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Old 2004.07.16   #1
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This topic will explore the concept of a single city and harbor at the center of each Empire's Sanctuary. I'll be posting descriptions and hopefully artwork of what each Empire's Capitol would look like, and list the various structures, enhancements, and relationships to my other concepts for the game, such as Empire Tech Levels.
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Old 2004.09.13   #2
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Nice idea, I remember someone posting on the official boards a detailed description of how each empires sanctuary should look, thought that was a good idea back when I read it.

What Id like to see basically though is:

A single city on sanctuary

Large monument at the centre of the city, for the VS it could be a large piece of
Ancient Vanu tech or temple, TR a large statue of Earth, etc

Two warpgates at each side of the city (East and West for example)

HART terminal (North for example)

Outfit and Alliance barracks or camps around the city

Roads (paved) leading around the sanctuary, to the warpgates, HART, outfit camps, etc.

Large staging areas for loading troops and for use as meeting points dotted around.

Not going to post my thoughts on a Naval Harbour, as I think we should forget about the Sea, and concentrate on Space. In which case the HART could take you up to a space station for you to start your space travels.
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Old 2004.09.13   #3
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Excellent imagry. :) I also invisioned paved roads, statues, etc. Below is a Sanc City description from my Empire Tech Levels back on the old forums.

Quote:
Originally posted by Hayoo

Sanctuaries, like the continents, will also have an urban center designated the capital city.

In this city you will find the usual buildings you would find in a continent settlement but in multiple numbers organized in small districts split by wide streets and overpasses; buildings such as production centers, administration buildings, supply depots, and generators. Other services include medical centers, maglev stations, the command center, sewer and subway system, and various other buildings.

When an Empire reaches a certain Tech Level, one of the buildings to be activated is the Military Academy which reduces the unlearn timer for that Empire.

Buildings in this capital city will upgrade their textures when the Empire reaches a specified Empire Level. Textures and forms will reflect the styles and architecture of each empire.

TR's style is very Roman but more rigid and imposing, mixing steel and stone pillars with grand domes and open spaces, tall monuments and massive works of Historical propaganda. Reminders of the Earth that was lost and the loyalty it inspires are everywhere. Style reflects warrior pride, structure, law, and unquestioned authority.

The New Conglomerate's style is reminiscent of a Greek style but more asymmetrical and chaotic in its final forms. Plants are allowed to grow wild over parts of the structures. Glass, steel, and light are used to create random glittering edifices, free from set form or rigid construction. Monuments evoke movement, free-thought, and ideological bluntness rather than grand imagery. Style reflects utopian freedom, the beauty of chaos, economy of force, and patterns of nature.

The Vanu Sovereignty's style is ethereal, grand in scope but endowed with mystery and reverence. Tall crystal spires, great halls, transcending forms, spheres with scrawling glyphs, and large trapezoidal reflecting pools dominate VS architecture. Not unlike Egyptian artists, the Vanu meld the sciences with the religious, combining mathematical and astrological structure with the celebration of evolution and the promise of the Universe. Style reflects unyielding logic, infinite progression, patterns of the heavens, simplicity of shape, and transcendence of man to a higher plan of existence.
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Old 2004.09.13   #4
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Lol, thats the exact post I was thinking of! :lol:

Ive been thinking since the last post, and I quite like the idea of each outfit/alliance barracks having rooms (for the higher ranks) and dorms (for the lower ranks) for the members to customise individually (for the higher ranks) or collectively (lower ranks). Note that the individual rooms for a rank would be settable by the outfit leader, but could have a maximum number, to stop them from giving individual rooms for every member, and wasting an awful lot of space.

This will give players more incentive to join outfits, and raise in rank in them.
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Old 2004.09.13   #5
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Quote:
Originally posted by DviddLeff@Sep 13 2004, 07:02 PM
Lol, thats the exact post I was thinking of! :lol:

Ive been thinking since the last post, and I quite like the idea of each outfit/alliance barracks having rooms (for the higher ranks) and dorms (for the lower ranks) for the members to customise individually (for the higher ranks) or collectively (lower ranks). Note that the individual rooms for a rank would be settable by the outfit leader, but could have a maximum number, to stop them from giving individual rooms for every member, and wasting an awful lot of space.

This will give players more incentive to join outfits, and raise in rank in them.
I like the idea of rank-based dorms and rooms (like having a corner office), however they would need a larger purpose I think to justify the time spent in modeling and coding it.

Item storage is the number one practical reason developers provide housing. Considering that all PS weapons are free and we can only use the ones we're certed in, extra storage isn't enough a reason to allow personal rooms in Planetside. And we already have lockers to store things. Granted, meeting rooms and guild vaults allow for groups to gather in a role-playing setting to take screenshots and swap equipment, but what would a single room or office provide other than setting? I think if we can settle that question, dorms could be better justified to the devs.

In Dark Age of Camelot, housing is available for players and guilds. There is already a vault for virtual storage, but a game like DAoC has tons of unique items that take up a lot of space, so the extra room is needed. Plus, owning one adds to the immersion.

Earth and Beyond didn't have housing, but the potential was built-in. Each station looked out into an apartment complex that looked like a preemptive expansion. Virtual storage was already available from station to station and your ship acted as a personal locker you took with you. This was necessary as many unique items in the game justified more room to keep stuff.

We need to find a good hook for such a thing in PS.

Any ideas?
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Old 2004.09.14   #6
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Hmmm, lemme sleep on it :D

[EDIT] Slept on it, couldnt think of a thing <_<

Dont need the rooms/dorms then I guess
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Old 2004.09.16   #7
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I'm afraid I couldn't think of anything either. I kept going back to meeting halls and various perks and terminals. But I guess that's ok since these are Guild halls afterall, and most guild halls in games don't have individual rooms for members.

However, to get that feeling you were looking for of privelaged private space, we could have different types of rooms that the Outfit Leader can set permissions on. Each room could provide some kind of feature or services, such as a Command Room (which holds map boards, command terminals, etc.), or an Officer's lounge (that could have Outfit Managment Terminals and whatnot). Other rooms could be a garage where only Engineers could go get things. Stuff like that would be fun to have. Naturally there would be one or more meeting halls or briefing rooms where everyone could get together freely.

Lots of stuff we could come up with without having to include personal rooms.
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Old 2004.09.16   #8
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Great sanctuary ideas, Hayoo. I had an idea for a sanc strike system, that I'll post eventually.
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Old 2004.09.16   #9
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I'll create a thread in Wishilist for Sanc Strike ideas.

(edit: here it is: http://s3.invisionfree.com/Planetside_Idea...wtopic=82&st=0)
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Old 2004.09.17   #10
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Ive got it! A reason for personal rooms, using the idea of matrixing an enemy empire vehicle, you can then carry the matrix and put it in a storage locker in your personal quarters. Inside is a special vehicle terminal where you can take out your stolen vehicle, i propose an inventoy large enough to store say... 5 vehicle matrixes? Also perhaps a locker that is 3x larger that can only be accessed from here( for storing lots of AV ammo and large guns if you have them)
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Old 2004.09.17   #11
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Quote:
Originally posted by evregade@Sep 17 2004, 03:03 AM
I personally think that they should dovetail Sanctuary Strikes, Orbital Platforms, and the force dome concept. The invasion is initiated when all of an empire's home continents are invaded and held for over 48 hours. At that time, the warpgates unlock and the siege can begin. The sanctuary is layed out much differently. The three villas are capturable, but each is protected by force domes. Not the new capitol style force domes, the old ones. They must be drained with ANTs and Flails.

Once the domes are brought down and the villas captured, defenders must HART in from the orbital platform. Vehicles cannot be brought down excupt in drop pods through the expendature of outfit points. The three villas essentially serve as "sub capitols", as it were, for the fortress. Once they are captured, the dome around the fortress drops.

A truely massive tructure, the fortress would represent each empire's ideal.

The TR fortress would be covered in fast firing weapons, and redundant spawn facilities making it a very difficult place to attack. While it may be possible to attack and disable one spawn facility, there would be several more that would need to be captured to totally disable the base.

The NC fortress would be representative of the Conglomerate's focus of overwhelming firepower. Although not brandishing as many emplaced guns as the TR fortress, the NC fort would have a plentiful amount of heavy weapons, like 150mm tank cannons, 35mm chainguns, and very defendable gates, walls, and spawn rooms.

The VS fortress would emphasize versatility and manuverability by actually being a collection of several buildings, some of which flying. The VS fort would show a mastery of ancient tech by using ziplines between these floating towers, and shield mod-like screens over critical area. The construction of the Vanu Soverignty fortress would make any ONE attack mode ineffective. Attackers would have to use a combination of air and ground, and infantry to sieze it.

Once you fight your way into the well defended citadel, you can sieze the empire's AI core. This would have a 12-hour lifespan, and would follow LLU/Module rules. The main mission after siezing the AI core would be to escort it to your sanctuary. Safely delivering it would copy it's solid-state nanite databases and designs into memory for a week. The empire that stole the core would then have access to anything and everything specific to that empire for a one-week period. HOWEVER, this core can be stolen back by the defending empire, or intercepted by the third empire. Guard it well.

The defenders can raise the shield on their fortress by siezing just one of their villas back. The only way they can invalidate a core in transit by an enemy empire is to actually bring it back to the fortress. They can relock the warpgates and reenable logins at the sanctuary by unlocking (not necessarily recapping) all three (or however many will be reimplemented down the road) home continents.
I know it would be *monumentally* difficult to achieve. That's the idea. It's almost impossible, but it still gives and empire something to strive for.
So many mispellings and incorrect grammer uses that it's not funny, but that was my original idea. All time values are debatable.
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Old 2004.09.18   #12
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Quote:
Originally posted by evregade@Sep 17 2004, 03:03 AM
Ive got it! A reason for personal rooms, using the idea of matrixing an enemy empire vehicle, you can then carry the matrix and put it in a storage locker in your personal quarters. Inside is a special vehicle terminal where you can take out your stolen vehicle, i propose an inventoy large enough to store say... 5 vehicle matrixes? Also perhaps a locker that is 3x larger that can only be accessed from here( for storing lots of AV ammo and large guns if you have them)
That's certainly a possibility, especially if the Devs see a need for storage options in a private setting. Unfortunately I see the Devs most likely just making a common vault or urber-locker for that function rather than duplicate a personal terminal or locker for each room.

But what else would players do in their room? If they just store things, wouldn't players only spend about the same amount of time as they do in front of a locker or equpiment terminal? So the rest of the time, it would stand empty. In common areas this is not a problem as the lockers can be used by everyone. But for an outfit dorm or personal room, this is not the case.

So what else could one do in the room to encourage more use out of it? Remember that the devs have to devote time and resources to create these things.
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Old 2004.09.18   #13
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Quote:
Originally posted by CDL-Earlydawn@Sep 17 2004, 03:16 AM
So many mispellings and incorrect grammer uses that it's not funny, but that was my original idea. All time values are debatable.
Some cool ideas. I would repost this in the Sanctuary Strikes thread so we can keep all the ideas together. Or I can move it there if you like.
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Old 2004.09.18   #14
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That'd be spiffy.
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Old 2004.09.22   #15
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Just had a very different idea that could work, but Im not sure if Id want it:

Remove the Sanctuaries

Or at least, move them from land, up into space, using the Orbital Platforms ideas.

Outfits and Alliances could then have their own station nodes, with meeting halls and garages, etc from which the troops would head "planetside" via either the HART or via a warpgate.

These space based Sanctuaries would be hidden, possibly bored into asteroids or in a nebulea, or hidden in a black hole cluster or similar (all visible out of viewports from the stations).

Well, maybe :P
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Old 2004.10.05   #16
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Quote:
Originally posted by DviddLeff@Sep 22 2004, 05:28 PM
Just had a very different idea that could work, but Im not sure if Id want it:

Remove the Sanctuaries

Or at least, move them from land, up into space, using the Orbital Platforms ideas.

Outfits and Alliances could then have their own station nodes, with meeting halls and garages, etc from which the troops would head "planetside" via either the HART or via a warpgate.

These space based Sanctuaries would be hidden, possibly bored into asteroids or in a nebulea, or hidden in a black hole cluster or similar (all visible out of viewports from the stations).

Well, maybe* :P
Yeah, I've liked this idea. We asked the Devs about this at Mobilzation Alpha and T_Ray said that's essentially what the Orbital Platforms were going to be for: to allow Sanctuary Strikes and you could HART drop anywhere from the station to the sanc to fight back. But they decided being the one undersiege wasn't very fun so they dissallowed Strikes and bypassed the station.

But I think we convinced them we want the stations back, and that we also wanted sanctuary strikes in some form so long as it was fair and fun. Hopefully one of our brainstorms here will give them some good ideas to go on. :)
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Old 2004.10.08   #17
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Even if the sanctuaries were in space, which I say is an awesome idea, it would have to be enclosed, giving players with lower end pcs lag, like it does underground for Core Combat, even with a great computer, I lag a lot underground.

It would be cool though, if most of the unused space of the sanctuaries could be used to make one large city for each sanct. It could have meeting rooms for outfits, rooms for players who like the sim kind of thing, and even roads to help get around. There could even be a few rooms, almost like theaters, that the devs use to discuss new ideas with players while ingame. Possible even big celebration rooms to use if an empire wins a huge battle (instead of that **** team kill free-for-all) which could have stuff like a score board of who in the battle did the most, and what did they do. Like it would show who started the hack, and who killed the most enemies, and maybe even who brought the AMSs. That would be awesome.

What the coolest thing I can think of for that kind of thing is maybe like having someone actually hired in real life to drive sunderers around in the city, like a bus driver, so it's a lot easier to get around. (no more random teleporting over the island)
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Old 2004.10.08   #18
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I heartily agree with the city idea. Actually, we did some designing for an Empire fortress at the center of each Sanc. Head to about the second or third page for the decoration and architectural ideas we had.

Sanctuary Strikes/Empire Fortresses

I think cities would easily fit around the fortress, and could provide some great urban combat before the invaders reached the command chambers. Also, I'd suggest implementing "taxi" routines (Listed on Page 2 of this thread) instead of hiring drivers. Heck, there could be real buses, and move as if autodriving, but in a longer path. Or even better, we could have a monorail/people-mover like at Disney World's Tomorrow Land.
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Old 2004.10.08   #19
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Surely Hayoos monorail trains would be a good thing for transport in the sancs?
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Old 2004.10.13   #20
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if sanctuary strike is put in game the capitol would be hacked sepretly
the capitol would also have different levels
YAY Minis Tilith
GO GANDALF!
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Old 2004.10.13   #21
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Quote:
Originally posted by piolet68654@Oct 13 2004, 02:22 AM
if sanctuary strike is put in game the capitol would be hacked sepretly
the capitol would also have different levels
YAY Minis Tilith
GO GANDALF!
Which thread are you replying to, piolet?
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Old 2004.10.19   #22
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you MOVED MY POST!
Violatin of first admendment......... Again, :(
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Old 2004.10.19   #23
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Quote:
Originally posted by piolet68654@Oct 19 2004, 06:15 PM
you MOVED MY POST!
Violatin of first admendment......... Again, :(
Nope, I didn't move nuthin'.
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Old 2004.10.20   #24
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hmm.,..........
thats weird
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Old 2004.10.26   #25
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I cant really think off any real reason to add extra functions into a sanctuary in PS, in deeper games really and games with economy but in PS it serves one function and that is a safe place to meet and organise.

So make it easy for that to occur.

I always find it difficult to get people to meet up in sanc, with a giant single sanc area the inclusion of several meeting plazas would be very good, stick equip terms and vehicle pads nearby and you're set. Add in a better teleport system (you choose destination) and you can have many plazas to prevent over crowding.

Stick in some maps of the world that can be accessed and for command and outfit battleplans and wps to be seen easily, can include a whole multitude of new command do hickies on such a map (I prefer the idea of making such powerful command tools available to those either wishing to look or as in areas outside of the sanctuary the commanders themselves, if a grunt can get all the information why does he need a commander? :P )

That combined with the funky new architecture could help add in a new feel of belonging to an empire and hopefully increase teamwork.
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Old 2004.11.05   #26
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Item storage is the number one practical reason developers provide housing. Considering that all PS weapons are free and we can only use the ones we're certed in, extra storage isn't enough a reason to allow personal rooms in Planetside. And we already have lockers to store things. Granted, meeting rooms and guild vaults allow for groups to gather in a role-playing setting to take screenshots and swap equipment, but what would a single room or office provide other than setting? I think if we can settle that question, dorms could be better justified to the devs.

Forgot I registered here... :blink:

I'd like to comment on the above snippet, if I could. You are correct in that the number one reason for housing was for storage. The designers had also planned on player apartments to advance in conjunction with the player model. Pre-determined ranks were supposed to be the norm so that a you could tell the difference between a 'general's flat and a second lieutenant's studio'. The apartment was meant to be able to store any items you brought back from the battlefield.

At the time, players also wanted in-game e-mail/message systems to be accessed within the apartments. With each apartment, you had the ability to store up to 6 vehicles in a garage and retrieve them anytime. If I remember correctly, the developers had stated that the only way to store your vehicle was to drive back to the Sanctuary. I'm sure as the issue of population locks and limits came into play, this would not be a viable option for many players.

As you can see from the games original concept, apartments would have fit nicely, but times have changed.

There are four primary corporations that offer professional growth opportunities and steady income: the mining industry, the technological industry, the science and research industry and the military industry. These corporations "sponsor" players - offer a starting apartment and a Personal Computer Terminal where they can access job assignments, news, and e-mail.

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Old 2004.11.19   #27
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Add the Capital City onto the empires home continent so it may be fought in.

-Reginald
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Old 2004.11.19   #28
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Quote:
Originally posted by Guest@Nov 19 2004, 07:50 PM
Add the Capital City onto the empires home continent so it may be fought in.

-Reginald
..........
Good god that's an awesome idea. I'd patent that if I were you.
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Old 2005.01.17   #29
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anyone by anychance have any pictures
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Old 2005.02.03   #30
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I think i may have a solution.

Make the Sanc a Huge city like everyone wants, make meeting halls all the like in 4 different areas N,S,E,W and then you could have like a 3 ringed city. Outer would be like out skirts and main defense second ring could be the meeting halls and the veh terms and such and spawn areas. The center ring could be a citadel type fortrees base that would need mutliple gates hacked to reach a central core but would of course be near to impossible cuse where would be the fuin in havin ur sanc hacked and having no where to spawn. But in the Fortress there could be command stations virtual defenses like in a room you take control of a phalanz attack turret or jsut get in one.

This is kinda off of the New Battlefeild 2 game you could have secific high ranking fighters giving commands as to where to reenforce the city if it came under attack and how many people are there.

Cameras like in CS could be used to monotor the troop movement of the enemy and can be hacked from a certain part of that city and can be used to monitor that sector.

Transportaion could be provided by people movers as someone said or mini teleports or taxis as someone else sayed. The city would have 4 teleport points into the normal battlefeild N,S,E,W and they could be made to take you anywhere.

Also as an extra to the idea of huge cities if they are hacked and taken which would be extraordinary then players would spawn on a spacestation abve their sanc where they can use HARTs to drop into the city in certain areas with enough room (i.e. squares or gathering areas.

And if the Empire that gets pushed out then they will get access to orbitl bombardment on a toned down scale for pin point accuracy. High lvl players would only be able to access it and would need a person sending an in platton outfit squad or personal message to give them coordinates. I think i may have covered all the ideas but it is not likely, any how hope all of yall like my ideas and how i put them together and hope the devs can put something together from it.

OOOO and maybe there could be some people walking around the city as civys cuse this is a capital city not everyone is a soldier :D .


(paragraph edits by Hayoo :) )
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Old 2005.02.03   #31
piolet68654
 
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Quote:
Originally posted by LastStand1332@Feb 3 2005, 10:48 AM
OOOO and maybe there could be some people walking around the city as civys cuse this is a capital city not everyone is a soldier :D .
well if you read the story they actually all are accept for the migits who build the vehicles before they come up the hole :)
but all around-top-of-the-line ideas
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Old 2005.02.07   #32
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I like the idea of the e-mail system and veh storage in apartments. Would be very nice.

I think Hayoo's Maglev trains would be the best transportation.

As for civilians, i don't think devs would spend time to write AI for something that would be purely for looks.
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Old 2005.02.07   #33
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although PS2 (planetside 2)
hey, PS2 (sony) Planetside 2 (PS2)(sony)
hmmm... i feel somthing coming
what i was saying maybe capitols would fit better in a new game, this patch would take several hours to load if it were in PS1 (planetside 1)
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Old 2006.09.08   #34
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Re: Sanctuary Capitols

Well now that we have homeworlds sounds like something cool.

Now if 1 player can be elected Emperor/President/Prime Minister and have abalities to update the empire's webpage. That would be nice.
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Old 2009.06.27   #35
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Re: Sanctuary Capitols

i have an idea for the barracks stuff, if whenever you were to log off your character would appear in a chamber/bed that would display your name as belonging to you with your full Armour on, sort of like a implant terminal, then again i haven't played in two years and have no idea whats going on, im just bored waiting for the dumb updates
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Old 2009.06.27   #36
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Re: Sanctuary Capitols

What updates? =p
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Old 2009.07.17   #37
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Re: Sanctuary Capitols

well.mably the santuary must have a rest room,so when you log out on santuary you log on the rest room,there are medical terminal,a good's panel,and others
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Old 2009.07.18   #38
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Re: Sanctuary Capitols

You mean, the HART building?
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Old 2009.07.18   #39
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Re: Sanctuary Capitols

yes,like a HART building
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