[Guide] Minimum requirements to make Oshur viable

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Demigan, Nov 21, 2021.

  1. Demigan

    - air to ground/ground to air relationship.

    This has been a sore point for years for both sides. Air doesnt like how fast the deterrent style G2A scales and how little you can do against it (destroy it or fly away, no real dodging). Ground units dont like how little use it has outside of scaring aircraft away or how ridiculous it is that at best you can scare aircraft and hope the pilot makes a mistake to kill them.

    Add some skillful G2A variants that air can try to dodge, but lethal enough to kill aircraft. Example would be somewhat modified ESF noseguns. Let players switch between high velocity ammo designed against fast aircraft like ESF and slow velocity ammo against larger aircraft.

    - no Magriser supremacy on the water.

    Its kind of ridiculous. NC and TR wheeled vehicles are sitting ducks on the water surface without Lightning/MBT support while the Magrisers get free reign to murder all surface enemies. Find some way to balance this. Just because PS1 did it is no good excuse to let one MBT get such a big boost on one continent.

    - construction needs to invite fights, not discourage it.

    Current construction cannot be balanced to make fun fights. Either its too effective (invulnerable walls creating murder-holes) and it is either avoided altogether and finally destroyed by a Zerg or platoon drop or construction is too weak and simply worn away by lone players and vehicles simply destroying the walls and then key components.

    Make construction faster, no more constant running back and forth to the silo. Add almost invulnerable building pieces already in use as buildings in regular bases. These offer simultaneously protection for the softer parts of the base but also the openings for players to fight into the PMB without facing immediate murder-hole territory. Move away from making bases one-man-bands and encourage mass defenses. This can be facilitated with normal spawntimes at the spawntube, more information about the base layout and what is present on the map so players are better informed about the base's status and delaying items which help defenders get to the base and defend it. Example would be a bunch of shield generators outside the base that can only be attacked from one direction, forcing attackers inbetween the shield and the base to take them down so defenders can attack them while they try to destroy them.

    - make construction useful even if they aren't attacked.

    Construction is a risk. It takes time to build and can potentially be destroyed by a single galdrop before you can react or the fight can move away from the base and its never really used.
    Bases need to be useful regardless of what happens. A simple way is to make them logistical points: they have a teleporter station to move infantry and vehicles across the continent. They can also generate weaponless vehicles to get from the PMB to a nearby fight.
    If PMB's can also start generating limited amounts of special items, like a small citadel shield or an item that prevents enemy Sunderers from deploying nearby etc then it becomes more useful for PMB's to be around.