View Full Version : Planetside Idea Lab
EarlyDawn
2004-10-09, 10:42 PM
:eek:
GreyFlcn
2004-10-10, 01:59 AM
As much as I think that looks awesome, I just don't like the concept of outfit owned bases.
Tons of outfits, and far fewer bases.
Beefing up ever aspect of bases would be bad.
That said someone mentioned that they wanted "Platoon recall locations".
I said "how my Sanctuary idea. Everyone spawn at the same spawn building."
"Not good enough for continents that get population locked"
So I decided to create a hybrid system of my Sanctuary recall idea.
___
Set of spawn areas that would be availible to the most people in your SQUAD,
as the spawnpoints for the entire SQUAD.
Makes it by default, you have a hard time NOT spawning at where your team is.
To keep it from being exploited for transportation it would count the position of dead and deconstructed squad members as well.
And make it so that you have to have been within XX meters range of the Squad leader before it takes effect.
Might also make it so that it doesn't start until you get XX numbers of teammates in a squad as well.
What ya think?
Hayoo
2004-10-10, 02:55 AM
I just don't like the concept of outfit owned bases.
Tons of outfits, and far fewer bases.
Beefing up ever aspect of bases would be bad.
:huh: Huh? Are you talking about my OHQs or the concept of outfits and bases in general?
My concept = 10 outfits allowed per base or tower. On the front lines of a single continent alone that allows for 50 outfits in 2 bases with 2 towers, and a tower between. An outfit does not "own" a base or tower in the sense that someone claims Gunuku as their turf. That would be ridiculous in such a fast-paced game. Think of Outfit Headquarters as empire mates sharing a transport, each member contributing their own styles, implants, and weapons to defense and offense, but free to move from vehicle to vehicle, and group to group, as the need arises.
Only one upgrade is allowed per outfit, so they should choose carefully, like one chooses an implant, as only 10 upgrades are allowed per base. It can be both a tactical and strategic decision: read the post to learn more. (http://s3.************.com/Planetside_Idealab/index.php?showtopic=72)
Upgrades are merely intended to stall the enemy for a moment to give defense a chance to rally, but no more than that. Shield gen can be easily hacked, razor wire demolished or driven over, turrets destroyed, bunkers captured. These may not be greater challenges to an attacker, but it does make him pause to change strategies.
Barracks in the Sanctuary, and an Outfit Headquarters setup on a continent also provide universal recall points for the outfit. OHQs last only so long as an outfit member is online. Barracks are persistant if you can maintain it.
------------
Your respawn ideas sound pretty interesting, although I'm still hesitant on the spawn-at-greatest-number angle. I think I see what you're getting at, where players can only spawn where their own teammates are rather than far out in the boonies where no one was. I have an idea similar to that, but it's more controlled.
A Comtech (http://www.planetside-idealab.com/idea_newcertifications.shtml#comtech) certed player, using his equipment, has the useful ability to set a rally point within a certain radius of him for his unit should they die. To prevent people from simply getting Comtech and transporting themselves from place to place, the Comtech must be part of a squad or platoon, but he cannot be the unit leader. He's kinda like the radio man calling in reinforcements.
So, similar idea, but different spin I guess.
Baneblade
2004-10-10, 06:30 PM
If there is one thing I know it's that alliances rarely work without mishap.
I can't imagine the chaos in a base that had to obey more than one distinct group.
Hayoo
2004-10-10, 07:34 PM
If there is one thing I know it's that alliances rarely work without mishap.
I can't imagine the chaos in a base that had to obey more than one distinct group.
Me either, which is why obedience was never part of the concept. WIP article (http://s3.************.com/Planetside_Idealab/index.php?showtopic=72&st=0)
Baneblade
2004-10-10, 07:43 PM
But without it, it really isn't ownership. To me the Air Cruisers thing I made up on the OF is far easier and much better all around overall.
EarlyDawn
2004-10-10, 07:47 PM
The issue with Air Crusers is that they don't stabilize the imbalance towards offense like the OHQ idea would.
Baneblade
2004-10-10, 08:01 PM
Defenses should be standard. OBO/OHQ nor CC mods should be needed to make a base defensible.
Baneblade
2004-10-10, 08:03 PM
In my AC threads, I made it a point that the offensive power they wield would be mainly for fighting other ACs. The ACs my AC4 thread debuted were just carriers for the bigger groups, destroyers for the smaller, and gunships not much bigger than Galaxies for the smallest.
EarlyDawn
2004-10-10, 08:06 PM
Defenses should be standard. OBO/OHQ nor CC mods should be needed to make a base defensible.Irrelevant. The situation is what it is, and this idea aids the problem by making base defenses upgradable, while still giving outfits ownership over something that dosen't impede others. It also works in teamwork between different outfits through outfit alliance upgrades.
Can Air Cruisers claim to all that? From what I've read they're essentially outfit-owned flying BFRs.
Baneblade
2004-10-10, 08:11 PM
Well the VS ACs could cloak like an AMS...The TR and NC ACs were more traditional styled shield ships.
Tbh, I would prefer getting rid of bases across the maps and changing towers to be the lattice.
ACs I think would make for a more interesting gameplay dynamic, esp if they can't go any lower or higher than 350 meters.
Hayoo
2004-10-10, 08:22 PM
But without it, it really isn't ownership.
Bingo. Now you're getting it. The concept doesn't allow "ownership" of continent bases at all. You have ownership of Sanctuary barracks instead. Landlord-like ownership of Gunuku and whatnot is pure silliness. You'd have competition between outfits rather than cooporation. You'd have expensive maintenance, but you'd loose the base in a few hours. Small outfits wouldn't have a chance to keep one. And if the devs buffed defense so much so that an outfit could keep a base for any length of time, the game would grind to a halt. Best to leave full ownership completely out of it, bury the thing, burn it, cut it up into little pieces, tie it to two semi-trucks, and drown it in the river to rot.
.....did you read the article by chance?
To me the Air Cruisers thing I made up on the OF is far easier and much better all around overall.
Air Cruisers are a different concept altogether, so I don't see how one has to do with the other, other than the notion of Outfits getting them.
Tbh, I would prefer getting rid of bases across the maps and changing towers to be the lattice.
:huh:
Baneblade
2004-10-10, 08:25 PM
I'll admit I haven't read the article thoroughly.
But ownership is really the only reason anyone wants this kind of thing. It's a giant pissing contest.
The sanc barracks is a nice idea, but has no practical use that I can think of...
I'll read the article before posting again hehe.
ACs were my idea of giving ownership to everyone without forcing them to stick to a location, always be online, or compete with other outfits.
EarlyDawn
2004-10-10, 08:29 PM
Well the VS ACs could cloak like an AMS...The TR and NC ACs were more traditional styled shield ships.
Tbh, I would prefer getting rid of bases across the maps and changing towers to be the lattice.
ACs I think would make for a more interesting gameplay dynamic, esp if they can't go any lower or higher than 350 meters.Are you replying to me or somebody else? I was asking you if the Outfit Cruiser could fufill the three things that make the OHQ idea great:
- Aids in defending the currently underpowered bases we see today.
- Encourages outfit teamwork at its most basic level (through incentives)
- Gives outfits a sense of brotherhood and ownership.
Baneblade
2004-10-10, 08:34 PM
Are you replying to me or somebody else? I was asking you if the Outfit Cruiser could fufill the three things that make the OHQ idea great:
- Aids in defending the currently underpowered bases we see today.
- Encourages outfit teamwork at its most basic level (through incentives)
- Gives outfits a sense of brotherhood and ownership.
I'll answer this since it doesn't prequisite my reading of the material.
I would say that ACs could helps defense as much as offense...maybe even moreso since they can be fully functional spawns to.
If crewing a flying monster isn't incentive enough, the impact of ACs will be minimal compared to their potential. None of these can be operated by less than 4 players. And that doesn't include weapons.
I think the brotherhood and ownership is accomplished. Some people see a ship the same way they would see a fortress. The difference is in accessibility and mobility.
EarlyDawn
2004-10-10, 08:41 PM
First of all, you really need to read the OHQ document because it does not make ownership of bases a pissing contest.
It allows outfits to solidify defense, establish that they are declaring themselves responsible for protection of the base, and give outfits a center of operation actually ON the frontlines.
As for why Outfit Barracks would be useful, that would be your pissing contest. While you could set up custom training facilities, advertisements, an outfit locker, hangar, and such, its primary purpose would still be mostly saying "Hey, this is ours and we worked hard for it".
The difference is that Outfit Barracks don't step on anybody's toes. They're not limited and you don't have to be a massive outfit like the original OBO doc required you to be.
Baneblade
2004-10-11, 05:38 PM
I read the OHQ concept. It is a good idea. Only real change I would make is mainly cosmetic. The sanc base is more obviously an HQ than the Field Bases would be.
I would prefer the ability to build temporary encampments to having bases.
To me the whole point of bases seems clouded and not very well thought out, but the devs are getting the right idea with this capital stuff.
There should be only one base on each continent, towers and OFBs should make up the rest.
To me the current base system is just a way to get people to fight on more than just one part of a map.
Make it one single base, the capitol, and then use towers as support for it. Like maybe invent new towers.
Air Towers are nice, but they should be taller.
Gun Towers are straightforward, but they could really use more than just the two guns...maybe 4, one at each corner.
Watch Towers are mostly pointless atm, change them to Command and Control Towers, add a couple floors and an observation deck with the cc and controls for linked utilities and/or friendly assets. CinC Towers also let CRs use their available rank based CUD abilities with a recharge counter that is 1/10 the normal time. This does include OSes. The CR has to be in the observation room for this to work.
Add in Power Towers, which basically replace the warpgates as NTU suppliers, they provide power to anything linked, but can supply ANTs independently. They wouldn't refill the base's silo, just keep it from emptying while linked.
Add in Radio Towers, which have an SOI much like current bases do, these would allow for better coordination as a launch point for forces. While in the SOI the RT controlling empire gets Broadcast right within that SOI and to any linked friendly SOIs. But they transmission is one way from an RT. This is to allow feedback to a CR in a CCT, without putting too much stress on the logistics.
Logistics Outposts are simple really, they are simply a Vehicle Terminal with a couple defensive bunkers. The cc is in an underground room that is near the spawn room.
Feild Garrisons are my take on what OBO should be. The Field Garrison is a temporary set of structures that don't appear on the map, but are placed by an outfit officer of sufficient rank and priviledge. The upgrades to this facility are done in the sanc, and are attributed to any of them that are deployed.
It is sort of like Hayoo's Sanc Barracks thing, cept with a more battlefield approach.
The basic OFG would be a Barracks that holds a spawn and lockers, lasts for about 30 minutes, which is when the NTU battery will die.
Upgrades to OFGs can range from one to all to a combination of these:
Medical Tent: Houses a medterm.
Command Tent: Has the same benefits of the CinC Tower.
Radio Tent: Gives the OFG an SOI with all associated benefits.
Power Generator: This gives the OFG the ability to use defenses and NTU Silos
Phalanx Defense System: Sets the OFG up with 4 basic PHalanx turrets.
PDS II: Upgrades PDS to shielded turrets. (that means the gen must fall to kill them)
PDS III: Adds 50% more range to the auto defense computers.
Motor Pool: Adds a basic (non Tech) Vehicle Term.
MP II: Allows Vech term to create Tech Vehicles.
Air Service: Places 4 Air Pads at ground level.
AS II: Upgrades AS to a Galaxy/Lodestar size Air Pad. and adds 2 regular pads to one side.
Stronghold: Places a wall around the OFG
Stronghold II: Places a forcefield (like the CC mod) over the gate.
Stronghold III: Upgrades All doors to IFF
Fortress (Stronghold IV): Upgrades IFF to Passkey system (5x normal hack times)
Fortress II: Generator and Command Tents are shielded.
Fortress III: Entire OFG has a Forceshield put up. Forceshield charges directly off the NTU supply so will drain it when dmged.
Anyway, just a basic overview of how I think it should have been done.
EarlyDawn
2004-10-11, 06:39 PM
Interesting. While I prefer to work with concepts in-game to increase the likelyhood that they'll be implemented, that's certainly a unique thought on how to handle continents.
As for OHQs vs Outfit Barracks, look at it this way: Outfit Barracks are the police stations. Training facilities, equipment storage, ect. OHQs are the crisis response center they set up down the street from an emergency.
Hayoo
2004-10-11, 06:55 PM
Glad you liked the OB/OHQ idea. :)
Interesting. While I prefer to work with concepts in-game to increase the likelyhood that they'll be implemented, that's certainly a unique thought on how to handle continents.
Ditto. Some nice concepts for a Planetside 2. With the way it's described (player-placed buildings and such), sounds like it has similarities to RTS, which I don't think is a bad thing.
StrangeFellow
2004-10-11, 08:30 PM
not a bad thing at all
Baneblade
2004-10-11, 08:33 PM
Yeah, if I had more artistic talent, I woulda tried to do something like the PSIL. But all I can do is fill up notebooks with numbers.
Hayoo
2004-10-12, 07:07 PM
http://www.planetside-idealab.com/obconcepts.htm
Sound effects added. Hope to add next sections of this chapter soon, probably Outfit Headquarters first.
Can you spot the two sounds from Rogue Spear? ;)
Phaden
2004-10-13, 01:45 PM
Holy crap that is awesome, and the interface as well!
KamiGaijin
2004-10-13, 09:01 PM
I know this isn't a new idea, but it is a simple improvment I've always wanted and will continue to metion untill Devs take notice (persitance :D ):
Improved vehicle collision physics:
-When a 20ton tanks steamrolls a cloaker at 60kph, the cloaker shouldn't live through it.
-I'm a dedicated AMS driver; so when I T-bone a Lightning thats 3m from a cliff, I want to see that lightning tumble :evil: !
-I've tried "fishtailing" and "leading" ANTs into the ocean: game won't let me.
-Aircraft can collide. Instagib for both pilots.
-That bush will NOT defeat my tank.
-A locked down TR MAX should at least cause a little more damage to that kamikazi Deliverer.
-Instead of bailing from a masquito...guided missile...
-And most importantly: the rule of tonnage. I have more, therefore I have the right of way.
Hayoo
2004-10-14, 12:45 AM
Thanks Phaden. I'm hoping it gets me a job somewhere. :lol:
Hayoo
2004-10-20, 10:04 PM
Thanks Phaden. I'm hoping it gets me a job somewhere. :lol:
LOL. It DID!
www.jht.com
GreyFlcn
2004-10-21, 02:36 AM
Hot damn Hayoo, good news :D
(still think base enhancements are a bad idea, but slick interface. Although the "close" for each base item should be on the item window itself ;P Too lazy to go all the way to the bottom right :D )
Hayoo
2004-10-21, 12:35 PM
Hot damn Hayoo, good news :D
Thanks, Flcn. :D
(still think base enhancements are a bad idea, but slick interface. Although the "close" for each base item should be on the item window itself ;P Too lazy to go all the way to the bottom right :D )
The main reason I included base enhancements to OHQ is because of the advantages that my other concepts gave to attackers (although I believe the enhancements could be very helpful to the current game). Base upgrades were not meant to be added into the game alone but in conjunction with several other ideas (urban outposts, territory, emplacements, etc).
The close button was originally on each little screen but some techincal issues cropped up and I needed it out pronto for my interviews. I'll go back eventually and fix that. Right now I'm busy with emplacements and finishing the other parts of the flash presentation.
Phaden
2004-10-21, 01:27 PM
Congrats on the job dude, you do crazy things for PS ideas and presentations, and im sure youll do the same for that company.
VincentGuille
2004-10-22, 12:03 AM
i looked over that site and all i can say is....wtf? how r people so smart, do they tap into my brain to c what i want?
that site rox0rs my box0rs :rock: :cheers:
Hayoo
2004-10-23, 12:38 PM
lol. Thanks, Vincent. I just try to illustrate a good interface that accomodates community ideas.
Idealab update to Deployable Emplacement WIP
Added weapons emplacements (field gun, SAM site, mortar, and AA gun).
Added top-down silhouettes to each emplacement
I'll be fleshing out the isometric views of the emplacements (perhaps, but not likely, even modeling them a bit) and then they'll be published on Idealab's idea section.
Examples of silhouettes:
http://www.planetside-idealab.com/images/mgnest_silouette.gif http://www.planetside-idealab.com/images/gun_silouette.gif http://www.planetside-idealab.com/images/radar_siluoette.gif
GreyFlcn
2004-10-23, 04:52 PM
Meh, I'm usually a minimalist.
Make something good before you add more.
For instance, I've always wanted to move to "less boxed in" huds.
Just seems to me like planetside is overkill on many of their huds.
http://www.greyfalcon.net/hudoverkill.gif
Baneblade
2004-10-23, 05:01 PM
Well you can streamline the HUD so it takes less space. The three platoon squads can be compressed into one line.
Hayoo
2004-10-23, 07:12 PM
Meh, I'm usually a minimalist.
Make something good before you add more.
For instance, I've always wanted to move to "less boxed in" huds.
Just seems to me like planetside is overkill on many of their huds.
http://www.greyfalcon.net/hudoverkill.gif
I think you're focusing on my use of the word "interface." I wasn't talking about the GUI. I was talking about fitting community's ideas into the current look of the game in a visually logical and pleasing manner.
Take the View Trunk button or AMS deploy icon for instance. I can't hold off asking for those (and illustrating how it could look), just to spend precious time reinventing the current HUD.
GreyFlcn
2004-10-23, 09:07 PM
Nah, not really saying you particularly.
Just in general I cringe a little at the thought of adding more huds, thats all.
Hayoo
2004-10-23, 09:48 PM
Nah, not really saying you particularly.
Just in general I cringe a little at the thought of adding more huds, thats all.
I completely empathize. That's why I try to cram as much of the new stuff into the windows we already have. ...with the exception of the Deployables pane. I don't care if it takes up my computer screen, my tv screen, my cellphone screen, and my VCR screen with the flashing 12:00AM. I want one now!
Hayoo
2004-11-06, 12:18 AM
http://www.planetside-idealab.com/images/taskforces_thumb.jpg (http://www.planetside-idealab.com/images/taskforces.jpg)
Baneblade
2004-11-06, 01:17 AM
Very nice. How would that be displayed onscreen though?
EarlyDawn
2004-11-06, 01:45 AM
I think its more conceptual. I looked at it and my eyes melted. Very nice.
Question, though. What's the difference between a Division and Company?
Baneblade
2004-11-06, 03:13 PM
Well some people like visual representation, thus the squad and platoon icons at the top of our current HUD.
I suppose that the Command Squad could be the only one that can see all of them, but that might complicate things.
Hayoo
2004-11-06, 06:50 PM
Very nice. How would that be displayed onscreen though?
There will be an expandable/collapsable list to view all units and hierarchies in a Task Force. There will also be a simplified "tree" version where you can see the unit branches and even drag and drop them to different units and commanders (if the unit has toggled that ability).
As Early surmises, the graphic shown is conceptual, merely showing how the Task Force works.
What's the difference between a Division and Company?
A Company is merely 2 or more Platoons joined up. As with squads and platoons, all members will be able to see one another on the map.
A Division is a group commanded by one of the Command Squad members. Consider these as mini-Task Forces. They can hold as little as one or two players, or 1 squad, or 1 platoon, or even 1 company.
Unlike Platoons or companies, members cannot see one another unless they are in the same unit (squad, platoon, company). Instead, each squad leader will see all other squad leaders in the Division, just like they can see all the squad leaders in the Task Force.
Well some people like visual representation, thus the squad and platoon icons at the top of our current HUD.
I suppose that the Command Squad could be the only one that can see all of them, but that might complicate things.
The Command Squad, as well as all the squad leaders in the Task Force, will be able to see the squad leaders of other units but not their members, unless they click the Reveal TaskForce button which provides a snapshot of all TF members as gold dots every 10 min (or sooner depending on balance).
Hayoo
2004-11-07, 01:31 AM
upcoming site updates...eventually...maybe...
http://www.planetside-idealab.com/images/continent_template.jpg
Baneblade
2004-11-07, 10:28 AM
Just out of curiosity, did you happen to check out my Airships topic?
Hayoo
2004-11-07, 07:41 PM
Yeah. Some nice ideas. Seeing these in the sky would be kinda cool, but personally I'd like a waterbased carrier grace the waves of PS too.
Unfortunately, the devs still have to figure out how to allow players to run around within a vehicle while it's moving without forcing them to become a part of it, like the vehicles we have now. Not sure why they can't do it yet, must be the way they coded it.
Oh wait, isn't the name Scythe is already taken?
JetRaiden
2004-11-07, 07:51 PM
once again.
Hayoo, I love you.
Infernus
2004-11-07, 07:53 PM
upcoming site updates...eventually...maybe...
http://www.planetside-idealab.com/images/continent_template.jpg
Holy... oh my god... I love it... I want it.
Hayoo
2004-11-07, 08:49 PM
lol. It's just my continent pages I'm making. Although it would be nice if SOE did something like this for the main page or even in-game. Just a note, I'll have to make my own planets cause the ones shown are from another source.
http://www.planetside-idealab.com/continents_cyssor.shtml
http://www.planetside-idealab.com/continents_solsar.shtml
These are the only two I have up so far, but they're missing the pop-up maps, descriptions of the fauna, some game fiction, landscape shots, etc. Eventually I'll have a page for each cont, island, and cavern. I'll also make printer-friendly versions of the topography and tactical maps...eventually.
Hamma
2004-11-08, 11:14 AM
Very nice.
/me bribes Hayoo to redo our cont sections :lol:
Baneblade
2004-11-08, 02:55 PM
Oh wait, isn't the name Scythe is already taken?
Pretty sure it isn't, you may be thinking of the Thresher.
EarlyDawn
2004-11-08, 03:01 PM
I think the Scythe is the name of the gun on the Switchblade.
Baneblade
2004-11-08, 03:08 PM
Well they can scrap the gun on the Switchblade :P, don't think I have ever seen it used anyway.
Hayoo
2004-11-08, 09:17 PM
Very nice.
/me bribes Hayoo to redo our cont sections :lol:
:lol: Oh noes, more work! heheh. Well, once I'm done I don't think it would be too much trouble to alter the interface to match PSU (sticks foot in mouth). But I don't know what my time will be like in the coming months. I'd love to do it, but I'll have to see.
Hayoo
2004-11-10, 12:29 AM
Data entry is such a pain in the arse.
All the cont/cavern/sanc pages are up with their respective descriptions but most of them lack the nifty map graphics, which I'm still working on. But at least you can get acquainted with it if you like.
http://www.planetside-idealab.com/continents_ncsanc.shtml
To browse planets you can click on a world in the starmap to the right of each planet data or you can click the Back to Planetary Menu button beneath the continent banner.
The Planetary Menu will be changed to a Flash map that mimics the global map in the game (starmap, roll over planets, links appear, yada yada).
I messed up the CSS file in getting these out so all the site links and body text look odd or not there. I'll be fixing that shortly, but I'm too tired right now.
Hamma
2004-11-10, 07:32 PM
Nice :brow:
Hayoo you are a god among men. :) :thumbsup:
EarlyDawn
2004-11-10, 07:58 PM
That he is :D
internetn
2004-11-11, 08:00 PM
Do you know if PS Devs are working on any of your great ideas? Cause if not... Poo on them... Much poo on them... In fact gallons of poo on them
Hayoo
2004-11-12, 01:33 AM
lol. Thanks guys. Glad you like the new cont. pages.
Do you know if PS Devs are working on any of your great ideas? Cause if not... Poo on them... Much poo on them... In fact gallons of poo on them
No clue what the Devs are working on. Everything's hush-hush, probably to ward off premature expectations (which the community tends to do). I'd love to know if they plan on doing the CE tracker. The problem is that it doesn't benefit everyone directly. These things work like phone companies during an outage. They'll go to the lines that bring normality back to the greatest people at once. If you're off a feeder line, you'll just have to wait your turn. Oh well.
Oh, here's a minor "how-to" thingy I put up for simple line-art work:
http://s3.************.com/Planetside_Idealab/index.php?showtopic=202
Hayoo
2004-11-12, 02:09 PM
Oh, here's a minor "how-to" thingy I put up for simple line-art work:
http://s3.************.com/Planetside_Idealab/index.php?showtopic=202
http://www.planetside-idealab.com/images/F-14_06_decals.jpg
martyr
2004-11-12, 02:17 PM
oh the jolly rogers, how we miss thee
Hayoo
2004-11-12, 04:00 PM
oh the jolly rogers, how we miss thee
As far as I know the skull and bones, as well as the name, have been adopted by the Sluggers (VF-103), now aboard the Kennedy I think.
Hayoo
2004-11-30, 11:38 PM
http://www.planetside-idealab.com/continents.shtml
http://www.planetside-idealab.com/images/planets_index_map.jpg (http://www.planetside-idealab.com/continents.shtml)
It's getting there. Gonna turn this image into a Flash Map.
Hayoo
2004-12-05, 09:19 PM
http://www.planetside-idealab.com/continents.shtml
http://www.planetside-idealab.com/images/planets_index_map.jpg (http://www.planetside-idealab.com/continents.shtml)
It's getting there. Gonna turn this image into a Flash Map.
Flash Map is basically done now and uploaded to the site at the link above. Only Searhus is rotating though. I'll have to go back and do the other planets, then animate the warp links and the info pop-ups.
Hayoo
2004-12-13, 10:06 AM
While I'm finishing up the continent pages, I've started gathering data for the vehicle pages. I may need some numbers help on this one for things like armor values, 0-top speed time, weapon range, time of round to target, etc.
Each vehicle page will list useful roles, diagrams of weapon range of movement, comparison charts with other vehicles for speed and weapon range, screenshots of first and third person views, shots of inventory and standard loadout, etc.
Any charts, data, or images I'll make available to PSU as well, to beef up their own vehicles page.
Example comparison chart:
http://jeffmcdowall.netfirms.com/gallery/nfpicturepro/albums/userpics/10001/normal_tanks.jpg
Baneblade
2004-12-14, 04:27 AM
Hmm, I could help with that, I was thinking about doing something similar.
Jmart
2004-12-16, 04:01 PM
tight dood that site is pretty cool, looks like this site a lil bit :D
internetn
2004-12-16, 06:16 PM
I swear Hayoo, you are a blessing from the gods.. maybe the devs don't need to consider your ideas, but actualy hire you unto thier team...
Hercules
2004-12-17, 05:22 PM
Nice work Hayoo, love your ideas :D
martyr
2004-12-17, 05:50 PM
hayoo, i wrote this some time ago (before the lodestar, hence the missing speeds) with my outfit's help, but some of the data might still be valid.
______________________________________
--------------------------POH---------------------------
______________________________________
Mosquito
SPEEDS (kph)
100%: 119
vertical: (16s/100m)
strafe:
yaw: 4s/360deg
zone 5 max: 289
econ supercruise: 200
ARMAMENT
weapon: 12mm Rotary 3-barrel chaingun
magazine: 250 rounds
trunk: 1200 rds
DEFENSES
shield recharge time:
shield 12mm rounds:
shield SAMs: 1 decimator
shield SG Flak:
armor 12mm rounds:
armor SAMs: 2 decimators
armor SG Flak:
______________________________________
Reaver
SPEEDS (kph)
100%: 104
vertical: 22s/100m
strafe:
yaw: 6s/360deg
zone 5 max: 280
econ supercruise: 130-150
ARMAMENT
weapon: (2) 20mm cannons
magazine: 250 rounds
weapon: (2) 50mm rocket launchers
magazine: 16 rockets
trunk: 200 20mm, 48 rockets
DEFENSES
shield recharge time:
shield 12mm rounds: 10
shield SAMs:
shield SG Flak:
armor 20mm rounds: 50
armor SAMs:
armor SG Flak:
______________________________________
Liberator
SPEEDS (kph)
100%: 89
vertical: 26s/100m
strafe:
yaw: 9s/360deg
zone 5 max: none
econ supercruise: none
ARMAMENT
weapon: AV/AI unguided heavy explosive proximity bomb
magazine: 10 units
weapon: 25mm cannon
magazine: 250 rounds
weapon: 35mm Rotary 3-barrel chaingun
magazine: 250 rounds
trunk: 100 bombs (unit 10) OR 1000rds (unit 100) AND (5) 3x3 ammo
DEFENSES
shield recharge time:
shield 20mm rounds:
shield SAMs:
shield SG Flak:
armor 20mm rounds:
armor SAMs:
armor SG Flak:
______________________________________
Galaxy
SPEEDS (kph)
100%: 80
vertical:
strafe:
yaw: 8s/360deg
zone 5 max: 150
econ supercruise: 100-115
ARMAMENT
weapon: 20mm Rotary 3-barrel chaingun: tailgun
magazine: 250 rnds
weapon: (2) 20mm cannons: engine nacelles
magazine: 250 rnds
trunk: 1200 20mm rnds
DEFENSES
shield recharge time:
shield 12mm rounds: 50
shield SAMs: 2.4 decimators
shield SG Flak:
armor 12mm rounds: 200
armor SAMs: 11 decimators
shield SG Flak:
______________________________________
Lodestar
SPEEDS (kph)
100%: 79
vertical:
strafe: 130s/km
yaw: 12s/360dog
zone 5 max: 150
econ supercruise: 120
landing: 28
ARMAMENT
weapon: none
trunk: 16*12
DEFENSES
shield recharge time:
shield 12mm rounds:
shield SAMs:
shield SG Flak:
armor 12mm rounds:
armor SAMs: 11 decimators
shield SG Flak:
______________________________________
Acronyms & Definitions
AI == Anti-Infantry
AV == Anti-Vehicular (Anti-Armor)
Econ cruise == Periodic Afterburner Ignition for speed > 100%
KPH == Kilometers Per Hour
POH == Pilot's Operating Handbook
REK == Remote Electronics Kit
SAM == Surface-to-Air Missile
SOP == Standard Operating Procedures
Strafe == Side-to-side "sliding" movement
Yaw == Turning aircraft about a vertical axis
Zone 5 == Afterburners fueled, ignited
Zulu == UTC. 1000EST = 1500Z
Hayoo
2004-12-17, 11:26 PM
awesome, very awesome. I'll definately put these to good use with some nice shiney graphics. Thanks, martyr. :)
martyr
2004-12-18, 12:09 AM
always happy to contribute.
MercFox1
2004-12-21, 10:39 PM
Solid website!
You're current ideas are sweet or if nothing else redundant.
Hayoo
2005-02-01, 07:15 PM
Comparison chart for Artillery Emplacements, Towables, and Vehicles
Click here for more on emplacements: http://s3.************.com/Planetside_Idealab/index.php?showtopic=23
http://www.planetside-idealab.com/images/artillery-comparison.gif
Baneblade
2005-02-01, 11:21 PM
Cool, man I wish I had the ability to translate the shit in my head to graphics like you can. Not that what is in your head is shit mind you.
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