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From Bio Lab to Storage Facility - A base redesign
Thanks to Checo and IFort4Law for some feedback and ideas beforehand.
Below you'll find a Bio Lab redesigned as a Storage Facility. Since there are many Bio Labs and we're in need of new base types, but the maps themselves can't be edited, you can opt to redesign and replace a portion of the Bio Labs. The new editor the Devs are using to create the Battledome is probably sufficient for this. Note that not all Bio Labs would be replaced, just a portion - say 1 out of 3. Likewise, some other bases could be redesigned (some AMP stations or Interlinks for example). If you're wondering why we need new basetypes? We all know the old ones. The old ones have some problematic features: narrow corridors, lots of chokepoints, often straight forward fighting. This isn't a completely finalized design, but it's a bit of a blueprint of a base that's based on the holes a Bio Lab has in the ground. __________________________________________________ _____________________ Storage Facility Benefit The Storage Facility allows you to store a couple of vehicles. Think of it as a locker for vehicles. The idea is that if you've stored (enemy) vehicles in here, you can access these at any linked friendly base, provided you have the certification to pull it. Hangar 1 is used to store most ground vehicles, where as Hangar 2 is used to store aircraft and BFRs. Of course you'd mostly use this to store Tech or AT vehicles (perhaps even a Lodestar). Storing a vehicle is done by driving up to the proper Hangar, and then pressing an assigned button (prolly not G, because that might just be problematic). You'd then autodrive/fly in, decon your vehicle and spawn next to the terminal. Basically the opposite of pulling a vehicle. You could store up to three vehicles at one time. (Note that this idea comes originally from Planetside Idealab, just that they used a Repair Silo for it). Next to this, access to a Storage Facility Benefit reduces Vehicle Timers by 10% (That's 6 seconds on every minute, not really that much is it? Saves half a minute on a 5 minute timer, one minute on a 10 minute timer). __________________________________________________ _____________________ The first two images show the above ground levels. As you can see there are some features that make this very distinguishable from other bases, as there is not one, but two seperate structures above the ground. The main building is as most of the usual, but has a lot more entry points. One front door to the lobby, two doors on the roof, two hangar doors and one vpad door. The hangar doors are comparable to Vpad exits and each hangar is connected to the rest of the base. This means the top level is very easily breached as there are probably more entrances than defenders can defend. Sneaking in should also be very easy. There are however, no vitals in this section of the base apart from the air and vehicle terms. It'll make defenders run from door to door, making spam stalemate fights unlikely in this section of the base. The secondary building is connected to the Backdoor, allowing infantry a very alternative route into the base, that other bases don't have. This building has IFF Doorlocks on all entrances (BD, CY and wall). Yes, you can reach the walls from here as well! The interior is very simple and is basically just an advanced stairwell with a few inner rooms. And yes, you'll be able to use it to attack from the BD to the CY, but you wouldn't be able to fire rounds from a vehicle to the other side of the wall. On the other hand, this building allows direct access for the defenders from within the base to the walls and CY, making vehicle camping harder since there are more exits. However. Like a Bio Lab there are only two entrances to the underground section of the base where all the vital rooms are: the main stairwell (in this case a very wide ramp) and the backdoor. As we all know, the Bio Lab isn't an exactly impossible base to breach to the lower areas even though there are only two points of entry (talking about the gen up scenario btw). The Lobby is connected to the Medical Room, which is connected to Hangar 2. This means there'll actually be some fighting INSIDE the med bay! :O The lobby is also connected to a corridor that leads to both the stairs and the vpad. The vpad is connected to Hangar 1 (and perhaps hangar 2). Above, the Air Room allows access to air vehicles. The sides of the air pad should have small walls to provide some cover for vehicles that are being pulled. Thus, this would be the second base that has both a vehicle and airpad safely reachable from inside. It'll never be fully protected against airpad camping though. The Com Room is just a room containing the Main Console a bind point and some random computer stuff (like you find in the air room or most lobbies). ![]() ![]() This all means the top level is easily lost to invading forces, but like an Interlink, the most important features are downstairs. However, once you breach either chokepoint, there's a large maze of corridors and there are many good locations for Routerpads. The underground levels are primarily divided into two large storage rooms (Hall A and B respectively), which are two story halls with catwalks as you'd find in the vehicle pad of a Tech Plant. Corridors are wider than in normal bases, making it easier for MA and also easier to dodge Lasher rounds somewhat (without always being lashed). Of course it's still a corridor and there are plenty of corners to use for close range weaponry. The MCG should have enough places where it has the advantage over the Jackhammer as well. The halls are filled with storage crates of various sizes. Hall A and C mostly have fuel and smaller crates you find in most bases, whereas Hall B has larger crates and containers (some 'containing vehicles' - course not literally... it just says they do :P ;). The Controle Console is on the upper level of the underground levels and has windows facing the hall, allowing for a good vantage point to both see enemies coming and to analyse the best approach to the inside. In front of the CC is a wide stairwell leading down to the bottom of Hall A. All over the underground level there are corridors leading down and you can also jump down from a catwalk (dotted lines). The corridors allow for a lot of tactical circumventing of the enemy from both sides, making infantry fights never exactly the same and very frantic to (re)gain control over each area of the base. The Generator is relatively close to the Spawn Room and CC, but can also be approached from the far corridor. All this means that if you fought through one of the two main choke points (BD or stairwell), you have ample of options to take down your enemy. Do you go for the spawns? The CC? Or the generator? Not that the generator can be quite easily defended once you're in it. ![]() ![]() Anyway, thoughts, improvement suggestions? Rants that it'll never happen? :P |
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