| We still call ourselves human, but are we? |
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Humanity struggled out of its birth cradle, painfully growing away from Earth, before finally establishing colonies elsewhere in its solar system. Some ultimately doomed attempts at limited long-range exploration via generation ships occurred, but contact was lost long-ago with these ships and no sign of their continued existence has ever been discovered, even from the most powerful telescopes. The stars seemed to be denied to mankind. But then the first transitory "wormsigns" were discovered. These quantum fluctuations seemed to always precede a momentary flaw or hole in the regular material of space-time. These intermittent fluctuations turned out to be fairly common (as space phenomena go) but existed only a few milliseconds before collapsing again of their own accord, as if the universe was quick to erase them as soon as they popped up. Eventually, enterprising scientists (under the constant scrutiny of Republican Guardians) unlocked the secret of predicting when wormsigns would occur. They set about trying to stabilize one of the "holes" and discovered the means of pouring huge amounts of energy into the rift to stabilize the hole and see what was beyond. What they found was that the "holes" were actually the long-theorized wormholes and that an object inserted into the rift would emerge safely on the other side, as if stepping through a door. It was only a matter of time thereafter before wormhole travel was possible. The Aukland Fluxfields were developed to stabilize the tunnel and keep it from scrambling the minds of those that passed through. Humanity could finally reach to the stars! However, the situation wasn't ideal. Wormholes can't be created...only found. So countless wormholes are stabilized for every one that leads to somewhere interesting or useful. Still...it was infinitely better than the failed generation ships, and there were no other choices, so the wormhole network was created, one stabilized rift at a time. The Republic dreaded unregulated expansion. A rush to the siren call of Frontier would destabilize the millennium-long reign of the Republic, and worse, give rise to the birth of governments that might one day struggle against the Republic. So, they trickled colonies out and established them slowly, one per decade or so, working to achieve a "perfect" expansion plan that resulted in little or no potential for unrest. Over time, the colonies grew and so did the Republic. Until the fateful day they opened the wormhole to Auraxis. |
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At first, everything seemed exceptional. There was actually a star system at the other end of the wormhole, and better yet, there appeared to be at least one habitable planet in the system. This was a spectacular find. At the best, wormholes generally tend to just get you "in the neighborhood" of where you'd want to go. Since space is so incredibly vast, getting a wormhole exit so near a star system was definitely in the realm of "needle in a haystack" and the scientists were overjoyed. When the first probes were sent, they found a completely habitable planet with a vast ecosphere, but no life forms other than plant. No mammals, reptiles, or insects...nothing. No strange new sentient life-forms. Not even substantially-different microbes. Just plants. But that particular mystery was nothing compared to the gargantuan alien structures on each of the planet's continents. The structures stood almost a half-kilometer in diameter and hundreds of meters in height. Three titanic legs stretched up toward the sky, equidistant around a giant platform in the center. A vast energy bubble stretched over it all as if to protect the platform. And there were dozens of them spread throughout the world. But aside from its scale and scope of the objects was the fact that they were ALIEN. Humankind had never met anything but themselves in all of their travels. A few hints of some possible civilization were found here and there on other planets, but nothing substantial or accepted as proof. But here were structures that definitely were not built by us. The Republic had all probes retracted immediately. Humanity was not prepared for an encounter with an alien civilization and neither was their society braced for the shock of Contact. But the Republic's leaders realized that ignorance of a threat doesn't make it vanish. So they began sending in long-range probes. And found nothing. The alien structures were still there and clearly powered...but they didn't seem to do anything. The plants were there, and seemed to thrive and grow...but that's all they did...and without any apparent ecosystem to keep them alive. So, after a cautious period of time passed with nothing happening, the Republic began sending probes closer toward the planet's magnetosphere. Then into orbit. And finally, to the surface to take samples. And still...nothing happened. So, after determining there was nothing else on the planet even vaguely threatening, they finally sent an automated probe through the force field of one of those vast alien artifacts. It passed through intact, although it reported that the energy screen was of an unknown type. It investigated the giant stanchions around the platform and found them to be massive conduits for some kind of energy. Since no visible energy sources were available, they assumed the energy was generated on the site, or came from an underground facility. Regardless, they eventually steered the probe up onto the central platform. It approached a central beam of energy. It entered the beam. And disappeared. But a mere split-second later, it began broadcasting again...from a
different platform halfway around the world. No inertia, no heat, nothing. They began calling the devices Warpgates at that moment. They crowed to themselves about how this technology would provide ways to fold space. How the Warpgates must be able to create singularity wormholes where the entire travel distance is one point, resulting in seeming teleportation. Their military minds fretted, meanwhile, about how badly outclassed they would be if the missing aliens showed up in a fighting mood. If space cruisers could be equipped with similar technology, they could be anywhere at any time. There would be no defense against them. Humanity needed that technology or any encounter with Others would result in Humanity's destruction or subjugation. Of course, they were wrong about everything concerning Auraxis (the name they gave the planet), but they wouldn't know that for quite some time. |
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Nothing from Auraxis was ever allowed to come through the wormhole. That included personnel sent to Auraxis for observation. Every single one of them knew it was a one-way trip and that they'd live there forever. This wasn't just paranoia they would bring something dangerous back, it also prevented the knowledge gained there from entering society before the Republic had prepared society to receive that knowledge. This was The Law. To enable that Quarantine to be airtight, a livable situation had to be created around Auraxis. The Orbital Stations were set up at that time and quarters were created for the scientists and military personnel there. Eventually, even an Expeditionary Force was assembled and sent down the wormhole to occupy the Stations. While the Expeditionary Force continued to examine Auraxis, the wormhole was intentionally collapsed to a micro-hole, set up so it could be collapsed instantly if the panic button was pushed at any orbital station around Auraxis. If scientists there started something horrible (like triggering some long-automated defensive device or making contact with hostile aliens), then they would be sealed away from Republic space. Microburst communication was maintained through the reduced wormhole so the Republic could keep tabs on its Expeditionary Force. Occasionally, the wormhole would be powered up to allow new supplies or personnel to pass through to Auraxis after an "all clear" signal was given from the Stations. It was exorbitantly expensive to operate this way, but considering the consequences, the paranoia was considered justified. So a single continent was chosen as the first colonization target. The continent was christened Forseral, in part because of the abundance of forests that grew there. Amazingly Earth-like, the continent was lush and attractive to the colonists. The military began building several stronghold buildings in case of any Contact, but the colonists stayed localized to a small area at that time, since the majority of them were still up on the orbital stations. The examination of the Warpgates was extremely slow. No further objects were sent onto the platform for months as they tried to decipher the power sources, to interpret the exposed technology, and to try to determine more about the "warping" effect itself. Eventually, they finally started sending inert objects through the gates. That's how they found out about the global lattice that connects the Warpgate endpoints into a predicable pattern. Certain platforms were linked to other platforms on different continents and islands and the Warpgate lattice seemed to be a transportation device for moving around the world. Scientists debated endlessly about whether or not to send living creatures through the Gates, but the subject became moot when a Drop Pilot took it upon himself to see what would happen, grabbed a fast air fighter, and flew into a Warpgate. Almost immediately, he came out at the regular end destination point. His craft was completely intact, and he appeared to be also. His incredibly irrational and irresponsible act was punished severely, of course. Despite the scientists' pleading to keep him alive so they could examine him, the military courts were swift. For endangering all of Humanity by potentially activating an alien device before Humanity was prepared for the consequences, his sentence was death. They executed him that same day. It wasn't until a day later that an automated orbital satellite found a lifesign in the center of a desert continent where no patrols or expeditions were planned. An aircraft was sent to investigate and found the executed man sitting beneath a palm tree waiting patiently to be rescued. |
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"First Contact" and "Immortality". See how simple they are to say? Eight simple syllables...and yet they changed everything. The Republic had been around for more than a thousand years. It was the single most durable government Humanity had ever known and looked to last at least another thousand years. A representative government providing a stable standard of living for all its people, stabilized by a ruthless control of science and communication. Education was granted to all, but subjects furthering science were only taught by the Republic behind closed doors to students that passed specific aptitude tests. They were an elite caste that could not, upon penalty of death, fraternize with non-scientists. Eventually, the Republic stabilized into continued, controlled growth without the masses having the knowledge or desire to forment revolution...ever. The Military existed to control the Scientists, and theoretically to quell the masses of Humanity should they ever revolt...although that was unlikely. But then came Auraxis. The moment the Warpgate was found, all information about the Contact was sealed away and became "eyes only" information. The masses never found out that Auraxis had even been discovered. But on Auraxis, there were no masses. Just Military and Scientists. And they talked...a lot. First Contact could mean so many things. It could be a wonderful time of opportunity as we meet technologically superior beings that raise us up to their level so they can have comrades in the universe. It could also result in us being squashed like cockroaches for having the temerity of touching the toys they left behind on Auraxis. Either result was just as likely as the other. The trouble was...no one really agreed on what the correct approach was in dealing with this threat. But also, no one was naove enough to ignore the fact that these aliens might very well be "bug eyed monsters that eat children" who would come back one day and destroy us. Therefore, Humanity must be prepared...even if it was just so they could be embarrassed at assuming danger when there was none later on. But no one agreed on the Solutions and the arguments were moving scientists and soldiers into different camps of thought. And now, after all that...we had discovered Immortality? The Republic killed that pilot six more times before they gave up and realized he wasn't going to stay dead. Everytime they destroyed him (and the last time, they blew him to pieces to ensure there wasn't enough left to scoop together into a pile), he would just reappear on a Warpgate platform a few seconds later, stressed that he had been killed again, but none the worse for wear. They examined him with every instrument they had. They psychoanalyzed him, made him take IQ tests, checked his DNA structure, watched his bio systems carefully, even put him through emotional and physical stress tests to see how he did. He did no better, and no worse, than he had done before being repeatedly killed. For all intents and purposes, it was exactly as if he had never died. He seemed to even be aging normally. He didn't revive at some pre-saved state of being. He revived each time exactly as he had been just before he was killed, but completely healthy, rested, and without aches, pains or hungers. He remembered every thing that happened to him, except for a small period of time just before his death, when it seemed that the trauma of dying blocked memory. Why did he come back? Careful measurements at the base of the platform when he revived revealed that a small amount of energy was used at that time, but it was similar to the amount of energy used when an object was Gated through from one continent to the other. So what was going on? Experiments with all sorts of domesticated and undomesticated animals never resulted in a "revival". Non-sentient life forms seemed to just stay dead. So eventually, a thought-crimer was selected and killed. And he stayed dead. The obvious assumption was that the pilot's passage through the warpgate had somehow attuned him to some planetary immortality scheme. So once again, they shoved all sorts of animals through the gates, killing them on the other side. They all died and stayed dead. Finally, they picked another thought-crimer (there seemed to be more of them every day as the alien Contact discussions caused tempers to flare), and made him step through the gate. Then they executed him on the other platform. Moments later, he broadcast to them that he found himself in the center of a swampish area. He had been revived and "warped" to another location. Eventually, the Warpgates were just too attractive of an option. Even the Republic sanctioned their use, since none of those people were ever coming back through the wormhole anyway. They considered it a "test on a massive scale". The test was successful. The gates became highways for travel around the world, and all those that went through them became free of the worry of death. The military minds dreamed of unbeatable armies and scientists began to realize that a "life's work" might be only one of many projects and their minds soared. Pre-fab facilities sprang up around the globe as Humanity devised ways of "shunting" the warpgate energy to directed nodes at those facilities, allowing "revivals" to occur at the facilities. |
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The Getting Started section covers PlanetSide installation, account creation and Launchpad options.
System requirements may change over time, and you may need to upgrade your current system (or obtain a new system) to play the Game. |
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Double-click on the PlanetSide icon or select PlanetSide Launcher from Start ->Programs ->PlanetSide. You will be presented with the license agreement for PlanetSide. Please read it to understand the terms of use and click "I agree." Following this you will be presented with the Login Screen. See the section below for more information about the Login Screen. Your Station Username is used to manage any subscriptions to the various products that Sony Online Entertainment offers, such as PlanetSide or EverQuest. If you already have a Station Username, click Continue. If you don't, you must click Register at this time to create one. Your account may be accessed at any time by visiting the web at http://www.station.sony.com and clicking the My Account link in the upper right.
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Enter your information in the appropriate fields. Note that your Station Username has nothing to do with the name that you wish to give to your character in PlanetSide. The Station Username is only used to manage your Station Account. When creating a new account, choose a password that NO ONE will know. Account security is the responsibility of the account holder. Please note that PlanetSide accounts are not to be shared. Each family member is to have their own account. The exception to this is that a parent may purchase an account for a child's use (age 13 or older), in which case the parent may not use that account. Please refer to the End User License Agreement (EULA) for a detailed description of policies regarding account sharing. Please be sure to let us know if your email address changes in the future by changing your account information at http://www.station.sony.com. |
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When you log into PlanetSide for the very first time, you will be prompted to enter the Account Key that is printed on the CD sleeve. After successfully entering the Account Key, you will then be presented with the various subscription methods that you may use to play PlanetSide. PlanetSide requires a monthly fee to play, so you will need to enter a valid credit card number or use a prepaid Game Card to play PlanetSide. After any initial subscription period included with the game, your credit card will be charged or your Game Card debited following the end of this period. *Screenshots depicted in this manual may vary from the actual in-game screens. Please review the readme file in the PlanetSide directory for updated information. |
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Station Username: Enter your Station Username. Station Usernames are used to manage your subscriptions to the other various products Sony Online Entertainment offers, such as PlanetSide or EverQuest. If you do not yet have a UserName, see the New Account button below. Station Password: Enter your Station Password here. News: You can find the latest news about PlanetSide by clicking this button. My Account: This is where you can manage your Station Username account. New Account: Used to create a new Station Username and register your PlanetSide if you have not already done so. Sign-in: Click this or hit Enter after entering your Station UserName and Password to continue the login process. |
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This screen will contain many of the same options as the Login Screen, with extra options available only after you have signed in.
News: You can find the latest news about PlanetSide by clicking this button. Chat: Chat with other players in the Official PlanetSide IRC channel. My Account: This is where you can manage your Station Username account. Edit Subscription: Used to manage your Subscription and payment methods for PlanetSide. Quick Planet(Server)Select pulldown: Use this to quickly access any server (World) that you may already have characters on. Then use the Quick Character select pull-down menu (described below) to quickly access a particular character from the selected server*. Quick Character Select pulldown*: Use this to quick-launch the game with the selected character. Play button: Click this after auto patch procedure finishes to launch the game. Training button: Clicking this will start the offline training portions of PlanetSide. These modules will teach you much of the knowledge you'll need in order to be successful in the game. Note that that the first time you connect to the game, you will not be able to use either of the Quick Launch Pull Down menus because you haven't created a character yet. |
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When you first create a character in PlanetSide, you will need to select a server to play on. Each server holds its own copy of the PlanetSide gameworld. When you create a character, it will only be playable on the server it was created.
The Server List will contain information to help you select the best server for you to play on. Server List: Displays the names of the PlanetSide servers. Location: Lists the general geographic location of each server. Currently, there are servers in the East and West of the United States and in Europe. Status: Occasionally, Servers may be unavailable, due to patching or other maintenance. Status will tell you if it is available. Ping: Displays the time it takes for a packet of information to travel from the server to you and back again. A lower number is better. This is influenced by many factors including your connection to the Internet, your ISP, etc. Empire Needed: If a certain Empire could use your help on this server, their logo will be here. Below the Server List, is a news pane that is updated periodically with information on new features and happenings in PlanetSide. After you've selected a server to play on, click the Play Button on the bottom right of the screen to continue. If you do not already have a
character on the selected server, you will be taken to the Character
Creation process. Otherwise, you will be taken to your Character
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You may create up to eight characters on each PlanetSide server. You will first need to choose the Empire that your character serves. You may have characters from two of the three available Empires on each server. Choose your Empire by clicking on its logo.
Click here to learn more about the New Conglomerate
Click here to learn more about the Terran Republic.
Click here to learn more about the Vanu Sovereignty.
You will first want to choose a name for your character. Names may be any combination of letters or numbers up to 31 characters long. Each character's name must be unique on that server. No spaces or extended ASCII characters are permitted, however. Next, select your character's gender and face. The faces shown are only a small sample of the many faces and variants available in PlanetSide. Finally, select your characters voice. This is what your character will sound like when sending Voice Macros. Clicking on each button will play a sample of that voice scheme.
After you have created your character, the character selection screen will show. Select your character and click "Play." You will be given your choice of where you first want to appear in the world. Sanctuary is your Empire's home continent, where you will be safe from the enemy while you select your certifications and gather your equipment. Choosing Instant Action will take you to a randomly selected region where your Empire is involved in heavy combat. New players are best off selecting Sanctuary, so they can select their Certifications and try out various weapons in the Virtual Reality Training Room. |
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Name: Names may be any combination of Letters & Numbers up to 31 characters long. No spaces or extended ASCII characters are permitted, however. Male/Female: Sets the gender of your character. This option only affects face and voice selection. There are no gameplay differences between male and female characters. Character Face Selection: Choose from the pool of available faces for your character. Character Voice Selection: Choose the voice your character will use when using Voice Macros. See the Voice Macro Appendix for more information about this. Options Button: Click this button to access Game Options. Back Button: Goes to Empire Select screen (if no characters have been created) or Character Select screen (if one or more characters already exist) Next Button: After you're satisfied with the choices for your character, hit this button to register your character with the server. After your character is registered with the server, you will have the choice to either enter the game at your Sanctuary, a safe haven for your empire, or you can choose to enter the game via the Instant Action mode. For all but the most experienced First Person Shooter fans, it is recommended that they choose to start at the Sanctuary. Though PlanetSide may share many similarities with other action games, there are just as many dissimilar traits that should be learned before attempting to conquer the planet of Auraxis. Choosing to start at the Sanctuary will give you the chance to familiarize yourself with some basic yet critical information such as movement controls and recognition of friendly forces. In addition you will be able to enter the Virtual Training Zones to learn about the many types of equipment such as the different weapons, support equipment, armor, and vehicles that can be acquired in the game. Additionally you'll be able to choose some of your starting Certifications to help begin your career as a soldier for your Empire. By choosing Instant Action, however, you'll start at a location near a Hotspot. Hotspots are locations where your empire has detected combat to have occurred very recently. Depending on the location of the Hotspot, you may spawn at a friendly Tower or Facility. Note that you will not be able to choose which Hotspot you wish to be near as your empire will have prioritized this already. Additionally if you spawn at a tower you will likely not have the chance to equip yourself to your satisfaction and nor will you have the chance to spend any certification points unless you are near a friendly controlled Bio Lab. That said, choosing Instant Action is a quick and easy way to get into the thick of battle. If you do find the action too intense, you can always choose to go back to your Sanctuary by either choosing to respawn at it when you die, or by hitting ESC and choosing the Recall to Sanctuary option. See the next section for more information regarding this menu. |
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ESC Menu Options
Mouse Mode via Tab Key (default) Mouse Rollover Tips '?', 'X' PlanetSide Logo Action Key Chat Soldier Management Bar
Grief System Feedback |
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PlanetSide is a first person action game in which three empires are fighting for control over 10 Battle Continents. These continents range in climate from lush temperate to arid desert and from frigid arctic to blazing volcanic. In addition, each empire has its own Sanctuary and Main Base where their soldiers can plan, regroup and reequip if necessary. Your goal as a soldier is to help conquer and control the Battle Continents for your empire.
After a Control Console has been hacked, but before it transfers control over to the new Empire, the Empire that used to control the facility loses all of the above abilities as the facility becomes inactive during that time. Note that if someone from the facility's controlling Empire manages to hack into the Control Console before the countdown sequence has finished, that Empire will immediately resecure their control of the facility. For a facility to be successfully captured, the Facility's Silo must NOT be devoid of NTU's at the end of the 15-minute Hack period, otherwise the capture process will fail. See the sub-section on Resources for more information about this. Once the base successfully transfers allegiance, the base is now controlled by that empire and all benefits it provides are now available to the controlling empire. See the sub-section on Facility Features for more information about these benefits. Facilities must be captured in the order mandated by the Continental Lattice. The Lattice is a network of interconnections between bases, linking their benefits to each other and dictating the facilities that are available for capture by each Empire.
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Successfully capturing a facility will give you access to its equipment and the benefits that those offer. Certain doors will now remain locked to opponents unless they manage to unlock it with a REK. In addition, friendly soldiers may:
Extending beyond the defensive walls of each facility is an invisible Sphere of Influence (SOI). This SOI powers certain types of deployable objects that defenders may place to aid them against enemies. The SOI also prevents the High Altitude Rapid Transport (HART) Shuttle from deploying drop pods within it. (SOI's are visible on the map interface for ease of reference.) Each facility provides its own unique set of benefits to the side that can maintain control over it. These benefits are shared among facilities on the same continent when connected to each other through the Continental Lattice. Facilities do not need to be directly linked in order to shared benefits, so benefits will be shared as long as there is an unbroken chain of Lattice Links between the facilities. On the continental map, icons over each facility will represent the benefits that it can access.
BENEFIT DESCRIPTIONS Shield Generators: Each vehicle has a shield generator installed in it. When they enter an Amp Station's SOI or the SOI of a facility linked to an Amp Station, the shield will begin charging to its maximum strength, which is a percentage of the vehicle's base armor. After the shield takes damage, it can recharge again if it is within a friendly SOI though any armor damage done to the vehicle will remain until it is repaired by an Engineer or at a Repair Panel. If a driver takes a shielded vehicle outside of the friendly SOI, the shield will remain, though it will not recharge if it takes any damage until the driver returned to an Amp Station's SOI or any SOI linked to an Amp Station. Vehicle Repair and Rearm Stations: Rearm and Repair pads provide a quick and easy way for vehicles to repair damage and to replenish their ammunition supplies. Each facility is equipped with a several aircraft landing pads and ground panels that will perform these functions. When a player is in control of a vehicle, they can approach either the pad or panel, depending on whether they are controlling an aircraft or a ground vehicle, and remain stationary to begin the repair process. Aircraft do not need to land on the pad, but they must remain near the pad to be repaired. Similarly, ground vehicles will be repaired automatically if they remain stationary near the Repair and Rearm Panel. Multiple vehicles can be use the pads or panels at once. To replenish a vehicle's ammunition, the player in control of the vehicle must be stationary near the repair pad or panel and will get a message that they may hit the "G" key to access the vehicle inventory menu. Players may store inventory loadouts in a favorites menu for quick access, similar to the Favorites Menu of an Equipment Terminal. Enhanced RADAR Abilities: Facilities linked to an Interlink Facility will gain certain enhancements to their RADAR systems. All enemy vehicles will appear on RADAR, except for cloaked vehicles moving at 50% throttle or less and deployed Advanced Mobile Stations. All running enemy infantry, including cloaked Infiltrators, will appear on the RADAR. Enemy infantry, including cloaked Infiltrators, will appear on RADAR if they are within a Spitfire Turret or Motion Sensor's detection radius, regardless of whether they are moving or not. |
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Operational Facilities will consume resources known as Nanite Technology Units (NTU's). Facilities will consume NTU's whenever they are required to automatically repair damaged to damaged equipment, such as Vehicle Terminals, Phalanx Wall Turrets and the Facility Power Generator. The NTU Silo, located within the courtyard of the facility shows how much NTU's are left. If a facility ever runs out of NTU's, the facility will turn neutral. As mentioned previously above, if the Silo within a Facility is empty, any Capture Process WILL fail unless the Silo is resupplied before the 15-minute Capture Process is complete.
Filling up an ANT with Warp energy requires you to drive to a Warp Gate and deploy the ANT within the Warp Gate bubble. Once the ANT is filled, it will automatically undeploy. Simply drive the ANT near a Silo and deploy it. The Warp energy will then be transferred into the Silo for the Facility to process into NTU's. Note that you can resupply Friendly or Neutral Facilities but not Enemy controlled ones. |
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| Experience points can be earned via Battle Experience or Command Experience. |
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Capturing bases, killing enemies, & destroying their equipment will give your character Battle Experience Points (BEP). As you accumulate these BEPs your character will go up in Battle Rank. As your character goes up in Battle Rank, you will earn Certification Points and Implant Slots.
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| Successfully capturing a facility earns a Squad Leader Command Experience Points (CEPs) instead of Battle Experience Points. As a character accumulates CEPs, they earn Command Ranks which, in turn, earn the character certain Command Benefits such as the ability to communicate on higher levels of Command Chat or the ability to lay waypoints for his squad in order to highlight areas of interest. |
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PlanetSide uses a Cone of Fire (COF) system where a cone is projected out of your view with the 'tip' of the cone facing you. Thus from your perspective, the Cone resembles a Circle because you're seeing it from that tapered end-point of the cone. This circle is where your shots will fall. Thus the bigger the cone, the bigger the circle and the more weapon divergence there will be. Factors that affect the size of the Cone (and thus accuracy), include:
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To Pilot a Vehicle, you first must have the required Certification for it. Without the proper Certification you may only be a passenger if an open spot exists. Sprinkled around friendly vehicles will be Boarding circles that designate the position in the Vehicle.
You can board a Vehicle by approaching the Boarding Circle and hitting your Action Key ("G" by default). Note that certain positions have restrictions on the types of Armor that may board it. MAX armors most notably are restricted to particular spots on the Galaxy (DropShip) & Sunder (APC) and that players in Reinforced Armor can not pilot Vehicles that have enclosed Cockpits such as Tanks or the more heavily armored Aircraft. |
| Your HUD will aid you in determining between friendly or enemy forces by using a color scheme above the soldiers in your view. Friendly forces will have their names in gold or green. Gold names are used for the members of your squad whereas green names are used for friendly soldiers that are not in your squad. Red names, however, are used for soldiers that belong to opposing empires. |
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To bypass locked doors they must be hacked via a Remote Electronics Kit (REK), the same item that is used to hack a Control Console. Equip a REK then aim at the Door Terminal and click the left mouse button until the hacking process begins. You do not need to keep the mouse button held down, but if you perform any other activity, you will break the hack and need to start over. The door will no longer distinguish between Friend or Foe and will now open for anyone for a period of time. |
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PlanetSide allows for friendly fire. However, to prevent players from abusing their teammates with friendly fire, there is a Grief System in place that tracks the amount of damage inflicted on a friendly player or object. As Grief Points are accumulated a range of warnings and penalties will be issues. Players who accumulate too much grief will lose the ability to fire weapons or drive vehicles at top speeds. Grief points dissipate over time, to allow for the inevitability of some friendly fire on the battlefield. |
Note that when you join or create a squad, you will see the members of it listed at the top. This list will show you the number assigned to the Squad Member in addition to their Health. The numbers assigned to the squad members will also be the same numbers seen on your Proximity map and your map screen. These are extremely useful for finding out where members of your squad are.
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Each continent has a Capitol base. Each Capitol has four Sub-Capitols. The Sub-Capitols are connected to the Capitol via special lattice links. (Those links show up on the overhead map in green.) Solsar: Thoth (Hapi, Mont, Sobek, Amun) Each Capitol has a Force Dome over it that protects it from all enemy intrusion. The Force Dome can only be taken down by ensuring that current Capitol owners own less than two of the Sub-Capitols. Once that occurs, the Dome goes down and your attack can begin. (When the Dome goes down, all the Sub-Capitol to Capitol lattice links (on the overhead map) will begin strobing to alert you to that fact.) Warning! If the Dome goes back up (in other words, if the Defenders recapture at least two Sub-Capitols), then the Force Dome goes back up again also...and any attackers caught inside are instantly destroyed! So, attackers...you'll need to defend the Sub-Caps as well as attack the Capitol. The Capitol's generator and hack status have NOTHING to do with whether the Force Dome stays up or down. Only the ownership status of the Sub-Capitols counts in that respect. (Capitol generators affect facility equipment, as normal. The Capitols' control console affects only the hack status of the Capitol...which is independent of the Force Dome status.) The Capitol's Control Console cannot be hacked UNLESS an opposing Empire owns two of the Sub-Capitols for that Capitol and the Dome is down. Details and Examples: a) It is possible for two Empires to be attacking the same Capitol at the same time. For example: The TR are defending. The NC capture two Sub-Caps. The VS capture the other two. Now the Force Dome is down (because the defenders don't own at least two of the Sub-Caps) and both the NC and VS have "rights" to hack the Capitol's Control Console because they both own two Sub-Caps. b) The Force Dome doesn't let ANYTHING through it...except friendly vehicles and troops. No projectiles pass through it and enemies may not pass through it either. c) You can't deploy CE items within 5 meters of the outside perimeter of the Force Dome. (NOTE: You can deploy them on the inside of the bubble.) d) You can't fire a weapon for approximately half a second after passing through a Force Dome perimeter. (This minimizes the potential for "popping out, shooting and popping back in".) e) The Force Dome stops all projectiles...including Orbital Strikes. f) The Router can teleport successfully through the Dome when it is active. Even for non-defenders. Use it judiciously. g) Orbital Strikes cannot be targeted into the courtyard of a Capitol Building, even if the Dome is down. Continental Dominion vs. Continental Locks Capturing a Capitol means your Empire now "Dominates" this continent. Continental Domination is *not* the same thing as a Continental Lock. A Continental Lock is when you own ALL the facilities on the continent...including the Capitol. Continental Dominion allows your Sanctuary Broadcast Warpgates to connect to this continent. It also turns the warpgates on this Dominated continent into Broadcast Warpgates themselves, allowing you to warp from this continent to any other continent your Empire has Dominated. (For more about Broadcast Warpgates, see that detailed section, below.) A Continental Lock prevents drop pods from landing on your continent. Also, when you first get the Lock, all the Tower ownership on the continent flips to your control also. (Although subsequent hacks can wrest it away from your Empire again, of course.) Details and Examples: a) If you are part of the Empire that Dominates the continent you're on, then the warpgates act like Broadcast Warpgates for you. (Your enemies can use them also, but they act like normal warpgates to your enemies.) b) If your Empire gets a complete Lock on the continent, then all the Towers immediately flip to your side. Also, your enemies can't drop pod here any longer, so you can move the bulk of your defenses toward the Warpgates. c) If you're attacking a Dominated continent, you'll see significant changes. The only Domination change benefits the defender and doesn't directly affect the attacker. d) If you're attacking a Locked continent, you won't be able to drop pod there. You'll have to attack through the Warpgates. |
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Certain facilities on each continent will require that an object called the Lattice Logic Unit (LLU) be retrieved and delivered to a nearby friendly facility. In these facilities, attackers will hack the Control Console and the Lattice Logic Unit will appear randomly in one of the Lattice Logic Unit sockets that are spread out within the facility. An icon will appear on the overhead proximity map, indicating the general location of the LLU. The carrier will have fifteen minutes to deliver the LLU to a randomly determined friendly facility that is only one lattice link away. Once the LLU appears, an attacker retrieves the LLU from the socket by being the first to approach and touch it. The player will then be marked as the LLU carrier - the LLU does not take up inventory space. MAXes may not pick up the LLU. Likewise a player carrying the LLU may not switch to MAX armor from an order terminal. Though a cloaked soldier may pick up and carry the LLU, his cloaking with not work while it is in his inventory. If the LLU carrier is killed, the LLU will drop to the ground and another friendly character may pick it up by running over it. Note that defenders may not pick up the LLU once it is in the field. However, they can defend it from the attackers, thereby expiring its fifteen minute timer. The LLU carrier will glow and will be marked on the proximity map. Since the LLU is not a physical inventory item, it may not be stored in lockers or vehicle trunks. The carrier cannot drive any vehicle, but can ride as a passenger or gunner in any land vehicle (but not aircraft). A dropped LLU will be marked by a pulsating sphere on the continental map. ATTACKERS The carrier has to take the LLU back to a friendly facility that one lattice link away and secure at the time. All players will be notified of the destination facility through messages on the HUD and chat window. If there is no valid destination facility at the time of the hack (i.e. there are no linked friendly facilities - for example, a facility that is only linked through a warpgate), then the facility will use the original Hack and Hold gameplay mode. Once the carrier has reached the destination they will approach its Control Console and hit the action key. If the destination facility is valid, then the hacked facility is immediately captured. Those who are in the Sphere of Influence (SOI) of either the facility that spawned the LLU or the destination facility will receive capture experience. There is also a mobile SOI surrounding the LLU that counts toward capture experience. DEFENDERS The defenders will have two options for resecuring the facility. Either stop the carrier from reaching the destination Control Console or make their way into their own CC room to resecure, just like the current model. The facilities that will use the LLU capture model will be: Solsar: Bastet, Mont, Thoth Locations of LLU Sockets Amp Station: On the catwalk that crosses over the main
room. |
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If you choose the 'Go to the Sanctuary' option after creating your character, you will appear in one of the respawning facilities at your Empire's Sanctuary. Here at the Sanctuary you may regroup, reequip, plan your attacks, and get extra comrades to join you. In addition, just around the corner from the Respawning facilities are entrances to the Virtual Training Centers, where you can learn all about the equipment you'll be earning certifications for.
Within the Virtual Training Center are two programs, a Virtual Shooting Range and a Virtual Driving Zone. At the Virtual Shooting Range, you may test out any weapon and armor free from the restrictions of having to certify in them. This way, before you spend your hard earned Certification Points, you can test out what you're considering to learn. The Virtual Driving Range is where you'll be able to test out any of the various vehicles that your empire offers in PlanetSide. Once again, you may freely pilot a vehicle to see how it performs before spending your Certification points on it. See the Appendix on Certifications for more information regarding Certifications and their corresponding equipment. When you're ready to head off to war, one of the first things you should do is figure out where you want to go. Pull up your Map Screen by hitting the 'M' key or by using the Mouse Pointer and clicking on the Map Button. You'll first be presented with a Global View of the planet Auraxis where you can see all of the continents that form the planet. Left clicking once on a Battle Continent will show you how many facilities each Empire currently controls on it. Also notice the Warp Gate connections that connect the Continent to other Continents. This is important if you're planning on bringing vehicles over from one continent to the other. See the section on Leaving the Sanctuary for more information about this.
By either double-clicking on a continent or by using the Tactical View
button After you've selected one of these connecting Battle Continents, either Double-Click on it or Click on the Tactical Button in the Map Toolbar. Then look for a Friendly colored Sphere of Influence. Terran Republic SOIs are colored red, New Conglomerate SOIs are Blue, and Vanu Sovereignty SOIs are Purple. As you look around the map you may notice Enemy SOIs for facilities that are near your Friendly facilities. This is not good as it is likely that there are enemies there and they may be attacking your friendly facility even as you are reading this! You should help defend it once you decide how you want to get there. It is HIGHLY recommended that you first join or form a Squad before heading off to do battle against the enemy though. Your chances for survival will increase dramatically and you will actually gain experience points much faster! See the section on Squads & Outfits for more information about them. |
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After you've equipped yourself at one of the nearby Equipment Terminals and have picked out your intended objective you need to think about how to get there. One way to leave the Sanctuary is via a Warp Gate, a massive structure that can transport you to other continents instantly.
There are two types of Warp Gates, those on Battle Continents and those on Sanctuaries. The Warp Gates on Battle Continents operate in pairs. Enter a Warp Gate on a Battle continent and you'll appear at the other linked Warp Gate on another Battle Continent. The Warp Gates on Sanctuaries, however, allow you to travel to any Warp Gate on any Battle Continent thus making the Warp Gates on Sanctuaries much more flexible. Use the Map to find nearby Warp Gates and notice which continents they connect. The other method to get to a Battle Continent is by taking the High Altitude Rapid Transport (HART) shuttle.
This shuttle flies into orbit and allows you to take a Drop Pod down to the surface. As Drop Pods from the HART shuttle allow you to touch down on any Battle Continent outside of a Sphere of Influence (SOI), insertions via this manner are extremely quick and flexible as you needn't bother with Warp Gate connections. Note that Drop Pods can only accommodate soldiers in Armor, including MAX armor, but vehicles can only travel to and from the Sanctuary via Warp Gates. If you're taking a Vehicle and leaving the Sanctuary via the Warp Gate, be sure to use the Map in conjunction with the Compass periodically to help you find your way. If you've decided to leave the Sanctuary via the HART, then head over to one of the HART buildings. Inside are doorways that gain you access to the HART Shuttle.
The next shuttle has arrived when the timer above the door reaches zero
and the green light begins to flash. Board the shuttle by simply walking
through the door and continuing down the hallway. After the HART lifts
off you will be presented with the Drop Pod Menu that is very similar to the
Map Menu. Here you'll initially see the Global view of the Planet
Auraxis, the Warp Gate connections that connect the continents, and the
status of each empire on those continents. Choose the Battle Continent
you wish to take a Drop Pod to by double clicking on it or by selecting it
and then selecting the Tactical View tab at the top of the screen For more information about the other Buildings at the Sanctuary see the appropriate Appendix. |
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Scattered within Facilities are Matrixing Terminals.
Hitting the Action Key when facing one will embed your DNA within the Matrix Storage of the Facility. That way, if you do fall in battle, you have the chance to reappear there rather then traveling all the way from the Sanctuary. An Advanced Mobile Station (AMS) is a vehicle that allows players to respawn out in
the field rather than only being able to respawn from facilities. These too have Matrixing Terminals to bind at so you can respawn from that specific AMS. To bind yourself to a Facility or AMS find a Matrixing Terminal, approach it until you receive a pop-up message inviting you to Bind there and then hit the Action Key. Once successfully bound, you will have the chance to respawn there if your character dies. Note that you can only Bind to a Friendly Facility that is completely under your Empire's control (e.g., it has an operational Generator and has not been Hacked by the enemy). In addition you can only Bind at one Facility at a time and one AMS at a time. Therefore you can choose to Bind yourself to both a Facility and an AMS at the same time to maximize your Respawning choices. If you do fall in battle, you will be presented with a choice to begin the respawning process immediately or you can choose to wait until the timer has counted down. Keep in mind that once the respawn process starts you may no longer be Revived by a friendly, thus when operating in a Squad with capable Medics you may wish to postpone the respawning process to allow your medics time to revive you. You can choose to begin the Respawning process immediately by selecting on any of your valid Respawning locales. These may include:
Thus it is possible to have up to six respawn choices: 1) A facility to which you manually bound yourself to; 2) An AMS to which you manually bound yourself to; 3) A backup respawn point at the nearest friendly facility on your continent; 4) Another backup Respawn point at the nearest deployed and friendly AMS on your continent, 5) The third backup Respawn point at the nearest Tower on your continent, and; 6) Your Sanctuary. Choose carefully as you may end up in a location you weren't expecting and thus inconvenience yourself needlessly. |
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If you've selected the 'Go to the Sanctuary' option, then your character will appear at one of the Respawning Facilities on your empire's Sanctuary.
Manually binding at a facility or AMS will allow you to respawn there if you die.
After you die, you may begin the respawn process immediately or choose to wait for a medic to revive you. You can choose which location to respawn at by clicking on it in when the Respawn Map comes up. |
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