View Full Version : Naval Expansion Wishlist
apachepilotpat
2004-01-25, 11:29 AM
What if there were a naval expansion. What would make it worth $30?
Onizuka-GTO
2004-01-25, 11:36 AM
I want a hovercraft and...oh hang on we do. :lol:
*waves in her Thresher*
Batousai
2004-01-25, 11:50 AM
But where would u put these "Naval Bases" the only continent big enough and with enough water is Cyssor, the rest of the continents are un-do-able, but I still like the idea. It would be cool to see a big NC Command Yacht firing at the shoreline of a VS base, like in BF1942.
hazzer2007
2004-01-25, 12:34 PM
To make it work, the boundaries would have to be increased, and harbours/facilities built, or make 2-3 new islands that are small but have allot of water to boat around in. sanc's would have you be redesigned to have harbours in if the islands have no warpgates, because islands with harbours would be locked when fully captured, and hart would be use less. But a good idea, but no need to bye it, Sony could make it downloadable.
Vis Armata
2004-01-25, 02:40 PM
They don't have to be islands, necessarily - a freestanding structure with entrance points above water (roof, surface maybe) and below water would work.
DeadTeddy
2004-01-25, 03:26 PM
anyone here used the benchmark Aquamark 3? now that would be cool. judt give my underwater reaver the ability to go upside down and stuff.
maybe some more vanu stuff down there, for example, what if scientists found out the vanu moved underwater before they disapeared. maybe when the worm hole was forming it was generating radiation that forced them underwater, but even that didn't save them. only thing that survived is those bloody indestructable trees. later the radiation stopped, and many years passed until the terran republic found the planet.
Firefly
2004-01-25, 06:35 PM
Uh, no- a modification to existing terrain is not needed. You can put docks on most continental shores, and some of the continents that have rivers. Coastal warpgates would have to be somewhat extended, or necessitate the creation of Aqua-warps for offshore intercontinental travel. You don't need to make bays and harbors, just toss a few protective towers and make the coastal Naval base have protective jetties, and allow access via a small ramp.
First, a SCUBA/Rebreather implant... like, it gives you gills and webbed hands or something.
Second, turn on swimming. It's friggin ridiculous that we sink straight to the bottom. I can swim in a uniform carrying webgear, a rucksack and a weapon and wearing boots.
Third, range-increase on offshore flights (meaning you don't lose power after a twenty-second flight over water). This makes it possible to get to offshore surface assets without necessarily needing a boat.
Fourth, unique expansion-related certs that only apply to said expansion, so it doesn't get lumped in with the generic certs like the core combat crap did.
Underwater assault rifles (they exist in real life). They are either spring-loaded or magnetically-launced flechette rounds. Laser weapons would not work. These would probably have to be common pool, since Vanu-specific weapons all work around LASERS.
New unique vehicles (ie, no common pool crap). If that's a little extreme, I could settle for and stomach a common-pool series of equipment. Such equipment would be:
A small surface raiding craft, with sufficient armor and weapons.
A large surface combat craft, with sufficient defense, long-range offense, and close-range defense (ie it has AA, shore-bombardment, and depth-charges or torpedoes)
A subsurface stealth raiding craft (ie a mini-sub that can carry a commando team right to the shore)
A subsurface attack boat, with either fast-attack capacity or something like ballistic missiles that attack inland
Fifthly, new scenery:
Off-shore platforms for various purposes... something like an "oil-rig" that has a landing pad, weapons for defense, and is part of the tactical and strategic scheme (ie you need the platform for such-and-such, and it's part of the lattice perhaps).
Subsurface bases, most likely contained in a warpgate-like dome. They can either have an airlock (making for difficult offense) or they can be like the current shield modules, and only allow friendly vehicles to enter (personnel with rebreather-implants would be able to get in).
Incompetent
2004-01-25, 06:55 PM
Firefly pretty much pegged how I imagine it would be, cept the scuba stuff would be an armor type.
Firefly
2004-01-25, 07:09 PM
I was thinking of that, but I opted for an implant. The implant would be stamina-driven so you use more of it if you're in reinforced, but extremely little of it while in infiltrator or standard armor. Because it's hard as hell to maintain movement not of a sinking sort when you're in the water weighed down by crap.
So alternately, create a propulsion rebreather that either occupies a set amount of inventory space (enough to completely fill agile armor and take up most of the reinforced space), or is only usable in Reinforced because it takes up two rifle slots.
The propulsion rebreather would allow one to breath underwater, and it works off an afterburner-style system. You swim normally, consuming air as you go, or you can hit the spacebar (or afterburner drive key) and consume a portion of air in exchange for rapid underwater movement. Again, armor would play a small factor in drag (aqua-dynamic mobility and speed) and amount-of-consumption per burst.
Incompetent
2004-01-25, 07:40 PM
My idea would be to make it a simple 2 cert armor (possibly bundled with rexo too) with 150 armor and an agile inventory, which can use special oxygen tanks around the size of grenades and could be refilled on the surface. Then give each empire an underwater rifle, a common pool underwater av, and a common pool underwater pistol. Maybe add in implants to enhance it, such as a passive one to increase the effeciency of oxygen use, but don't force underwater movement to depend on it.
They could also add things like buoyancy boxed so you could ascend faster and ballast boxes to descend faster. But i'd rather they make a completely new unit for underwater infantry and more opportunities for specialization then try and cram it into existing units.
Firefly
2004-01-25, 07:44 PM
But i'd rather they make a completely new unit for underwater infantry and more opportunities for specialization then try and cram it into existing units.
That's my premise exactly. I don't want to see unique weapons and vehicles lumped in with existing certs. Now the Flail is in with the Prowler, the Router in with the AMS, and all the weapons crammed into existing weapons certs.
Incompetent
2004-01-25, 07:54 PM
I don't have a problem with them bundling things, but i'd rather they did it differently, like an artillery bundle that would give you the flail and some sort of field gun, or a tank cert which would give you the empire tank and some sort of tank destroyer (mmm, jagdpanther :drools:). The AMS/router bundle is fine in my book, since they are both for troop movement/deployment. But the way they do it now is not the right way, I agree.
Jabberwocky
2004-01-25, 08:29 PM
Like many have said before, I also think it would be cool to have large walk-inside type battle ships where you can walk from spot to spot in the interior of the ship and man various positions (and possibly even respawn inside the ship), but I don't think the vehicle system supports that yet. Oh well, its fun to dream.
AztecWarrior
2004-01-25, 09:22 PM
I propose a different system.
Floating Fortress- fucking huge ship that floats on the water. Unmovable. It has its own generator and is self-sufficient. Spawns the other ships. Can be captured but not destroyed. Size of about four bases. Armed with several battleship and AA turrets. These replace continents. The idea is that you fight for control of several of these, making the area of combat larger. Put quite a few around the world. Crew: Unlimited
Aircraft carrier- This flattop spawns Swordfishes, Reavers modified to carry torpedoes instead of rockets. They keep the 20mm cannon. Swordfish cert goes along with Reaver. Aircraft carriers should be big. They don't have their own energy- they fill up at Floating Fortresses. They have AA defense but other than the Swordfishes they have no AS defense. Crew- one captain, six Skyguard AA turrets, up to 24 Swordishes.
Battleships- Its sole purpose is to find and destroy enemy ships. It carries the biggest possible turrets in the game, capable of firing beyond visual range. It also carries torpedoes. Crew- one captain, four on main gun turrets, up to eight on lighter turrets, two on AA turrets.
Cruisers- Faster than battleships, but weaker and smaller. They carry some guns but rely mainly on guided missiles, which can be destroyed by AA. Crew- one captain who fires torpedoes, two on gun turrets, one AA turret, up to eight inside manning missiles.
Destroyers- Attacking in packs, they can be deadly. They have light guns which can be switched from anti-ship to anti-air mode. They can ferry troops, ammo, or fuel in their cargo hold. These ships can come alongside a bigger one and have infantry board it and take it over. To take it over, it functions like a tower- go to the CC and hack it. They also detect submarines the best. Crew- captain, four on light gun turrets, provision for up to 24 in troop compartment if no other cargo is being carried.
Submarines- Type 1 attacks ships with torpedoes. They have a crew of one man. Type 2 fires guided missiles from underwater. Crew of five- one captain and four missile guiders.
Landing craft- armed wiith a quad-20mm array and carrying up to 20 troops, they can land from the sea and attack a continent from a totally different direction. They are carried by cruisers.
One fortress, like the continent, is a sanctuary and cannot be hacked.
Empire attributes- Terran ships fire faster. NC ships munitions do heavier damage. Vanu ships run on more efficient fuel and have a shield. All ships have a limited amount of respawns availible, which can be replenished at your local FF. The above descritpions are classes like the heavy tank cert, there can be different vehicles in each class.
WCruler
2004-01-25, 09:48 PM
#1: make a new content that is like 80% water and 20% scattered islands.
#2: edit the previous contents so they have more water
AztecWarrior
2004-01-25, 10:29 PM
Editing the continent? That's going to be hard.
apachepilotpat
2004-01-26, 10:33 AM
we can just have a radius around each continent where ships can go and then a whole system of newer cooler warp gates. i also think that all ships , esp. subs should have inproved proximity maps so it wont be a lot of sitting arround. since aircraft carriers are huge and should be just a cert they should be subcapitols to the capitol, the huge base. 3 aircraft carriers per base. 5 bases total.
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