SP/HP: 650/520
    *Speed: 85
    Ability: Nanite Mesh Generator
    2 rifle slots.
    1 tool slot.

    Each armor type has a side-arm by default at all times.
    *Intended speed is what it is now with the mesh activated, or a MAX walking, whichever is faster.

    "Tools" would include:
    *Remote Electronics Kit
    **Jetpack.
    Medical applicator.
    Nanite reconstruction device.
    Motion Sensor Device (infil radar gun.)
    Ammo box.
    ACE (deployable turrets.)
    Mines.
    C4.

    I'm sure I'm missing a few, except the rocket launchers. I would suggest those as a rifle slot item, or we may see lights and mediums with AI and AV weaponry.

    *Required to hack terminals and shield doors. Expedites generator overloads and control point conversions when used (these shouldn't require a REK to do as no one can store on in an inventory, so a REK should simply be beneficial to have to use on them.) On the note of control point conversions, the existence of a REK would mean they could take base satellite conversion long or longer, encouraging a team to have someone bring a REK for the hack.

    **Only the jetpack would have unlimited reserves. The med app and nano tool would have finite "ammo" that can be increased in tandem with range and healing/repair speed through certifications. On that note, the med app should always revive at a set amount of HP regardless of certification level, like 500hp for all ranks.

    Thing is, a change like this is NGE level. The player base will have to REALLY want it and beg for it to convince SOE it's worth the risk of even working this system onto even a test server. I can already see the "this combo will be imbalanced!" and "but then this guy could do this!" claims, but I think we could afford to see how these would play out in an official environment if SOE would ever be willing to even try. Infils can't go 100% invisible when sitting still, nor can they cloak indefinitely, turning them more into guerilla fighters and Solid Snakes in this iteration of Planetside as opposed to simply being mostly transparent ghosts.

    Mostly, if we're to move back to "armor types" like we saw in PS1, I want all three types to be on equal footing, capable of fulfilling roles in their own ways. PS1's cloaker was kind of shafted to being a CQC assassin and silent hero hacker. Agile was shafted to being a pilot and a poor man's grunt kit. Rexo was the mainstay because it could do everything a soldier needed to do. I don't want to see armors so heavily skewed into roles. Strengths and weaknesses can afford to be set up so that all can hold their own in a front line scenario with clear benefits and shortcomings compared to the others.

    Also, yes, I do not care to restrict the light armor's selection of equipment just because they can cloak. They won't be hacking terminals without a REK or blowing up tanks with C4/mines if they opt for a jetpack instead. It's about play style choices.

    On the topic of ability choice:
    My idea is that lights are more hit and run, capitalizing on their temporary camo to get in and get out. Mediums are still flimsy, but they can carry on from fight to fight with the ability to heal between fire fights, and the extra tool slot will allow them more utility. Heavies take a more direct approach. They're still capable of support roles with one slot, but are mostly for gunplay and surviving initial engagements before seeking support from another. Despite their higher durability, their lower speed should make them easier targets when in the open. I expect this setup would make the medium the most solo friendly.
    • Up x 1
  6. Autarkis

    There have been so many fresh ideas bandied about, I really hope they don't cave to the people who can't let go of PS1. My disdain for a lot of their design choices is well-documented, but I'd hate to see them resort to old ideas when so many new, cool things are possible.
    • Up x 1
  7. Takoita

    This. Remember the times when 'made for consoles' =/= 'dumbed down beyond reason'? I miss those...
  8. ShockATC

    i still think it would have been best if they had made PS2 a better looking PS1.
    but hey, that will never ever happen...so...yeah. we are stuck with another fastpace shooter without much depth. I still like PS2. But i wish they had made it more like PS1 :(
  9. Bucketnate

    we dont need to start insulting them, they do too much for us...
  10. Bucketnate

    they have different phases that PS2 is going to go through, TRay said their plan is to eventually have PS2 become PS1 on steroids...im just wondering if anyone has information on that
  11. Gisgo

    They do nothing FOR US.
    Stop thinking companies are our friends.
    • Up x 1
  12. Fallout10mm

    Bring back the battle islands! And perhaps the old lattice system?
  13. Littleman

    We have the lattice system. There's just 71 facilities on Indar instead of the 9 or 10 we saw on any continent in PS1. Lines or hexes, the links would still be there, and it would still be a mess.
  14. tsubakki

    i see people here complaining about the lack of features within the current product, however i feel this is a bad way to go around it, planetside 2 is a long term post-release development plan type of game, balance issues, performance, depth to combat and logistics, the base of this is set and now the devs are working to add it all in, i mean, look at the road-plan, this defines 6 months, in January, they made several alterations to make the combat more complex and rewarding through base alterations and EXP incentives, in february, its planned to see yet more alterations to certain factors in the games working and logistical side,

    it took the original planetside several years to get up to the standard people remember it to be, and it sacrificed a lot planetside 2 has (graphical quality, vehicle physics complexity, actual decent shooting mechanics) but people are complaining about the state of the game currently, its not even been out for 4 months yet, almost has but not yet, give it a year or so and see if its improved by then, and hey, if the balance is still off, remember that even the most popular MMO in the world currently made balance alterations in its latest patch,
    • Up x 1
  15. Harry Ticblasphemer

    It's Planetside2,not Planetside Too.
    • Up x 2
  16. Bucketnate

    What about roadmap? Most game devs just release the game and release stuff as DLC...SOE has the roadmap to add what WE want in the game and on top of that all these new features are FREE, even the new continents
    • Up x 1
  17. Bucketnate

    ^This. Great post. People seem to keep forgetting this. I just wanted to know if anyone knew anything about what to expect
  18. tsubakki

    what i expect/hope for a lot, it a gradual increase in complexity to the logistics side of gameplay that at its current is somewhat lacking, personally, i do not want to see the lattice system reintroduced as while it provides structure it if looked at is structurally identical to the current hex system, being all conjoined bases moving back to connect to the warp-gate, which is what the hex system does but moreso encompass the land around the base as that bases area, that said however i would like to see changes to the capture mechanics, hacking mechanics and over-ride mechanics to complicate the system a little, as well as alterations to resource gain and vehicle spawn,

    when it comes to the class system, i feel its good but can be made better through allowing class diversion and specialisation, simply put the original inventory system is not actually that different to the class system (suit = class inventory space = class loadout limits) the current model is just a bit more restrictive to give a more defined group with specific roles, however, i wouldn't mind seeing sub-classes we could cert into, infiltrator for example could become assassin and sniper sub-classes, he former specialising in close-range, the latter in long range, this system could work two ways, either one, it waits till the player has certed enough into certain things to grant the rank, or two, allows certification into a specific cert tree dedicated to providing advantages and disadvantages fitting the sub-class play-style, so say faster run speed in the assassin cert tree at the expense of any heavy secondary's (consisting of the empire specific pistol or NS heavy pistols,) but that's just a rough example of a principle that could be played upon but for that certain road of updates i would think waiting a little while is wisest to do,

    as for vehicles, i feel vehicles in this game need to have a more how to describe, terrifying feel to them, and that doesn't mean painting them in death metal colour and shining under their chins with a torch, yes i feel they should be accessible to anyone, but increase their cost to purchase, it may seem like a simple idea but this needs to be approached carefully, as too much in either direction could have terrible consequences, but yes i feel resource tuning is an idea to implement, which leads me onto a point similar to the ANT from the original planetside, implemented in the way that to get the highest resource gain, manual transportation of resources can be done to boost gain, requiring convoys, under fire this could become incredibly intense if the areas to collect bonus resources are placed in certain unacceptable areas, requiring drives into and out of these areas potentially through enemy territory, again, just rough ideas on improving the lacking logistic side of the game,

    when it comes to combat, its clearly above planetside 1 in sleekness and capability, better guns better movement better vehicles though some functions need to be addressed, cloak etc etc, balance will take time and people will always complain but it'll get better most likely, i feel that looking at the max being more immune to small arms fire might be something to look into at the increase of its overall cost, just to make them a little more menacing, possibly increase the TTK overall and slow the combat down just a tad, maybe add certain downsides to some classes also like the HA, as it carries the most it should move slower though only slightly,


    that's it for ideas from me, all just concepts,
  19. Ujelly Trollicus

    I'd like the old cert system ( not exactly the same tho, but same idea)

    Want to drive tanks? Cert into it. Want more armor? Spend your cert on that. Bigger gun? One more cert.

    Bring back FINITE cert points, and cert restrictions, and bring the auraxium back from beta to be used to buy guns.
    • Up x 1
  20. Colt556

    What? Yes it did. Everything people have mentioned so far was in PS1 when it launched. Because back then games were expected to be finished when they launched.