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PlanetSide's Future Plans Continued....
Folks,
A lot of you have expressed curiousity as to what the Dev Team is up to in regards to PlanetSide and its future content. Now that we've had a few weeks to shake out the launch of the game and watch how the game is running, we're ready to make some of this public.
The list below is not a complete list of all features that will be added to the game. It's just a list of what we're sure will go into the game in the near future. There are a whole host of things we're not quite ready to reveal yet, so you can expect lots more to be unveiled in the months to come.
Without further ado:
Near Future Improvements (features & tweaks)
(next two weeks)
Facility Link Benefits: Each facility gives a benefit to the owning Empire.
This ability is activated whenever an Empire owns a facility of that specific
type somewhere on a continent. If multiple types of facilities are owned
by an Empire on a single continent, then the abilities are shared between
those facilities if there are no ownership breaks between those facilities
on the lattice.
For example: On Cyssor, if the TR own Pamba and Shango, then they would
gain the ability for the Amp Station *and* the Bio Laboratory at both
locations. However, if the TR only owned Pamba and Itan (no "friendly" connection
between them), then the facilities wouldn't get to share their abilities.
Instead, Pamba would have the Amp Station benefit (only) and Itan would
have the Bio Laboratory benefit (only).
The facilities have the following benefits:
Bio Laboratory: Reduces all respawn penalties by 50%, at linked facilities only. (Not Towers and not AMSs.)
Technology Plant: Makes "advanced" vehicles avaialble at all
vehicle pads linked to a friendly Tech Plant.
Amp Station: Allows vehicles to recharge
their shield capacitors in the courtyard of any linked facilities.
This shield strengthens the armor of
the vehicle, but dissipates as damage hits that shield. Vehicles recharge
over time when in a linked courtyard, and only dissipate energy when
damaged. There is no way to recharge a shield capacitor "in the field".
Dropship Center: Allows access to Repair/Rearm
Pads at linked facilities. Air vehicles can now land on the air vehicle
pads and ground vehicles can
pull up to a wall station in the courtyards. Once there, the vehicles
can repair themselves over time, as well as access a terminal interface
based
on the Equipment Terminal that allows them to fill their trunk space
without leaving the vehicle.
Interlink Facility: Creates an extended
area that the facility can see on radar. In otherwords, it greatly
enhances the coverage area of your
basic radar and makes your Phalanx wall turrets much more effective.
NOTE: Wall turrets are automated at all times when they are not
manned by a player.
They fire more slowly when automated, but are still effective.
It is no longer required to own an Interlink Facility in order to activate
the wall
turrets. All bases have active turrets at all times unless ownership
is neutral.
Advanced Hacking: Only Advanced Hacking
lets you hack equipment terminals and vehicle terminals now.
Basic Hacking only allows hacking of Medical
Terminals, Lockers, Implant Terminals, and Certification Terminals.
(Of course, all hacking abilities still continue to work for
doors and control
consoles.)
Liberator (bomber): The Liberator is a three-crew vehicle where
all positions can shoot. The pilot has a fixed-forward machinegun,
the tailgunner has
an easily swiveled machinegun for air defense and ground sweeps,
and the bombardier can choose between "tankbuster" shells (dropped one
at a time) or "anti-personnel" shells that split in mid-air and
drop a pattern of shells around the target area, designed to annihilate
infantry with multiple explosions.
Skyguard (anti-aircraft buggy): The Skyguard is a two-crew vehicle
where the driver sits forward and the gunner behind. The gunner
has access to
a flak cannon to take down air targets and a machinegun with
which to defend against infantry.
Orbital Strikes: Command Rank 4 & 5 characters now have the ability
to pull down powerful energy beams from the Empire's orbital platform in
space. Targets are designated by dropping a waypoint somewhere in a radius
around the commander and then confirming the Strike to the orbital platform.
They then send a beam down that is massively destructive in its power.
Orbital Strikes cost Outfit Points to use, so Commanders should keep in
mind that they're spending their Outfit's collective points when using
this ability. This is a timed ability, and once triggered, the timer must
expire before another Orbital Strike can occur.
EMP Blasts: Imagine a Jammer grenade on steroids. A CR3-5 Commander
can emit an EMP shockwave, centered on his position, that expands
out, deactivating
and disorienting enemy units around him. Soldiers lose their
radar, all implants are reset, Spitfires and Alarm Sensors are deactivated,
enemy
vehicles are disabled, and mines and Boomers are detonated. All
effects are temporary. Once an EMP Blast is used, the Commander must
wait
for a timer to expire before he's able to use it again.
See all Enemies: Command Rank 4 & 5 characters can trigger this Uplink
ability and get a sense of the positions of all enemy units within a certain
radius of the Commander. (CR5 Commanders have a bigger radius than CR4
Commanders.) Enemy positions are accurate, but they are only valid for
the moment that the info was downloaded. The position blips darken and
fade over time to show that they are "old intel" and aren't reliable
any longer. This ability, once triggered, must wait for a timer to expire
before it can be triggered again.
Uplink Device Interface: An interface has been developed for the
Uplink Device allowing Commanders to better see the time needed
before an ability
is ready for use again.
Vehicle Queuing System: After watching the game develop further,
it became obvious that we needed to streamline the vehicle acquisition
process. Thus,
the queuing system was developed. Players now transport directly
to their vehicle after purchase, and auto-drive away from the pad.
This minimizes
the amount of time needed to get a vehicle and clear the pad
for other
players. Additionally, if there is a line at the terminal, there
is now a queuing system that's intuitive and easy to use that lets
you just
hang out after making your choice until your vehicle is created.
No more "double-click
frenzy" as you try to beat the other players in a timing game to acquire
a vehicle.
HotSpot Improvements: Hotspots are
intended to tell you where the best battles are so that you can
cut down your
travel time and participate in
the great combats around the world. Unfortunately, they don't
currently refresh often enough, and they aren't always accurately
portraying
where groups of players are fighting. That will change soon.
Hotspots will
be scaled to the size of the fight occurring, and will be refreshed
much more
often so that the info is accurate when you arrive.
Instant Action Improvements: You can currently be redeployed to
a continent where no friendly facilities are owned, thus forcing
you to either try
and work a facility down to zero NTU (so you can hack it) or
move to another continent if you want to attack a base. This, and some
fall-through
conditions,
will be fixed so that Instant Action is more reliable, and so
that when you use it, you're pretty much guaranteed to be near a quality
battle
of some sort.
No "Hack Leapfrogging": You
will soon be unable to hack an enemy facility if the only friendly
facility
linked to that enemy facility is
also hacked itself. This will stabilize the "fronts" and prevent "hack
leapfrogging".
Defenders can Respawn at Hacked Facilities: To
aid the defense a bit, they will soon be able to respawn at hacked
facilities. Of course, the respawn
tubes have to be in operating condition, but if they're available,
then defenders can respawn there.
Empire Incentives: The experience
modifications are going away. Empire Incentives will be based
on "meatier" variables now to give some
bite to the Incentives. Health maximums will be affected directly so that
underdog Empires get a bonus that matters.
(next month and beyond)
Again...this is not a complete list, but here goes:
Tower Silos: Yes, you requested it and we agree with you. Towers
are getting Silos. They'll run off NTUs soon.
Tower Hack Times: It's likely that
Towers will get a five-minute hack timer so that they can't be
instantly
flip-flopped.
Medic Improvements: The Medic will get great new interfaces to
make Revive a more useful ability, as well as additional abilities
to help out friendly
units with things like stimpaks and regen patches.
Facility Gameflow: We'll be shaking
up the gameplay you're used to now and making the buildings more
interesting,
with potential items like a
force wall at the courtyard gates and possibly a blast door on
the side
entrance to the catacombs that would have to be hacked from within
the building in order to open it to enemy attack.
Continental Lock Incentives: As
your Empire gains more continental locks, your Empire also gains "bonuses" that affect all players in your
Empire. These incentives start after the first couple of locks, and are
additive for each successive lock thereafter. They are balanced so that
it doesn't create a problem where "winners keep winning", but
they are attractive bonuses just the same.
"
Fame and Glory" Screens: In-game screens announcing recent
best experience gainers, most kills, best outfits, territory "winners", etc.
will all be available in-game so that those that it's all at-a-glance.
Outfit Point Expenditures: The Orbital
Strike ability is merely the tip of the iceberg. There will be
a lot of ways
to spend Outfit Points in the
future and those will roll out continuously over time so that
Outfits have to decide where they want their points to be spent
during
combats in the
field.
There's a lot more to come after that. Watch for more details
in the weeks to come.
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