|
|
|
#1 |
![]() |
Forward from the sea
![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.03.06 at 0457. |
|
|
|
|
|
#2 |
![]() |
Re: Forward from the sea
That would be cool... then you can land on that edge outside of an SOI and run in, instead of having a higher risk of landing in a pack of enemies and getting killed
|
|
|
|
|
|
#3 |
![]() |
Re: Forward from the sea
Not to take anything away from the idea but being VS we already have this ability to some extent. It's just never utilzed. With MAGriders, Threshers, Deliverers and Auroras, we have a potent, already existing, amphib capability. Before the advent of WoW, which sucked much of my outfit out of PS, we were experimenting with making landings in the enemy rear areas. It worked fairly well, no one ever looks to seaward in this game.
|
|
|
|
|
|
#4 |
![]() |
Re: Forward from the sea
you're right; we do have craft also built for amphibious deployment, however much of the larher vehicles we have cannot be moved any other way than by land or air, and could get killed before they even reach their objective. Going by sea has become a tried-and-true method of staying mostly away from enemy fire, because an enemy has to send out all of its land or air forces to that location, thereby leaving a base vulnerable from attackers approaching the perimeter on land.
Now in all fairness the VS have it easy. They have a "buggy", heavy tank and APC that can all go over the water because their tech is built using antigrav generators, which is why there should be a common-pool system in play for all empires as standard. There is also a lot of ideas here that lean towards the types of maps released with Core Combat, but for underwater environments. Although these ideas may never make it into the first PlanetSide, they are still worthy ideas for SOE to consider if they ever do a sequel.
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
#5 | |
![]() |
Re: Forward from the sea
Quote:
This is a Sea version of the HART, allowing players to land soldiers and light vehicles (and maybe AMSes) directly from Sanctuary onto a beach that has been "unlocked." Each continent has 8+ unlockable beach locations in strategic places around the outer coast. Each beach has two bunkers facing out to sea that must be captured to open the beach to invasion. The hack time for each bunker is X min. Like the drop pods, landing craft will materialize on the edge of the map and move to the chosen landing zone very quickly. The craft will then lower its ramp forward, and finally deconstruct. The sea transport will leave the sanctuary dock every X min and an actual landing is subject to poplock queue's like HART pods. Addition: I may include an added feature where you can land heavy vehicles (except for BFRs) if an additional requirement is met.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.03.06 at 1500. |
|
|
|
|
|
|
#6 |
![]() |
Re: Forward from the sea
We should start thinking up some names for the new HART-vehicles...
NRT = Naval Rapid Transport RRT = Rail Rapid Transport
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
#7 | |
![]() |
Re: Forward from the sea
Quote:
SALT = Seaborne Assault Landing Transport. TRACT = TRAns Continental Transport TRAM = TRAns-continental Maglev :P
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
|
#8 |
![]() |
Re: Forward from the sea
This would be brilliant if you could bring entire squads in... it would be like Saving Private Ryan :)
Maybe you could make it so you could launch the transports from the continent you are one. We could see troops moving from from place to place in transports to suprise the enemy.... Perhaps you could change the lattice to have sea warpgates which would enable troops to launch a massive assault from a sea warpgate onto unsuspecting enemies. Connecting them to say, the caves could mean some very strategic planning whereby cave troops would fight so that they could open up new avenues attack for ground forces taking the enemy completely by suprise. Just a few opinions :)
__________________
Common sense: Ironically not that common. Old Oshur was rubbish. |
|
|
|
|
|
#9 | |||
![]() |
Re: Forward from the sea
Quote:
Yes, the way it works is if a squad is together on the transport and the squad leader clicks the landing button, then all infantry members in that unit will land together in the same craft (much like they would in a loaded Galaxy). Otherwise they'll travel to shore in their own landing craft, similar to how the HART pods work. Vehicles will always travel in their own vessel, which deconstructs once it deposits you onshore. Quote:
The original concept was actually for a Navy expansion; with transports, cruisers, assault carriers, landing craft, subs... But seeing as that's not going to happen anytime soon (if at all), I figure a Sea HART is something doable for the future. People have asked for a means for a CR5 to HART drop a vehicle onto a continent, but I don't agree with that. They have enough solo-super-soldier toys. This version is more strategic. To unlock a beach, an empire must sneak in and capture the beach bunkers, defend both hacks, then defend the beach while the cavalry arrives offshore much closer to their target base than coming from the warpgate. The enemy will know which beaches are threatened and will move to engage. Even if they capture one bunker, the other ensures the beach is open until it too is finally hacked. Presto, you have fights worth going to and a means to outflank your enemy. Quote:
Yup, that was part of the original concept: ![]() ![]() Unfortunately all that required lots of ships and seaports for it to work. Since all that is unlikely, I created this smaller version where you just hop on and land at a beach your side has unlocked. If there are none unlocked, you can just land back at sanc and go through the warpgate as usual.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|||
|
|
|
|
|
#10 |
![]() |
Re: Forward from the sea
Yeah I have a concept for a Seagate lying around here somewhere.
That reminds me, I still need to put up the ton of sketches for ideas I have for the game... next week, after my university-interview.
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
#11 |
![]() |
Re: Forward from the sea
![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
#12 |
![]() |
Re: Forward from the sea
just an idea or question but woudetn those thing on the beatch to stop boat from coming on land, would they be on every beach? or just the areas on the out side of the islands?
__________________
when a problem lurks around you must zap it.... Zap it Good! ----------- BTW i do not clame creation or credit for my avvi. And i love turrets ^_^ there great and a pain in the ass |
|
|
|
|
|
#13 | |
![]() |
Re: Forward from the sea
Quote:
They will just be on the beaches that you can land on (there's only 10-15 accessable ones per continent). The tank traps won't stop the craft from landing, they're just there to make initial maneuvering not so easy for vehicles and to give infantry something to hide behind.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
|
#14 |
![]() |
Re: Forward from the sea
![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
#15 |
![]() |
Re: Forward from the sea
![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.04.02 at 0024. |
|
|
|
|
|
#16 |
![]() |
Re: Forward from the sea
![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
#17 |
![]() |
Re: Forward from the sea
we need water battles!... this looks great hayoo
|
|
|
|
|
|
#18 | |
![]() |
Re: Forward from the sea
Quote:
:) Technically these would cause "beach battles" because the ships aren't controlled by players. This is just a way to 'hotdrop' vehicles onto the continent's shores at pre-determined spots. The good thing is, that with the inclusion of sea-based infrastructure, it'd open the way for piloted ships in the future.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
|
#19 | |
![]() |
Re: Forward from the sea
Quote:
I agrre, the only way "water battles" would actually work is if there were more vehicles like the Deliverer and it variants, or the zerg grav-tech available. Since there isn't, though...
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
|
#20 |
![]() |
Re: Forward from the sea
![]() I like the idea of attacking from the ocean.
__________________
Aut : BR25 CR5 Emerald Last edited by Aut : 2006.03.27 at 0017. |
|
|
|
|
|
#21 | |
![]() |
Re: Forward from the sea
Quote:
OMG, Aut, that's exactly it! Great scene! Can I use that to help illustrate the concept? I figure the animation will play out like the Drop Pod does, landing you on the beach from the horizon, the ramp drops, and you're placed in first person as the landing craft deconstructs around you. If the tank is unlucky, the defenders have already placed mines and spitfires in his path. :P He'd better hope some engineers and AV landed earlier to take them out. This was actually one of my concepts for CCAuraxis, a Generals ability for reinforcements, but then I realized there weren't many coastal maps :(
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
|
#22 |
![]() |
Re: Forward from the sea
So you'd set a drop spot exactly like drop pods work. What happens if someone overlaps with another person, will they stop and wait a second and then deploy after the first person has gone? They can't very well land on top of each other. :P Just trying to help the process.
|
|
|
|
|
|
#23 | |
![]() |
Re: Forward from the sea
Quote:
Yes, just give me credit :P
__________________
Aut : BR25 CR5 Emerald Last edited by Aut : 2006.03.26 at 2241. |
|
|
|
|
|
|
#24 |
![]() |
Re: Forward from the sea
yeah that render reminds me of a test-scene for "Battlefield" stuff :)
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
#25 |
![]() |
Re: Forward from the sea
not a bad idea to make a Mod for "Battlefield 2" with the all PS stuff.
__________________
when a problem lurks around you must zap it.... Zap it Good! ----------- BTW i do not clame creation or credit for my avvi. And i love turrets ^_^ there great and a pain in the ass |
|
|
|
|
|
#26 | ||
![]() |
Re: Forward from the sea
Quote:
Correct. How it works is you pick a beach and the landing craft randomly pics a "lane" based on whether you're infantry/max or a vehicle. Each beach has 5 infantry lanes and 4 vehicle lanes. Craft will sail at intervals of 5-7 seconds. This should give craft enough time to land, autodrive the vehicle over the ramp, and then deconstruct as the following craft pulls up. If members of a squad are all in the same landing queue, then the squad leader can pick a beach and press the Deploy Landing Craft. All members (if on foot) will then be placed in a single landing craft and sent to shore. Players can choose to opt out of this in their squad options, and they will land on the beaches in their own craft, in their own lane, although they may have to wait in a queue for a few seconds if they don't go with their squad. If deployed properly, Empires will be able to land a squad of tanks and 2 platoons of infantry with each landing, every 10 seconds. So it is possible that a poplock could be achieved in 40s as soon as a beach is opened. Sooner if the landing craft are holding full Sunderers or if two or more beaches are used, although they would be more spread out. Landing craft should take no more than 20 seconds to reach the beach after they appear. Quote:
Of course I will. Thanks. :)
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.03.31 at 1939. |
||
|
|
|
|
|
#27 |
|
Moderator
![]() |
Re: Forward from the sea
Can the landing craft fire as they approach? Can they be hit as they approach?
The way I see this happening is an initial drop-pod wave that serve as a kind of special-forces paratroopers. They proceed to secure the beach bunkers, allowing waves of infantry and vehicles in.
__________________
Planetside-Idealab IRC and Forum Moderator. Echo Romeo Fan Fiction Mod. XBL Gamertag: Divine Bovine World of Warcraft - DarkSpear Roan - Level 16 Undead Warrior / Miner / Blacksmith Last edited by Earlydawn : 2006.03.31 at 2014. |
|
|
|
|
|
#28 |
![]() |
Re: Forward from the sea
whell i would thing the frist wave or so is gonna end up eating gun fire.. bybe a frist copple waves of Maxes?
__________________
when a problem lurks around you must zap it.... Zap it Good! ----------- BTW i do not clame creation or credit for my avvi. And i love turrets ^_^ there great and a pain in the ass |
|
|
|
|
|
#29 | ||
![]() |
Re: Forward from the sea
Quote:
The craft, or vehicles inside, cannot fire while they approach, only as the ramp goes down. They can't be hit until the ramp drops. Yes, drop pods could be used to insert special forces, unless the continent is locked, in which case the beach-securing troops will have to insert via air or ground vehicles from the nearest warpgate. Quote:
If defending forces are waiting for them, sure. But invading forces can still hold them off even if they have jsut one of the bunkers and they can directly land heavy forces alongside infantry, while defenders have to bring theirs in from the base. Air cover, however, will have to arrive from the nearest warpgate, so AA will need to be landed as well. There's also the strategic surprise factor. If an invading force captures 2 or 3 beaches at once, the enemy will not know which beach is being used to invade from, thus spreading out the defenders or forcing them to risk concentrating their forces in one spot. I'll have maps of the beach landing zones uploaded when I get home from work.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
||
|
|
|
|
|
#30 |
![]() |
Re: Forward from the sea
Cyssor beaches (tentative)
![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
#31 |
![]() |
Re: Forward from the sea
Looking Good Hayoo, Can't wait to see the other maps.
__________________
|
|
|
|
|
|
#32 |
![]() |
Re: Forward from the sea
thats a great map. would there be any non moving carryer ships? and if so where would they be?
__________________
when a problem lurks around you must zap it.... Zap it Good! ----------- BTW i do not clame creation or credit for my avvi. And i love turrets ^_^ there great and a pain in the ass |
|
|
|
|
|
#33 | |
![]() |
Re: Forward from the sea
Quote:
The only ship seen will be the transport ship when it leaves the seaport. Once on continent, landing craft will merely appear out of the fog and move to shore just like drop pods.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
|
#34 |
![]() |
Re: Forward from the sea
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.04.02 at 0056. |
|
|
|
|
|
#35 |
![]() |
Re: Forward from the sea
hee hee nice Hayoo
Dev, "Dang it ... stop the eye candies, we can't keep up!!" lol Keep them coming Hayoo~!! (have to make sure the Shore is accessable by vehicle, some of the location are Cliffs) :] Love ur professional ways of presenting ideas :3 I don't know if adding more towers ... (to me tower is kind of useless but spawn point) I would like to see a good bunker with emplacements and hackable terms :3 require team work to defend at shore |
|
|
|
|
|
#36 |
![]() |
Re: Forward from the sea
Thanks, Kusutto.
And you are correct, I've only visited every beach location on just Cyssor and Ceryshen. I still have to do the other continents and weed out the excess and inapproproate spots (some just have too many).
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
#37 |
|
Moderator
![]() |
Re: Forward from the sea
I think you're considering a few too many beaches. Considering that these are essentially HART-points for mass numbers of troops and vehicles, they should be fairly limited, particularly if you want some raging beach landing battles. 3-4 would admittedly limit the number of landing options, but would make each area much more important.
How about an urban outpost proximal to each bunker complex?
__________________
Planetside-Idealab IRC and Forum Moderator. Echo Romeo Fan Fiction Mod. XBL Gamertag: Divine Bovine World of Warcraft - DarkSpear Roan - Level 16 Undead Warrior / Miner / Blacksmith |
|
|
|
|
|
#38 | |
![]() |
Re: Forward from the sea
Quote:
I know. Aside from Cyssor and Ceryshen I merely marked the possible beaches, but have yet to visit them all. 5 is the lowest I'd go, the reason being that if you have too few beaches then defenders can mount too precise a response. The attackers need options for deception. I don't want there to be raging battles all the time, just when the defenders manage to mobilize at the right invasion point. I haven't placed all the outpost locations yet, so making beaches tied to them would push back this concept for a time. It's an interesting idea though, so I can always tie them together later if need be.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.04.02 at 1941. |
|
|
|
|
|
|
#39 |
![]() |
Re: Forward from the sea
Y'know the seaport drawing reminds me of the buildings from Mechwarrior 4...
I agree with acespacer, maybe we should try and build some of this in BF2, HL2 or FarCry (for simulation-purposes, of course), so we can then have some realistic scaling of how they might appear in a PlanetSide map. I also have an idea of how we can minimise the number of beachheads - I'll be using Ceryshen and my empire, the TR, as an example here. We know that continents like Ceryshen have an abundance of mountinous hillsides that prevent someone even on foot from using anything but the roads, and that the majority of bases have a long route to them being so inland. This leaves the less-strategic, yet annoying locations such as towers in proximity to a Warpgate. What has been known to happen quite freaquently on Cery has been that the NC has come through from the Solsar/Broadcast Warpgate, Igaluk has fallen, and then Sedna has also been captured and strengthened, meaning the bridge between there and Anguta becomes a death trap. Now even if the TR manage to assault and recapture Sedna, the enemy empire still has a very good position to hold Igaluk because: 1) It is a Technology Plant, and; 2) Since Solsar is a home-continent for the NC, they can easily reinforce the base from that side with BFRs and Vanguards. ...the problem is, beachheads are also good Artillery positions! Near the Solsar gate there are two flanking beachheads (dead-North and dead-West) that can be used to attack the enemy on two fronts; especially if seaports have Vehicle Pads as well as Rearm/Repair facilities. In essence this means that, in order to resupply Igaluk, the NC would need to maintain some good forces protecting these seaports. It would also mean that, due to the population-restrictions on continents, they may have to either pull back forces from other bases, or ensure the crews tasked with guarding the seaports can handle incoming forces effectively. From a gameplay standpoint this would make some absolutely awesome combat between empires to hold continents, and make the idea of "Base Owenership" even more important.
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
#40 | ||||
![]() |
Re: Forward from the sea
Quote:
I don't really have the capability or evenings to do that so I've just been taking screenshots and I'm splicing troops and shore bunkers onto them for scale. But anyone is free to draw up a model if they like, I just won't be able to do it myself, I have so many other things to finish for people. Quote:
Yes, all the beaches marked on the map above are the shore areas that lead directly to a road or path up to the bases. Quote:
Only if the fog and high terrain don't disrupt their shots. Quote:
Do you mean protect the beaches? Cause the seaport is actually in each empire's sanctuary not on the continent. The only structures on the beach are the small shore bunkers. Bunkers are hack and hold of about 10min, so there's plenty of advance warning during an invasion and during any resecures. So if opening a beachhead is successful, invading forces will have at least 10min where they can land troops at that beach before the enemy locks it back up. Defense of these bunkers from resecures would be crucial to keeping the beachhead open. Oh, you also mentioned you'd have an idea to limit the number of beaches? I'm not sure if I saw it up there.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
||||
|
|
|
|
|
#41 |
![]() |
Re: Forward from the sea
Limiting the number of beachheads is all dependent on the distance they are from
a base, or the strategic importance they have (if any). If they're out in the middle of nowhere then chances are there shouldn't be any bunkers, because making smaller versions of towers just to clean a continent will be a nightmare. If, however, they are near a Warpgate, they become important because they can serve as staging areas for troop movements. I would also like to point out that there should be at least one seaport near each continent-Warpgate as - if you remember, the lattice network shown on the Official PS website no longer exists; every continent is now on a separate planet. The only way it would work is if there were Seaport Bases offshore with their own "Watergate", that could be captured and held by an empire to allow passage by sea from the Sanctuary through those particular types of gate. They, too, would also be powered by NTU's with an independant shield-system but would not have access to module-benefits... Now if you like the idea of that, I'd be happy to draw a picture tommorow of how it would look, if you like :) ------------------------------------------------------------------------ Hayoo: Aw Crap!!!! I'm sorry, Tiletron, I accidentally hit "Edit" instead of "Reply" and ruined your nice post. :( There, that should be the full text. Lucky for me I subscribed to the thread and it emailed me a copy of what you wrote.
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) Last edited by Hayoo : 2006.04.04 at 0028. Reason: I screwed up, trying to reconstruct post |
|
|
|
|
|
#42 | ||||
![]() |
Re: Forward from the sea
Quote:
I agree. That's how I limited the beaches on Ceryshen. All of them provide direct access to a crucial road or access to a nearby base. The double beaches by the warpgates can be trimmed to one each if needs be. I still have to do all the other continents. Quote:
That depends. :) All shore bunkers turn neutral after a period of inactivity and there is a 10 min timer needed to even acquire a bunker. But typically, a beach is strategically located near a base or vital road/bridge, such as on Cyssor (although I still need to weed out a few more beaches there). Quote:
That depends again. If the invader or defender own the warpgate, they can just warp in all the personnel and equipment they need. If they don't own it, and it's conveniently located to the target base, then it's definately a vital staging area for attackers if they can get it. Quote:
The seaports have to be in the Sanctuary, much like the HART building is in Sanctuary. That building is merely the boarding local for hot-dropping to a continent's shores via a transport ship. This transport ship uses it's own warp engine to flit between oceans. This technology can only be used on the planet surfaces because of the proximity to the warpgates, which power everything in Auraxis. It helps to think of how the HART magically knows which planet to drop your HART pod on. It's been described that when the HART launches it orbits above every planet at once in a trans-dimentional state. So too does the transport ship. When it warps away from the Sanctuary, it is at the edge of all planetary oceans at once. When you launch your landing pod to a chosen location, you are warpped to that horizon like the droppods. are. No watergates will be necessary until the devs give us a Navy expansion with pilotable ships, because a small craft wouldn't have the warp capability that large ship has and would need a more stable means of transport. Now I do have more advanced concepts similar to yours for when the Devs give us a Navy, which includes lattice-linked seaports, seagates, cruisers, submarines, sea transports, and such but I haven't made solid art for it yet aside from the sketches below, so you're free to illustrate your own version of the concept to provide some alternative thoughts to my version. ![]() ![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.04.04 at 0023. |
||||
|
|
|
|
|
#43 |
![]() |
Re: Forward from the sea
Ok, I didn't know that's what you were talking about for the Seagates. Alternatively then, why not have Broadcast Seagates for moving amphibious vessels from one continent to another?
These would still have the idea that they operate outisde of the primary lattice network, but be interconnected through their own. The reason I am concerned about this issue is that all the conventional Warpgates serve as the Nexus-points for warp travel, and then the Geowarps have these "dimmer switch" timers that disconnect them from the network periodically. Let us just suppose for the moment that the Seagates are like giant Buoys; they are the size of a standard Warpgate, there are no more than 2 or three of them on an entire planet, and they all have a beacon that allows them to pickup signals from each other across huge distances... What I'm talking about really isn't a seaport, but rather something the empires did on the water that, ultimately, couldn't be done on land because the way the Vanu built utility networks underneath their warpgates. The gates themselves are far out in the water, however since their appearance, the empires have partially co-operated to construct a naval position surrounding their circumference. The empires wouldn't be able to control the gates themselves, but they would be able to control the base where the gate exists in their exact centre (think Stargate Atlantis :) ). There would be air and vehicle pads, turrets, as well as CC and NTU-based setups that keep it all running as usual. Without drawing it I really can't give people a straight description, because it needs to be seen in order to be understood without someone going "huh?". In a way, it would be the last (or perhaps first) stand that an empire could use on a continent if the land was too heavily defended. But anyway, I'm babbling now and that's never a good sign :P
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
#44 |
![]() |
Re: Forward from the sea
I like that Idea (SG Alantis for the Win) But the Navel Gates Would have to be Non NTU providing. That way no one can argue for Free power on their base. Only the Lattice linked Usual Gates Produce Usable NTUs. This will then Require Ants be Ferried to the Navel base for Power. Maybe have 3 NTU silos in the base (3x ZPM...) and they are Filled Independatly, but drawn on collectivly. Say something costs 30 NTU, it takes 10 from each Silo to cover the cost.
__________________
|
|
|
|
|
|
#45 | |
![]() |
Re: Forward from the sea
Quote:
That's actually what's illustrated in the map graphics above your post. But the reason I labeled that apart as the 'advanced' version, is because it's completely different from a HART-like system. This concept here is about hot-dropping vehicles onto a continent via beaches. A free-form naval model is quite different and more involved than this one. I too would love a full blown navy expansion but that's beyond the scope of the concept in this topic. We should keep this thread on track and save the player navy ideas for a larger thread.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.04.04 at 0405. |
|
|
|
|
|
|
#46 | |
![]() |
Re: Forward from the sea
Quote:
__________________
when a problem lurks around you must zap it.... Zap it Good! ----------- BTW i do not clame creation or credit for my avvi. And i love turrets ^_^ there great and a pain in the ass |
|
|
|
|
|
|
#47 | |
![]() |
Re: Forward from the sea
Quote:
Exactly. With a gate being so close to a base the possibility of exploits are too great that nobody would like in the game. The "ZPM" idea is a bit cheesy, though; I only used it to describe how the gate and the outpost would appear on the water. I suggest there be two NTU Silos instead of three, each holding 15 apiece. The base surrounding it would be similar to the idea of a Submarine Pen with the usual configuration you would find for a Dropship Centre, but without the capacity on the base itself to power a Capitol's shield or build anything but small/support aircraft and amphibious-based land vehicles. Because the VS also have two classes of grav tanks, there would need to be a restriction on being able to build only Threshers because, at present, it would give them an unfair advantage towards other empires... I'll have sketches up later today of what I think the gate and the base should look like. I also apologise to Hayoo. Getting too carried away on this topic was not my intention, although constrcutive criticism on any new idea is essential. When I started talking about these offshore bases I know there are no official naval-units, but there are units already in the game that can be used in a partly-naval capacity like the Deliverer and its variants, and those are just as important to the discussion as anything new.
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
|
#48 | |||
![]() |
Re: Forward from the sea
Quote:
That's fine, just so long as it's in a new thread because that idea is completely different than what this concept is about. Quote:
indeed, but when it replaces the original concept, that is called a change of subject. You guys are discussing NTU requirements for bases. But look at the original idea. They share no resemblence to one another. Kinda like me suggesting how a City Transit System would work but then the topic is changed to how cars and a highway system would work. The two ideas are as different as HART pods and Galaxies. They really should be in separate topics. The only thing they really share is that it's over water. Quote:
But it's the opposite of this beach concept, as I said before. The beach idea isn't for the free-form movement that you're suggesting, this is a public transportation system. Yes, it would be cool to control where you go, I've made threads about it too, but that's a different gameplay than this one. So I ask that we keep those two concepts separate before we go too indepth into offshore bases.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|||
|
|
|
|
|
#49 |
![]() |
Re: Forward from the sea
Before capture (inactivity makes all beaches neutral)
![]() NC capture both bunkers 10 min later ![]() TR capture one of the shore bunkers 10 min later ![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
#50 |
![]() |
Re: Forward from the sea
Rough sequence
Galaxies depart: ![]() A Galaxy arrives at beach, troops begin hack while friendlies hack base: ![]() ![]() Doubleclicking any shore bunker will bring up Status window: ![]() TR responds. NC hack tower. 7 min left on hack. TR resecure base: ![]() NC hack south tower, rehack base. 2min left on beach hacks: ![]() NC capture both shore bunkers and opens beach to Sea transport from sanctuary. Orange squad invades and elements of Gold and Purple squads land. TR hack northern bunker, but they must capture both to close beach to NC: ![]() ![]() ![]() ![]() ![]() NC base capture imminent; every 10 min more forces arrive; landing forces shift southward to block bridge to TR reinforcements. NC hack northern bunker: ![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.04.24 at 0436. |
|
|
|
|
|
#51 |
|
Code Monkey
![]() |
Re: Forward from the sea
Wow, that was cool. This really could work. Nice diagrams Hayoo :]
|
|
|
|
|
|
#52 |
![]() |
Re: Forward from the sea
Thanks, pyro.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
#53 |
![]() |
Re: Forward from the sea
cool play-by-play
__________________
Profile with Laura "Trance Gemini" Bertram ============================================== Community:= Clan Draconus Lupus (5yr Veteran) | SG-Universe.net (Staff, VS Mod, Graphic Design) Commercial:= Revelation: Angel's Cry (Coming Soon) Projects:= SanctuaryMods, in association with Stage3Media LLC (Coming Soon) |
|
|
|
|
|
#54 |
![]() |
Re: Forward from the sea
The Beach Assaults concept has been published to Idealab.
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
|
|
|
|
|
#55 |
![]() |
Re: Forward from the sea
I am sorry but I must have missed something. What exactly does the beach bunkers have again that empires can control if they don't have respawn tubes?
__________________
battle is only a prayer... ...BETTER START PRAYING!!! if Everquest can have Everquest 2 then Planetside should have Planetside 2 fight for whole planets and the stars around them instead of a few islands and a couple of caves |
|
|
|
|
|
#56 | |
![]() |
Re: Forward from the sea
Quote:
Allows empires to transport vehicles and troops directly from Sanctuary to that beach. ![]()
__________________
Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design Last edited by Hayoo : 2006.08.13 at 2326. |
|
|
|
|
![]() |
| Thread Tools | Search this Thread |
|
|