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Info from the PS2 Developers - Road Map
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Posted on: 2014/1/29 23:11
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Re: Info from the PS2 Developers
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PlanetSide 2 Forum
10 JAN 2014
by SOE Luke

Squad Spawning on Squad Vehicle

In an effort to encourage squad cohesiveness and increase available spawn options we are adding the ability to spawn in squad owned transport vehicles. Initially this will be limited to the Sunderer and Galaxy in order to reinforce their transport roles, but we may eventually open this functionality up to other types of vehicles.

Vehicle spawning will be limited to vehicles that are occupied and owned by a squad member and in a more limited proximity to where you are respawning from, they will also have a slighter longer respawn timer than the standard base and AMS spawns.

How do you think this will affect battles positively or negatively? Do you think this functionality should be added to all squad owned vehicles?

Let us know!

Posted on: 2014/1/29 23:13
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Re: Info from the PS2 Developers
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PlanetSide 2 Forum
23 JAN 2013
by JGood

Outfit Conquered Facilities

If your outfit is the top contributor to a base capture, we’ll identify the facility/outpost as “belonging” to your outfit. We still have a lot of work that we will need to iron out on this, including figuring out what “top contributor” really means, so please call out factors you think would be most important to consider here.

Posted on: 2014/1/29 23:16
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Re: Info from the PS2 Developers - Road Map
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PlanetSide 2 Forum
22 JAN 2014
by SOE Luke

Sunderer Advanced Mobile Station (AMS)

The AMS cert line is dominating its slot (~96% equip rate for those curious). It’s an important cert line for the game and we don’t want to change its functionality, so we’re going to make the certification line passive to the Sunderer. This opens up the Utility loadout slot on the Sunderer, which allows players to have more varied and creative loadout combinations.
All existing certs will convert over cleanly


PlanetSide 2 Forum
23 JAN 2013
by JGood

Potential Sunderer Enhancements

We want to give a little love to the Sunderer. Early ideas include:
Add more weapon types
Add additional squad spawn certs◦For example, allowing you to ignore deployed Sunderer radii

We're still brainstorming, so throw some more ideas our way about what additions would be cool for the Sunderer.


Posted on: 2014/1/29 23:21
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Re: Info from the PS2 Developers - Road Map
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PlanetSide 2 Forum
19 MAR 2013
by JGood

Potential Galaxy Enhancements

We would like to polish and enhance the Galaxy.
Some of the ideas being bandied about internally for the Galaxy at this point include stuff like:
- Deploying into a forward garrison
- Certifications for Proximity Repair
- Certifications for Proximity Ammo Dispenser
- Allowing it to provide transport for other vehicles
- Adding a fifth, front facing weapon
- Adding/unlocking some additional weapons for the wing slots

These are still only ideas at this point - we may end up with some, all, or none of this stuff by the time we go live with the galaxy update, but it at least gives some more insight on what we're thinking about at the moment. Let us know what you think and please keep leaving your feedback for other cool ideas for the Galaxy.

Posted on: 2014/1/29 23:25
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Re: Info from the PS2 Developers - Road Map
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PlanetSide 2 Forum
23 JAN 2013
by JGood

Inter-Continent Vehicle Movement

We'd like to allow vehicles to travel between continents by entering the Warpgate beam in each Empire's Warpgate area, instead of forcing players to abandon their vehicles.

Posted on: 2014/1/29 23:34
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Re: Info from the PS2 Developers - Road Map
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PlanetSide 2 Forum
14 MAR 2014
by SOE Luke

Squad & Platoon Changes

Goals:
1.Create a symbiotic squad-based mentorship relationship for new players and squad leaders
2.Provide squad leaders and platoon leaders with rewards for the coordination work they’re doing

Squad Mentorship Bonus:
Squad mentorship Bonus is a new, automated reward for squads who have low-level players in them. Each player under BR20 (tbd) gives their squad a flat XP bonus. Unlike the squad XP bonus on squad boosts, this bonus is only active when fighting in the same region as the new player. This is meant to encourage squads to work to handhold their newbies on how to get to the fight and stick with the squad. This bonus is always on, and all new players receive it automatically in order to encourage players to seek out newbies and invite them to squads.

Mentor Squad:
Players who create a squad and list it publically can list it as a Mentor Squad. This would prioritize players under BR10 to join the squad when auto-squading.

Auto-Squad Smartification:
Auto-squad could have some prioritization enhancements. These factors could be used for prioritization:
- Is a mentor squad
- Has someone from your friends list in it
- Has an outfit mate in it
- Is on your current continent

New Rewards:
Squad and Squad Leader XP bonuses are provided by new ribbons tied to squad related achievements. These rewards are flat which favors large squads / platoons, reinforcing the work required to coordinate larger units.

Squad Organization Expansion:
Addition of companies (a collection of 4 platoons) and fire teams (4 players per team, 3 teams per squad). Each of these will have appropriate chat/voice channels, management UI, and identifier options.

Posted on: 2014/3/20 21:32
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Re: Info from the PS2 Developers - Road Map
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PlanetSide 2 Forum
planetside2.com/roadmap
12 DEC 2013
by SOE Luke

Missions System

Update: Missions will be released in March instead of Feb. This is to make sure we have adequate testing, both internally and on the public test server.

Status: Internal Testing - See details here

Goals: Provide guidance, improve squad cohesion, stabilize lanes, make squad/platoon leadership more rewarding


Basics:
We want to eliminate those “what do I do now?” moments and actively encourage better fights. We've gone through several design iterations and what we've ended up with is essentially automated waypoints that give bonus xp if you fight in the region the mission is sending you to. Simple.

There is no interaction necessary. No accepting, no scrolling through a list of missions, and no management. You will always have a mission guiding you to a good fight with an objective showing you where to either attack or defend next. In the typical case, the mission waypoint will be your current fight or the nearest appropriate one along the lattice link.

There are some conditions where we will give you a mission that it outside of your current lane. Generally, this will only happen if there is an active fight where your empire needs reinforcements or there isn't much going on in the lane you're in. In these cases you will be given the opportunity to immediately deploy to the new mission area and your waypoint will be updated.

The above is the automated part of the missions system and what we consider to be the essential elements of the system. We have plans on the ways we'd like to expand on it, like different rewards, specific objectives for capping points or taking down generators, or even hacking or repairing specific terminals based on your class. But we want to get the basic system out there first to see how it plays and make sure we've removed some of the confusion that a newer player feels.

Organizing Squads and Platoons: Missions will play nice with squads. All members of a squad will always have the same mission as the squad leader. So, for those of you who auto-squad and have noticed your compatriots are scattered all across Auraxis this should help bring everyone together. Your Instant Action button will also be replaced with the Squad Deploy button to get everyone together quickly. The goal is more squad cohesion and to make it easier to stay with your squad.

Initially, as a squad leader you will be able to quickly create a mission for your squad by using the quick action menu while aiming at a capture point or generator selecting create mission. That mission will automatically be sent to everyone in your squad and all of you will receive bonus experience for fighting in that area. This squad mission will supercede the automated mission of the squad leader so there is no confusion on what your objective is. You will always have a mission, and you always have exactly one mission.

Over time our intent is to expand the system by adding a variety of mission types that squad and platoon leaders can create for others in a region. When any friendly player participates in that mission both they and the leader who created the mission will get bonus xp. Here are the mission types we have planned:

Air Strike
Armor Support
Air Superiority
Anti-Armor
Request Reinforcements

Posted on: 2014/3/21 11:38
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Re: Info from the PS2 Developers - Road Map
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Posted on: 2014/3/24 15:37
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Re: Info from the PS2 Developers - Road Map
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Posted on: 2014/7/18 0:00
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