Justaman
2011-12-28, 06:28 AM
So I'd like to start off with saying:"No, I am not suggesting they bring back BFR's."
What I am saying, is that BFR's were a poorly thought out idea (still not saying to come up with BFR idea's). I don't want something to be a super weapon, just a large flavor vehicle.
So, I ask, if there was a more thought out system for a uniquely strong vehicle (doesn't have to be damage output strong), would it be acceptable? Can we think of something that's acceptable?
Here is my example, post your own idea's or thoughts about the topic:
EDIT: All of my idea's are things with wheels, not battle frame type things, they're also less mobile and the offensive one requires many times the amount of people operating it to reach half the focused damage potential of PS1's Battle Fail Robots.
Also, the method of aquiring them as well as using, severely limits how many you will see. It would be rare for more than 1 to be at the same battle, if at all.
What about contestable, outfit owned locations, that gave deeply specced leadership people access to a location-specific vehicle(only 1 can be controlled per location controlled). Multiple choices of what type of vehicle to spawn.
This is just an example, use it/change it or come up with one you think is more suited.
Basic outline:
Has no driver weapon. BUT, the driver can do other things wile paying more attention to the battle it self, rather than trying to gun down one target.
Driver must have the proper leadership skills to enter cockpit.
Vehicle cannot get into courtyards due to size(?).
Weapons would do the same damage as their counter-parts in other vehicles, rather than 1 person manning a double barreled BFG.
EDIT: Destroyed vehicles would not fade away like so much nanite, but instead be a capture-able pile of wreakage that must be repaired after capture, to use again. If captured, cannot spawn new one at origin base. Wreckage must be destroyed to spawn new one at origin base. Re-spawn timer does not start until AFTER vehicle is destroyed. Spawn new one timer is 4 hours.
The vehicle it self has no empire alignment, so if left un-attended, it can be scooped up by someone else, ally or enemy.
Vehicle choices would be: offense, defense, and logistics/support:
Offense: 11 seats. 4 anti-air, 4 anti-vehicle-2 anti-inf, driver, and no passengers.
Very high shielding and life (think as much armor as 4 tanks since it's such a big and slow target, its more offensive than defensive). Very low acceleration, top speed just slightly under average tank.
Driver has the ability to mark targets. Based on what type of target, the player in a corresponding weapon turret (target a tank, only people in anti tank seats are notified) will gain a numbered target in their HUD. This lets the driver prioritize kill orders. Firing at the lowest numbered target gives a reduction in cone of fire, to increase driver effectiveness.
Each gun has a 120 degree limit of rotation . Making blind spots occur in its field of fire if a gun is unmanned (anti-inf is 180).
This limitation makes it very susceptible/weak to fast units with anti armor ammo/weapons.
TLDL:Its a moving Brick with lots of guns.
Defensive/Support: 10 seats, 1 driver,1 cockpit, 8 passenger.
Some passenger seats have windows to fire own weapons from.
Deploy ability, folds out staging area/defensive positions for people to shoot from. Shield extends over larger area behind it and to sides. Front is exposed so infantry can fire out of newly deployed bunker type walls.
When deployed, passive shielding regeneration rate is increased , but being immobile means you will always be hit. But the seats that infantry could fire out from windows, are now a forward facing wall, which will take direct vehicle damage.
Instead of being completely immobile, can creep forward at 5% of top speed.
Instead of more weapon cockpits, there are shield cockpits.
-Shield cockpits fire an extended and focused section of shield that mitigate all damage that impacts it, as well as reversing vehicle mowing damage (such as someone trying to dump an loadstar/gal on you). If you extend a shield in front of one of the windows an ally is firing from, you will block their shots as well.
- secondary fire shoots a small shield bubble towards target location that lasts 4 seconds, blocking all fire in or out (tall enough to cover a player, leaving the turret of a tank exposed if used neer one). 20 second cool-down. Units inside can still be run over/rammed.
Both driver and cockpit control one.
Their use is based on an energy bar, similar to a stamina bar.
When deployed, has ground vehicle repair station (does not fix self).
Very slow moving, very high shield and armor.
TLDR: Deployable Wall of bricks.
Logistical:
Has no offensive abilities until deployed. Only has 2 cockpits, driver, no passenger seats.
When deployed gains cloaking field, sensor shielded, has enhanced radar and radar range.
Driver gains ability to launch UAV drones.
-drones are piloted by driver + invisible and sensor shielded until abilities are used.
- drones can use "sensor sweep" (think if Liberator driver could drop bombs, kind of usage), making all enemies tagged with it highlighted on HUD, even through walls (and the sweep goes through floors?/ground?).
- drones get "emp bomb", allowing them to self destruct, acting as a player guided Jammer with a slightly larger aoe.
-drone has limited flight range from vehicle
Cockpit #1:
Controls a deploy-able shield tank. This remote controlled ground vehicle is a glorified bull dozer. The extra large wall sported on the front of this vehicle reduces damage from the front by 90%. As well as being wide enough for some infantry to take cover behind for a slow approach.
has ability "Anchor" : quickly anchors to the ground to ready for an impact
has ability "turbo": Who doesn't want an extra boost when your trying to push a vehicle around.
Cockpit #2: Fires supportive rockets. Based on certifications
Engineering: fire a missile that explodes into a mine field, a remotely controlled turret of specified type, or a shield bubble at impact.
Medic: explodes causing a temporary boost to all allied shields, deploy-able medic bot that can heal/revive fallen allies, chemical performance boost to effected allies in aoe (temporary increase in accuracy, move speed, reload speed) (mmm, drugs).
All deploy-able are limited by small ammo capacity with a slow regen to mitigate spamming. The vehicle is a miniature deployables factory basically.
Moves faster than the average tank, and is just as agile.
TLDR:????? Profit!
Don't know about having a flying one.
Just don't want to end up with something like this: http://www.planetside-universe.com/ps/view_potd.php?id=1365
What I am saying, is that BFR's were a poorly thought out idea (still not saying to come up with BFR idea's). I don't want something to be a super weapon, just a large flavor vehicle.
So, I ask, if there was a more thought out system for a uniquely strong vehicle (doesn't have to be damage output strong), would it be acceptable? Can we think of something that's acceptable?
Here is my example, post your own idea's or thoughts about the topic:
EDIT: All of my idea's are things with wheels, not battle frame type things, they're also less mobile and the offensive one requires many times the amount of people operating it to reach half the focused damage potential of PS1's Battle Fail Robots.
Also, the method of aquiring them as well as using, severely limits how many you will see. It would be rare for more than 1 to be at the same battle, if at all.
What about contestable, outfit owned locations, that gave deeply specced leadership people access to a location-specific vehicle(only 1 can be controlled per location controlled). Multiple choices of what type of vehicle to spawn.
This is just an example, use it/change it or come up with one you think is more suited.
Basic outline:
Has no driver weapon. BUT, the driver can do other things wile paying more attention to the battle it self, rather than trying to gun down one target.
Driver must have the proper leadership skills to enter cockpit.
Vehicle cannot get into courtyards due to size(?).
Weapons would do the same damage as their counter-parts in other vehicles, rather than 1 person manning a double barreled BFG.
EDIT: Destroyed vehicles would not fade away like so much nanite, but instead be a capture-able pile of wreakage that must be repaired after capture, to use again. If captured, cannot spawn new one at origin base. Wreckage must be destroyed to spawn new one at origin base. Re-spawn timer does not start until AFTER vehicle is destroyed. Spawn new one timer is 4 hours.
The vehicle it self has no empire alignment, so if left un-attended, it can be scooped up by someone else, ally or enemy.
Vehicle choices would be: offense, defense, and logistics/support:
Offense: 11 seats. 4 anti-air, 4 anti-vehicle-2 anti-inf, driver, and no passengers.
Very high shielding and life (think as much armor as 4 tanks since it's such a big and slow target, its more offensive than defensive). Very low acceleration, top speed just slightly under average tank.
Driver has the ability to mark targets. Based on what type of target, the player in a corresponding weapon turret (target a tank, only people in anti tank seats are notified) will gain a numbered target in their HUD. This lets the driver prioritize kill orders. Firing at the lowest numbered target gives a reduction in cone of fire, to increase driver effectiveness.
Each gun has a 120 degree limit of rotation . Making blind spots occur in its field of fire if a gun is unmanned (anti-inf is 180).
This limitation makes it very susceptible/weak to fast units with anti armor ammo/weapons.
TLDL:Its a moving Brick with lots of guns.
Defensive/Support: 10 seats, 1 driver,1 cockpit, 8 passenger.
Some passenger seats have windows to fire own weapons from.
Deploy ability, folds out staging area/defensive positions for people to shoot from. Shield extends over larger area behind it and to sides. Front is exposed so infantry can fire out of newly deployed bunker type walls.
When deployed, passive shielding regeneration rate is increased , but being immobile means you will always be hit. But the seats that infantry could fire out from windows, are now a forward facing wall, which will take direct vehicle damage.
Instead of being completely immobile, can creep forward at 5% of top speed.
Instead of more weapon cockpits, there are shield cockpits.
-Shield cockpits fire an extended and focused section of shield that mitigate all damage that impacts it, as well as reversing vehicle mowing damage (such as someone trying to dump an loadstar/gal on you). If you extend a shield in front of one of the windows an ally is firing from, you will block their shots as well.
- secondary fire shoots a small shield bubble towards target location that lasts 4 seconds, blocking all fire in or out (tall enough to cover a player, leaving the turret of a tank exposed if used neer one). 20 second cool-down. Units inside can still be run over/rammed.
Both driver and cockpit control one.
Their use is based on an energy bar, similar to a stamina bar.
When deployed, has ground vehicle repair station (does not fix self).
Very slow moving, very high shield and armor.
TLDR: Deployable Wall of bricks.
Logistical:
Has no offensive abilities until deployed. Only has 2 cockpits, driver, no passenger seats.
When deployed gains cloaking field, sensor shielded, has enhanced radar and radar range.
Driver gains ability to launch UAV drones.
-drones are piloted by driver + invisible and sensor shielded until abilities are used.
- drones can use "sensor sweep" (think if Liberator driver could drop bombs, kind of usage), making all enemies tagged with it highlighted on HUD, even through walls (and the sweep goes through floors?/ground?).
- drones get "emp bomb", allowing them to self destruct, acting as a player guided Jammer with a slightly larger aoe.
-drone has limited flight range from vehicle
Cockpit #1:
Controls a deploy-able shield tank. This remote controlled ground vehicle is a glorified bull dozer. The extra large wall sported on the front of this vehicle reduces damage from the front by 90%. As well as being wide enough for some infantry to take cover behind for a slow approach.
has ability "Anchor" : quickly anchors to the ground to ready for an impact
has ability "turbo": Who doesn't want an extra boost when your trying to push a vehicle around.
Cockpit #2: Fires supportive rockets. Based on certifications
Engineering: fire a missile that explodes into a mine field, a remotely controlled turret of specified type, or a shield bubble at impact.
Medic: explodes causing a temporary boost to all allied shields, deploy-able medic bot that can heal/revive fallen allies, chemical performance boost to effected allies in aoe (temporary increase in accuracy, move speed, reload speed) (mmm, drugs).
All deploy-able are limited by small ammo capacity with a slow regen to mitigate spamming. The vehicle is a miniature deployables factory basically.
Moves faster than the average tank, and is just as agile.
TLDR:????? Profit!
Don't know about having a flying one.
Just don't want to end up with something like this: http://www.planetside-universe.com/ps/view_potd.php?id=1365