Public Starhawk BETA

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Re: [SUGGESTION] Building counter

[ Edited ]

I'd rather buildings weren't limited by type at all. If a team wants to build nothing but launch pads, let them. The less restrictive it is, the more fun it is.

However, I would like to see a seperate count for walls. Walls are only really effective in large numbers, you usually need several to completely block off your home base, but that wastes a lot of building slots (and lets face it, almost every other structure is more useful than a wall).

My other big issue with buildings is that I have absolutely no idea what anything is on the map. Some clear icons would be nice showing the type of building, that way you can immediately see what buildings are in the surrounding area.



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Re: [SUGGESTION] Building counter

Is it possible to improve the range at which buildings can be built from where the dud is standing - a couple of times I was stood on high ground wanting to build on the lower ground in front of me but was really limited by where I could build

It meant jumping down so I could build but that meant I was vulnerable to attack
YOUR FACE!
JUST PLAY IT!
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Level 3

Level 3
caul606
Posts: 160
Registered: ‎22-08-2008
Message 43 of 281 (275 Views)

Re: Starhawk Beta - Build & Battle Feedback

-SUGGESTION-

 

-Limit the areas POD beacons can be built in CTF... Allowing the POD beacon to be built anywhere allows stupid plays such as building a POD beacon in your main ETC.

 

-Give players some starting buildings to eliminate standing around waiting for Rift....

GodsIllest
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Level 4

Level 4
Commandofin
Posts: 329
Registered: ‎07-11-2008
Message 44 of 281 (264 Views)

[SUGGESTION] Wall connector

[ Edited ]

I suggest that walls should be able to connect to bunkers and sniper towers like they do connect to each other. Picture in spoilers. I think I drawed the bunker close enough.

Spoiler
Example.png
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Re: [SUGGESTION] Wall connector

When placing walls somtimes it doesn't reach the map walls etc so you can just find a gap in the wall and get through. Which means theres no real need for walls then/ Maybe allow the walls to be built into the side of the hill to eliminate these gaps.
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Level 4

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Commandofin
Posts: 329
Registered: ‎07-11-2008
Message 46 of 281 (254 Views)

[Suggestion] Building upgrades

I think it would be cool or ok to be able to upgrade buildings.

 

Examples:

------------------------------------------------------------------------------------

Tier 1 Wall: As it is right now

Tier 2 Wall: Increase hit points by 20 %, costs 2 Rift bars

Tier 3 Wall: Increase hit points by 20 %, selfrepair starts after 90 seconds not being damaged at rate of 0.5 % / 2s, selfrepairing stops if taken damage when being selfrepair is started and the timer is reset, costs 3-4 Rift bars

********************************************************************

Tier 1 Turret: As it is right now

Tier 2 Turret: Faster enemy target tracking, increases hit points by 5-10 %, costs 3 Rift bars

Tier 3 Turret: Faster enemy target tracking, increase hit points by 3 %, increases damage by 2 %, costs 5 Rift bars

*******************************************************************

Tier 1 Jeep Factory: As it is right now

Tier 2 Jeep Factory: Faster vehicle redeployment, increases turrets damage by 5 %, increases accuracy, spawns repair tool (unless its spawning it right now), increases Jeeps cost by 1 Rift bar, costs 5 Rift bars

Tier 3 Jeep Factory: Faster vechile redeployment, adds 2 rockets with 10-15 sec cooldown after firing or reloading (unlockable and small splash damage), adds proximity radar with range of 30 meters (shows only moving enemys position in your screen and radar), Jeep Factory starts to repair damaged friendly jeep with its proximity after 5 second of staying idle (person must occupy the jeep), costs 6-8 Rift bars

*******************************************************************

Tier 1 Pod Beacon: As it is right now

Tier 2 Pod Beacon: Gives more Rift energy when its range, cost 5 Rift bars

Tier 3 Pod Beacon: Gives Rift energy at faster rate, cost 6-8 Rift bars

******************************************************************

Tier 1 Sniper Tower: As it is right now

Tier 2 Sniper Tower: Increases hit points by 20 %, spawns repair tool, Tower gets roof and windows (not bullet or rocket proof), costs 5 Rift bars

Tier 3 Sniper Tower: Increases hit points by 10 %, spawns mines (anti vehicle or infantry) costs 6-7 Rift bars

******************************************************************

Tier 1 Bunker: As it is right now (or take shotgun away and add it as Tier 2 unlock)

Tier 2 Bunker: Increases hit points by 30 %, costs 5 Rift bars

Tier 3 Bunker: Increases hit points by 20 %, selfrepair starts after 120 seconds after not taking damage at the rate of 0.5 % / 3-4s, costs 8 Rift bars

******************************************************************

Tier 1 Shield: As it is right now

Tier 2 Shield: Increases the range of the shield by 10 %, costs 9 Rift bars

Tier 3 Shield: Increases the range of the shield by 5-10 %, slows down vehicle movement that pass through it for 3-5 seconds, costs Full Rift bar

******************************************************************

Tier 1 Jetpack Depot: As it is right now

Tier 2 Jetpakc Depot: Longer flying and faster cooling, cost 5 Rift bars

Tier 3 Jetpack Depot: Free jetpacks, costs Full Rift bar

******************************************************************

Tier 1 Beam Tower: As it is right now

Tier 2 beam Tower: Faster enemy tracking (A.I), costs 6 Rift bars

Tier 3 Beam Tower: Faster enemy tracking, range increased by 10 %, costs 8 Rift bars

******************************************************************

Tier 1 Hawk Pad: As it is right now

Tier 2 Hawk Pad: Faster Hawk redeployment time, costs 6 Rift bars

Tier 3 Hawk Pad: Faster Hawk redeployment time, starts to repair damaged friendly Hawks after 7 seconds being idle while in range, costs 10 Rift bars

******************************************************************

Extra

Tier 1 Rift Well: As it is right now

Tier 2 Rift Well: Gives players 2-3 additional Rift bars when respawning, costs 32 Rift bars (stackable)

Tier 3 Rift Well: Shortens teams respawn time by 2-3 seconds, cost 64 Rift bars (stackable)

----------------------------------------------------------------------------------

 

I guess thats all of it.

Also make it possible to rotate buildings by using R2, you shouldn't be able to run, fly and drive when building.









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Re: Starhawk Beta - Build & Battle Feedback


fieldatron28 wrote:

One thing that worries me about build and battle is are they going to keep the build limit at 32 even when they raise the players to 32 because 2 buildings per person on a 16 man team really isn't that much.

i can see it now i run across the map to create a good spawn point, I try to put down a pod beacon only to find out my team has built 25 random walls, 5 auto turrets, a jetpack dispenser and a sniper tower loll.

 maybe a slight exaggeration but you get my point. 



I get this... I wanted to build a spawn point near the choke-point on a map & can't because teammates have built an over-the-top amount of walls & turrets, or duplicated buildings even in the same spawn point

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Beta Tester
stephenc87
Posts: 13,444
Registered: ‎01-05-2008
Message 48 of 281 (220 Views)

Re: Starhawk Beta - Build & Battle Feedback

I wasn't able to dismantle my launch pad until I had enough energy to buy a hawk. I'll try again tomorrow but I don't think I was doing anything wrong since I dismantled it a minute later. Is that how it is, you can't dismantle unless you have enough energy to use it? Seems a bit restrictive for no reason.
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Level 3

Level 3
bitbydeath
Posts: 107
Registered: ‎29-11-2008
Message 49 of 281 (214 Views)

Re: [Suggestion] Building upgrades


Commandofin wrote:

I think it would be cool or ok to be able to upgrade buildings.




 

Great post, i agree.

At the moment even if we got 20 or 30 buildings they will still just be buildings, i enjoy upgrading the walls, so being able to upgrade each of the others in various ways will add a lot more variety to the game and bring in a lot more appreciation for build and battle.

 

More variety = more strategy.

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Level 3

Level 3
AJebEn
Posts: 55
Registered: ‎24-11-2011
Message 50 of 281 (206 Views)

Re: [Suggestion] Building upgrades


Commandofin wrote:

I think it would be cool or ok to be able to upgrade buildings.

 



Another great post. That idea might reduce the number of players continually creating new buildings, instead focusing their rift on upgrading already exisiting structures. It would also create a new dynamic to the game giving players the opportunity to have a really strong base defence and weak offence or just average base defences and strong offensive structures. Nice one Commandofin.

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Starhawk Update 1.3

-- 32-Player Map "Dust"
-- Added Explore mode
-- Added Ox Heavy Tank & Sidewinder JetBike
-- Added Hawk Torpedo & Flak Cannon
-- Added Map Load-outs System
-- Added Clan, Party & Calendar Systems

NOTE: We have performed a Stats, XP and Level Reset.

REMINDER: As with everything you see in the BETA, the Skills are a work-in-progress! Some skills will be cut, some skills will be changed and new skills will be added. For an overview of the Skills-System, for more info see the Beta Dev Blog:  http://www.lightboxinteractive.com/beta


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