[Suggestion] The Developer/Community meeting on Reddit

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Beta017, Jan 18, 2013.

  1. Beta017

    WAIT BEFORE YOU SAY ANYTHING HERE IS NOT WHAT THIS POST IS ABOUT
    • This is not about making Planetside 2 or make any spin-offs in to an RTS
    • This has nothing to do with resource implementation of Munitions and Gas(For those who know how CoH works
    • This has everything to do with some of the big strategic features that made Company of Heroes great.
    Ladies and Gentlemen, about 10 minutes before making this post, I watched a video that discussed the issue of Metagame:
    This guy is indeed a genius with this very quick and simple solution to improve the strategic quality of Planetside 2. Which includes the idea of Neutral hexes(Which creates chokepoints) and Attrition and Sieges(Resource gain is gone if territory you are in is not connected to warpgate)



    While these ideas are good, I believe that we haven't discussed about the long term features for Planetside 2 which would require the hard work of SOE to implement.

    We know that one day we will have the Bastion Fleet Carrier, more continents, weapons, vehicles, and a lot of other new implementations to the game.

    But the problem still remains, the strategic side of the game is dull and here is a long term solution that might prove effective for that problem.


    Destroyable Bridges, Bunkers, Hills, Artillery, and the Commander System from the Battlefield Franchise.


    Destroyable Bridges:

    In Planetside 2, there are several bridges in the game that allow vehicles to cross and assault the other side.
    With the lack of strategic objectives(Attack, Defend). Adding the ability for engineers to destroy or disable bridges would turn the tides of major battles.
    Instead use demo charges that work like generators in bases and allow them to be destroyed if all of the generators are destroyed, the bridge is disabled(Let's suppose it's an energy bridge). The only way to activate it would be to repair it.

    We could always use control stations to decide who owns the bridge. But the point is clear. If we had destroyable bridges, it would halt the armor zerg that creates a literal trail of fire. This would also cause spec ops outfits to have a new mission

    Primary Objective: Neutralize enemy presence of control stations of bridge Alpha. This will allow ODAM convoys to rendezvous at the way-point and continue to conquest of Amerish/Indar/Esamir

    This would be extremely effective for Indar because of the fact that the terrain is heavily affected vertically unlike Esamir.

    Bunkers:

    Ever heard of Bunker Hill? Bunker Hill was a base controlled by the Boston Militia during the first battles of the American Revolution. It was even in Assassin's Creed 3. The idea of Bunkers is to create bases that do not have control points in the middle of controlled territories that can be captured by either side but does not effect the terriotry. This is just like the mini outposts outside of Amp stations or Bio labs. But for several territories of each continent.

    Bunkers would utilize the idea that battles would not only occur at facilities but even at empty areas(Strategic-wise) of the map.


    Suppose that the New Conglomerate outfit led by _______ is going to assault NS Material Storage and the VS are trying to hold the outskirts of NS instead of the base itself because no one wants to get trapped in the spawn.
    Bunkers themselves would be placed across the maps creating extremely difficult chokepoints to get across for a very small weak convoy but would even cause some resistance for larger convoys.

    Hills:
    Hills are already in the game. I mean hills with Bunker Hill

    Artillery Strikes:
    Back in the Beta there was a certification upgrade squad leaders couldn't get. This was basically an orbital strike SQLDRS could call down on the designated target. Instead of orbital strikes. Let's make territories a little more interesting. Let's get rid of the resources of a certain outpost and instead, add artillery to the base. When the Vanu takes control of this base, they now have artillery control. How it would fire and who would designate the targets is up to SOE but here is one possibility.
    • Platoon Leaders with an artillery upgrade in Squad Leader tab of Certifications has the ability to request artillery strikes and are put in a queue. This queue works like vehicles and once your turn comes up, the artillery fires at you designated location. You can also cancel the artillery strike incase if you have changed your mind.
    • Art. Strikes cannot be called in the same territory you are in for 5 minutes.
    • Art. Strikes should cost resources from the player.
    • Art. Strikes should NOT cause friendly fire (We know that trolls inhabit Planetside 2 as well) Either that or we create a big red alert arrow to the faction that has the artillery called in.
    • Art. Srikes should not be across the continent.
    Commander System:

    Let's face it. There is no good commander system. Even when we have Outfit commanders but it's not satisfactory yet. The fundamental problem is that the only thing Outfits are for is either Spec Ops or Zergs and there is no real commander system that allows one person to view the battlefield.

    My idea is that we a person who volunteers to be a commander of a designated regions. 10 regions for each continent. These commanders give orders to squads, platoons, and outfits in those areas. They can be mutinied and set up Instant Action orders as long as they are not in enemy territory at the back of the map.

    The way instant action works should be improved to where now the commanders of the Continent decide where the Instant Action is at. Each time a Commander calls in an Instant Action over a territory, it should cost Aerospace Resources to make the decision of where the Instant Action is placed fair. I guess SOE could do a queue system for this but again, it's up to them.

    Commanders need a bigger role in the game of Planetside to truly make this game a Metagame that uses both strategy and tactics to decide the fate of the Battlefield each day.




    If you have problems with these ideas.

    "Think of ideas yourself but don't say the Metagame is fine the way it is because it is not." Talk to people on forums gather ideas. Share thoughts on the game.


    WE will never fix the game unless if we work united and cooperatively with SOE.

    Unless... if you want to go the path of Halo 4, be part of the community and help SOE improve Planetside 2.