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View Full Version : Vehicle Modules: Final Revision (Need Feedback)


Biohazzard56
2003-11-15, 11:35 AM
This is my final revision of the Vehicle Modules before i post on the OF, if you have any comments/questions/suggestions post here or e-mail at [email protected]

Rules for Getting Vehicle Modules
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1) Pickup Un-Constructed Vehicle Module at a Vehicle Equipment terminal
2) Build the Vehicle Module in Generator Room
3) The Un-Constructed Module turns into a Constructed one; Their are many diffrent types of vehicle modules, with every diffrent type of base having a diffrent module. (Note: Once you pick up an Un-Constructed Vehicle Module you cannot use any implants/use weapons/use health packs.)
4) Once Constructed Vehicle Module is installed in Vehicle you can resume normal operations.
(NOTE: You can only have one module in a vehicle at a time; Example: You have an AMS and want to change out the Implant Terminal for Radar, you would have to click on the vehicle options then click disband "the name of the module", then go get the radar module)

Types of Vehicle Modules (Look at vehicle-module compatability listing below)
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Weapon Upgrades- Lasts until vehicle is destroyed (Interlink Facility)

Shield Bots- Last for 15 minutes/they have 50 armor (vulnerable) and slowly recharge shields (Tech Plant)

Synthetic AT Box- can slowly recharge AT ammo if the vehicle is within friendly SOI (all units within 10m carrying an AT weapon will have their ammo recharged as well). Lasts for 5 minutes. If your fireing faster than the AT Box is reloading you. The AT box will become inactive (a way to stop flail spamming i hope) (Bio Lab)

Bunker- adds two passenger slots above the tank (can be destroyed with people inside 300 armor, lasts until destroyed or until tank is destroyed) (Dropship Center)

Implant Terminal- adds the ability to swap out implants at an AMS (lasts until AMS its destroyed) (Bio Lab)

Afterburner Longevity- gives +4 seconds to the afterburner (Tech Plant)

Increased Ordinance- +5 to liberators bomb capacity (Dropship Center)

Ground Vehicles
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Wraith-Shield Bot (Tech Plant)
Basilisk-Shield Bot (Tech Plant)
Switchblade- Synthetic AT Box (Bio Lab)
Harasser- Weapon Upgrade (recoil-less 20mm) (Interlink Facility)
Skyguard- no vehicle modules
Thresher-Shield Bot (Tech Plant)
Lightning-no vehicle modules
Enforcer- Shield Bot (Tech Plant)
Marauder- Shield Bot (Tech Plant)
Deliverer- Weapon Upgrade (replaces back machine gun with 75mm cannon) (Interlink Facility)
ANT- no vehicle modules
Magrider- Bunker (adds two passenger slots onto the main gun turret) (Dropship Center)
Sunderer- Weapon Upgrade (Missles-12 reaver type rockets replaces the foward 75mm cannon) (Interlink Facility)
Vanguard- Bunker (adds two passenger slots onto the main gun turret) (Dropship Center)
Prowler- Bunker (adds two passenger slots onto the main gun turret) (Dropship Center)
Flail- Synthetic AT Box (Bio Lab)
AMS- Implant Terminal (adds an implant terminal to the AMS) (Bio-Lab)/Radar (reveals nearby non-cloaked enemies, encourageing greater tactics between squad members)
Router- no vehicle modules

Aircraft
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Galaxy- Weapon Upgrade (35mm rotary ball turrets) (Interlink Facility)
Reaver- Afterburner longevity (increase by 4 seconds) (Tech Plant)
Mosquito- No vehicle modules
Liberator- Increased Ordinance (adds +5 bombs to each round of ammo bringing the total to 15 instead of 10) (Dropship Center)

VashTheStamped
2003-11-15, 11:44 AM
coolio :brow:

IronWolf
2003-11-15, 11:56 AM
Good ideas,But i would never won't them.Planetside is shifting more and more towards vehicles..........VehicleSide anyone?

STEALTHKILLER
2003-11-15, 12:11 PM
Vechicals are the way to go, everyone has them, except for noobs. Good ideas, I like how i get more afterburn on me reaver. I want something for my lighting though. How about a mod that allows vechicals to hover over water for 30 seconds.

IronWolf
2003-11-15, 12:28 PM
And how about we just do away with the whole base/infantry thing and make this into a larger version of twisted metal with more lag?

Biohazzard56
2003-11-15, 12:33 PM
infantry will never be replaced and these modules are passive which means they wont affect combat that much. These weapon upgrades arent that massive ,and i think you'll agree that their balanced

NoSurrender
2003-11-15, 03:31 PM
I like it expect the prowler would have 5 spots for people making it a heavily armed slow deliv. Im happy with the vehicle /infantry mix atm. In armys since ancient times the vehicles have dominated the infantry.

Biohazzard56
2003-11-15, 03:33 PM
still its balanced, and the bunker is easy to destroy.

Jagd
2003-11-15, 06:20 PM
Sounds a little complicated to be used ingame, and I think vehicles are powerful enough as it is. If anything, I'd have them redo vehicle gunner code so that the lag between driver and gunner coupled with uneven terrain doesn't make it so difficult to aim when you're zipping along at top speed.

Rayder
2003-11-15, 09:24 PM
I think the ANT should get a top mounted 12mm automated cannon from the dropshipcenter just so you can laugh at the reavers when they get blown up.

Veteran
2003-11-16, 02:27 AM
"Good ideas,But i would never won't them.Planetside is shifting more and more towards vehicles..........VehicleSide anyone?"

That comment doesn't speak well of your experience with the game. Vehicles have never been less useful, especially transports. The game is based on vehicles. I bought it because it was. If you think it's VehicleSide now, just wait.

Biohazzard56
2003-11-16, 08:34 AM
It could be simplified