Your ideal PS2.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by WeRelic, Sep 11, 2015.

  1. Kulso

    My ideal PS2 is PS2 on a decent engine.
    • Up x 1
  2. ColonelChingles

    Platoon Leaders get broad, general commands. Usually to have a squad move to a certain area. Platoon leaders also designate "win conditions" for squads, such as capturing or defending a point or overloading a generator.

    Squad Leaders get a few more specific commands. They can place these by using the "Q" menu or on the map.
    Move- Players should move to this area.
    Attack- Players should try to attack that specific area or target.
    Attack-Move- Players should move to this area and attack things along the way.
    Defend- Players should attempt to keep the area free of the enemy or to keep a target alive.
    Special- Players should move to that area and engage in a special, context-specific behaviour (hacking, repairing, etc).

    These commands would be dynamic. Commands placed on a location would of course stay in that location, but commands placed on an enemy or friendly target would move. For enemy targets, the command indicator would reflect their last known location and would update itself if the enemy was manually or automatically spotted again or killed.

    In addition to that Platoon leaders should be able designate each squad in a certain "role".
    Infantry- All infantry classes.
    Armoured Infantry- At least 50% MAXes.
    Mechanized Infantry- At least 25% in Sunderers.
    Airborne Infantry- At least 25% in Valkyries or Galaxies.
    Armour- At least 50% in Lightnings or MBTs.
    Air- At least 50% in air vehicles.

    Squad leaders would be able to set each individual in their squad in a certain role, both by class as well as vehicle.

    Now all this would be more or less voluntary, "enforced" by modifying EXP.
    Following Orders- 2x EXP
    Not Following Orders but in Right Hex- 1x EXP
    Not Following Orders and in Wrong Hex- 0x EXP

    So you could still go off and willfully disobey orders, you just wouldn't get any EXP or kill credit (for KDRs). If that's a problem, then you should probably just leave the platoon.

    For example...
    Say the Platoon Leader has issued orders to capture a base. The Squad Leader then issues orders to take and hold the generator room, as well as to overload that generator. The Platoon Leader has designated the squad to be an Armoured Infantry squad and the Squad Leader has ordered you to be a MAX.
    These would be the modifiers applied to all EXP gained from when the order is issued to when the base is captured:
    Base captured- 2x
    Generator building controlled- 2x for when order was effective
    Generator overloaded- 2x for when order was effective
    Was in an Armoured Infantry squad- 2x
    Was a MAX- 2x for when a MAX

    So all in all, you're looking at an 8x EXP multiplier for following orders. This means more certs in less time.

    But as a counter example...
    Say the orders are the same as above. But you're a doofus sniper and you decide to go farm kills in another hex.
    For this, you would get no EXP or kill credits at all.

    So enforcement of orders would be fairly loose, but there would be excellent incentives to follow orders. As well as punishments for people who are so far off the mark they might as well not be part of the platoon.

    At this point, all I'm thinking of is command at the platoon level. Nothing really above that, because as you point out, it's hard to decide on leadership. For a platoon, cooperation is voluntary because you can always leave the platoon!
    • Up x 1
  3. Demigan

    The game's meta needs a ton of updates, yes, but so far you haven't been critical to improve it. You've been badmouthing everything, which is completely the opposite of criticism which is meant to help improve.
  4. Ballto21

    lower ha shield to 500 remove non lockon rocket launchers from ha give them to engy limit the rockets able to resupply from ammo packs, make locks unable to dumbfire nerf max resistance to lmg damage types nerf lmg infantrydamage slightly so has still have good anti max, anti air, and AI

    give LAs flashbang battle roombas and las/infiltrators get binoculars

    vs and nc mines get buffed

    sidearm kills added to infiltrator directive infiltrator cloak noise turned down

    daltons rebuffed tanks rebuffed harassers nerfed against tanks flak nerfed mildly

    medics forced to revive at least once every two minutes or get weapons lock

    grenades rebuffed

    shotguns buffed

    sensor shield blocks spitfires

    hsnv scopes removed (im serious)

    all bases revamped
  5. WeRelic

    That one took me by surprise. I'm guessing you have a reason?
  6. Ballto21

    its mostly a selfish reason

    the situation is i am casually sitting in a tree and nobody ever sees me, then some *** with an HSNV scope walks by shoots at a ground based friendly and was just far out enough to also make me glow.

    its the same reason i hate the spitfire, they dont see me, they just make me glow like a desk lamp