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  • PS2 Roadmap and 6 month plan

    Forum announcement here: http://forums.station.sony.com/ps2/i...th-plan.83788/

    Actual site with the overarching 6 month plan, linked into discussion areas where you can voice your opinions: http://www.planetside2.com/roadmap

    Areas of note that I saw:

    January
    Rendering based on threat: http://forums.station.sony.com/ps2/i...-threat.82703/
    SCU Destruction penalizing spawn timers: http://forums.station.sony.com/ps2/i...-timers.82696/
    No Deploy zones for AMS Sundy: http://forums.station.sony.com/ps2/i...nderers.82693/

    February
    Account level unlocks from SC purchases: http://forums.station.sony.com/ps2/i...unlocks.82715/
    Orbital Strike: http://forums.station.sony.com/ps2/i...-strike.82980/

    March
    Continent Locking/Sanctuaries: http://forums.station.sony.com/ps2/i...locking.82996/
    Player Generated Missions: http://forums.station.sony.com/ps2/i...issions.82992/
    LA Class Revamp: http://forums.station.sony.com/ps2/i...assault.82988/
    Implants (ala EVE?): http://forums.station.sony.com/ps2/i...mplants.82986/
    Convenience Items (Cert/Name Resets/Transfers): http://forums.station.sony.com/ps2/i...e-items.82987/

    April
    New Continent, Hossin: http://forums.station.sony.com/ps2/i...-hossin.83010/
    New Base Structure, the Interlink Facility: http://forums.station.sony.com/ps2/i...acility.83011/
    Outfit Recruiting: http://forums.station.sony.com/ps2/i...ruiting.83006/

    May
    MAX Revamp: http://forums.station.sony.com/ps2/i...amp-max.83015/

    June - this month is the one I'm looking most foward to
    New Vehicle, Buggy (Small Man Transpo): http://forums.station.sony.com/ps2/i...e-buggy.83060/
    Vehicle Zoning (move vehicles from continent to continent): http://forums.station.sony.com/ps2/i...-zoning.83046/
    Outfit Progression: http://forums.station.sony.com/ps2/i...ression.83022/


    probably the best one, since this actually gives us a reason to hold, defend, and build up bases - Outfit Base Ownership: http://forums.station.sony.com/ps2/i...capture.83039/

    A lot of good stuff coming up and I'm excited to see where this will go next.


    These Things We Do... That Other's May Live

  • #2
    Re: PS2 Roadmap and 6 month plan

    I added the approximate vote distribution at the time of this writing as I found some of the responses interesting. My own comments added.

    Originally posted by Serjikal View Post
    January
    Rendering based on threat: 580-20 IN FAVOUR (really, we'll take anything that helps with render distance)
    SCU Destruction penalizing spawn timers: 190-280 AGAINST (PS2 Players seem to be in favour of destroying SCU starting a spawn ticket countdown)
    No Deploy zones for AMS Sundy: 150-350 AGAINST (PS2 Players like their creative sundie deployment)

    February
    Account level unlocks from SC purchases: 780-10 IN FAVOUR (Really, who's going to vote DOWN more bang for your buck?)
    Orbital Strike: 290-290 DEAD HEAT (Some people like explosions, others worry about the ramifications)

    March
    Continent Locking/Sanctuaries: 560-10 IN FAVOUR (Honestly, probably the most important detail here. It CAN work with only 3 continents.)
    Player Generated Missions: 390 - 20 IN FAVOUR (A powerful tool to give the new guys a goal, and the old hands a way to guide the solos)
    LA Class Revamp: 250-90 IN FAVOUR (Can someone tell me why LA needs this? And damnit, please no dual-wielding...)
    Implants (ala EVE?): 320-50 IN FAVOUR (More customization is good... As long as it's not SC-only. That is buying power.)
    Convenience Items (Cert/Name Resets/Transfers): 350-10 IN FAVOUR (Convenience Good. Being able to join your friends on their server? Better.)

    April
    New Continent, Hossin: 560-10 IN FAVOUR (More content good. Bringing in cont locks & sancs first is needed to prevent low continent populations.)
    New Base Structure, the Interlink Facility: 380-0 IN FAVOUR (More base variety are gooder. I'm sure they've learned a lot by now about what makes a good base...)
    Outfit Recruiting: 210-10 IN FAVOUR (Making it easier for people to team up = gooder fights.)

    May
    MAX Revamp: 260-30 IN FAVOUR (More distinction between empires is neat, but the plan needs much refining.)

    June
    New Vehicle, Buggy (Small Man Transpo): 460-0 IN FAVOUR (In favour of more awesome)
    Vehicle Zoning (move vehicles from continent to continent): 420-10 IN FAVOUR (Sounds good, but I'll need to be able to re-paint my camo or I'll just decon anyway. I can't be seen in public with an outfit that doesn't match. No 'outfit' pun intended.)
    Outfit Progression: 290-20 IN FAVOUR (I worry about this. As described, it amplifies the advantage of having an outfit with more players. Furthermore, it encourages specialization, which could fracture our playerbase. Drama will ensue.)
    Outfit Base Ownership: 260-40 IN FAVOUR (It will favour larger outfits, but so what? It's just bragging rights... for now.)
    Whoops. I didn't realize, but there's a lot more roadmap topics on the forums. I encourage you all to check em out. Vote too. Serj has the link in his post.
    Last edited by Strait Raider; 01-25-2013, 11:47 PM.
    Teamwork and Tactics are OP


    Strait /strāt/ (Noun) A narrow passage of water connecting two seas or two large areas of water: "the Northumberland Strait".

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    • #3
      Re: PS2 Roadmap and 6 month plan

      I like the road-map... we'll see where it takes us. I'm very surprised that Orbital Bombardment is voted against....

      And on the 'Outfit Progression' this is where I was always aware that the Devs would go. As much as I understand that outfits are a unifying tool its also an in-game tool. I'd even argue that really active IHS' would be deserving of their own Outfits. This is a long ways away though so there is time for consideration.

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      • #4
        Re: PS2 Roadmap and 6 month plan

        I think it's good Orbital Bombardment got downvoted. I think it would have been too difficult to balance and it would have further reduced the need to play tactical for teh team that uses it. Of course orbital strikes are awesome and everything, but gameplaywise it doesn’t suit PS2, imo.

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        • #5
          Re: PS2 Roadmap and 6 month plan

          I think if you made it more of an area-denial tool and made them very hard to acquire - say, linking them to a shared resource pool or outfit progression - then it could be a very fun element. Certainly good for breaking up grinds and stalemates.
          In game handle: Steel Scion
          sigpic

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          • #6
            Re: PS2 Roadmap and 6 month plan

            I think orbital strikes would need a serious set of limitations but currently any large defense can be sustained indefinitely and that isn't really counter-able without a BFG.

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            • #7
              Re: PS2 Roadmap and 6 month plan

              well there is a BFG already.....
              |TG-Irr| di1lweed1212

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              • #8
                Re: PS2 Roadmap and 6 month plan

                If we ever get a good render distance, we won't need artillery. Liberators will make your life unliveable from a mile away...
                Teamwork and Tactics are OP


                Strait /strāt/ (Noun) A narrow passage of water connecting two seas or two large areas of water: "the Northumberland Strait".

                Comment


                • #9
                  Re: PS2 Roadmap and 6 month plan

                  Just imagine an orbital strike on the crown.... Granted, they would have time to take cover indoors... but still...
                  May you be covered in the dust of your Rabbi.

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                  • #10
                    Re: PS2 Roadmap and 6 month plan

                    I don't always places a beacon, but when I do, I prefer Ion Canon Beacon. Dual Ion Canon Beaconcs FTW!
                    Viking

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                    • #11
                      Re: PS2 Roadmap and 6 month plan

                      Speaking as someone who came from PS1 here's the main problem with Orbital Strikes - Everyone eventually gets them.

                      That was the big flaw in PS1's CR structure. You got all the CR tools even if you weren't leading. So we had squads of people with CR5 running around. 10 CR EMPs dropping all the engie placed defenses in less than a second, 10 orbital strikes clearing out entire bases. Horrible.

                      If they put in OSes, nay, any command powers they have to not only be limited to the commander of the squad/platoon, but have a timer which is based on the highest timer of all members of the squad/platoon to prevent greifing of the mechanics.
                      "...the rules aren't there to enumerate what is always correct but what is always wrong..."

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                      • #12
                        Re: PS2 Roadmap and 6 month plan

                        Originally posted by Greyed View Post
                        Speaking as someone who came from PS1 here's the main problem with Orbital Strikes - Everyone eventually gets them.

                        That was the big flaw in PS1's CR structure. You got all the CR tools even if you weren't leading. So we had squads of people with CR5 running around. 10 CR EMPs dropping all the engie placed defenses in less than a second, 10 orbital strikes clearing out entire bases. Horrible.

                        If they put in OSes, nay, any command powers they have to not only be limited to the commander of the squad/platoon, but have a timer which is based on the highest timer of all members of the squad/platoon to prevent greifing of the mechanics.
                        I can see the logic behind that. You don't want everyone being able to use an orbital strike. Perhaps there would be a stipulation that you can only use it every 20 minutes in an area and this applies to all players in one faction, perhaps making it a voting thing as well since you would be unable to use it for that period of time. For example, NC is assaulting The Crown without air support (Very dumb, but it always seems to happen.) and is having a really rough time on the main road. Someone makes the call on the Orbital Strike, 30 people approve, 20 oppose, and it goes through. The strike is dropped down, eliminating a lot of the armor the TR has on the ground. The NC in The Crown region would be unable to use it again for 20 minutes, but after the strike is done, the TR could use theirs to launch a counter artillery strike. If the battle migrates to Zurvan, the clocks would reset for both factions in that area but not the people who initiated said Orbital Strikes. (Though, to keep people from the constant push/counter push with artillery support, I think a global timer needs to be established, or maybe a set number of uses the OS can be used before the cannons need to reload.)




                        "Certainly, being bombarded with 105 millimeter shells is bad. But the knowledge that you've armed your enemy thus, with your sloth and your ineptitude, unfolds in the heart like a poison." Tycho from Penny Arcade in reference to the nuke in MW2

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                        • #13
                          Re: PS2 Roadmap and 6 month plan

                          Will be fascinating to see the game evolve. Little scary to think that one bad design decision could ring the whole thing crashing down (such as Orbital Strikes, poorly implemented).

                          Sad to see them overlook obvious opportunities for personailzation within the game.

                          I would pay quite a bit to have my name emblazoned on the side of my Sunderer.

                          And for some camo fishnet stockings . . .
                          sigpic

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                          • #14
                            Re: PS2 Roadmap and 6 month plan

                            Originally posted by Greyed View Post
                            Speaking as someone who came from PS1 here's the main problem with Orbital Strikes - Everyone eventually gets them.

                            That was the big flaw in PS1's CR structure. You got all the CR tools even if you weren't leading. So we had squads of people with CR5 running around. 10 CR EMPs dropping all the engie placed defenses in less than a second, 10 orbital strikes clearing out entire bases. Horrible.

                            If they put in OSes, nay, any command powers they have to not only be limited to the commander of the squad/platoon, but have a timer which is based on the highest timer of all members of the squad/platoon to prevent greifing of the mechanics.
                            The best way, in my opinion, is to tie Orbital Strikes directly to the game level above continent strategy (I dare say meta). In DUST, a vastly different game, Orbital Strikes require fire codes and a coordinated ship in orbit in EvE to accept the mission. Ideally EvE fleet battles would be the hard counter to Orbital Strikes, or simply denying the enemy access to fire codes.

                            My suggestion is that it is tied directly to an Outfit 'bonus' and Outfits spend 'Mutual XP/Resources' to acquire the 'Fire Missions'. Then you make it so that the Fire Missions are a 'strategic resource' which can be used by an Outfit only once an hour. You limit spam by having their be a 'Capped Limit' of how many Fire Missions can be 'held' at a time and by making their cost significantly high.

                            Mission calls would automatically fail if its too close to too many friendlies.

                            EDIT:

                            So to continue...

                            Fire Missions are limited based on 'Mutual XP Gain' through outfit members only.
                            Fire Missions must be cleared by outfit 'command' in some manner.
                            Fire Missions can not be 'stored' or 'stockpiled'.
                            Fire Missions result in no XP gain for 'firer'.
                            Fire Missions are limited to 30 minute intervals per outfit fire.
                            Fire Missions cost is directly related to Outfit Activity/Size (so as to not benefit larger outfits disproportionately).
                            Fire Missions 'SHOULD' be able to be canceled by action by opponents. This would provide a secondary objective though the means could be done in any of numerous manners. I would prefer, that a structure would have to be 'constructed' within the bounds of the continent and would need to operational to call in a 'Fire Mission'. Conversely it could be tied to the ownership of 'Battleships'.

                            Finally, Fire Missions must give 'fair warning' and must not effect far through structures.

                            Currently I do not think the game is evolved enough for them to even be useful though. Any mass of players you killed, who would be defending most likely, would respawn nigh instantly.
                            Last edited by Ytman; 01-28-2013, 03:07 PM.

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