View Full Version : Ideas on deployables.
I think a great additon to the game would be alot more deployables.
Look at Tribes. You had base, which was ok, then you have Shifter. Everyone loves shifter. The engineers in Shifter had deployabes such as: Blast Walls, different kinds of mines and turrets, force fields, shield generators, portable gens, etc.
I would love to see something other than boomers, mines and spitfire turrets. Such as defense oriented things such as blast walls and forcefields. Plus it would give more incentive to become an CE.
What kinds, if any, would you like to see?
Jaged
2003-08-31, 02:57 PM
That would kick major ass.
00AgentDuck
2003-08-31, 02:58 PM
A stronger form of the spitfire turret, and maybe a deployable repair pad or soemthing for infantry or maxs. Making a deploable repair pad for vehcicles would be nice, but it wouldn't make since because I think it would have to be pretty big, and ACE's are to small.
Jaged
2003-08-31, 03:04 PM
It could use multiple aces, or a new deployable thing that fits in a riffle slot.
00AgentDuck
2003-08-31, 03:12 PM
Hey yeah, I gusse your right. A vechicle repair pad could work then.
Nimbus
2003-08-31, 04:26 PM
Siege weapons/turrets that can be manned.
Mejwell
2003-08-31, 08:36 PM
I hate Shifter.
"Hyuk! Let's throw as many cool things as we can think of into the game without it exploding! Hey, who cares about balance as long as we have a weapon that makes the universe implode! Whoo!"
nonentity
2003-08-31, 09:59 PM
I like the idea of a mini recharge station, by default it has 100 armour points, and needs a full pack of 'repair ammo' to be made. You can then refill it up to 200 units (using repair ammo).
You could then add to that my having CE/medics (or adv. medics if you want, but I think just medic would work better) can make a dual health/armour station (use med ammo for the health units).
Paingiver
2003-08-31, 10:32 PM
i think that deployable mortar cannons ould be sweet. and an straong AA version of the spitfire
How would it be unbalanced if it were common pool? Whoo.....
Smaug
2003-09-02, 03:05 AM
Think of it this way. You spend 2 points on med assault and 4 on heavy assault. Then maybe another 6 for rexo and SA or something to make yourself a well rounded grunt. Then some shmuck comes around with his 5 certed CE and lays down a manned turret surrounded by force field walls and you can't touch him.
Shadowsword8
2003-09-02, 03:52 AM
If engineers suddenly become overpowered, that would be the death of the game. You would only find engineers after that :eek:
shadowseed
2003-09-02, 04:09 AM
Hmmm... I like the idea of having more diverse range of CE deployables, but you would have to be careful what you use. All the above ideas would unbalance the game eg:
Medical deployable == Medic
Repair deployable == repair gun
Deployable manned turrets == TR maxs
ect. ect.
And the problem with "deployable walls" is you could block bases, which would be annoying to other players on you side, trying to get out!
And someone above said "what would happen if you had a spitfire turret with a forcefield deployed to protect it" : this would not happen as you should not be able to deploy them in close proximity to each other...
I think a deployable force wall would be good, one that could be walked though, but blocks any wepaons fire.
I totally agree with you Smaug and Shadowsword8. I'm not saying buff the CE to make him all-powerful. I'm not saying make the game like Tribes, I would just like to see some more deployabes. And if they did that, they could make another certification class for another type of engineer.(ex: Constructor Engineer) <--Kinda lame, but it should get the point across.
They make the game more complicated (in a good way), such as defense ideas and strategies. Also for the offensive as well.
I'd really just like to see something like a barricade of some sort. They would be invaluble in many situations, and there isnt really a problem I could think of except people trying to block doors and such.
TheRagingGerbil
2003-09-02, 02:49 PM
I think a much needed buff for the CE would be the addition of a sabotage option. When a CE comes up to an enemy vehicle, a fifth option would be available on the ACE to place a demolition device on the vehicle. Deployment would take as long as a hacker jacking, with the deployment bar requiring the CE to be standing there.
Once deployed, a 30-second timer would begin to allow the CE to get a safe distance away. When the timer expires the vehicle explodes, regardless of health.
You would know that your vehicle has been sabotage by an on screen message (similar to the vehicle LLU message) stating: "Interfence from an unknown device has disabled your vehicle." You, or a friendly engineer could disarm the demolition/sabotage device with the Nano Dispenser by repairing the vehicle. Disarming the device should require 20 to 25 seconds, that way if you or the enemy doesn't act quickly, the vehicle is lost.
Phaden
2003-09-02, 02:53 PM
I think the vehicle demo charge would be unused if it took the same time as hacking the vehicle. It should be fairly slow, but not that slow.
Queensidecastle
2003-09-02, 03:46 PM
It doesnt really take that long to hack a vehicle. It just seems like it since it is so hard to get away with hacking an AMS for example. In a way tho, hacking a vehicle and then decontructing it IS demolishing it
http://stats.planetsidegaming.com/16/401225/stats.png
http://stats.planetsidegaming.com/15/484930/stats.png
TheRagingGerbil
2003-09-02, 03:52 PM
True Queen...but it's not nearly as fun as watching it explode
Darken
2003-09-02, 05:08 PM
I would really love to see a car bomb type weapon. You plant it on an unoccupied enemy vehicle, then when the enemy gets in, the vehicle goes boom. I would like to see some deployable machine guns, something like the harraser gun, but in the from of a ce pack. I also think that mines and spitfires should cost less then on ACE to use. You should get 3 mines, or two spitfires for each ace you use. Maybe having spitfires detonate when a vehicle hits them for like 200 dmg would help their surivability
Happy lil Elf
2003-09-02, 06:00 PM
Deployable walls would make bases much more defendable. Block off the gates with walls and your guys can still get out by jumping off the walls and no more enemy Vanguards/Magriders/Prowlers tromping throught the courtyard.
Then again I'm of the opinion that base entrances need to be completely redone anyways :p
JetRaiden
2003-09-02, 06:38 PM
that would be ok except for 1 thing: it would make courtyards impassible for any vehicles. while deployable walls is a nice idea, it should have a strict interference range and limited health.
Happy lil Elf
2003-09-02, 08:49 PM
I honestly wouldn't mind seeing it become damn near impossible for enemies to get land vehicles inside a base. I'd be all for putting a forcefield gate on both gates. Gates would be something like this:
-3 to 4 times the health of a Galaxy to make them destroyable but difficult to destroy.
-Repair at the same rate as a single Galaxy. In other words repair 3-4 times faster than they normally would.
-Hack terminal on both sides of gate that opens an opening large enough for Anything the size of an ATV or smaller (infantry and Maxes). Time to hack would be the same as any other door.
-Drops if the generator is down.
-Very little effect on NTU level to prevent long range bombardment of the gate to drain the base.
There was another post that had a well thought out restrucuring of base entrances as well but it never seemed to get a whole lot of support.
that would be ok except for 1 thing: it would make courtyards impassible for any vehicles. while deployable walls is a nice idea, it should have a strict interference range and limited health.
Of course it would have limited health. We dont want n00bs setting the deployable walls in front of doors and such. I liked Happy lil' Elfs ideas about its strength and stats. As for the interference range, I dont think they should have an interference range. What would a wall interfere with anyways? Instead they should make it to where you could only have a certain amount of them out at a time in a certain proximity. Ex: Like you could put only 3 walls out at a time, so you could A) Place them all together B) Place 2 in one spot by each other and a third near by C) Spread them all out.
Or they could make it to wear you could only have so many deployable walls in the SOI.(Each team having their own limit or you could only allow ppl in the friendly SOI deploy, that would make for better defenses, and making the zerg actually have to think about how to attack)
And about the vehicles being able to get out... Thats where the strategy would have to come into place. Would it be worth putting the deployable wall up or not?
You couldn't have each CE being able to place any more than one.
Or they could make different sizes of deployable barricades. Like:
1. Long as a wraith (1 man barricade)
2. Long as a harrasser, but taller.. (3 man barricade)
3. One the length of the base entrances ( could take like 3 CE @ one time to construct) <---I like the idea of ppl working together to help the D out.
shadowseed
2003-09-03, 04:14 AM
Originally posted by TheRagingGerbil
I think a much needed buff for the CE would be the addition of a sabotage option. When a CE comes up to an enemy vehicle, a fifth option would be available on the ACE to place a demolition device on the vehicle. Deployment would take as long as a hacker jacking, with the deployment bar requiring the CE to be standing there.
Once deployed, a 30-second timer would begin to allow the CE to get a safe distance away. When the timer expires the vehicle explodes, regardless of health.
You would know that your vehicle has been sabotage by an on screen message (similar to the vehicle LLU message) stating: "Interfence from an unknown device has disabled your vehicle." You, or a friendly engineer could disarm the demolition/sabotage device with the Nano Dispenser by repairing the vehicle. Disarming the device should require 20 to 25 seconds, that way if you or the enemy doesn't act quickly, the vehicle is lost.
Thats a really good idea!!!.
A "Sapper" cert ?
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