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#1 |
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More terrain features and (Adv) Mechanical Engineer class
Bringing this back up partially related to the sniper discussion (where snipers want a camo suit for example), but also because it's been something that all infantry lack and has been asked for for a long time: more terrain features.
Terrain features to hide behind, or rather, in. At the moment there are hardly any such features. Sure there's some small bushes now and then, mostly you have to do with small rocks or trees that really don't give the cover you require to avoid detection or hide in. In the caves there's ample stuff to hide behind or above, but on continents like Cyssor or Amerish, all you have for cover is hills and trees, if that. IMO there should be more rocks on rocky continents, but on grass land continents there should be more bushes, more agricultural structures like small walls (like used to contain cattle), which you could hide behind. These would have to be designed for the terrain specifically and would have to follow the terrain flow. Probably possible, but a bit harder to do as the Planetside terrain is rather dynamic in shape. Of course we all seen the PS idealabs ruins etc which could be placed next to roads. Now, the TRAPs are an example of features you can use well for hiding behind and a good addition if rather underused with the current Planetside population. Problem is it's rather limited (especially since people don't see its potential in the field) and you have to carry it around yourself, not to mention the cert cost. In principle Planetside does provide some natural cover, such as rocks and trees. But what Planetside does not provide is enough areas that are best suited for infantry to mainly hide in. More bunkers would be great, even if they would have to be slightly elevated to not cut into the terrain. What would be very nice would be 'undergrowth wood'. Basically this would look somewhat like the tree tops on Cyssor (but perhaps brown on Ceryshen): If crouched, infantry is somewhat hidden: Standing they can be seen waist up. In both cases you can still see the name above them if they're spotted. However, this would allow for improved use of mines, ambushes, sniping, fleeing and other things, making it easier for infantry to fight back against heavier armour, while providing new strategic uses for manouvres. Basically it's a big buff to smart/tactical infantry play, it should be easier to approach bases, towers and defend/attack vehicles. Also snipers would be able to use this terrain to their benefit. However, it should have both positive and negative effects on vehicle gameplay. Making this more versatile and interesting. There are hardly drawbacks for infantry, apart from it being harder to see mines. With regards to vehicular play, I think you should be able to enter these areas with vehicles. However, you could allow vehicles to enter these areas at the cost of speed (kinda like going on water). Where ATVs and Buggies loose least speed. (Allow the Harasser to move fastest through this terrain, giving it an additional merit over other vehicles, which it lacks now). Assault Buggies could then use the undergrowth to be more effective against heavier vehicles. As this is a rather big nerf to vehicles, vehicles should get a means to use this to their own advantage as well: New Engineering class: Mechanical Engineer (2 or 3 cert points) A new engineering class on top of basic Engineering. Rather than a combat engi, the 'Mechanic' vehicle engineer would be given increased repair benefit (+100% repair speed, like CE, but not stacking with CE). The secondary ability would be to add a "camouflage netting" ability to engineers: stationary vehicles and field turrets could be upgraded with a camo net, after which they're less visible in undergrowth areas. They loose the camouflage if they move faster than 30% speed (typical limit for detection speed in Planetside), field turrets do not lose the netting. The sole thing the camo does is place some light undergrowth camo over the vehicle. Camouflaged vehicles don't appear on Mosquito and Interlink radar unless taking damage. When driving near bases at low speed (under 30%) they aren't seen by automated turrets (like names appearing over infantry). They do appear on Reveal Enemies if they're occupied. One thing this would facilitate is carefully approaching a base with an AMS without setting off the base turrets. This would also allow for better use of the Router and makes it harder for aircraft to find those AMS/Router or Aegis/Router combis. This would facilitate Special Ops and proper Router usage without them immediately being destroyed. The other reason is that it would give vehicles and field turrets a chance to avoid detection from the skies somewhat easier. As is a Reaver doesn't really have any problems with detecting and attacking vehicles in semi-dense woods. And let's not talk about being detected by Gal Gunships. This also gives vehicles an additional reason to use diverse speeds. As is you nearly always just drive at top speed, unless grouped up with other slower vehicles, or when you're trying to avoid Spitfire fire (especially true on a Wraith). The third ability the Mechanical Engineer should receive, is the ability to deploy small vehicle fortifications around stationary vehicles. When a vehicle is stationary, the vehicle can be upgraded with sandbags that cover the sides apart from any doors. This is done seperately from the camouflage. The fortifications increase the vehicle armour by 50%, as long as the vehicle is stationary, and act like an AMP shield (seperate from vehicle damage) regardless of where the vehicle is hit from. Basically a vehicle like the Deliverer could take 3 more Lancer hits, but in the meantime can't move. Once it starts moving the sandbag shield collapses immediately. The main benefit would be to setup strongholds in the field. Would this aid vehicle camping? It might if it was possible in CYs and Tower SOIs, so I'd say don't allow that. If it was up to me though, small defensive walls would surround all entrances of bases to allow infantry to move a bit more freely anyway (these would be head high). Any upgrades would be done with the yellow upgrade ammo for the big gluegun. |
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#2 |
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Re: More terrain features and (Adv) Mechanical Engineer class
Advanced Mechanical Engineer (2 certpoints):
The Advanced Mechanical Engineer upgrades vehicles faster with camouflage and small fortifications. The Advanced Mechanical Engineer has acces to a new breed of vehicles (suggested many times before), namely a vehicle with the ability to deploy in some form of bunker, pillbox or field assault fortification (Same hitpoints as an AMS, also based off a modified AMS design). Each vehicle could deploy 3 deployable AME units, which are dropped on the ground and then deploy more or less like a FDU after the vehicle moves on. The trunk holds room for 5 FDUs and 5 ACEs. Of the new deployed units, the interference ranges would be as follows: 25 m from base walls (not inside CYs and only the edge of tower SOIs, but inside base SOIs) 25 m to Aegis shield/AMS or AME deployable. 15 m to Deployable Field Turret. 5 m to a TRAP All AME units are deployed with the front facing the direction of the vehicle. Any empire can enter and use the facilities they offer, as well as damage them. Decon automatically an hour after the owner leaves the cont, along with all standard CE. Pillbox (Max 3 Pillboxes) Basically a circular shaped sandbag constructions, behind which you can crouch and fire. These can be construed anywhere where there's room for it (size would be roughly the diameter of a Router, allowing room for 3-4 people to dig in). Mines can't be deployed inside the Pillboxes. Assault Engineers can upgrade Pillboxes with four fixed 12 mm guns. Each 12 mm would face a different direction, and would basically be a stationary Bassilisk: small field of fire and you don't die directly, but you die when the gun is destroyed. (Press G to use - can be used by any empire). After half an hour the guns disappear. Additionally, an Assault Engineer can use a FDU to deploy an Anti-Air Turret (based on flak) in the middle of a Pillbox to provide field AA for infantry (Press G to use, friendly, but can be hacked to decon). Checkpoint (Max 2 Checkpoints) Half a circle of pillboxes, with a small covered bunker section on the front side, allowing room for two people and a medium sized window facing forward. Total hitpoints of a checkpoint is comparable to two Sunderers. (Decons when destroyed). Assault Engineers can upgrade Checkpoints with three fixed 12 mm guns. One 12 mm would face the back, while two would be inside the Checkpoint, facing forward. Again they would basically be a stationary Bassilisk: small field of fire and you don't die directly, but you die when the gun is destroyed. (Press G to use - can be used by any empire). After half an hour the guns disappear. Bunker (Max 1 Bunker) Slightly elevated bunker, allowing room for 6 people and 360 degrees of visibility. Narrow windows and overhanging ceiling allows for proper defense from vehicle and aircraft fire. Total hitpoints of a bunker is comparable to three Sunderers. Entrance is on the backside and has a little bit of protection from sideway fire. No door, just narrow enough to allow a MAX inside. Assault Engineers can upgrade Bunkers with four fixed 12 mm guns. Vehicle Fortification (Max 3 vehicle fortifications) Comparable to the Pillbox and stationary vehicle upgrade, this basically deploys a standard, large '[ ]' shaped fortification (holes directed at the front of the vehicle), behind which any vehicle could setup for repairs, or use as cover. It would allow for a Lodestar to land in between straight from above. It would basically act as a wall, not as a vehicle shield, like the 'standard' vehicle fortification and can as such be circumvented. It can also be used by infantry to hide behind. Total hitpoints is comparable to two and a half Sunderers. All the above stimulate outdoor combat, allows for larger, fortified frontlines, stimulates tactical and strategic usage of terrain and fortifications and most of all, allows for more survivability of infantry in the field, especially against aircraft and vehicles, while also buffing light vehicular play somewhat. |
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#3 |
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Re: More terrain features and (Adv) Mechanical Engineer class
http://forums.station.sony.com/ps/po...2�
I'd be okay with "Advanced Mechanical Engineering" being a cert on top of Ground Support actually. Advanced Ground Support - 2 Certpoints? Here's some samples I made with Solidworks this afternoon of what the deployables could look like. ![]() Note the centerspot to deploy an FDU (AA Turret or even a normal Field Turret!). ![]() ![]() ![]() |
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#4 |
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Re: More terrain features and (Adv) Mechanical Engineer class
How the heck did I miss this???
Nice work, Hansime.
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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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#5 |
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Re: More terrain features and (Adv) Mechanical Engineer class
Hehe thanks Hayoo. :)
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#6 |
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Re: More terrain features and (Adv) Mechanical Engineer class
Checkpoint looks great for the deployable turrets to be more functional. Would be nice to see a couple of these protecting the flanks of base entrances, bunkers, and towers.
__________________
"Un momento...REALMENTE estoy hablando espaņol!" "Oh no. Soy un narcotraficante colombiano." |
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#7 |
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Re: More terrain features and (Adv) Mechanical Engineer class
Hey I am back and yeah nice one
with this we can set up a forward base :3 with Engineers building up some structures :3 nice nice and all can be destroyed !! |
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#8 |
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Re: More terrain features and (Adv) Mechanical Engineer class
I would love to see all these ideas put into game, I believe it would definatly bring the game back. And that I would absolutely love. Nice work mate!
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#9 |
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Re: More terrain features and (Adv) Mechanical Engineer class
This sounds like and excellent idea. I love it. BTW, I'm a member from here about a year ago. May not know me. Stopped playing PS due to white tectures bug. Anyway, loads of other games have foliage that can turn the tide of battle, so why not PS?
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#10 |
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Re: More terrain features and (Adv) Mechanical Engineer class
Undergrowth (as seen in Far Cry 2). Compare this to the trees without surrounding bushes as used in Planetside. Obviously, the whole idea of adding transparent camo suits for snipers would be instant history. Additionaly, infantry would gain massively improved outdoor gameplay.
![]() ![]() Adding something like this in wooded areas would change outdoor combat quite drastically (safer, easier to sneak up, more time to make judgements and scout, but harder to aim due to now and then having your vision slightly obscured by plants). Obviously, it would never look this good unless there'd be a new Planetside (and we'd all have quad cores). However, if one uses just the old type graphics for trees and adjusts that for ground combat, you'd have something you could use in the current Planetside. I'd love to see those trees obscure bunkers and bunker entrances (aside from the opening itself) for example as well. It'd make them far more feasible. The addition of random animals roaming the countryside and birds high up in the air also adds a lot to the feeling of the terrain being alive. Now if these animals should - as suggested in Planetside early concepts - be monsters that fight back or attack, is something else (from zebra's, antilopes and wilder beasts that die from touching your vehicle, even if it stands still, like in Far Cry 2 ;P). Playing Far Cry 2 though makes me realise just how much this and AI animals add to the emersiveness of a game, and just how essential visibility is to infantry survival. It's the main reason Planetside aircraft are overpowered towards the ground: they always got the best vantage points and never find themselves incapable of spotting the enemy, on top of already impressive weaponry. |
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