If you could bring one element of the original?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by TheScapegoat, Dec 24, 2012.

  1. WhiteWolf

    Sorry, I can't decide on any one thing.
    1) Basic AI on the turrets.
    2) Return the REK. 2a) Give us doors to hack with said REK.
    3) Windows should not be so prevalent. Doubly so windows that don't have protective glass.
    4) Music that isn't just an afterthought.
    5) Tank gun belongs to the gunner, not the driver.
    6) Warpgates that warp.
    7) The HART shuttle.
    8) NTU silo. 8a) ANT. 8b) bases going neutral if the NTU silo goes empty.
    9) Proper generators. 9a) Spawn tube generator in a painfield protected room, how about at the back of the spawn room? 9b) entire base generator protected by painfield.
    10) Reduced attacker rewards for destroying said generators, cumulative. (-10% for taking out spawn tubes. -20% for shutting down the whole base. Total -30% rewards. Less collateral damage on our new equipment, grunt!)


    That's all I can think of for now....but I'd love all of those back.
    Possibly 11) Hard capture timers on command points. Your empire hacks, timer starts. If owning empire clears and rehacks, the area is secured. Timer needs to restart. When the hack goes through, X minute cooldown until it can be hacked again Yes, this means you could have a lock on A, but not hold B and C. If all points are flipped and reach lock, the base is captured. The fewer cap points (IE bigger bases) have longer capture timers. IE: Tech plant: 1 point, 15 minute capture timer. Tower, 3 points, 5 minute on each. BioLab: 7-10 minute timer on each point.
  2. Gammit

    I used to have issues with many of the things mentioned here, but I came to understand the new systems were designed to fix many inherent issues with the original game.

    To me, the only large thing I would bring back is the driver/gunner issue for MBTs. Currently, MBTs are slightly more-expensive, upgraded lightnings.
  3. wowie

    I wrote a small book on it, but then I accidentally deleted it:D, so here is the short version:
    Weapon looting, with a PS2 twist. I want scatterguns on my MAX, and vulcans on my mags.
    Give me a locker, a garage, and a hangar. Let me swap modular weapon systems however I want, etc.
  4. Zecthans

    Miss the old Cert system . I miss actual sancs , not half ***** Warp gates. The music in the original Planetside, in PS2 the music was a after thought
  5. Almost

    3 seat Prowler (driver, main gunner, top gunner)
  6. EWarren

    The old voice macro system v-v-v "Help" v-w-a "Incoming Enemy Aircraft", etc

    Cyssor (maybe this is coming up)
  7. Awesism

    Looting/using enemy weapons and keeping them in your locker.
    Or hacking enemy vehicles.
  8. CobraBoss

    adv Engi auto turrets
    Infiltrator charged knife
    Getting xp on how you actually participated
    and alot more that was already mentioned...
  9. Galium

    Never played PS1, but from what I've heard, either:

    Base design (Doors! Hackable doors!)
    Inventory system (Solves unbalanced faction weapons to some extent. Enemy has an overpowered weapon? Kill them and take it!)
  10. Littleman

    I miss the striker, lancer, and phoenix (this last one to a much lesser extent.)

    But if I had to ask for something well within the game's programming to accomplish: I want a hybrid of what we have in the class system, and the old inventory system. Basically, make it like Tribes, where one picks an armor class, and are allotted a certain number of slots (for PS2, of equipment types) to fit weapons and tools into. The actual inventory system's grid for boxes of ammo and medkits can stay behind, but I feel something of the mentioned hybrid model is well within PS2's capabilities, as it's really just renaming the classes to "cloak, light, medium, heavy, MAX," allotting a number of "primary" and "tool" slots appropriate to each armor class, and unlocking the weapon selections so that everyone can have access to a carbine or rocket launcher for example.

    Cloakers with rocket launchers and medical applicators? Sure! That heavy over there only has a sniper rifle, a shotgun, and can deploy ammo boxes? Okay! The medium armor (aoe heal) is carrying an LMG, a medical applicator AND a nanite reconstruction device? Support all the way!
  11. Maniaboo

    did I mention gunner turrets on the UI so you can see where your gunner is pointing
  12. Maniaboo

    an icon on Ui to see how many mines you have left
  13. Skadi

    Vehicle hacking tool.
  14. Maniaboo

    Oh ye hacking NME vehicles and stealing them completely forgot that one.
  15. Savvon

    If I could bring back on thing from the original?

    The people.

    Online gamers today are ****** in the head.
  16. Flarestar

    The playerbase. More specifically the playerbase's attitude.
  17. Keiichi25

    Actually, I prefer the class system... In PS1, you had pilots running around with Heavy weapons, hacking stuff and being all around rambos. The class system forces a situation where people can't all be 'All around'.

    At the same time, it forces people to be very specific in setups. You want to hack, fine, here is what you can be. You want to be an heavy weapons person... Here is what you can be. I played PS1 and while I never went above 28 because I played different factions, I also did not get a chance to play other roles beyond being a lightning driver with engineering that would take advantage of being an old player to have the rexo armor and have special weapons and AV spec along with MAX. Others went ape over the flight with HA and SW, Medic and hacking and engineering, and I did that too, but limited in what else I could do because of my BR. Here, you have the ability to fit a role if you pick it, but by no means, are you going to be the one man army. And it shouldn't be that way either.
  18. Keiichi25

    As for the second gunner part - Sort of for it, but not really.

    Reasons -

    1. Hard enough to get MBTs out there with both a good gunner and a good driver. As a gunner, I had craptastic drivers. As a driver... Getting a gunner to pay attention to the target you see versus the less threatening one they decided to focus on.
    2. People constantly griped about the balance of tanks. The Prowler requiring MORE gunners in order to be effective, the Vanguard just being overpowered in comparison to the other two tanks, or the magrider gun not doing nearly enough damage because people didn't know how to use the hardware effectively in general in Planetside to begin with.
    3. Coordination in general... Even with the built in Chat system... Coordinating with the gunner or driver will be pure hell. If the driver and gunner are not part of their own squad, that means proximity chat. In a squad with 10 other people or just other people also driving, pure noise trying to get them to work together, even more so if they are not part of an outfit who work together. Worse when you are in a platoon as you have squad chatter plus needing to hear commands from platoon level. Vent has not exactly solved this short of specialized keybinding and working with said people, but in a non-outfit coordination, it is pure hell in general.
    In a serious fight, a good driver and a good gunner makes a good tank. A single driver doing gunning is not optimal, but a required driver who will get bored driving after a while, will want to gun. Sunderer Drivers will stick out the use of not gunning because if they opt for the AMS setup with a good utility, they make it up in spade of not being able to shoot at something while driving. Driving a tank though... With nothing to do.... Boring... Meanwhile, you have Libs, ESFs, Lightnings and even ATV people having more fun than just 'simply driving'. Hell, Gal pilots have the biggest armored bomb so you see them do kamikaze runs when the opportunity arises, but not many galaxies are in the air because there isn't much to do but port people around with them and that only comes from people doing outfit coordination and making it worth while, versus just the non-single player runner or the pickup person.
  19. QuantumMechanic

    This is the problem with the class system. It forces you to play in specific ways that you might not want to. Want to be a heavy weapons guy? Ok you are mainly a LMG guy. Want to be a sniper? Ok you are a cloaker. Want to use an assault rifle? Ok, you are a medic. I don't like any of those "options".
  20. Dakkaface

    Much like the other vets, I can't narrow it down to one thing.

    1) Effective, robust, and persistent combat engineering. 20+ mines that stick around after logging out. Spitfires. Tank traps. Cloaking shields. Flak turrets. Base turret upgrades.
    2) Doors. You had to have a hacker open a door to the base to enter it, defenders couldn't shoot out with shield invulnerability, traps could be laid.
    3) Inventory system I liked being able to carry what I want, with the only limiting factor being my inventory space. It was infinitely more customizable than the 'cert into X upgrade for weapon/vehicle/class Y)
    4) Smaller, more defensible bases. Current bases are indefensible. Huge cluttered areas where tanks can't maneuver, open huts for the generators, (goes with #2, doors.), giant stairs and vehicle pads that help enemies as much as friendlies. Why not use those teleporters that are faction locked on base towers instead of jump pads?
    5) Lattice system. This is the 'meta' that everyone wants - the thing that gives the war direction instead of unorganized waves sweeping back and forth across tiny continents, and means getting 'gated' becomes much more rare as one would have to push across multiple continents to do it.
    6) MAX small arms resistance and empire specific abilities. I mostly played MAXes and CE in PS1, and the current MAXes are nice in all having two weapons, but they're pretty weak and flavorless compared to the MAXes of old. The AV variants were never terribly impressive but AA and AI MAXes were terrors, and their special abilities made them more so - shotgun MAXes with a shield that stopped a missile, Dual Burster/Chaingun MAXes with doubled rate of fire and reload. Vanu MAXes that could hop into trees to shoot down planes and who could show up on a tower roof unexpectedly.