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Starside Chapter 4 (Final Chapter in the basic concept)
Ok here is where it gets a little crazy. I actually talk about server management graphics engines that would be a programers nightmare assignemnt and other stuff that well would be cool but possible impraticle. Either way I was thinking on how would the planetside world would be with space travel, I relized that to keep it accurate and keep the planetside FPS still the manistry of the game there would be more than One or two planets per system even with a couple of moons. Also with the space theater that would open up a whole new chapter for those fighting planetside.
Basicly I relized that this would have to be a whole new game all together, but keep within the same universe. Similar to HAL0 2 was to HAL0, it was the same story for the game but it was a compleetly difrent game all together. I took alot of concepts from here such as Hayoos' Maglev and tried to tie it with my idea of galatic wide planetside. So sorry this is mostly blah-blah text with only a few graphics. If you dare read well these changes would make the bending seem consertive. System Terrain. Space is a vastly open place but that doesn’t mean it is completely empty. There will be some stellar bodies a tactful starship captain can use to his advantage over opponents. Solar Center, is heart of every system. It provides the gravity that holds the system together, the energy to the planets and everything in the system revolves around this. Sunspots and solar flares can ass troubles to signals. Get too close and your ship and crew can suffer many things from radiation poisoning, or caught in the gravity well to be vaporized by thermonuclear energy . Gas Giants are uninhabitable massive planetary bodies of inert gasses. There is no ground to fight over. If you get caught in the gravity well your starship would simply get crushed and consumed. However many other planet-sized moons may orbit around it. Rings of dust and ice can block line of sight. Asteroids Most of them are simply rocks that block paths and line of sight. However some large asteroids may have a base or outpost on them that can host vehicles outposts and personnel. Space/Orbital Stations. There is a variety of spaced based facilities from empire specific spacedocks that launch the mighty fleets of the empires to often contested orbital monitoring and defense stations that house a garrison of troops for deployment around the system. Starships every starship has an area of influence around it that can sustain players. Those that are unfortunate enough to cross over are flung into the void of space the only way to return from there is via spawn-tubes. Planetoids (planets and moons) (Size 9, 6, 4, 2, 1) Not including under ground/sea bases Ah good old solid ground. No better place to do fighting then on a planet. However a complete solar system has more than one Araxsus sized planet to battle over, also fighting on a planet is much different than fighting in space. So when traveling from space to planet or visa versa it is like crossing over to another world. Because of thick atmosphere and gravity well there is practically an invisible wall. Only Air/Space Craft and Auxiliary ships can cross over that line. Only Anti/Orbital weapons and Light/Medium/Heavy Starship turrets can shoot through that line. In the graph below you will see a red area of dead space between planet and space zones. That blackout zone is that invisible wall. The lower limit is the flight ceiling of the planet atmosphere airborne vessels that intend to go further than that must be prepared to enter space and enter orbit around the planet.. The higher limit is the edge of the gravity well in lower orbit. Vessels in low orbit that attempt to cross that line will prepare to make reentry into the planet’s atmosphere. Anything else that cannot make reentry will either burn up in the atmosphere or break apart and fall as a meteor shower. ![]() Size Shrinking/Expanding Objects in space are FAR apart (Very, very far apart to the extremes). Full sized gas giants will seem only like a speckle. However once you get close to a massive planetary body it will turn into as large as a horizon. So the graphics challenge is how do you turn something like a twinkling dot, into a sphere, into the horizon? Well most games simply fade in/out the same planetary object and once you get close enough before it fills the screen completely, you enter the planet. I don’t like that idea so I propose a shrinking/expanding engine to planetary bodies. Basically all planetary objects will appear as twinkling specks at a distance. As you close in on them be it either a ship or planet or asteroid once you get close enough they will increase in size exponentially adding more detail as you get closer, till they reach their full size. As you move away their size will decrease exponentially until they become twinkling specks once again. ![]() System Servers Because a single system will hold more than 4 times as much as a current planetside server a 1 galaxy server seems out of the question. Solution, each system has its own server. Now there will be 2 types of systems, Homeworld systems and Battle Systems. Homeworld systems which will always have a player backup server incase anyone needs to recall. One problem with this would be ping for those that live in different locations of the world. I know this sounds crazy and too many resources to spend but I would propose the Homeworld servers would be located across the globe in the same location as the current 3 planetside servers. Depending on the time and or situation they will switch between which servers will act primary server to accompany the most players during that time period. The other servers will act as backup servers incase of server crash so they can resume game play ASAP that way a Homeworld system will always be available. Battle Systems These are the primary systems that the 3 empires will meet and converge in battle over. Because each system is practically a different server traveling to one will be like switching your character from Markov to Werner. Something that was pretty much unavailable. The Homeworld server will still keep a player backup profile incase you need to recall back. Before transferring to another server it will give you a quick summery of that servers current situation (Empire dominance, Avg Pop, PING) You are always given the option to recall to Homeworld if you do not like the situation you will be traveling to. Because of this expanse you can count on not having a Universal Chat for High CRs. (Probably a good thing) For interstellar communications will greatly depend on forum-side. (Planetside Forums) Each Empire will have their own personal forums which are locked for their empire. There will also be different levels for different ranking individuals the higher up will have a chat-room to communicate with their Homeworld. Also certain terminals will allow players to connect to planetside chat-room or forums. Now because battle servers will not be as essential as Homeworld servers which hold character information there will be times the server will be down for maintenance. A CSR/GM can declare an approaching ion-storm (server will be going down) which will interfere with every individual matrix. At that time it is best to evacuate the system or recall to Homeworld, then travel to another battle system that is open.
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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 Last edited by Marinealver : 2006.10.06 at 0702. Reason: added blah blah |
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#2 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
Traveling
Interstellar distances As mentioned earlier traveling to another system is literally transferring your character to another server. Something that is never done before so there is a process in which to transfer from one server to another. Hyperspace Starships with hyper-drives can make jumps to another system. There is 2 ways to do this. One is a blind jump which simply picks a system and you will randomly jump to a certain part of that system. However there is a chance of miss-jumping which will result in your ship scuttling and your crew recalling to Homeworld. Scoutships have a much better chance at a successful blind jump than other ships. The other method is a navigational jump in which a starship selects a well traveled hyperspace route and scouts the route by dispatching navigational probes. The probes make the jump to the system. If they are successful (not destroyed by enemy ships) they will begin to transmit data back to the ship for navigational jump. Wormholes this phenomena was what brought Humans to Araxsus. Ever since they regain interstellar travel capabilities numerous times these phenomena have been spotted again however they are no less stable. They are usually occurring at a system with an oncoming ion-storm but that is not always the case. Either way they allow vessels without hyper-drive (ie Mosquitoes, Galaxys) or ships with hyper-drive disabled (Damaged or insufficient NTUs) to travel to another system. Scuttling/Recalling Everyone has the option to recall back to Homeworld if needed. Also every starship captain has the option to scuttle a ship back to the rematrix que of a space dock. Inter-planetary distances Systems will host more than one planetary body that can be fought over as well a space between them. Also distance in space is much further from planet to planet than continent to continent. So vessles in space will have a Top speed 10 times faster than in the atmosphere of a planet. Warp Gates In the first Araxsus warp-gates were the way to get from one continent to another. Now they are not so scattered about so liberally. A planet may have only a few warpgates. A moon may only have a single one. However it is a method ground based units can use to travel without going in and out of orbit as long as the gate is not locked. Air/Space-Craft Mosquitoes, Reavers, Liberators, Galaxys, and Lodestars can launch into orbit and reenter an atmosphere. So for travel within a system this would be the primary means. As with space being so vast and with the lack of air-friction Air-Craft Top speed will be increased 10 times as much as in a planetary atmosphere. Acceleration and maneuverability will remain the same. Results you will go faster but it will take longer to reach top speed and harder to slow down or change direction. HART Shuttle HART Shuttle Buildings at Sanctuary and on Capital Ships allow infantry and MAXs to HART drop on a continent even if it is locked. Spawn Tubes/Matrix Binding Any bind point that is in the same system can allow you te rematrix to that spot as long as it is not destroyed and your empire has control over it. Inter Continental distances In the first Araxsus you could travel from one continent to another without using a warp gate. Now thanks to the bending that is no longer possible. However if planets with multiple cotenants were reintroduced then I would like to see that feature implemented again. Mag-Lev Train Hayoo’s original concept was to have this as an alternate to travel from base to base. I would like to see this expanded as a primary intercontinental method for vehicles and personnel. With warp-gates no longer on every single continent this serves as the replacement. Also the maglev train will serve as the intercontinental lattice link. BFR (Scout/Assault Variant) some planets like Mars dose not have oceans. They will have a chiasm or mountain ridge that separates continental region from another. Thos obstacles a Scout (Flight) BFR will be able to cross over easily. For Ones that do have large oceans, the Amphibious capable Assault BFR will be able to cross that gap as their ability to “swim” makes water obstacles no problem (Still have O2 restrictions though) Aquatic Vehicles When planetside was launched this was mentioned as possible future plans in the FAQ. Well like the new CE deployables that never came to form. However with Planetside 2 I would like to see an expansion into the hydro combat theater with submersible transports, surface ballistic and aviation ships, maybe even a few under water facilities. Amphibious assaults are one thing that should have been allowed in Planetside. Caves or land bridge Not every cotenant has to be an island. There could be an isthmus that bridge between to sort of like Central America between North and South America. Also underground battlefield is a great setting if done correctly. Instead of trying to call it urban have an actual cavern entrance (may be maglev supported or not) and underground facilities and or /core complex, or mabey a warp-gate to another planet instead of a core complex. Continental Travel Still the most important part of planetside. Everyone will have to footslog it at sometimes. Also fire and maneuver is an important part of any combat situation. So here is some methods of going from base to base. BFRs Let me explain some characteristics I am trying to go for on BFRs. Powerful, tough, Not so easily available to anyone with a certification, Difficult to transport (Can no longer fit inside a lodestar. Ground Vehicles Are easily available and are great for spanning long distances across land. MAX MAXs have the Auto Run ability that makes up slightly with the inability to operate vehicles or the limitations in transport option due to their armor bulk. Ziplines Instead of being a “cave exclusive” feature I would like to see this around large facilities or actual urban zones such as a sanctuary continent. Instead of some random maze these Ziplines will actually be constructed in a manner that will help players say go from the VR section to the HART center or back to the Spawn room. Teleporters Portable routers are limited to same continent; also there may be a few routers near base or tower. Not as much as the teleporter zip-line infested battlegrounds of the current caves, but something to provide an interesting tactical option. Sanctuary will have teleporter too. Infantry Sometimes you have to footslog it. Keep those running shoes handy. Energy All facilities, towers, starships, and vehicles require energy. In the first planetside energy was harvested from warp gates via Advance Nannite Transport (ANT) Wit Warp Gates now less common there will be other sources to harvest energy. Core Complex the source of power is the core complex that is exclusively inside a cavern or large asteroid base. The energy beam from this place will refill an ANT. Warp Gates Warpgates will still be on planets. Though there may be only 3 to 4 per planet rather than 3 to 4 per cotenant. Expect these to be harvested as well. Crystals Though you will find these more common in caverns power crystals do have a tendency to reach the surface. Either way you can still drive an ANT down to the cavern to mine these for NTUs. The infamous damage crystals are bursting with so much energy that they provide recharge ANT storage capacitors. Disadvantage is the damage they produce when you get too close to them on foot. Vehicle crystals will refill the capacitors of any vehicle but not the storage capacitors of ANTs. Weapon Crystals will refill NTU tanks that are carried on person and dispensed via Nano-Dispenser.
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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 |
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#3 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
Headquarters bases There is a set of rally points that you can use to regroup. On single Planet Planetside this was the empire sanctuary. Well since Planetside is going to include a lot more than just a single planet, there will be other places that you can recall to in order to regroup.
Home-world (Universe) The Sanctuary of Sanctuaries. Homeworld is the one place that no enemy can ever enter. In there you will find cabinet buildings/halls/palaces, status and artwork, training sites, map-rooms, news tickers that relay information from the battle servers, Arenas for competitions between people in the same empire, Space Dock and Space Station, and war-rooms to help commanders plan the next battle. Space Station (System) Each system has at-least one space station. Large Empire Specific Space Stations build and launch the powerful capitol starships for the empire, though a massive capitol ship takes a few days till completion and launch. Smaller Space docks can build the smaller auxiliary starships depending which empire controls them, even a patrol ship takes a few hours till completion and launch though. Orbital monitoring stations are not a recall point but they are a bind point that players can use. Asteroid bases have facilities that are capturer able by the empires. Carrier (System) These massive starships can act as a recall point. Sort of like a mobile sanctuary if you are going into a system that does not have one for you empire. Sanctuary Continant (Planetary) In the first planetside the 3 empire sanctuaries were immune from all attacks. Well not every system will have a sanctuary for each empire depending on location. But every system will have at-least two sanctuaries for different empires. Planetside 2 sanctuaries will be urbanized continents complete with paved roads, overpasses, skyscrapers, buildings, HART shuttle, teleporter, and zip-lines, including war-rooms. It is a little bit of the Homeworld away from the Homeworld. Sanctuary continents are protected by a barrier field that prevents enemy troops and shields enemy fire. However locking all the continents lattice linked to the sanctuary continent will result in the barrier field coming down exposing the sanctuary continent for attack from enemy forces. A Sanctuary can not be captured by another empire. It can be occupied though. Every facility hacked will not transfer control to the invading empire. Instead it will revert to a neutral state. So an Occupied sanctuary will be completely neutral. However doing this will remove a significant foot-hold from an enemy empire. Capital Starship/Landed Starship (Bind) Starships have matrix panels that players can bind to. Capital starships have HART shuttles that can drop personnel down. if the starship is in range. Auxiliary starships do not have shuttle bays thus if you respawn on an auxiliary ship from a planet you cannot return to the planet surface till that starship is landed. Auxiliary starships on a planet can act one of two ways. They could be an airship for fire support, or land and act as a mobile base for friendly forces. Facility/Tower (Bind) All ground bases including cave base, submerged bases, orbital monitoring stations, and asteroid based facilities have a matrix panel you could bind to reconstruct as a fall back point. AMS (Bind) The smallest of all bases is the Advance Mobile Station that is essential for any raid or encampment.
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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 |
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#4 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
Probes There are several different probes that can be launched from starships. All probes have a cloaking device that protects them from enemy starships. These are the CE of Starside
Navigation Probe As stated in the travel section these are used for starships to navigate a hyperspace jump into another server. Scout Probe This is a reconisance probe that seraches an area of space fore enemy vessles. Reconnaissance Probe This is used to provide ground comanders with reconisance data on a planet via Command Uplink Device. The Reveal Friend/Enemy ability will not work unless one of these are in orbit. (ScoutShips Only) Contact Probe Similar to a standard mine. It will slowly move to nearby ships or vessles and explode once within proximity of the vessile. Defense Probe These porbes will decloak and fire upon nearby vessles before cloaking again for harasment. Orbital Strike Probe This enables comanders to call on orbital strikes without the presence f a starship in orbit via CUD. Orbital strikes will nto work unless one of these is in orbit. (Corvets Only) Darklight Pulse Probe Sends a Darklight pulse that bairly reveals any cloaked items such as scoutships or probes. Signals Probe Collects brodcast messages and taps into chatrooms for gathering intelegence. BFR Adjustments BFRs should be powerful war machines however just like MAXs ther should be some restrictions. I think now BFRs are too much of a common place. A BFR in every battle is not the way to go. So I would like to restrict BFR terminals to Sanctuaries, Space Docks , or Rare Ancient Tech Base (may or may not be underground). Also I want BFRs to be harder to transport across great distances. Lode Stars can no longer transport them. The only transport they can fit in is the BattleCruiser BFR hanger, Dropships BFR holding pin, Warp Gate or Amphibious Transport. Scout The single seat flight variant should be the weaker BFR not the stronger BFR. So the shields should be removed completely. Also the armor should be weakened too. It should still be more than a match for a main battle tank but against 2 or 3 main battle tanks should prove to be a fair fight. Assault The 2 seat gunner variant should be the basic battle BFR. I would like to make this BFR amphibious. The ability to swim should give it more mobility over the Heavy War Variant, and the Gunner’s weapon will give it more firepower over the Flight Variant. Battle AKA Defender variant Is like a gunner BFR except for the specialized gunner weapons and enhanced detection range on tactical display. The default weapon is an Anti-Orbital Cannon to target enemy starships in orbit and act as a mobile anti-orbital platform. An alternant weapon is a High Altitude Air Defense Weapon system to target Auxiliary Starships or Air Support Craft entering the atmosphere or at the flight ceiling. A Scout BFR in flight will have to be wary of this weapon as well. The 3rd option is a Long Range surface to surface weapon similar to a flail. The BFR would have to crouch in order to use it. The Battle BFR is meant to fill special roles in defending a planet against invasion. War The 3 man War Variant is the largest of the BFRs. Instead of a Gunner above the pilot, the Gunners are in the side of the arms and have near 100 degree rotation to the sides. The War Variant does not have the mobility of the Scout or Assault Variant nor the Anti-Orbital abilities of the Defender Variant however without a question this is the toughest of the 4 Variants.
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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 Last edited by Marinealver : 2006.10.06 at 0721. Reason: blah blah blah |
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#5 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
Aquatic Vessels and combat As I have said before this should have been in planetside. It is a sad state of affairs that it was never added. So I guess we can take maters into our own hands.
Port A Costal Facility that can make different types of Aquatic vessels. Submerged Facility An Underwater facility that can be captured by empires for benefits Avaition Surface Ship Surface ship that has Air Vehicle Pads for repairing and rearming aircraft also armed with ship to ship and ship (upgrade to anti-submarine) to air weapons Balistic Surface Ship Surface Ship that has a long range ship to shore weapon (can be upgraded to anti orbital weapon) along with ship to ship and ship to air weapon Amphibious Transport Large surface transport craft that can go on land Submarine Submersible attack vessel Submerged Transport Submersible transport vessel, Has the same transport capacity of a galaxy Ravine Craft Small river based craft such as rafts or jetskies. Nature on planetsideJust somethings to add in realisism Weather Effects Actually thinking of better weather effects that can have effects on more than just vision range. High Heat and Tempature can adversly affect Stamina, High Winds can blow Aircraft off course, heavy snow can slow ground speed. Flora and Fauna Plants actually have a cycle, the grow, reproduce and die. Branches can break off and trees could be knocked down. Bye Bye Iornwoods Ambiant Life aka Critters, now this is a FPS and that means Player vs Player, creatures are more of either a harmless background item or an obstical and worth no XP. However seing a flock of birds chased away could be a sign of an oncomming vehicle, or if you are resecuring an abandon base a hibernating crereature may put you in for a rude awakening Base and Sanctuary improvements Unique layouts Instead of haveing facilities of the same type the same layout, they should have the same number of rooms facilities that could be arrainged in a difrent layouts. Some may have a zipline or 2 some might not be on level ground say a biolab on the side of a hill. But they will have the same rooms such as every techplant will have a garrage and so on. More destroyible items such as Airpads and vehicle rearm stations. Also breaching a wall could be interesting but will require quit a bit of fire power. Urban Sanctuaries and Homeworld More buildings and roads other than just a few villas. Mabey an arena for grief free dualing. Not for the fiant of heart Character and roleplaying improvements Now Planetside is an MMOFPS that has some Roleplaying features. However it is not a Roleplayign game, but there could be some expansions on it. basicly adding 3 character cones. Military Is for those who are interested in an FPS and nothing else. There is an BEP bonus which will help players level up. However there are some disadvantages such as not alowed to tells to the enemy till reached a certian level. Also no SEP bonus for any non combat role. Scientist Is for those who like the roleplaying and background story better. These players will get BEP bonus for exploriation of difrent facilities, contenants, studying weapons and items (similar to the traning information for new players but much more in depth) Civilian For those who have their own unique playing style that is not all FPS or RPG somethign that mabey a mix of the two or not. Thes characters have no defection requirement to reach before they could change empire, they get a better SEP rate than the otehr 2. Military___________Scientist____________Civilian[/u] Recruit-------------Student--------------Pesant Soldier-------------Scientist ------------ Cvilian Vetren___________Professor____________Citizen Comander----------Minister------------Councileman Marshal____________Lord______________Senator Emperor(TR Only)-Prime Minister(VS Only)-President(NC Only) For the ranks you can see the player level from the leader level. Each empire has a single supreme leader that is the highest ranking person from their favored cone. TR perfer the military, VS perfer the Scientist, and NC perfer the Civilian. The supreme leader has access to the empire website and can change the themes post pictures and act as an assistant administrator (CSR still act as the full administrator). The other leaders can have access to warrooms in which they can vote on TechLevels and other items. Minor Leaders can only access Sanctuary Warrooms, Major Leaders have access to the Homeworld Warroom as well as sanctuary warroom. Defection/Reset an Idea to prevent the whole 4th Empire is instead of having players with multiple acounts on difrent empire actually allow their character to Defect to another Empire, The defector will keep the BR CR and certifications, however will now be a member of his new empire and no longer have access to his prior empire specific items. There will be a timer spanning days or even weeks to prevent players from pingponging around the 3 empires. A disadvantage of defecting is his deserted empire will have branded him as a trator and anyone from his old empire that manages to soce a kill on him will recieve a XP bonus for punishing the trator. Another option is to reset or mind wipe the character in which the player starts a new character all together deleting the old one. Other items Well this website has been insperation for most of the content. To be honest I did grab alot of ideas from here. Some things I would liek to see added if possible. Credits Even thoug contervirsial Hayoo's credit system for upgrading weapons/MAXs/Vehicles in Equipment terminals is an interesting idea. Standard Weapons MAX and Vehicles along with Ammo will still be free with the exception of the timer. Items that will cost credit would be like special ammo (ie AP ammo or Shotgun Slugs) Upgrades such as A2A misiles for mossies. Standard Certificate Aditions Well I posted an idea for expanding the medium weapons pool by adding 3 Weapon certificates. Each empire will recieve one certificate as a standard certificate (cannot be unlearned) while the other empires can aquire this certificate for 2 certification points with no prerequisits. Each certificate will have 3 Empire specific weapons. VS will start with Laser Weapons Certificate which uses Energy Cell Ammo, TR will start with Automatics Weapons Certificate which uses 9mm, and NC will have Shotgun Weapons certificate which will use Shotgun Shells.
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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 Last edited by Marinealver : 2006.10.07 at 0213. Reason: blah blah blah blah blah |
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#6 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
Wow! That's a ton of content, definately a whole expanded game by itself.
I've grown a litte depressed at the seemingly slow and quiet progress being made on Planetside lately. It wouldn't be so bad if there were a replacement, another option to go to, if/when Planetside finally hits the Zapper. But there doesn't look to be any to risk it and that makes me sad. I sometimes wonder if our idea community here has somehow inspired someone somewhere to take the plunge and pick up where Planetside will have left off. It's a fool's hope, but a hope nonetheless.
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Hayoo is balanced and working as intended Planetside Idealab Visionsofthering - LOTRO concepts site Spaceflight Online - MMO Design |
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#7 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
Well thanks, to be honest I found this website to be most of the insperation behind some of these concepts. Also I started to ask what makes EQ so much popular than Planetside and tried to think of stuff that can be added without seperating it from it's true nature of an FPS. I'd figured if Everquest mad a compleet midevil fantsey world, then Planetside would need to be a compleet scifi universe, and that meant starships and space combat and otehr items.
But yes we definatly could use either a revival or a replacement sci-fi MMOFPS. Hurxley is suposedly to be that game but I remain skeptical. As you have aid in the about section of this website Thrice Bitten....Four times as shy Mabey we can all count on that fools hope in the future.
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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 Last edited by Marinealver : 2006.10.07 at 0219. |
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#8 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
Indeed
I hope that the PS Dev team[I mean SOE] can find more talented ppl to work for them. Well, that is if they want to improve it ... I had a feeling they are working on something else ... but they don't want PS to end right away... at least not now. btw, sorry marinealver... haven't had time to make the model/structure we discussed. |
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#9 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
i think there just trying to matain the game as is and make little improvments to avoide have to debug a lot of stuff, but still keep people intrested.
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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 |
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#10 | |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
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No worries Hopefully the next MMO ScfFi Shooter can have all the stuff we could ask for (Space Battles, Vehicle and Air combat, Infantry and hand to hand) and have enough popularity and support to be a great game.
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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 |
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#11 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
there is a game similar to what ur askign for called universal combat but its low grafix and no very whell done. it dose planet side (Land air and asea) and space battles. if any has a chance to check it out. When i played the demo and was very glad i dident buy the game.
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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 |
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#12 | |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
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Got a link, and is it an MMO? Well if noone plays it anymore then it probibly isn't worth it.
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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 |
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#13 |
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Re: Starside Chapter 4 (Final Chapter in the basic concept)
not sure if it was an mmo. ill check and post a link
EDIT: IGN review and stuff http://pc.ign.com//objects/482/482298.html Fileplanet Demo:http://www.fileplanet.com/filelist.aspx?s=97166&v=0 i checked ade there are about 7 Version of the game listde, the Universal Combat Online i thin,k is or would be the MMO EDIT: now that i think about it it seam the MMO was never rleased and lat to version of the game cancled. but the Hold the line one seams to have been done in the same Engion as UT 2K4 and Tribes Vengance
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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 Last edited by acespacer : 2006.10.10 at 0652. |
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