View Full Version : Dop's White Paper
Doppler
2003-12-23, 04:09 PM
Here are some random ideas rattling in my skull for you dissection, ingestion, and spontanious combustion.
New CE Build items.
CEK-Combat Employment Kit
Riflesize Item Used for Deploying the advanced items stated here, not purchasable from AMS terminals.
Balistae Man Portable Launcher System-A man portable launcher system, once set up can be operated by anyone, unlike the flail this system may only fire on targets painted with the targeting laser or commanders waypoint. It is easily destroyed, cannot be set up in enemy SOI and has a limited range. Fires anti infantry or anti armor rounds.
Hestia Portable Repair Terminal-These terminals, placable only within friendly SOI's or neutral ground can repair the armor of friendly units, and if the CE was a medic as well, heal them. The materials to do so come from the terminals own armor rating, which can be replenished with the repair gun as per repairing any deployable or object.
Hephaistos Portable Ammo Terminal-Placable Only within friendly SOI's or neutral ground, can reload all a soldiers currently equiped weapons to a full clip, note this does nothing to their weapons in inventory, nor can it reload ancient tech weapons.
Antitank Mine-A mine, not set off by infantry, visible from long distances, 3 successive direct explosions should take out a main battle tank. Limit 2 Per engineer.
Bolis Portable Antiair System-A deployable upward facing non mobile flack cannon. Must be manned manualy. Limit 1 per CE, limited ammo supply, fires same ammo as the skyguard. Alt fire is used for disrupting incoming flail shots, fires a laser with a slow recharge time.
Combo Cert Ideas-
Samaritan Mobile Hospital-Delieverer with one gun instead of two and no passenger slots. The samaritan will heal nearby friendly units providing troopers cover on the battle field. Must be stationary for this effect. Will also revive fallen troopers if the driver is an advanced medic and stops over them. Requires Medical or Advanced Med AND Ground Support or Ground Transport Certs.
Tinkerer Mobile Repair Vehicle-Lighning With main cannon replaced by fast firing repair gun, repairs as fast as the loadstar. Only armorment is the machine gun. Requires Engineering and Light Scout or Ligtning Cert
Advanced Aid Tool-A 3 in one rifle size tool that performs medical and both repair gun functions. Consumes one type of ammo. Requires Engineering and Medical.
Defensive Improvements-
Internal IFF locks. All doors now have an IFF both inside and out. Prevents enemies from just opening the door for other enemies without first hacking the lock. Also if a friendly (to the building) uses their REK on the internal REK that door is now unopenable by anyone of that or lesser hacking skill. Yes this means that an advanced hacker counterhacking a door lock makes it unhackable.
Point Defense System For turrets - A shield, Similar to the NC Max shield ability, protecting only the front of the turret to protect against incoming missiles. Capacitor must recharge and turret must be facing the incoming missile. Perhaps only available if you have an amp station.
Ok thats enough for now, quiestions or comments?
MuNsTeR
2003-12-23, 04:11 PM
sounds good... but i didnt read all it cuz im lazy
Rayder
2003-12-23, 04:30 PM
Welp, you asked for it
CEK-Combat Employment Kit
Riflesize Item Used for Deploying the advanced items stated here, not purchasable from AMS terminals.
Good idea, but how would it work?
Balistae Man Portable Launcher System-A man portable launcher system, once set up can be operated by anyone, unlike the flail this system may only fire on targets painted with the targeting laser or commanders waypoint. It is easily destroyed, cannot be set up in enemy SOI and has a limited range. Fires anti infantry or anti armor rounds.
Get a different name :) Good idea, limit the amount used in a certain area though, wouldn't want this game to rely on artillery
Hestia Portable Repair Terminal-These terminals, placable only within friendly SOI's or neutral ground can repair the armor of friendly units, and if the CE was a medic as well, heal them. The materials to do so come from the terminals own armor rating, which can be replenished with the repair gun as per repairing any deployable or object.
O.K.
Antitank Mine-A mine, not set off by infantry, visible from long distances, 3 successive direct explosions should take out a main battle tank. Limit 2 Per engineer.
PlanetSide doesn't have battle tanks. It has Medium Assault Tanks.
Bolis Portable Antiair System-A deployable upward facing non mobile flack cannon. Must be manned manualy. Limit 1 per CE, limited ammo supply, fires same ammo as the skyguard. Alt fire is used for disrupting incoming flail shots, fires a laser with a slow recharge time.
No alt fire. Flails are rare enough, and we wouldn't want to start making them even rarer by having their shots destroyed. And, all you have to say is "Must be manned" the manually part is redundant.
Samaritan Mobile Hospital-Delieverer with one gun instead of two and no passenger slots. The samaritan will heal nearby friendly units providing troopers cover on the battle field. Must be stationary for this effect. Will also revive fallen troopers if the driver is an advanced medic and stops over them. Requires Medical or Advanced Med AND Ground Support or Ground Transport Certs.
Too powerful. I'd rather not have just killed 10 guys and have a deliverer run over them and they get back up.
Tinkerer Mobile Repair Vehicle-Lighning With main cannon replaced by fast firing repair gun, repairs as fast as the loadstar. Only armorment is the machine gun. Requires Engineering and Light Scout or Ligtning Cert
Should not be able to defend itself, armor should be weaker than that of a Lightning. Cannot move to repair. Slow moving.
Advanced Aid Tool-A 3 in one rifle size tool that performs medical and both repair gun functions. Consumes one type of ammo. Requires Engineering and Medical.
Good
Defensive Improvements-
Internal IFF locks. All doors now have an IFF both inside and out. Prevents enemies from just opening the door for other enemies without first hacking the lock. Also if a friendly (to the building) uses their REK on the internal REK that door is now unopenable by anyone of that or lesser hacking skill. Yes this means that an advanced hacker counterhacking a door lock makes it unhackable.
Waaaaaaay overpowered. Possibly something that makes hacking times double, but can be countered by another item.
Point Defense System For turrets - A shield, Similar to the NC Max shield ability, protecting only the front of the turret to protect against incoming missiles. Capacitor must recharge and turret must be facing the incoming missile. Perhaps only available if you have an amp station.
O.K.
Doppler
2003-12-23, 05:11 PM
First off rayder dont argue semantics with me! :P
But on to the meat of your argument,
The CEK whould be used like an ACE only from a rifle slot, equip select fire.
Bah names i'm not worrying about.
While flails are not that common when used in numbers to pound a base they more or less deny the courtyard to people. Not cool, but perhaps this whould be better off as a base mounted only version.
I fail to see how the tinkerer and the samaritan are overpowered, they are the same capabilities as an advanced medics but provide some protection, they'd be a sitting duck for decimators from the walls and they must revive each unit individualy.
I see no reason to leave the tinkerer completely defenseless or change its driving properties from that of the lightning, it was implied but not stated that it cannot repair on the move. However could follow a tank colum and effect in field repairs.
As to the dual IFF locking, i see that this is overpowered, but it is supposed to be. It just strikes me as ludicrus that defenders cannot force doors to remain closed. Also if the defenders want to sally forth and face the enemy, they must open the door, this lets any waiting enemy in. Basicly I want to make defending more of a viable option, then a way to slowly stave off the almost inevitable tide of defeat.
Rayder
2003-12-23, 05:14 PM
Try this for the doors. One guy could lock down an entire base and then recall. Thus, that base would be invincible to enemy hacks.
You failed to mention the mobile hospital thing could revive only one guy at a time.
STEALTHKILLER
2003-12-23, 05:19 PM
Defensive Improvements-
Internal IFF locks. All doors now have an IFF both inside and out. Prevents enemies from just opening the door for other enemies without first hacking the lock. Also if a friendly (to the building) uses their REK on the internal REK that door is now unopenable by anyone of that or lesser hacking skill. Yes this means that an advanced hacker counterhacking a door lock makes it unhackable.
I like this one since im an adv hacker.
Doppler
2003-12-23, 05:19 PM
Ok my fault for not being more detailed on both counts.
On the doors I meant that while someone is actively using their REK on it. So one Advanced hacker makes one door unhackable. Now I realize to balance this you probly couldnt let people do this to internal doors. Also it might be good to make it so That adding more hackers could either aid in the defense or aid in beating the defense, so you could have like a little scale that goes one way or the other.
apachepilotpat
2003-12-23, 06:08 PM
these sound good
another thing could be a deployable blast wall that is invincible can be taken down by the person who put it up or after 1 min passes whichever comes first
Cyanide
2003-12-23, 07:04 PM
Balistae Man Portable Launcher System-A man portable launcher system, once set up can be operated by anyone, unlike the flail this system may only fire on targets painted with the targeting laser or commanders waypoint. It is easily destroyed, cannot be set up in enemy SOI and has a limited range. Fires anti infantry or anti armor rounds.
The last thing we need is more newb bitches sitting behind trees and over hills just randomly shelling things. The phoenix newbs are bad enough.
Hestia Portable Repair Terminal-These terminals, placable only within friendly SOI's or neutral ground can repair the armor of friendly units, and if the CE was a medic as well, heal them. The materials to do so come from the terminals own armor rating, which can be replenished with the repair gun as per repairing any deployable or object.
Might not be a bad idea as long as the thing is easy to spot and can't repair a bunch of maxes all at once. Assaulting a heavily gaurded base is bad enough without maxes that can heal themselves faster than you can kill them.
Hephaistos Portable Ammo Terminal-Placable Only within friendly SOI's or neutral ground, can reload all a soldiers currently equiped weapons to a full clip, note this does nothing to their weapons in inventory, nor can it reload ancient tech weapons.
AMS already fills this role and then some.
Antitank Mine-A mine, not set off by infantry, visible from long distances, 3 successive direct explosions should take out a main battle tank. Limit 2 Per engineer.
Might not be a bad idea as long as that limit you stated is the maximum number they can have deployed at any time, not just a limit on how many they can carry.
Bolis Portable Antiair System-A deployable upward facing non mobile flack cannon. Must be manned manualy. Limit 1 per CE, limited ammo supply, fires same ammo as the skyguard. Alt fire is used for disrupting incoming flail shots, fires a laser with a slow recharge time.
No, air units have enough trouble now that every freakin ground vehicle can point their turrets high enough to shoot them.
Combo Cert Ideas-
Samaritan Mobile Hospital-Delieverer with one gun instead of two and no passenger slots. The samaritan will heal nearby friendly units providing troopers cover on the battle field. Must be stationary for this effect. Will also revive fallen troopers if the driver is an advanced medic and stops over them. Requires Medical or Advanced Med AND Ground Support or Ground Transport Certs.
If there was something like that in the game it should not have any guns at all. I just don't think it would get used. Nobody seems to care about reviving or healing when you can just park an AMS near the battle and respawn every 20 some seconds.
Tinkerer Mobile Repair Vehicle-Lighning With main cannon replaced by fast firing repair gun, repairs as fast as the loadstar. Only armorment is the machine gun. Requires Engineering and Light Scout or Ligtning Cert
Again, I don't think it should have any weapons and it should not repair as fast as the lodestar.
Advanced Aid Tool-A 3 in one rifle size tool that performs medical and both repair gun functions. Consumes one type of ammo. Requires Engineering and Medical.
No, we don't need reinforced surge monkeys running around with the ability to quickly repair and heal themselves on top of the ability to circle strafe at warp speed with a gun that kills agiles in 2 shots.
Defensive Improvements-
Internal IFF locks. All doors now have an IFF both inside and out. Prevents enemies from just opening the door for other enemies without first hacking the lock. Also if a friendly (to the building) uses their REK on the internal REK that door is now unopenable by anyone of that or lesser hacking skill. Yes this means that an advanced hacker counterhacking a door lock makes it unhackable.
What would be the point if you have to have somebody else activley counter-hacking the door to keep it locked. Nobody would ever stand there and do that for as long as some real battles last. Or you would get outfits that would do it and they'd have enough hackers to hold the doors shut until the enemy moved on. I just think it would cause problems.
Point Defense System For turrets - A shield, Similar to the NC Max shield ability, protecting only the front of the turret to protect against incoming missiles. Capacitor must recharge and turret must be facing the incoming missile. Perhaps only available if you have an amp station.
I dont' really like that idea. I think it would make base turrets a bit too strong.
Katanaboy
2003-12-23, 07:26 PM
I dont' really like that idea. I think it would make base turrets a bit too strong.
Base turrets as defense are laughable as they are currently. One could just sit there shooting them while in a vehicle and not have any worries about the damage they are receiving. Even having people in the turrets does not make them that much more dangerous, since they are limited by human reflexes to aim and their slow turning speed.
I like these ideas, they would add some more flavor to the game. Also, isn't it spelled Hephaestus?
Cyanide
2003-12-23, 07:31 PM
Turrets we're never ment to defend a base by themselves. That's why they aren't an all mighty killing force.
Doppler
2003-12-23, 07:42 PM
Cyanide, you are a very bitter individual, the point is to give people that have the will to defend a base the means to do so. If an outfit decides to get together and lockdowna base, more the better, the doorlocks as they stand now are laughable. Secondly i see no problem with a gun that performs all three functions, maybe not concurently, it really whouldnt be that much of an improvement over current items, they still require the certs, the only difrence is now they have a rifle slot item that can do all three, instead of individual pistol slot items, so that means that they have to unequip their "surge monkey" item and then equip the rifle, then turn it on themself, and repair, how is this such a great advantage over super skilled players like yourself? Also the point behind a reloading terminal is can you haul an ams up on a catwalk? Or a base wall, no ok then. But its becoming clear to me that you probly dont do a lot of defending. Also when i say Limit 2 per engineer, its generaly assumed that were referring to how many they can deploy, as nothing in the game really is limited by how many they can carry, as thats a matter of inventory space.
In short, if your going to attack everything i put up pretty much try to make sure your arguments are not inherently jaded by your own perspective, and not fouled up by your own non existant logic.
Katana-I am reasonably sure that both spellings are correct, I got the spelling out of a Mythology text book, but like old words in a semi dead language theres bound to be some drift. I've even seen it shortened to Hephestus.
LesserShade
2003-12-23, 07:48 PM
I really like the idea of a deployable repair center for armor's sake. Replenishing armor in this game can be a bitch.
NoSurrender
2003-12-23, 08:29 PM
cyanide wtf is your probelm with the phoenix. it does what it does. It fights the target without direct sight. Damnit , i hate to say it but nice work doppler :)
Rayder
2003-12-23, 11:17 PM
Hephaestus is the Greek god of fire.
Hephaisto is a character in D2 near the end of the 4th Act where you must kill Hephaisto, grab the hammer and destroy Mephisto's Hellstone.
SkunkPunk
2003-12-24, 03:14 AM
haphestaus(GR33K D00d) is teh god of building shit or something like that, he built an owl :D
Rayder
2003-12-24, 03:17 AM
Do a Google on Hephaestus. Besides, I know ancient Greek mythology... kinda. He's the god of fire and patron of craftsmen.
SkunkPunk
2003-12-24, 03:26 AM
well... he built an owl, i learnded that in history
Strak
2003-12-24, 04:31 AM
I really like the idea of a deployable repair center for armor's sake. Replenishing armor in this game can be a bitch.
Repairing armor is a bitch?
Find a deployed AMS.
Go to AMS.
Hit your Favorite called reload armor, which is say spawn armor.
Hit the Favorite you want, ie Agile with Punisher.
Presto Armor is rebuilt.
Does it happen in the middle of a battle? Well if the AMS is close, but same goes for any repair option. If your close enough to be in the thick of it and need repairs, stopping to repair is going to stop that need anyhow.
The only thing I would possibly suggest for armor repair would be a repair kit that works like a med kit.
Doppler
2003-12-24, 04:36 AM
The idea strak and co is to make it easier on the engineers, who have to expose themselves to fire usualy while replenishing health and armor, the lne of logic its, at least on their home territory where they should have the advantage why not allow engineers to set up something to automate the process in trouble spots, like the CC or the wall where most of the enemy is coming in.
Strak
2003-12-24, 01:43 PM
The idea strak and co is to make it easier on the engineers, who have to expose themselves to fire usualy while replenishing health and armor, the lne of logic its, at least on their home territory where they should have the advantage why not allow engineers to set up something to automate the process in trouble spots, like the CC or the wall where most of the enemy is coming in.
I was mearly stating that replensing armor is not a bitch as Lessershade seemed to indicate.
maybe 1 out of 10 times do I have an engineer repair me.
Hamma
2003-12-24, 02:52 PM
Yea that going to the equip terminal and changing armors is a trick not everyone knows tho ;p
Katanaboy
2003-12-24, 03:41 PM
Oh well, it all came from greek letters, so I suppose no spelling is correct or incorrect. Still, they're all good ideas. BTW, i think that going to an equip terminal and purchasing the same type of armor as you are currently wearing should refill your armor level. For that matter, vehicles spawned in sanc should have shields, and the med terminals in the HART building should be adv. medical.
Mr1337Duck
2003-12-24, 04:23 PM
I have another idea, tell me what you think.
"Lockdown"
This can be used in the event of very low power or the chance of a massive enemy attack. Someone can run to the CC and set the base in lockdown mode. This makes all doors unopenable by either side. It also disables all equipment and modules. Broken? Wait, there's more. Each nearby tower has a small tunnel into this secondary CC. Hackers (yes, they have to have at least the hacking cert) can get a virus from an equipment terminal and load it into their REK. They then go into this CC and start hacking. They have to stay present, uploading the virus into the base at all times. When all nearby towers to the locked base are being hacked, one of the hackers gains administrative access, and can remove the lockdown. So if one side captures a base at 10% and knows they can't get an ANT there in time, they can activate it while they wait for one to get there. Or one side can set it up so that they can wait for reenforcements to arrive. Because the equipment terminals are down, someone has to bring in an AMS before its activated or better yet before there's any threat, and fill one room with ammo and guns.
Strak
2003-12-24, 04:40 PM
Yea that going to the equip terminal and changing armors is a trick not everyone knows tho ;p
Well they do know Hamma, least if they read the thread, which is why I posted it :)
Doppler
2003-12-25, 09:13 AM
But getting back to the original topic, how do people feel about the offensive/defensive balance in the game?
Incompetent
2003-12-25, 09:18 AM
Defense gets shafted of course, they need to arm the bunkers and rework there placement, put in some trenches, and give CEs a way to dig foxholes. That and put in infantry machine guns
TheN00b
2003-12-25, 02:06 PM
I honestly think that bunkers are really fine the way they are. They might benefit a little bit from a 30mm chain gun mount, but they're better thatn other parts of base defense. To be honest, I think that no matter what you do, with a massive reworking 2 or more Thumpers will utterly own a bunker, but that's that. Trenches, on the other hand, would be sweet. They would be a height so that, when crouching. a soldier's weapon would just barely stick overthe trench wall, and they would possibly make it so that even a zerg could be held at bay (dreams blissfully). Foxholes would be OK, but I fell that trenches would pretty make foxholes useless: trenches require numbers to be powerful, and while foxholes might provide more efficient crossfires, they would detract from the trecnhes ability to literally put out a storm of concentrated fire. Maybe you could have 2 rows of trenches somewhere at each entrance to the courtyard, and a couple of fixed foxholes around each bunker.
LesserShade
2003-12-26, 11:47 AM
Well they do know Hamma, least if they read the thread, which is why I posted it :)
I was referring to MAX armor. You can't pop in and out of max armor with the timer that you're on and as a max, something like doppler suggested would be great for defense.
Doppler
2003-12-26, 11:50 AM
The generaly idea is this is something you could put on the walls of facilities or at strategic points in the field, or the upper levels of towers, to give those on the defensive more of an edge.
EVILoHOMER
2003-12-26, 12:33 PM
i say they add more empire only werapons and vehivals and take grief off and tkers
Doppler
2003-12-26, 02:01 PM
i say they add more empire only werapons and vehivals and take grief off and tkers
ERRRR????? :confused:
i say they add more empire only werapons and vehivals and take grief off and tkers
:confused:
TheN00b
2003-12-26, 02:46 PM
Homer, care to explain?
Rayder
2003-12-26, 06:05 PM
He wants more empire specific weapons (i agree), and more vehicles (All I want is my Heavy Assault Tank). Then he says he wants for friendly fire to be taken away, which is a bad idea.
Otherick
2003-12-27, 10:50 AM
i agree how would i get to laugh at my freind when i knifed him in the spawn room for the remark he just made
Firefly
2003-12-27, 11:07 AM
Bunkers are static defenses, not a place for CR5s to hang out and make command calls. Some have tunnels that link them to the other bunker about twenty meters away... worthless.
Bunkers are designed to be a defensive strongpoint. DEFENSIVE. Simply sitting there all pretty-like is not defensive, it's rather offensive in that my senses of strategy and tactics and working knowledge of defensive perimeters are offended.
A bunker should have a built-in weapons system. Pillboxes in Hawai'i featured shore batteries in case of enemy ships, and they had anti-air flak cannons, machine guns, and mortars. Modern-day bunkers are equipped with a zig-zagging double-back entrance system so tossing a grenade inside isn't that easy, and they have a WEAPONS SYSTEM (hint, Sporkfire, I see you coming here). For more details, on a kick-ass idea that has 3d graphics and is highly well-thought-out, see ZOMBIESIDE (http://www.apocalypse-ps.com/zombieb/c_bunker.html)
Something along the lines of a cannon upwards of 20mm (no rotary-12, that thing sucks), a modified Phalanx turret (remove the armor and "cockpit", just put the gun there), or a completely new machine gun specifically designed for bunkers and only bunkers. You can even sling a grenade launcher underneath, so you've got a machine gun and an area-effect weapon.
And yes, TheN00B, you're supposed to be able to clean a bunker with something like a grenade, Thumper or a Decimator, if not a Marauder mortar or 75mm cannon. That's what they do, and that's why the flamethrower was invented for 20th century combat.
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