[Suggestion] More things to do at a base rather than farming

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Anonymous Qwop, Oct 22, 2014.

  1. Anonymous Qwop

    Communications Tower (CT): A destructible tower that controls communications from the base to the rest of the faction.

    When CT is down, players outside the hex cannot see the population ratio, nor see if it is being contested. That base cannot request reinforcements. Squad leaders inside that hex do not have access to orders/command chat. Region chat is also down for the faction owning that base.

    Transport Lines(TL): A destructible tower that supports redeploy-side.

    When TL is down, players outside the hex cannot spawn there (The base can still have the reinforcements needed icon on the map). Players in the hex are limited to spawning at the base or warpgate.

    Spawn beacons, gals spawning and sundy/val spawning are unaffected by TL.

    Supply Lines(SL): A destructible tower that supports resupplying on consumables.

    When SL is down, players inside the hex cannot resupply on consumables nor pull maxes, ground, and air vehicles.
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    All three of these structures will have a health of 5 or 10 times the health of base turrets. Meaning, it is something for armor to shoot at. It cannot be damaged by small arms either. The health is suppose to be really high so they are not blown up so easily.
    • Up x 3
  2. Baffin

    How about this:
    [IMG]

    When it's like this:
    [IMG]
    • Up x 1
  3. STR1D3R109

    Give them a shield generator to be overloaded first (Which looks like the sundy shield when shot) and it sounds like a good design :3

    If we didnt have that then they would just be shelled straight away..
  4. andy_m

    We could have a game of poker... Gamble with our Certs. That would certainly help bass the time while a base is out popped 5:1 :D
  5. Hermit92

    Pretty neat ideas (don't think SOE will see it, but hey who knows). They might add some depth to the game, which is fun but current meta game lacks depth. However I got to provide some counter arguments.

    1) Communication Tower: Taking away population info in the hex is like a double-edged sword. It does add some depth to the game, because now we might actually need recons, but at the same time it might be harder to find good fights.

    2) Transport Lines: Sounds good, but isn't it pretty much just an SCU? I like the idea, and while redeploy-side is not the biggest problem in the game it does take away some strategy and depth. Problem though, if its a tower wouldn't that make it more easily targeted? If it is going to function as an SCU it should be a hard to reach target. Also how would this affect the spawn system?

    3) Supply Lines: Kind of nice, but I think sunderers and terminals are already good enough. When you said supply lines I was thinking of something with more logistics, like refilling the resources to an assault.

    Overall the ideas are neat, and I would love to see destroyable base assets other than the terminals and turrets, but I think adding more towers might be a bit much for SOE.
  6. Rentago

    well their attempt to add depth is through adding resource and supply system for bases, though its far from all the things in planetside 1, its still a step in the right direction.

    the issue is, bases dont have single points to defend, they have many areas spread out to benefit attackers, usually that means attackers control the base first and then they just camp for the duration instead of actually fighting for control of the base.

    In planetside 1 there were these control consoles that would be placed either in a basement or attic area, if you want to take the base you had to fight through the defenders and then eventually hack and hold the control console. There was also one generator that powered everything in the base, which was also either on the roof or in the basement, people fought from the walls to the courtyard and then inside the hallways, and eventually either got pushed out or carved their way to a vital location. It wasnt game over for the defenders if they got the generator or the console, their spawn room however without power still had lockers which they could access equipment they stowed from looting enemies or incase of emergencies where the supply terminals were cut off.

    To stop the defenders entirely required destruction of the spawn tubes, and if not, simply try to lock down the hallways and defend the control console. It was weird because seeing how spawn camping is a thing in planetside 2, it never took place in planetside 1, large numbers didnt stop defenders and a small team were still effective at doing things in a base if organized.

    I assume its simply just how the bases were layed out and how combat was not as much of a typical modern shooter.
  7. Bankrotas

    I don't know, if they can set up Poker tables inside bases well enough, for it to be fun...
  8. Anonymous Qwop

    1. If the communication tower is down, you know there must be some enemies there. Like you said, there would be a need for recon squads to take a peak at the base and see what is going on.

    Think about being forced fighting for the com tower to call for reinforcements.

    2. TL is like a weaker version of the SCU. Players that died at the base can still spawn there. Only players outside the hex cannot spawn at the base.

    The purpose of this is to force reinforcements to arrive in a gal, sundee, val, or a different vehicle. The faction attacking the base, now has to defend the base from reinforcements coming by vehicles. The faction defending the base has to fight their way to the base.

    3. Supply lines basically eliminates the ability to use nanites in the hex.