[Suggestion] Construction reminder

Discussion in 'PlanetSide 2 Gameplay Discussion' started by karlooo, Oct 15, 2019.

  1. karlooo

    Construction is whatever but it would be nice if it got involved in the game.

    Basically the purpose of construction was to build a nearly impenetrable fortification with a HIVE that generated points for the team. It didn't have enough turrets to defend solo, it required a team effort.
    The enemy had to destroy it either by an Orbital strike which was designed for this specific task or sending in infantry to destroy the inside, most of the time by Galaxy dropping under the Skywall shield.
    Because the HIVE's where limited, some players decided to build their own base for example front line bases, road blocks.
    There where some problems with players abusing the map landscape by building in areas hard to get into.
    Even though a full base could be designed by one player, it had no player limits and could be combined with a squad to create an even more powerful or indestructible base.

    Later the HIVE's where removed and the defenses where hard nerfed. Also some structures where redesigned to simplify base designs.
    What this did was make front line bases useless and construction squads non existent.
    Without the HIVE there is no reason for construction players to cooperate together.
    Without the tough defense, it's not possible to build solo anymore.

    An attempt to replace the essential structure HIVE was by redesigning the Orbital Strike which has no limits to shooting anymore. Shooting an OS into a lattice base sounds wrong without seeing it and It turned out to be a bad idea.
    The knock back diameter of the OS is hundreds of meters and because of it it ruins fights instead of helping your team.
    It is possible to use once you understand the knock back range but you don't get punished for misusing it. So this change that was supposed to replace the HIVE turned out to be hated by both sides, including allies who have no respect for it.
    So this change didn't fix anything, no construction cooperation, just the addition of a new toxic weapon.

    The new structure Pain Spire was good because it solved the stalker infiltrator problem. Basically you put core structures inside the Sunderer Garage with the pain spire and problem solved.



    The most useful new structure is the Routing Spire, which also is the most used. It's purpose is to add in a new spawn inside lattice bases, what makes it so powerful is that you can directly put it on the capture zone.

    Even though this structure is very powerful and respected, it completely decimated construction because you don't to design bases anymore. The strategy to the Router base is to build it out of enemy sight, hidden from combat, which is pretty much only thing you can do with the overnerfed defenses.
    This one meta structure turned every structure useless and unused. The walls, towers, turrets, ramp, etc....None of this is needed anymore, currently all you need is the Silo and a Router (+airpad, spawn tube, and maybe stuff all inside the Sunderer garage to keep safe) and basically all you do is just bring the spawn to a lattice base.
    Having all this complicated game construction mechanism just to bring a spawn to a lattice base is just silly.

    --------------------------------------------

    Now I had this suggestion like 2 years ago, before all the changes came. I suggested it on Reddit to the new game designer Drew who was apparently working on construction. I still like the idea till now.
    Back then I played construction and after hearing the HIVE would be removed I had the idea of turning construction into offense.

    So the simplified idea would be to remove all the current structures and add new much smaller ones (for a better understanding of what size, it would be the size of the asset 'tank trap', engineer mana turret, AT turret).
    So instead of getting resources, building the silo and starting from there, there would be no silo, no construction zones. You would drive the ANT straight into the lattice base battle with the resources, deploy there and put defenses down to support your allies, like cover, turrets for example to defend the Sunderer manned or auto, radar, short range teleport, shields, whatever....could be anything, just to support your allies, defend the spawn.

    What makes this idea complicated is what structures could be added?...like classes have their own devices, infiltrator has the motion spotter, all classes can spam the detection bolt crossbow, engineer has the wall and turrets.
    Some things could be removed to make this construction idea unique and useful.
    Or if you want to defend the Sunderer why not just bring a tank? Well I believe being inside a stationary immobile turret should have some advantages over a mobile vehicle. Maybe also give the turret the ability to move up and down to move under cover (tank trap) when needed.

    It doesn't sound exiting, but it's much better than the Router base idea.
  2. Demigan

    I might disagree with some of your points made here but the conclusion is right. Making the construction system something small for inside bases is the way to go. It would be nice if the current outside-construction was redesigned insteqd of removed but it would be a netto gain if it were replaced like this.

    I would start with making Sunderers, ammo towers and vehicle pads capable of functioning like a silo. Also the ability to place a miniature silo almost anywhere would be good. This would be wasted if it was solely for attackers so cortium given to the ammo towers and vehicle pads is available inside the spawnbunker of the base. Since attackers have the vehicular advantage all bases will regen cortium. You could add specific points in a base that regens cortium so that the attackers can target it and knock it out as a secondary objective that makes capturing easier in the long run.

    I would divide this mini construction in two categories namely carriable items and larger equipment that is called down with a spawn beacon and thus has to be outside.

    For carriables you can think of tools, say an omni-tool for the Engi that can change any base turret you own into another type (AA, AV and AI). This tool could so be used to hack vehicles, the owner would always get a warning this is happening even if he's not inside and the occupants get a warning as well. Cant be used on deployed Sundies.

    for small deployables think an (actually effective) small shield. It could project it in front of the generator and when the shield is depleted it recharges, meaning its more efficient to try and bypass the shield and destroy the generator.
    Perhaps an explosion-dampening field that reduces explosion damage for anyone inside.
    You could also add a point-disruptor. Range of 20m or so, when deployed near enough to a point it makes it act neutral, meaning that the people on the point cant just hold the point but also need to hold the area surrounding it, making it more of a fair fight for both parties involved. The disruptor could be disabled in seconds with a repairtool but require a lot of small-arms and explosives to knock out.

    For calldowns you can add larger shields, like a small air defense shield, a less powerful bubble shield or a strong directional shield. Some of these things can be enhanced by calling down a generator that gives them more power, faster regen etc.
    A minefield generator would be nice. It wouldnt put down insta-kill mines but more something on the lines of 100 to 200 damage per mine with 10 to 15 mines spread around it that it rebuilds and fires somewhere in its LOS and range (10m?). Individual mines can be detonated by firing at it. It wouldnt (and shouldnt) kill on its own but function as a deterrent or supportive tool. Once destroyed the mines will decay in a minute. An AV variant could also be used. This would be a wonderful support for Sunderers in tandem with a Spitfire (and the aforementioned AOE dampener that would require destroying first).
    Distortion field generators, to protect against long-range fire. Works like the Stealth Sundy field but in reverse. The farther you are the more distorted it looks, and the effect becomes stronger in vehicles.
    Deployable turrets like the AV, AI and AA we already have. Without a generator they have half health and ROF. This dependancy on a generator can be exploited by targeting that instead of the turrer.
    Fire support base. Basically a small version of the Flail but meant for support inside and around bases.
    Faction beacon. Places down a module that allows the entire faction to drop-pod on that area while it obeys Sunderer spawntimes and rules.
    Generator. Powers things nearby it. Would be nice if bases had a bunch of unpowered items and things around that could be powered by this item.

    Some ways to add a varied VIP type defense:
    Some of the large calldowns can land in a crate form. The owner can pick this up and with reduced movement and a larger COF drag it inside somewhere before unpacking.
    An item could be introduced that shows the exact location of the user, but when he reaches a cap point it instantly turns to their side. Additionally anyone on or near the point at that moment cannot recap it until they went 30m away (for example) from the point and came back (this status is visible). It would allow for more desperate last recaps.
  3. karlooo

    Oh, apparently there are 2 ppl working on PS2 currently, so yeah..
    • Up x 1