PlanetSide (video game)

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PlanetSide is a massively multiplayer first-person shooter computer game published by Sony Online Entertainment and released on May 20, 2003. The number of players was over 40,000 in September 2004.

PlanetSide
PlanetSide box
PlanetSide box
Developer(s)Sony Online Entertainment
Publisher(s)Sony Online Entertainment
Platform(s)Windows
ReleaseMay 20, 2003
Genre(s)MMOFPS
Mode(s)Multiplayer

Story

After traveling through a wormhole, the Terran Republic, a highly centralized oligarchic galactic government which has unconditionally ruled humanity for the past 1,112 years, discovers the planet Auraxis. Found to be suitable for colonization, the Republic sends expeditions through the wormhole to colonize the planet. Shortly after arriving, the colonists discover the remains and technology of a lost and ancient alien race - the Vanu (also known as the Ancients, since their original name for themselves was not known). This technology, at first an enigma, proved to be so complex and powerful as to barely be conceivable to human minds, involving levels of energy previously thought to be physically unquantifiable. It allowed for quick colonization of the ten continents of Auraxis, the creation of power sources and vehicles for the use of the colonists and, most importantly, rebirthing technology. This nanotechnology allowed the humans to deconstruct and reconstruct their own bodies, allowing fast transportation across the world. Later on, it was discovered that dead workers could be brought back to life using the technology. Needless to say, the incredible value (and power) of this technology was systemically acknowledged, and despite the enormity of the advances made due to the study of this technology, it was also recognized that humanity had not yet even scratched the surface of any future possibilities. Later on, the discovery that the planet itself had been an artificial contruction of the Ancients further served to solidify the realization that if left unchecked, Vanu technology would forever and irrevocably change humanity and it's future.


Shortly after the rebirthing technology was discovered, however, the wormhole collapsed, cutting the colony off from the Empire and preventing the return of Vanu technology for proper examination. Dissension amongst the population, resultant of a loss of faith in the capability of the Republic, which had always presented itself as infallible, caused the populace to split into three very distinct factions and a war over the technology ensued. As an inhabitant of Auraxis, you must choose to fight for one of the three factions:


  • The Terran Republic, a conservative, authoritarian collectivist nation who strive to regain contact with the homeworld and re-unite the warring factions. Their leadership is a public oligarchy known as the Overwatch, composed of various representative officials and their associated Ministries, who regulate allotted portions of society in accordance with their own expertise and the collective will towards favorable outcomes. They feel that authority is the bastion that protects humanity and that in a truly free society, with no Big Brother to watch over citizens, misery and suffering will quickly be visited to all. Furthermore, they regard the Vanu technology as dangerous and unstable, a volatile force threatening the stability of their righteous order, and only begrudgingly do they utilize it in warfare. Their vision of the future is one of peace restored through their benevolent rule, and humanity reunited by the reopening of the wormhole. They stand by the view that the Vanu were extinct by their meddling with orders of power the magnitude of which was to be found in their artifacts, and they fear groups such as the Sovereignty will drive humanity to a similar fate, causing as much damage to reality as possible along the way. They rely a great deal on the brute strength of their armies and fleets, and the ruthless application of their superior firepower.


  • The New Conglomerate, a militant separatist faction composed of anarchists, libertarians and liberals determined to remain free of the controlling and domineering Republic, as well as to liberate the rest of humanity from the Republic, whether or not they share the Conglomerate's theories. As a rebel group, their leadership lies with the Revolutionary Command, a visible cooperative of military experts and leaders who direct the liberation efforts as a whole. They feel that any form of control is oppression and that a miserable free man is better off than a contented slave. Consequently, they view the Vanu technology as a potential tool of control, and the Vanu Sovereignty as technocratic tyrants, would-be dictators like the Republic, only under the banner of science and probably much worse. Their view of the future is one of freedom and self-government, where every man elects his own path and flourishes in what ways he sees fit. They rely on the strength of their numbers, and their ability to move quickly and attack fast with light vehicles and infantry.


  • The Vanu Sovereignty, a loose Transhumanist cult of academics, intellectuals and technology worshippers who believe that their collective destiny lies in the further development and exploitation of the alien technology. Their leadership is the clandestine Sovereignty Council, the composition of which is unknown without itself and the existence of which is utterly obscured to those outside the membership of the Sovereignty. They see the Republic as pedantic and outmoded, a restriction on the continuing ascendancy of the species through the synthesis of man and machine. They also see the New Conglomerate as a savage band of thugs, possessed of mob rule and desperately afraid of technology they cannot understand and the future it promises to the far-sighted. Their view of the future is one of scientific perfection and purity. They believe that the Vanu used the power of their advanced sciences to transcend their corporeal limitations and the mundane world, ascending to a superior state of being, and ultimately, a higher plane of existence. Scientists and intellectuals through and through, they see this path as an enlightened ascension and hold the Ancients up as a shining example for mankind to follow, hopefully and eagerly envisioning humanity imitating their metamorphosis, first through the enhancement of the human condition by science, and eventually, by the replacement of human beings altogether; and from there, not even they can imagine yet. They are the most reliant on alien science and technology, and often more than compensate for their shortcomings through the superiority of their engineering, utilizing mind bending physics and high-energy arrays to defend themselves.


These three factions now fight on the surface of Auraxis, none able to gain the upper hand, and the dead soldiers forever being reanimated by the alien nanotechnology.

Gameplay

File:PlanetSide Vanu vehicle squad repairing Lightning tank and Tresher buggy.jpg
A vehicle squad is repairing a Lightning tank and a Thresher buggy.

At any one time, each of the three PlanetSide servers host thousands of players fighting a persistent war on foot, in ground vehicles or in the air across desert wastes, icy mountains, lush forests or dank swamps. The goal is simple: each faction must attempt to capture as many facilities as possible on the surface of the planet whilst denying them to their enemies. There are many strategies and opportunities for tacticians to divert the flow of battle and learning the intricacies and depth of the game can take many months. The player controls his chosen character from a first-person perspective and can travel about the vast environments on foot or in one of the many available vehicles. Combat is fast-paced and does not suffer from the 'hands-off' feel of many other Massively Multiplayer Online Games.

Before entering combat, it is important for a tactician to identify:

1) The empire affiliation of the enemy. Each empire has a particular theme for their weapons and vehicles, and a leader should equip his troops to counter such.
2) What vehicles they may encounter. There are several types of bases, but only a few types can create heavy vehicles (tanks, bombers, etc.) and a leader needs to make sure, usually through a flyover by a scout aircraft, what vehicles he needs to worry about.

Leveling and Experience

While a first person shooter at heart, PlanetSide does have a rather basic experience/leveling system. Earned experience is divided into two categories: Battle Experience and Command Experience.

Battle Experience

Battle Experience is gained from exploring and interacting with the game world, elimination of enemy soldiers and from the capture of base facilities. When enough experience is accumulated, the character will increase in Battle Rank. When the character increases in Battle Rank, a certification point is awarded (except at BR 6, 12, and 18, when an implant slot is activated; see below). The higher your Battle Rank, the more certification points you possess. These certification points allow the character to acquire new vehicle, weapon and armor classes. Newly created characters begin at battle rank 1 and can reach up to battle rank 25 (battle rank was initially limited at 20). Benefits of reaching higher Battle Rank include uniform upgrades and character implants.

Implants

Currently, there are ten implants available for use. Players can have three implants at any given time, however they may be exchanged for other implants at Implant Terminals. Implant Slots are awarded at Battle Ranks 6, 12 and 18. Each implant offers an upgrade for your character. Each implant varies in its benefits and disadvantages, such as Advanced Targetting to view enemy health, Personal Shield which drains your stamina instead of health and armour when you are hit. Most implants use stamina, and can only operate when you have enough stamina to maintain it. Leaving an implant on that drains stamina will exhaust your character and force you to walk until you rest.

Uniform Upgrades

Awarded at BR 7 and 14, Uniform upgrades merely change your appearance on the battlefield. In most cases, the character goes from a darker color to a brighter one, supposedly to make them more lucrative targets on the battlefield. The most drastic change is that of the New Conglomerate, which start with a dark blue uniform only to progress to a very bright gold uniform. At BR 25, the armors get a new darker color set, and at BR24 players are given the option to not wear a helmet with their armor. No certification points are given at 24 or 25.

Command Experience

Command Experience is gained from leading a squad/platoon in a successful base capture. (Currently, experience is not rewarded for tower captures.) When enough Command Experience has been accumulated, the character will increase in Command Rank. When the character increases in Command Rank, new command abilities are made available. In addition, special uniform modifications are awarded. The breakdown by Command Rank is as follows:

  • Command Rank 0(CR0):
    • All characters start at this command level. No special abilities are available.
  • Command Rank 1(CR1):
    • The ability to place four (4) waypoints on the overhead map is awarded. The waypoints are visible to all members of the squad/platoon that the CR1 is leading.
    • The command /sitrep becomes available, which reports to the Command Rank above you. Example, CR1s sitrep to CR2s. The text received by the next highest CR is preceded by [Situation Report].
    • A shinguard (or spat for the Vanu Sovereignty) is added to the character's uniform.
  • Command Rank 2(CR2):
    • Characters at CR2 are given access to use the Command Uplink Device (CUD), which enables the use of higher level command functions. At CR2, the 'Reveal Friendlies' option, which allows the user to reveal friendly positions on the planetary map in a small radius, is the only available option.
    • CR2s have access to Command Chat, a separate chat channel that will allow them to speak with CR2s in the local area.
    • SitReps now report to CR3s.
    • The uniform upgrade for a CR2 is a second shinguard (or spat for the Vanu Sovereignty).
  • Command Rank 3(CR3):
    • CR3s are given the ability to use battleplans, enabling them to draw on and label the planetary maps. (Note: this ability will function ONLY if the CR3 is the Squad/Platoon Leader.) **Additionally, the CUD may be used to emit an Electro-Magnetic Pulse (EMP) in a small radius around the player, which disables implants and vehicle weapons.
    • The radius on the 'Reveal Friendlies' option is increased.
    • Command Chat will now speak to all CR3s in the local area extended by linked bases on the continent.
    • SitReps now report to CR4s.
    • A bracer is added to the character's uniform.
  • Command Rank 4 (CR4):
    • CR4s are given access to the Orbital Strike command, accessed through the CUD. Deployed from space stations orbiting the individual planets (known as Orbital Stations), the Orbital Strike is a devastating attack that can turn the tide of a battle.
    • The 'Reveal Enemies' option becomes available through the CUD. It functions in the same capacity as the 'Reveal Friendlies' option.
    • The radius on the EMP is increased.
    • The radius on 'Reveal Friendlies' is increased.
    • Command Chat will now speak to all CR4s on the continent.
    • SitReps now report to CR5s.
    • A second bracer is added to the character's uniform.
  • Command Rank 5 (CR5):
    • CR5s have the ability to perform 'Global' Broadcasts to every player on every planet on the server. Additionally they can 'Global' to individual continents, including the Sanctuaries.
    • CR5 Command Chat is 'Global', meaning that CR5s can communicate with all CR5s regardless of ___location.
    • The radius, coverage area and damage of the Orbital Strike are increased.
    • The radius of the EMP, 'Reveal Friendlies' and 'Reveal Enemies' are increased.
    • SitReps report directly to CR5s, with the heading 'Situation Report'.
    • A Communications Pack is added to the uniform of the character. Commonly referred to as 'The Backpack'.

Organization

File:PlanetSide public gals.jpg
Galaxy Dropships en route to a combat zone. Raids such as these are commonplace.
File:PlanetSide aftershock.jpg
The PlanetSide package as of 18 October 2004.

While players can experience the game solo, the best way to succeed in PlanetSide is to join a squad. A squad is an ad hoc group of up to ten players led by a squad leader. Two or three squads can form a platoon, for a maximum group of thirty players. Benefits of being in a squad include the sharing of experience (resulting in a speedy rise in Battle Rank) and the results gained from working as a team.

Like most online games, a player can create or join an outfit, PlanetSide's implementation of a clan. Whereas a squad is a temporary group, an outfit persists even if all members are off-line. Outfits are managed through a panel in-game, allowing players to be promoted/demoted. Outfits have eight possible ranks, with the top four being officer ranks, allowing members to invite and kick players to and from the outfit. Outfits can range in membership from ten (the minimum number required to form an outfit) to an infinite number. (The largest outfits have upwards of 600 members).

Updates

As of 2005, the game is actively supported by Sony Online Entertainment. New content and patches are released about once per month, usually focused around an in-game community event. Like other online games, the PlanetSide developers allow access to a 'Test Server' which hosts the next proposed build of the game for users to test and troubleshoot before it is pushed to the 'Live' Servers.

Core Combat

On October 27, 2003, SOE released Core Combat, the first and only true expansion for PlanetSide. Originally, the expansion created six new 'cavern' areas, each of which took on the characteristics of the continents which lay above them. (This was changed in later patches. The caverns now operate on a timer with two open and four closed at any given time, with random links to planet/continents.) Also introduced were new Ancient Technology (AT) weapons and vehicles. In order to use these weapons, vehicles and new game spaces, one was required to purchase the expansion.

Also included was the new 'Module Benefit System'. This system encouraged players to travel down to the caverns to retrieve modules that could be installed in surface bases, granting them special abilities such as 'Pain Fields', Advanced Base Shielding and the ability to purchase AT weapons and vehicles from surface bases.

  • Six new massive underground war zones
  • New Ancient-technology vehicles and weapons which can be used by all Empires
  • Head-to-Head Urban style combat in subterranean cities
  • Unique alien complexes to explore and conquer
  • New underground environments from volcanic lava flows to ice caverns
  • Ancient technology can be used by all Empires to upgrade existing surface level facilities

The Bending

On August 14, 2004, possibly due to experiments with Ancient Technology, the planet Auraxis has undergone a process known as The Bending, and has been reconstructed as a system of smaller planets scattered throughout the cosmos. These planets are still linked by the original warpgate system. One of the main islands of Auraxis, Oshur, has been destroyed and replaced by a series of small 'Battle Islands'.

Aftershock

On October 18, 2004 SOE released "PlanetSide: Aftershock". While some refer to Aftershock as the second expansion, in actuality it is merely PlanetSide and Core Combat repackaged together, using a new build of the game that introduced Battle Frame Robotics (BFRs). These are essentially large, heavily armed walking vehicles not dissimilar to those found in BattleTech:Technology.

Proposed Expansions

While nothing has been set in stone, several proposed expansions are regularly discussed on the PlanetSide forums. The most likely step is a 'space' themed expansion utilizing Orbital Platforms and the technology associated with the High-Altitude Re-entry Transport (HART) Buildings found in the Imperial Sanctuaries.

Vehicles

Currently the game contains 34 vehicles.

Terran Republic (TR) ground vehicles

Prowler

The Prowler is the largest Main Battle Tank. Having the most armor for a Tank and a 360-degree capable dual 100mm heavy tank turret, the Prowler is certainly able to devastate many targets in short order. The secondary gunner is able to control a dual Rotary Chaingun which is a small turret stacked upon the primary turret. Naturally the sheer size, weight, and firepower of this tank makes it slower than any of the Main Battle tanks.

  • Specifications:
  • Type: Medium Tank
  • Empire: Terran Republic
  • Role: Attack
  • Seats : 3 (Driver, 2 Gunners)
  • Gunner Weapon 1: 100mm Cannon x2
  • Handling: Poor

Marauder

The Marauder heavy buggy sports more armor, fire power, and passengers than the buggies of other Empires. The primary weapon system consists of a 360-degree capable heavy proximity grenade launcher (Ground Pounder) mounted in the rear. The Grenade Launcher is a relatively short barreled weapon that can fire off several rounds before needing to reload. The secondary weapon system is a 12 mm Rotary Chaingun mounted to the right of the driver.

  • Specifications:
  • Type: Heavy Assault Buggy
  • Empire: Terran Republic
  • Role: Attack & Escort
  • Seats : 3 (Driver, 2 Gunners)
  • Gunner Weapon 1: Heavy Proximity Grenade Launcher
  • Handling: Average

Raider

The Raider is a Deliverer variant available to the Terran Republic. Like the Thunderer, it is identical to the Deliverer with regards to handling, armor, and the ability to cross water. The Raider's strength lies in its 4 gunner positions -- a fully maned Raider with gunners working together can bring down even the biggest foes quickly and efficiently.

  • Specifications:
  • Type: Deliverer Variant Transport
  • Empire: Terran Republic
  • Role: Troop Transport
  • Seats : 5 (Driver, 4 Gunners)
  • Gunner Weapon 1: 15mm Chaingun x4
  • Handling: Poor

New Conglomerate (NC) ground vehicles

Vanguard

The Vanguard is the main battle tank of the New Conglomerate. Generally well balanced, the Vanguard brings decent speed, solid armor, and hefty firepower to the field. The main turret, which houses both a 20mm and 150mm cannon, is capable of a 360 degree pivot, giving the gunner complete attack coverage for the driver.

Specifications:

  • Type: Medium Tank
  • Empire: New Conglomerate
  • Role: Attack
  • Seats: 2 (Driver, Gunner)
  • Gunner weapon 1: 150mm cannon
  • Gunner weapon 2: 20mm recoiless chaingun
  • Handling: Average

Enforcer

The Enforcer is the New Conglomerate's Version of a heavy buggy sports an Advanced Rocket Launcher mounted in an open 360 degree turret located above and behind the driver. The ARL (aka Firebird) is a single barreled rocket launcher that automatically reloads after firing providing extra rockets are available in the 'trunk space' of the vehicle.

Specifications:

  • Type: Heavy Assault Buggy
  • Empire: New Conglomerate
  • Role: Attack, Escort
  • Seats : 2 (Driver, Gunners)
  • Gunner Weapon 1: ARL (Advanced Rocket Launcher)
  • Handling: Good

Thunderer

The Thunderer is the Deliverer variant available to the New Conglomerate. It is identical to the Deliverer with regards to handling, armor, and the ability to cross water. What sets the Thunderer apart is its innovative weapon system. The weapon system has a fairly long range, and a very small cone of fire making it highly accurate at close to medium ranges. It also carries with it the New Conglomerate's signature high damage per shot, the one drawback being its low rate of fire.

Specifications:

  • Type: Deliverer Variant Transport
  • Empire: New Conglomerate
  • Role: Troop Transport / Anti-Vehicular
  • Seats: 5 (Driver, 2 Gunners, 2 Passengers)
  • Gunner weapon 1: Gauss Cannon x2
  • Handling: Poor

Vanu Sovereignty (VS) ground vehicles

Magrider

The Magrider is the Vanu Sovereignty's Main Battle Tank. Built upon Vanu Alien technology, it has the ability to hover across both ground and water. This propulsion system also gives the Magrider the ability to strafe left or right. The drawback, however, is that the Sovereignty has not perfected the anti-gravitic drive yet so weight is still a critical issue. Because of this, their primary weapon, a heavy energy rail beam has a limited forward pivot. The secondary weapon system, which the pilot controls, is a light Pulsed Particle Accelerator, and is mounted on the front of the vehicle.

Specifications:

  • Type: Medium Tank
  • Empire: Vanu Sovereignty
  • Role: Attack
  • Seats: 2 (Driver, Gunner)
  • Gunner Weapon 1: Heavy Rail Beam
  • Gunner Weapon 2: Light Pulsed Particle Accelerator
  • Handling: Good

Thresher

The Vanu Sovereignty's version of a Heavy Buggy is built upon a gravitic drive system that replaces the usual wheels with 4 anti grav pods that propel the buggy. It sports a horizontally-limited Flux Cannon that serves as the primary weapon. Though the Vanu Sovereignty's version of an Assault Buggy may not be as armored or feature the wide firing arcs that other Empires have, its hover capabilities allow it to effectively strafe left or right thus offsetting some of its other disadvantages with increased maneuverability. In addition, this hover capability allows the Vanu Sovereignty hover buggy to sustain travel over water for short periods of time, allowing it to easily ford small rivers and ponds.

Specifications:

  • Type: Heavy Assault Buggy
  • Empire: Vanu Sovereignty
  • Role: Attack
  • Seats: 2 (Driver, Gunner)
  • Gunner Weapon 1: Flux Cannon
  • Handling: Good

Aurora

The Aurora is the Deliverer variant available to the Vanu Sovereignty. Like the Thunderer, it is identical to the Deliverer with regards to handling, armor, and the ability to cross water. The Aurora's weapon system consists of 2 energy cannons capable of firing a single shot; or a secondary mode capable of spraying a bombardment of 6 rounds quickly and with devastating results when used in close range, or for raining down damage on a large area.

Specifications:

  • Type: Deliverer Variant Transport
  • Empire: Vanu Sovereignty
  • Role: Troop Transport / Anti-Vehicular
  • Seats: 5 (Driver, 2 Gunners, 2 Passengers)
  • Gunner Weapon 1: Flux Pod Launcher x2
  • Handling: Poor

Common Pool ground vehicles

  • Wraith (unarmed cloakable atv)
  • Basilisk (machine gun atv)
  • Fury (rocket atv)
  • Lightning (1 seat light AI tank)
  • Deliverer (5 seat amphibic Armoured personnel carrier)
  • Sunderer (light artillery and APC (9 Infantry and 2 MAX Units))
  • Harasser (2 seat stealth machine gun buggy)
  • Skyguard (2 seat AA buggy)
  • ANT (unarmed harvester)
  • AMS (unarmed mobile infantry spawn ___location)

Common Pool air vehicles

File:PlanetSide Liberator bomber followed by a Lodestar vehicle transport.jpg
A 3-seat Liberator bomber is followed by a Lodestar vehicle transport.

Mosquito

The Mosquito is fast, agile, and lightly armored. It carries only a Light Rotary Chaingun (12mm), but it can easily slip past most sensory defenses (it's not visible on radar) and is primarly a scout craft. The Mosquito only carries a single pilot.

  • Source: Common Pool
  • Type: Light Assault Aircraft
  • Role: Light Attack & Recon
  • Primary Weapon: 12mm Rotary Chaingun
  • Occupants: 1
  • Handling: Good

Reaver

The Reaver carries much more armor and ordnance than the lighter Mosquito. Of course, this makes it less maneuverable, but the Reaver is easily the king of the skies with it's forward-firing 20mm Recoilless Cannon and secondary firing Rocket Launchers. The Reaver, like the Mosquito, carries only a single pilot.

  • Source: Common Pool
  • Type: Light Gunship
  • Role: Air Support
  • Primary Weapon: 20mm Recoilless Cannon
  • Secondary Weapon: Rocket Pod Launcher
  • Occupants: 1
  • Handling: Good

Galaxy

The Galaxy is a gigantic aircraft capable of carrying a pilot, three gunners, two MAXs, six other passengers, as well as a vehicle in the back (with passengers). Fully loaded, with passengers in the vehicle stowed in back, the Galaxy can easily carry a full Squad of soldiers, plus a pilot and gun crew to bring them to the battle intact and alive. The gunner positions have 20mm Chainguns to use in defense against airborne targets, or they can be alternately used to pound ground targets from above.

  • Source: Common Pool
  • Type: Dropship
  • Role: Troop Transport
  • Primary Weapon: 20mm Recoilless Chainguns x3
  • Occupants: 12-15 (Driver, 3 Gunners, 6 Passengers, 2 MAX units, plus a vehicle and passengers)
  • Handling: Very Poor

Liberator

The Liberator bomber is crewed by three soldiers. One as a pilot(with a fixed forward 35mm cannon), one as a tailgunner(with a pivotable 25mm machinegun), and the last as a bombadier. The bombadier is capable of dropping anti-infantry cluster bombs, or heavy 'tankbuster' bombs.

  • Source: Common Pool
  • Type: Air Bomber
  • Role: Assault
  • Primary Weapon: Liberator Bombardier
  • Secondary Weapon: 35mm Cannon
  • Tertiary Weapon: 25mm Machine Gun
  • Occupants: 3 (Driver, Bombardier, Rear Gunner)
  • Handling: Poor

Lodestar

The Lodestar is a single-crew vehicle that can lift and carry and ground vehicle quickly and smoothly to a desired ___location. Vehicles mounted in the Lodestar can be ejected in order to "hot drop" to an overflown ___location. The Lodestar can also be used by ground and air vehicles as a repair/rearm terminal when the Lodestar is landed.

  • Source: Common Pool
  • Type: Air Transport
  • Role: Vechicle Air Transport
  • Primary Weapon: N/A
  • Occupants: 1 Plus Vehicle Crew (Driver)
  • Handling: Very Poor

Core Combat Ground Vehicles

Switchblade

The Switchblade has a forward-firing Scythe Cannon that fires "V"-shaped wedges of energy at a rapid speed. The vehicle can be deployed, however, in much the same manner as a Terran Republic MAX, vastly increasing the rate of fire of the Scythe cannon and allowing this light vehicle to pour forth destructive power. Router

  • Specifications:
  • Type: Rapid assault
  • Empire: Common Pool
  • Role: Rapid response, Escort
  • Seats: 1 (Driver)
  • Primary Weapon: Scythe Cannon
  • Handling: Ultra nimble

Router

This ponderous vehicle can be deployed in the same manner as an AMS. Once deployed, a station becomes operational on the back allowing access to a deployable Telepad. A soldier can take the Telepad to a ___location (inside or outside), and deploy it to create a connection then exists between the ROUTER and that Telepad, thus creating a point-to-point teleportation system. NOTE: This is not an IFF system. In other words, your enemies can use it also. Be wise in your placement.

Specifications:

  • Type: Deployable Point-to-Point Teleporter
  • Empire: Common Pool
  • Role: Tactical
  • Seats: 1 (Driver)
  • Primary Weapon: N/A
  • Handling: Very Poor

Flail

The Flail is a massive hover tank that cannot fire at all unless deployed. However, once deployed, its massive Dispersion Cannon can fling devastating energy projectiles long distances with indirect fire. Because it can shoot farther than it can see (obstacles often intervene to prevent direct line of sight), soldiers can access a terminal on the back of the Flail to get a Lazer Pointer. This item is equipped like a pistol and can be used to provide forward observation information to the Flail gunner. This helps point out targets for annhilation from a remote ___location.

Specifications:

  • Type: Heavy Artillery
  • Empire: Common Pool
  • Role: Attack, Defense
  • Primary Weapon: Dispersion Cannon
  • Seats: 1 (Driver)
  • Handling: Poor

All BFR's (Battle Frame Robotics)

System Requirements

These are the minimum system requirements, as listed from the packaging:

  • Windows XP, 2000, ME or 98
  • 1.0 GHz processor
  • 512 MB RAM
  • 64 MB video card
  • Internet Connection

Much criticism has been made regarding PlanetSide's system resource consumption. The game uses, on average, over 450mb of RAM while running. The game is considered a system hog. This being said, even with the minimum specs met, most gamers agree that the program is unplayable. Recommended system specs are as follows:

  • 2.0 GHz processor or better
  • 1 GB RAM or better
  • 128 MB Video Card or better
  • High-Speed Internet Connection

See also