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Tikuto
2012-01-09, 01:58 PM
@PurrfectStorm (https://twitter.com/#!/PurrfectStorm/status/156438264079851523)

Back to work! Having fun working on some @planetside2 class abilities. =] Have any that you'd like to see in game? #BeCreative #PlanetSide2PlanetSide 2 wants suggestions on class abilities. Pour your thoughts out! :D


Command Abilities
'Concentrated <alien-tech> Psionic Discharger' (Command ability?) - repeatedly pulsating to distort player's visual.
'Air Strike' - Empire-specific design of robotic aircraft. Thundering and decloaking upon destination unleashing explosion and lingering black smoke.
'EMP Blast' - So awesome...
Nanite Electrothermic Decomposition (N.E.D.) Bomb - Command has special remote sticky-bomb; a Nanite Bomb which can be planted anywhere and detonated remotely. This is a delicate variation of EMP blast with extras. These Nanites disrupt electronic function and degrade Nanite System constructs but do not permanently halt electronic circuitry. Appears like a spreading sparkly mould (http://youtu.be/hwyrMdchMwg?hd=1&t=1m45s). A concept of 'Nanite Bombs'. Enemy Nanite Systems including respawns take longer to complete task.
Greater respawn nausea (Visual defect at Respawn)
Enemy Nanite Systems constructions have reduced integrity.
Engineer can disarm satchel before it's detonated.
Longer duration than E.M.P. Blast.
'Orbital Strike' - So awesome...
'Reveal Enemy' - So awesome...
'Imperial Warship (http://www.planetside-universe.com/forums/showthread.php?t=37201)' - All continental leaders of sorts vote towards raking resources to create a huge mofo in the sky (http://gamersblock.net/gamefluid/wp-content/uploads/2011/07/environmental_concept_1.jpg). Very sacrificial & time-consuming though very rewarding. Empire-specific designs.

Vote triggered by the responsible Outfit leader.
Fully remotely Map-controlled (by priority of Outfit ownership).
Fully manual Cockpit-controlled (Outfit leader or officer)
100% visible on enemy radar/map.
An active 'Imperial Warship' denies Empire use of Orbital Strike .. for safety reasons.
[1] Robotised turrets, [2] Manual Gunner override (respawn inside), [3] Gunner priority to Outfit members (respawn inside).


Class Abilities the Chieftain: Stance & more (http://www.planetside-universe.com/forums/showthread.php?p=626676#post626676) -
the Field Scout: Reconnaissance & more (http://www.planetside-universe.com/forums/showthread.php?p=630283#post630283) - Tweak - Engineer buffs mechanical performance. Buff ends when vehicle or MAX is <15% Health/Armor.
Salvage - Engineers can salvage wreckages and deployables. This prevents the need for combat engineers going back to terminals to re-supply.
Salvage wreckages to resupply.
Salvage 'disowned' friendly deployables.
Disarm and re-use 'timed-out' enemy deployables.
Relocate their own personal deployables.
Momentum - MAX passive ability triggered when running. Causes knock-back on 'softies'. Animation & sound included.
Strut (cool animation!!) - All MAX units exerts over-confidence and imposing dread upon their enemies. Walking and gunning is stabilized by the MAX suit. Zero reticule expansion when walking comparable to other armors. Overlaps [WALK+SHOOT] keys.
Revive - Medic throws adrenaline syringes for incapacitated players to self-revive. Short-term invulnerability. Similar visual-screen representation as 'Pre-med'
Pre-med; - Infiltrator premeditates an immediate task. Short-term improved physical & task performance. Buff ends when task complete. Very long recharge. Similar visual-screen representation as 'Revive'.
or Burst - The infiltrator has much less luggage and so is logically able to move around quicker. When rested after 6 Seconds of no movement (charge-up) the Infiltrator Burst-runs for 1.5 Seconds. Overlaps [RUN] key.
Synapses - Heavy Assault is a real head-strong mean fucker. The HA will stumble but stay alive for another 3.5 seconds before collapsing indefinately. Auto-activates at <0.1 Health when available. Long recharge. Similar to Second Wind.
Thrust! - Light Assault jetpacks can directionally burst forward. More effective combined with [JUMP]. Can contribute for rapid escapes. Disorientates close-range enemies within thickened cloud. No recharge. Depends on energy source.
Propulse - The specialized driver class has automatically-attached a powerful vehicular propulsion device to aid the professional driver. Does not apply to air vehicles.
Super-Sonic! - Under correct weather conditions the pilot can freely engage in super-sonic flight speeds. Very handy!
Nanite Bomb - Entrusted to the most responsible and most diligent. Nanite warfare can equal biochemical warfare, which can be pandemic. Advantage is Nanites are controlled, short-lived unlike nuclear fallout and potentially eco-friendly though highly securely compromised.
Ranging - Power Rangers (http://i1088.photobucket.com/albums/i338/DraftySMN/Footclan.jpg).


Outfit Specializations Guerrillas - Experts in concealment and ambush. Whilst undetected in every possible way you're granted +DAMAGE buff while simultaneously in your 'outfit-squad' under correct undetected conditions will all receive the prolonged buff. A successful strike prolongs that buff ## Seconds during detection. Can also hold breath under water much longer.
Rangers - Zero fatigue on handling barrelled weapons and specialized in open-field combat. Fatigue-exemption excludes MAX and vehicle's primary. Optimized range (not Increased) and UI supporting player-judgement of distances of everything.
Spartans (http://dictionary.reference.com/browse/Spartanic) - Ideal for Heavy Assault specialists. Ancients of War. Martial prowess. Anatomists. Able to shorten the threshold of victory within long stalemate battles. The instigators of battle receive a sword instead of a knife (MAX, Light Assault, Heavy Assault, Infiltrator, leader & officers). Everyone together have a relentless Outfit-target to achieve. Minor extended survivability/durability.

Zero fatigue with melee attacks. Swift & precise.
Outfit is rewarded with accumulating survivability/durability buffs. Becomes harder for Outfit to achieve each time.
Personal end-target reward is identified as a 'Prestige' where your whole character's physiological fatigue is temporarily non-existant + exertion of emotional blood-lust (audio representation using common intimidating vocals).
(OUTFIT MORALE LVL: 1, 2, 3, 4 up to PERSONAL PRESTIGE LVL: 5) Victims of Prestige may respawn faster.
Mechanists - Everyone granted free training of additional certification of transport vehicles except Galaxy. This free certification is interchangeable at any time. A distinct improvement of ground vehicle maneuverability for driver class members only.
Gladiators - MAX unit specialists.
Aviators - A distinct improvement of aircraft capability/maneuverability resulting in much greater aerial performance. Potential to create unbelievably impressive feats, co-operatively.
Battalion - Somehow aids each member in coordinating large population of Outfit members additionally supported by contribution of other non-Outfit players (co-operation). (HORIZONTAL VICINITY OF MULTIPLE ARMOURY & TRANSPORTS CONTAINING PLAYERS. NOT INDIVIDUAL FOOTSOLDIERS)
Continental mobilization triggers stimulating receptive audio-physiology inspiring whole Empire (awesome music!!)Outfit rewarded with earnest-responsibility of an on-demand lesser 'Battalion Warship (http://farm6.staticflickr.com/5061/5558449007_2519fdae73_z.jpg)'. Nanite Systems (http://wiki.planetside-universe.com/ps/Nanite_Systems) design. Fully robotised automated requiring one commander (Outfit-only) and his Battalion. No Gunner seats like 'Imperial Warship'. Longevity of 'Battalion Warship' depends on 99% Empire support.
Corporate - The outfit somehow works with the territorial system. Accumulation of territorial markings... etc...?
Industry - The outfit somehow works with the resources system. Efficiency of facility resource-processing... maybe...?

NewSith
2012-01-09, 02:11 PM
We can't really suggest anything as there is no info on classes yet. All we know is there's a semi-cloaked sniper, we're not even 100% sure if it's a branch of cloaker or a standalone class.

Ailos
2012-01-09, 02:16 PM
Engineer - ability to perform sidegrade swaps on vehicles and weapons (especially on MAXes) in the field, in the presence of an equipment terminal (one at bunker, tower, or in places where the vehicle would have to retreat back to a base or gal/lodestar to perform the change).
Engineer - ability to "overclock" sidegrade components (would need you to have that component first trained through its separate tree - i.e. you can only "overclock" what you know how to use). Intended primarily for electronic systems - things like AA targeting or shields (overclock the processor responsible for projectile tracking so no rounds miss the scythe) - but the component has to be replaced after the effect has worn off (if in the field, need the help of an engineer with the above ability).


That's all I can think of right now.

NewSith
2012-01-09, 02:31 PM
Oh hell, why not...


Medic: Heartbeat Sensor. Active ability that just shows heartbeats of soldiers through solid objects. You can hear both enemies and allies through walls, but cannot distinguish them. Heartbeat of fallen soldiers slowly decreases depending on how much time they have left until full death.
MAXes: Melee.
Jumpjet infantry: Smoke Screen. Losing all jumppack charge they release a cloud of smoke around them.

acosmo
2012-01-09, 02:33 PM
Oh hell, why not...


Jumpjet infantry: Smoke Screen. Losing all jumppack charge they release a cloud of smoke around them.

who farted

guys, don't post them here. tweet them @purrfectstorm on twitter. if you dont have a twitter account get one. hundreds/thousands of people following their twitter accounts helps ps2's preliminary press plan

NewSith
2012-01-09, 02:38 PM
guys, don't post them here. tweet them @purrfectstorm on twitter. if you dont have a twitter account get one. hundreds/thousands of people following their twitter accounts helps ps2's preliminary press plan

We all do. I'm also quite sure Purr visits this forum. But, well, if you insist...

Trolltaxi
2012-01-09, 02:45 PM
Commander abilities (OK, not class abilities, but a skills, but let's just brainstorm!).

TR - Extra shift (maybe outfit ability?) Constant state of war demands higher output of our factories, and each member of the Republic takes his share of the efforts. You can pull tech with lower timers, but at a higher cost. The higher the skill is, the shorter the timers and/or lower the extra cost will be.

NC - Deficit management (maybe outfit ability?) The constant lack of resources trained NC brass to cut the edges so their commanders became pro when it comes to improvise or work with low input. You can purchase tech at lower resource costs - but your timer gets a bit longer. The higher the skill, the higher the discount and/or lower the delay will be.

VS - Whispering Vanu Vanu chooses his favourites in the ranks of his followers and grants them special insight. The commander with this skill can use "reveal'-like power, the higher the skill, the more often he can use it or the more detail he gets about friendly/enemy operations.

OK - it is offtopic, but may trigger a good idea in someone's head...

Trolltaxi
2012-01-09, 02:47 PM
who farted

guys, don't post them here. tweet them @purrfectstorm on twitter. if you dont have a twitter account get one. hundreds/thousands of people following their twitter accounts helps ps2's preliminary press plan

Just post here, help each other with ideas - and 140 characters aren't enough to describe a good idea!

acosmo
2012-01-09, 02:54 PM
Just post here, help each other with ideas - and 140 characters aren't enough to describe a good idea!

twitter helps because if anyone has an issue with tl;dr, it's the ps2 dev team

NewSith
2012-01-09, 03:03 PM
twitter helps because if anyone has an issue with tl;dr, it's the ps2 dev team

Well,

Text formatting
Upper Case Letters
Bold
Italic
Colours

...really help to make the text easy to read.

acosmo
2012-01-09, 03:10 PM
im not saying they don't, but i'm not saying the dev team is colorblind either.

LZachariah
2012-01-09, 05:54 PM
[QUOTE=Trolltaxi;622405]Commander abilities (OK, not class abilities, but a skills, but let's just brainstorm!).

TR - Extra shift (maybe outfit ability?) Constant state of war demands higher output of our factories, and each member of the Republic takes his share of the efforts. You can pull tech with lower timers, but at a higher cost. The higher the skill is, the shorter the timers and/or lower the extra cost will be.

NC - Deficit management (maybe outfit ability?) The constant lack of resources trained NC brass to cut the edges so their commanders became pro when it comes to improvise or work with low input. You can purchase tech at lower resource costs - but your timer gets a bit longer. The higher the skill, the higher the discount and/or lower the delay will be.

VS - Whispering Vanu Vanu chooses his favourites in the ranks of his followers and grants them special insight. The commander with this skill can use "reveal'-like power, the higher the skill, the more often he can use it or the more detail he gets about friendly/enemy operations.

I don't know if these will make it in, but i REALLY love the sound of ideas like this. They seem EXTREMELY appropriate for the information we've received about each faction so far, and they seem like appropriate side-grades (ie- they provide an awesome bonus and are balanced by a cost). Nicely done, Taxi. You've got my vote.


~Zachariah

Tikuto
2012-01-10, 05:33 AM
Moar abilitehz pl0x.

Shogun
2012-01-10, 08:27 AM
don´t use twitter or facebook and never will!

engineer class ideas:

being able to put up tripods for the heavy assault machinegun guys to put their gun on, increasing their accuracy.
other nice things, an engineer could do to ha machineguns:

beltfeeding to increase bullet output and remove reload times.
shieldfeeding to enable a little covershield around the gunners barrel like this: http://t2.gstatic.com/images?q=tbn:ANd9GcQqUCF-bxUQMYxk5qIZ7jyLgDOsCNw5QpEf-dd0hx4ac9MiEoNh

buffing vehicle systems in the field. would work like the wallturret upgrading but on vehicles. choose from a menu what ability you want to boost and the vehicle will get a bonus for 2-5 minutes. like overclocking ammofeeding to enhance reload time, overclocking barrelcooling to enhance firerate, install nanite round-dispenser to let the tank fire without losing ammo for a short time, install (or overclock if its already standard) vehicle shield, there are loads of possibilitys. but only one can be active at a time!

medics should also get possibilitys to buff, but only on soldiers of course.
like increase the eyeperformance to get better zoom, adrenaline boost for running faster, special tranquilizer to remove flattering hands and increase accuracy and penis enlargement pills for the vs.


another great thing would be a holosoldier. i guess it would be engineer, or maybe cloaker. a kind of mine that spawns a holographic soldier right on top of it. lay it behind cover and the enemy thinks there is a sniper sitting there. when laid in the open, the "mine" under the holo is visible and can be shot.
the holoduke cannot do anything maybe it has some random ducking, aiming, reloading or even firing animations, but it does no damage whatsoever. it´s just distraction.
own empire players will see it´s not a real player by a HOLO over the head, or some other method.

Tikuto
2012-01-10, 01:55 PM
I like the idea of not buffing statistic because then the game doesn't a becomes a stat-based pvp. Players with the most stats wins by average as per fucking usual! Stat-based PvP is damned shit tbh, and so they ought to be subtle yet still counter-balanced.

Tikuto
2012-01-12, 08:36 AM
Emphasis on Respawning technology. A humane reason to prevent them yet keep them for war - a special device as such...

Command Ability:
Nanite Electrothermic Decomposition (N.E.D.) Bomb - Command has special remote sticky-bomb; a Nanite Bomb which can be planted anywhere and detonated remotely. This is delicate variation of EMP blast. These Nanites disrupt electronic function and degrade Nanite System constructs but do not permanently damage electronic circuitry. Appears like a spreading sparkly mould. A concept of 'Nanite Bombs' (http://youtu.be/hwyrMdchMwg?hd=1&t=1m46s). Enemy Nanite Systems including respawns take longer to complete task.
Greater respawn nausea (Visual defect at Respawn)
Enemy Nanite Systems constructions have reduced integrity.
Engineer can disarm satchel before it's detonated.
Longer duration than E.M.P. Blast.

Graywolves
2012-01-12, 02:28 PM
Massive air fortress with spawn point and turrets, moves slow as fuck and takes bitch load of resources.

Yes, that's a quantity.

BlazingSun
2012-01-12, 03:41 PM
another great thing would be a holosoldier. i guess it would be engineer, or maybe cloaker. a kind of mine that spawns a holographic soldier right on top of it. lay it behind cover and the enemy thinks there is a sniper sitting there. when laid in the open, the "mine" under the holo is visible and can be shot.
the holoduke cannot do anything maybe it has some random ducking, aiming, reloading or even firing animations, but it does no damage whatsoever. it´s just distraction.
own empire players will see it´s not a real player by a HOLO over the head, or some other method.

Total Recall - Quaid Hologram - YouTube

Shogun
2012-01-12, 06:53 PM
YESSSSSS!

but my source of inspiration was more this simple thing from duke nukem:

http://www.youtube.com/watch?v=gGNSUt_sb5c

Rumblepit
2012-01-12, 07:32 PM
YESSSSSS!

but my source of inspiration was more this simple thing from duke nukem:

http://www.youtube.com/watch?v=gGNSUt_sb5c

roflmao.... " i will play paddycake with your azz" thats just great.

engineers disarm mines- if a player steps on a mine and dose not step off a engineer may disarm it.
engineer mines- anti infantry mine- only be tripped by other players, and antivehicle mines can only be tripped by armor. stamina mines-- if tripped all stamina is lost...aoe mine- fire or plasma .
advanced engineer - just deeper in the tree... are able to spec to upgrade their ce.... meaning if you want to have beast cerb turrets you spec into that. you want beast spits you spec into that. so on so forth with all ce.

hacking/cloaking- should be able to hack any deployed turret and control said turret via remote. must been within range of turret

medic- self res, able to deploy ce device that can heal over time to those standing next to it. ranged heal -a healing gun that allows you to heal from a short range, group heal nade of some sort.

assault- able to distribute a limited amount of ammo to other players,can spec to be able to distribute more.ammo upgrades- can spec to distribute upgraded ammo to other players.


ill have more soon im sure

Shogun
2012-01-12, 07:45 PM
medic selfress would suck!

try to get a genkillersquad out of the genroom if the medics can ress themselfs!
only one medic needed and the rest are all maxes.

and the engineer stuff sounds nice, but remember that spitfires and cerbs are already confirmed to not be in ps2. but the manned turrets could use deeper skilltree customisation.

Sighpolice
2012-01-17, 08:38 AM
Perhaps just not have abilities.. this isn't an RPG, it's a MMO FPS first, i.e. skill with aiming > retards with there 3 minute cooldown "shoot extra bullets for 10 secs"

were not fighting raid bosses, were fighting people, and skill should win here not some suped up ability that is so common amognst RPG/MOBA games

go play LoL/HoN/Swotr if you want "abilities"

Shogun
2012-01-17, 08:48 AM
it was not our idea to implement a class system...

Crator
2012-01-17, 10:04 AM
^^^ Good point... Perhaps some insight into how the class systems are being implemented will help us to give better/more ideas on what we would like/want as abilities to those classes...

CutterJohn
2012-01-17, 10:12 AM
Since I see no vehicle centric abilities, I'll think of some.

Hover(for TR and NC) - An adaptation of captured vanu technology that gives tanks and other vehicles the ability hover for short periods of time in order to make river crossings.

Invulnerability Shield - Makes the vehicle invulnerable to all damage for 3-5 seconds, with a 20-30s cooldown.

Targeting computer - Gives the gunners lead/arc reticles for extremely accurate fire.

Holographic camoflage - Makes you look like a rock, useful for ambushes and escape/evasion.

Nitro - Gives the vehicle a temporary boost to speed and torque.

Gimbaled turrets - Makes the vehicles turrets completely dampen any movement for a silky smooth reticle regardless of the vehicles crazy antics.

Repair Module - Regenerates health of the vehicle. Takes significant power, so the vehicle must stop.

Vertical Troop Launch System - Upgrade for sunderer. Launches troops up and forward a few dozen meters.

Heavy Transport Upgrade - Turns aircav into a taxi for a single heavy troop, by removing all weapon systems.

Siegebreaker shield - Doubles/Triples vehicle shield hitpoints. Does not recharge.

Mine spoofer - Makes mines unable to detonate against you, or unlikely to.

Solid rocket booster - One time use boost for aircav. Gets you somewhere quick.

Radar - Gives you a medium range radar capability to detect vehicles.

Graywolves
2012-01-17, 10:40 AM
Hover(for TR and NC) - An adaptation of captured vanu technology that gives tanks and other vehicles the ability hover for short periods of time in order to make river crossings.


This just made me think that it would be really cool to be able to reverse engineer or discover some of an opposing empire's technology and be able to put something similar in some form of a capability into your own arsenal. Of course it would cost resources that the other empire is focusing on and yours isn't.

Atuday
2012-01-17, 12:05 PM
I like the original concepts put forth but I would much rather have skill based than stat based combat.

Tikuto
2012-01-22, 10:43 AM
Since nanites has always been a PlanetSide thing and now Nanite Systems exist in PS2, how about something of this nature?

[ a Nanite Bomb (http://youtu.be/hwyrMdchMwg?hd=1&t=1m45s) ]

The characters running would be the players running from the bomb. How awesome would that be visually and emotionally?
:jawdrop:

(I have already edited a suggestion with this in-mind :D)

Grognard
2012-01-22, 12:15 PM
.

Tikuto
2012-01-22, 12:37 PM
Class Ability:
Salvage - Engineers can salvage wreckages and deployables. This prevents the need for combat engineers going back to terminals to re-supply. Salvage wreckages to resupply.
Salvage 'disowned' friendly deployables.
Disarm and re-use 'timed-out' enemy deployables.
Relocate their own personal deployables.

Tikuto
2012-01-24, 09:20 AM
Class:
the Chief - Being a Chief grants higher social hierarchy and a very team-based role. No squad means no purpose. Probably the only class in direct dictation of others so change class if you're unable to handle. The key feature of the Chief class is having advanced squad Stances*.


Class Abilities:
Chief - Being a Chief is like being a role model, and being a Squad leader, Platoon leader or Outfit Officer grants additional qualities to the Chief.

Chief (none) -- Inspire: Your actions (any action) can inspire a single nearby friendly who has you in their field-of-view. Increased performance (Not DMG/HLT buff!).
Chief (squad/platoon member) -- Morale: An aura boosting morale of multiple Outfit players and sub-sequent Outfit-Squad members nearby. Increased performance (Not DMG/HLT buff!). Buff is small vicinity only. Does not stack with 'Inspire' nor 'Greater Morale'.
Chief (Squad Leader) -- Stances*: [Offensive], [Defensive], [Supportive], [Evasive], , [Suppressive], [Other]. Stacks with one 'Morale' though cannot be 'Inspired'.

Chief (Platoon Leader) -- Stances+*: Can decide for whole Platoon.

Chief (Outfit Officer/Leader as a sqd/pltn member) -- Morale or Greater Morale: An aura chain-boosting morale of multiple Outfit players and sub-sequent Outfit-Squad members nearby. Increased performance (Not DMG/HLT buff!). Buff is chain-linked spreading contagiously. Greater Morale is an Outfit-based buff only! Does not stack with 'Morale' nor 'Inspire'.
Chief (Outfit Officer/Leader as a Sqd/Pltn Leader) -- Morale or Greater Morale, Stances* & Intimidation: If your kills show you on the enemy's screen long enough it will affect that player-character. All local enemies receive anti-Chief debuffs. Greater Morale is an Outfit-based buff only!
You become the enemy's anti-buff, so to speak, stimulating your competitive gameplay against enemy leaders.
[I]anyone (Outfit Officer/Leader) -- Immune from enemy 'Intimidation'.



Squad Stances:
(Originally suggested here: LINK (http://www.planetside-universe.com/forums/showthread.php?p=574641#post574641))
Any squad/platoon leader would be able to choose either [Offensive], [Defensive] or [Supportive] Stances for their Squad or Platoon as 'common pool' defaults.
Chief squad/platoon leaders can select additional advanced Stances for their team(s) specialized and refined through Chief class skill-tree.

Standard [Offensive] - Additional ammunition.
[Defensive] - Reduced cool-downs. (Excludes Chief abilities)
[Supportive] - Additional supplies.
Advanced (Chief-only) [Suppressive] - You weapon-fire appears much more intimidating to enemies.
[Invasive] - Each member can tolerate %5 damage of their first injury (Cool-down & requires 100% health to reactivate)
[Evasive] - Temporary additional speed like 'Burst (http://www.planetside-universe.com/forums/showthread.php?p=622392#post622392)' (Only works when took damage & in-view of enemy's reticule)
[Elusive] - Amplified audio distance detection to represent & support teamwork (Works best when not alot of noise in immediate area)
[Other]
Specialized (Chief-only) [Standard-Advanced] - only one of several combinations per character.

ringring
2012-01-31, 02:28 PM
I am not sure (I didn't check).

Did anyone mention something similar to the CR5 CUD ability to recall the platoon to sanc or whatever they are called in PS2?

This was very useful as it enabled the PL to re-organise when things got a little out of whack.

Graywolves
2012-01-31, 02:56 PM
OH!!!!


What if a high ranking leader could voice comm everyone on the continent!

Rbstr
2012-01-31, 03:15 PM
If hearing him wasn't completely voluntary I would go to SOE and personally stab someone.

BlazingSun
2012-01-31, 03:24 PM
OH!!!!


What if a high ranking leader could voice comm everyone on the continent!

The immature behaviour of /c chat now in audio? ... my god. :doh:

Trolltaxi
2012-01-31, 04:06 PM
I am not sure (I didn't check).

Did anyone mention something similar to the CR5 CUD ability to recall the platoon to sanc or whatever they are called in PS2?

This was very useful as it enabled the PL to re-organise when things got a little out of whack.

I really hope that leaders (both SL/PL and outfit leaders) will have way more tools to organize/run/administrate their group. Without even ingame skills and abilities.

Oty
2012-01-31, 06:55 PM
MAX:
Last stand: When on last % of health the MAX can choose to selfdestruct and spread damage to surrounding enemies
chrush: when enemy is really close MAX may crush him between his arms, however guns cannot be fired during this manouver
grappling hook: MAX may shoot a grapplinghook on enemy and haul him in, may result in standoff when trying to grapple another max
smokescreen: max may quickly lay out defensive smookescreen (like modern tanks can)

heavy assault:
dual wield: dual wield ligther weapons
ammo bag: carry an extra ammobag to supply friendlies
ligth assault:
forward charge: use jetpack to quickly sprint forward and attack
distracting grenade: a grenade making gunnoise to trick the enemy

engineer:
booby-trap(spelling?): set out short wires to make MAX units fall over
mortars: mortars

sniper/cloaker:
binoculars: be spotters for artillery, the old battlefield games solved that in a good way i think (1942 & BFV)
blink: when not cloaked cloaker may teleport very short distans and arrive cloaked, this is to quickly pull out if situation gets out of hand

EZShot
2012-01-31, 07:14 PM
These class abilities sound a bit larger than life...

Think simple guys.

Engineer: Might have a space for an extra implant.

Medic: Heartbeat sensor (great idea whoever that was earlier)

Assault: Increased athletic ability (Runs slightly faster, jumps slightly higher and has a slightly higher HP count)

MAX suits are different...I'd kinda like to see a different empire specific abilities for each MAX focused on getting the job done.

For instance, the TR AA MAX might have the ability to remain hidden from aircraft radar for a time at the press of a button. The VS AI MAX could have the old jet-pack ability for surprise entry into the enemy's positions from beneath. The NC AV MAX might never have to reload.

These abilities aren't too difficult to balance out in gameplay and don't impact the competition provided by mano-e-mano gun fights. The players skill still largely decides the outcome.

Alf

skoimich
2012-02-01, 05:16 AM
@PurrfectStorm (https://twitter.com/#!/PurrfectStorm/status/156438264079851523)

/showthread.php?t=37201"]Imperial Warship[/URL]' - All continental leaders of sorts vote towards raking resources to create a huge mofo in the sky (http://gamersblock.net/gamefluid/wp-content/uploads/2011/07/environmental_concept_1.jpg). Very sacrificial & time-consuming though very rewarding. Empire-specific designs.



Would have to make a limit of one per 24hrs to make it fair.

and it can only be constructed on say Oshur, at a special large space port.

Shade Millith
2012-02-01, 05:30 AM
'Air Strike' - Empire-specific design of robotic aircraft. Thundering and decloaking upon destination unleashing explosion and lingering black smoke.
Revive - Medic throws adrenaline syringes for incapacitated players to self-revive. Short-term invulnerability. Similar visual-screen representation as 'Pre-med'
Pre-med; - Infiltrator premeditates an immediate task. Short-term improved physical & task performance. Buff ends when task complete. Very long recharge. Similar visual-screen representation as 'Revive'.

No.

If there are airstrikes and artillery, then it needs to be done by a player, in a vehicle doing it manually. We have the players and the vehicles, this is not COD.

And no. No invulnerability. No instant rezzing. Ever under any circumstances. It needs to be a process that's a terrible idea to do under fire. 3-5 seconds should be enough.


Imperial Warship -
So long as it is a multi user craft. (Pilot - 5-10 gunners etc), then I'm fine with it. Nothing on it can be automated. If it's an Outfit vehicle, then it will require an outfit to man it.

Tikuto
2012-02-01, 11:13 AM
No.

No invulnerability.Consider expected latency issues and differences amongst players. Its short invulnerability primarily compensates for latency gaps and reassures the Combat Medic's job is done.

This is only a Revive. The healing is the hardest part and could be made more diffcult: 'A self-Revived player is debuffed with Reduced Heal In-take for 4 minutes.'

Tikuto
2012-02-01, 12:25 PM
★★★★★
Vote Up!


the Field Scout - Fast-moving defensive-supportive class utilizing a stealth suit which auto-blends into surrounding area and has air-tightened external bionics. His role is not to assault, primarily, but to supportively attack or supportively defend with or without logistics. They are field runners, gunners and scanners. P.O.V. if possible. Of course this doesn't stop the Field Scout from taking on a challenge they're not suited for!


Stealth variations:

Camouflage (Selective - player has to change to adapt)
Cloak (Active - 'Cloak' button)
NEW: Blend (Passive - no button)
Suit: Similar to Infiltrator's though is fully operated with air-compressed micro-robotics (Bionic) and some awesome lighting less like Infiltrator's Cloaking (Stealth). These two capabilities switch like a hybrid motor engine to conserve life-saving suit energy. It looks like thick arteries or vines embedded into the computerized suit, swirling around your body webbed with interconnecting veins and some capillaries in key body-stress locations as overload capacitors. All over the suit is layer-coated with nano as a 'motherboard' nanoboard circuitry for the light-coloring Nanites. Comparably more armor.
Comparably more shield-energy.
Comparably less energy capacity.
Comparably less energy-regain (Bionic toggled ON).
Equally concealed same as Cloak when stationary.
Comparably less-to-not concealed like the Cloak when mobile (Diminishing Camo pattern).
Comparably much less versatile for stealth than the Cloak.
Comparably much less adapted for stealth than the Cloak.
A mixture between Cloak & PS2's new Camouflage.
Camouflage Stealth: The user has the passive ability to [Blend (http://www.flixya.com/files-photo/a/n/e/anerlind-1034796.jpg)] into surrounding area but only when stationary. THIS IS NOT [CLOAK]. It looks like ordinary camouflage but is intricately adaptive to each third-person's perspectives. Blend is 75% more diffcult to be detected by Darklight compared to Cloak. When moving from a Blended position, the camouflage pattern sticks and diminishes after 4 seconds of movement. Unlike Infiltrator's variation of electronic stealth suits, Blend does not use sophisticated light-bending translucents where the Infiltrator's Cloaking does. Grants electronically-adaptive camouflage.
Grants better resistance against Darklight.
Hands-free - No '[Blend]' button.
Reconnaissance Kit: This is specialized bulk equipment used for intel-gathering and electronic communication all of which is backed with a power source also used to self-destruct safely preventing enemy use. It is not the same bulk-kit that commanders use.
Reveals all sorts of enemy stuff to your Empire. Particularly useful for sky-viewing commanders or your squad/platoon's immediate tacts.
This Kit is Bluetooth-connected with your class-specific helmet features. Camera, etc...
Grants Point Of View image logging sort of like Google Map's 'snap photo of restaraunt and upload'.
Possibly other stuff...
External Bionic: The air-tightened auto-robotic external bionic enhances the user's movement speed and strength by simply alleviating their manoeuvres. It does not improve a person - it only alleviates fatigue. A weak or strong person would not collaborate. The standard Nano-Reinforced Impact Absorption Boots and the MAX's interior stabilizers, this is a conjoined variation of those two robust technologies stabilizing shock impact to further concealing your Blending from distortion (Infiltrator Cloak would shimmer) and consequently works as additional armor.
Grants reduce sprinting fatigue.
Grants prolonged running distances.
Grants reduced melee fatigue.
Purpose:
Reconnaissance (Logistics?) - Reporting individual enemy targets. Full detailing of multiple targets, status and so-on using knowledge of enemy.
Field Leverage (Sniping) - Their stealthy suit is shock-resistant unlike Infiltrator's making perfect for a sniping role as a Sniper.
Laze Pointing (Artillery) - Best class for laze pointing for air strikes and artillery.
Tactful Advantage (Flanking) - Their speedy movement allows them to flank easier.
Land Navigation (Ranging) - Somehow something for Empire with the land for somethying benefitting self.
Resourceful (Salvaging) - Field Scout's knowledge of enemy is well-exploited in any situation.
Visual Difference:
Field Scout's passive [Blend (http://www.flixya.com/files-photo/a/n/e/anerlind-1034796.jpg)] - Only adapts whilst stationary. Hands-free operation.

(Refer to MGS4 Trailer of character's suit (http://youtu.be/HCGRZpU5z_w?&t=1m51s))

Infiltrator's active [Cloak (http://desmond.yfrog.com/Himg876/scaled.php?tn=0&server=876&filename=jz0fu.jpg&xsize=640&ysize=640)] - Completely adapts even whilst moving. Press 'Cloak' button.

Fictional Review:
Was originally designed to replace having to selectively choose appropriate standard camouflage where in the field is not always the same color-pattern as your camouflage. Inherently, camouflage is not perfect but still very effective. This is why the electronic-adapting camouflage was developed and proved successful of its purpose but, still, limited in application. Where the technophiles engineered an improved translucent liquid 'Cloaking' this rendered 'Blending' obsolete in the sole purpose of espionage as well as application.

Cloaking proved naturally flawed of its sophisticated liquid form. It is not shock-resistant where liquid ripples uncontrollably and very vulnerable to florescent light, Darklight and Nightvision detection. Blending is very much just lighting without light-bending translucents. This is inherently much more shock-resistant and Darklight-resistant whist active though still not completely. So underneath this technological application simply required an already-existing stabilizer our new-age prototype MAXs used at the time to accomplish complete shock-resistance ensuring the suit's functionality, which consequently aids the suit user's muscular stresses: an embedded shock-absorbing external bionic.

With this stabilization and thorough testing proved valuable for Outfit command local operations and security. A documented team of soldiers were offered an irrefutable assignment and granted use of these prototype suits, and their tasks were accomplished much easier and safer if not for the suit's Blending technology. Two significant reported feedbacks were how its ingenuity couldn't extend on protective armor and stifling shield-energy capacitors.

Comparing this highly micro-technological computerized suit to mechanized suits, it is fragile. Application of light-coloring Nanites on 'nanoboard' surfaces is relatively easy compared to Cloaking though still equally troublesome for extension to other structures or peripherals. Size, power and activity: Bigger-sized surfaces may as well not use this stealthing, power consumption is greater and less stable, and any surrounding activity of bigger-sized Blended or Cloaked surfaces requires much greater stress on computing the varying activity. It simply won't work and only works on small applications, and in this case it was designed for combat leverage incorporated into a future-force suit. It conveniently works beautifully, efficiently and competitively.

ShockNC
2012-02-02, 02:23 AM
Commander abilities (OK, not class abilities, but a skills, but let's just brainstorm!).

TR - Extra shift (maybe outfit ability?) Constant state of war demands higher output of our factories, and each member of the Republic takes his share of the efforts. You can pull tech with lower timers, but at a higher cost. The higher the skill is, the shorter the timers and/or lower the extra cost will be.

NC - Deficit management (maybe outfit ability?) The constant lack of resources trained NC brass to cut the edges so their commanders became pro when it comes to improvise or work with low input. You can purchase tech at lower resource costs - but your timer gets a bit longer. The higher the skill, the higher the discount and/or lower the delay will be.

VS - Whispering Vanu Vanu chooses his favourites in the ranks of his followers and grants them special insight. The commander with this skill can use "reveal'-like power, the higher the skill, the more often he can use it or the more detail he gets about friendly/enemy operations.

OK - it is offtopic, but may trigger a good idea in someone's head...

first two look alright but the last one has no drawback.