Nazsteph
2003-11-06, 09:45 PM
First off I am a 7day'er and unable to post on Planetside website so if anyone likes any of these ideas please pass them along.
Portable Generators:(pGen(s) from here on out)
You probably have hundreds of ideas already from just those two words but this is the way I see them.
My first incarnation of pGens is that of a 5th deployable by an Adv. Eng. it would set up anywhere and power anything within a very short radius of the deployable. That is power anything that the Generator powered before somebody blew it up. A short radius means that one will not be able to power an entire room of stuff, I am thinking 1-2 devices within its sphear of effect. The pGen will only last for about 3-5 minutes(unless destroyed).
My second incarnation is that of something along the lines of the repair gun. A rifle sized energy transfer unit that is powered by a very large battery pack (the pGen itself). The battery pack is so large that it almost fills the entire Agile invintory.
I think the addition of pGens would create some interesting stratigies, after a Gen is destroyed the bases Current owner can still use alot of the stuff inside makeing for some seriously heavy fighting. Powering up vehicle pads, item terminals, spawn tubes, and gun turrets(to name a few). If you add the ablility to selectively hack certain things in a base i.e. giving temperary controll of that device to the hacking empire (something I have seen in other posts) there could be some very intense power shifts during one fight on one base.
While writing I just thought of this, the pGen could explode in a similar but smaller fasion like the real one does. So that if you take out the deployable version the devices that it is powering will most likely be destoyed as well. If you take out the battery pack version on death the person explodes quite spectacularly damaging anyone or anything in the blast radius again most likely destroying the thing that he is powering.
With the addition of the pGen I think it would also be good to hook the power of the CC into the Main Base Gen, So that when the Gen goes so does the power to the CC. Then the hacking Empire would have to power up the CC using pGens in order to hack it. Cutting the power to CC while a someone is hacking will break the hack, but if its in countdown mode cutting the power only makes it harder for the defenders to rehack the CC.
I also think that when the main Gen goes down the power to all REK doors should also be shut off, in effect locked to everybody. With the addition of pGens you could power individual doors giving you access to the base but it will also give the hackers the ability to lock out the defenders for a short time.
Ok now I have the brain juices flowing I just came up with this idea, put a hackable console only hackable by somebody with adv. hacking and CR3 (I dont know how the CR system works yet so any suggestions on a better level would be appreciated) inside the Generator room. This pops up a display or as simple as a list and you can power on or off each of the systems inside that base. This would allow a hacker to come in and lock down a base by shutting off the doors and the spawn tubes, and probably the turrets while keeping everything else on so their empire could almost have free rein inside the base. Again pGens would allow the base defenders the ability to power up anything they needed in this situation. The CR if it isnt obvious is needed so that some low level with everything in hacking couldnt go and screw with the power ala terrerism(I have heard of a few incidents). Plus this would give the definders the ablility to lock down a base in case of invasion, allowing the Adv. Eng. to set up some internal defenses while the enemy tries to break in.
Additionally I think that it should take twice the time to hack something using pGen vs. Main Gen.
Before this post gets too long...oops too late. I am going to cut it off here. Again any additions/changes would be helpful, plus if you think this has merit please send this along to the Devs. I would like to see this in game.
Nazsteph - Current 7day'er with hopes of a full account
Portable Generators:(pGen(s) from here on out)
You probably have hundreds of ideas already from just those two words but this is the way I see them.
My first incarnation of pGens is that of a 5th deployable by an Adv. Eng. it would set up anywhere and power anything within a very short radius of the deployable. That is power anything that the Generator powered before somebody blew it up. A short radius means that one will not be able to power an entire room of stuff, I am thinking 1-2 devices within its sphear of effect. The pGen will only last for about 3-5 minutes(unless destroyed).
My second incarnation is that of something along the lines of the repair gun. A rifle sized energy transfer unit that is powered by a very large battery pack (the pGen itself). The battery pack is so large that it almost fills the entire Agile invintory.
I think the addition of pGens would create some interesting stratigies, after a Gen is destroyed the bases Current owner can still use alot of the stuff inside makeing for some seriously heavy fighting. Powering up vehicle pads, item terminals, spawn tubes, and gun turrets(to name a few). If you add the ablility to selectively hack certain things in a base i.e. giving temperary controll of that device to the hacking empire (something I have seen in other posts) there could be some very intense power shifts during one fight on one base.
While writing I just thought of this, the pGen could explode in a similar but smaller fasion like the real one does. So that if you take out the deployable version the devices that it is powering will most likely be destoyed as well. If you take out the battery pack version on death the person explodes quite spectacularly damaging anyone or anything in the blast radius again most likely destroying the thing that he is powering.
With the addition of the pGen I think it would also be good to hook the power of the CC into the Main Base Gen, So that when the Gen goes so does the power to the CC. Then the hacking Empire would have to power up the CC using pGens in order to hack it. Cutting the power to CC while a someone is hacking will break the hack, but if its in countdown mode cutting the power only makes it harder for the defenders to rehack the CC.
I also think that when the main Gen goes down the power to all REK doors should also be shut off, in effect locked to everybody. With the addition of pGens you could power individual doors giving you access to the base but it will also give the hackers the ability to lock out the defenders for a short time.
Ok now I have the brain juices flowing I just came up with this idea, put a hackable console only hackable by somebody with adv. hacking and CR3 (I dont know how the CR system works yet so any suggestions on a better level would be appreciated) inside the Generator room. This pops up a display or as simple as a list and you can power on or off each of the systems inside that base. This would allow a hacker to come in and lock down a base by shutting off the doors and the spawn tubes, and probably the turrets while keeping everything else on so their empire could almost have free rein inside the base. Again pGens would allow the base defenders the ability to power up anything they needed in this situation. The CR if it isnt obvious is needed so that some low level with everything in hacking couldnt go and screw with the power ala terrerism(I have heard of a few incidents). Plus this would give the definders the ablility to lock down a base in case of invasion, allowing the Adv. Eng. to set up some internal defenses while the enemy tries to break in.
Additionally I think that it should take twice the time to hack something using pGen vs. Main Gen.
Before this post gets too long...oops too late. I am going to cut it off here. Again any additions/changes would be helpful, plus if you think this has merit please send this along to the Devs. I would like to see this in game.
Nazsteph - Current 7day'er with hopes of a full account