Football/LLU bases never coming back?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Bonemiser, Aug 11, 2021.

  1. Bonemiser

    It dawned on me that the old game had alternate capture mechanics instead of just sitting on the point. You could drain a base to starve it of nanites (which is a bit harder to patch in), and there were a handful of Lattice Logic Unit bases that required a grunt to steal the football and take it to a connected base on foot. LLU bases would be a great change of pace for bases with great surrounding terrain that never sees any use because there's no reason to go there.

    Odds of it coming into the game now that Wrel is pushing for a revival?
    • Up x 1
  2. Demigan

    I would be heavily against adding nanites to spawning for defenders only. It just puts a hard cap on the defenders for spawning and forces them to do ANT runs to resupply, but as a basic rule the attackers have vehicle superiority in PS2 so you would basically have to win the battle around a base before you have a reasonable chance of resupplying. That means that even if you were to add cortium to Sunderers for spawns so the attackers need to resupply too, the attackers would still have an easier time keeping themselves resupplied.
    It also puts a hard cap on large fights. Lets say that you get 1000 spawns for a full base, then in a 100+ pop battle everyone can die 10x before they run out. 10x isnt a lot if you are doing more than just holding a building. It would promote even more "wait and see" gameplay rather than attacking as hard as you can to try and defeat the enemy.

    The LLU is a good idea, it is one of the unique CTF elements that PS2 could use which no other game has. One caveat: due to how attackers likely have vehicle superiority and the defenders little chance to take to the field and intercept the LLU carrier you would need a reverse LLU.
    Instead of the LLU carrier stealing at the defender base and bringing it back, the LLU carrier will bring it towards the opposing base and is required to be near for the hack to complete, before assaulting the final point and capturing the base.
    To make sure players can attempt multiple attacks without having to walk all the way from the previous base you could allow the players to "save" their progress at one of the many antennae that are spread around the continents. Should the LLU be destroyed or whatever it will respawn there, unless a defender reaches the antennae and disables it. Such an antenna could be placed in a position where PMB's can be build to reinforce it, or prevent attackers from using it as a save point.

    Ofcourse once you have an LLU system in place it would be relatively easy to create alternative versions. For example you hack the defender base, capture the LLU and then have to activate X points across the base to complete the capture, the defenders can use that very LLU themselves to uncap these points.

    Naturally since its a team game you would need to allow multiple LLU's to exist. It would be rather annoying if a player is griefing by giving the LLU to the opposition, or TK'ing the carrier. So besides some anti-grief rules the ability to buy one for nanites should one LLU be in use would be necessary, with a limit of the amount of LLU's available and a timer to limit how fast they can be bought. PMB's could also have a function here, generating "free" LLU's for players to bring to the frontline, either as a defensive measure or an offensive one.