View Full Version : Galaxy occupants
super pretendo
2012-01-11, 07:26 PM
I read that the galaxy can hold only 10 occupants. Does this include gunner, pilot and occupants of held vehicles? Or is that just infantry pasengers? that would be cool. Because that would be +1 capacity rather than minus 4 or so
SKYeXile
2012-01-11, 07:32 PM
good question, if the galay is a spawn point it would want to have a dedicated set of gunners. But i imagine it would sjut be 10 passengers, including gunners. not sure if a MAX would have its own slot anymore or not.
Metalsheep
2012-01-11, 07:43 PM
In Planetside 1, including gunners and the pilot you could cram 15 people into a Galaxy. Assuming you put a full Marauder in the back. 10 seems like a downgrade if thats including gunners/pilot/vehicle.
I am wondering how the Galaxy will function as a spawn point if only 10 people can fit inside it. What if 11 people choose to spawn at it? Does the 11th soldier just fall hilariously to his death? Can the gal only be a spawnpoint on the ground?
Vash02
2012-01-11, 07:46 PM
I miss the AMS already.
SteinB
2012-01-11, 10:36 PM
I wish I could recall the specific reference but I do remember hearing the Galaxy acted as a spawn point only while grounded. A developer clarification on this issue would be great.
Azren
2012-01-12, 07:36 AM
I wish I could recall the specific reference but I do remember hearing the Galaxy acted as a spawn point only while grounded. A developer clarification on this issue would be great.
I think this was just a suggestion on this forum.
Tikuto
2012-01-12, 08:22 AM
I like the thought of enemies pouring out of a landed Galaxy (respawning). I just hope the Galaxy is so much bigger in PlanetSide2 to complete that scene.
LongBow
2012-01-12, 09:59 AM
yeh, the only thing we (and prolly the devs too) know about galaxy spawning is that it happens, but not much else.
they did hint at some of the things they were testing (like landed vs airborne) but nothing else definitive came from that.
Ailos
2012-01-12, 11:12 AM
I imagine it'd be spawining similar to the way it works in BF2142 - i.e. the person can only spawn if there is space in the galaxy. If there isn't, you're stuck at the spawn selection screen until either there is a spot or you select a different place to spawn.
They could remediate that issue by making galaxy spawning exclusive to squads/platoons, in which case, there's only a set, limited amount of traffic that the pilot can be expecting.
It'll also mean that now instead of flying off to hide, the galaxy will keep its position above the base while the troops it dropped are inside. That wouldn't actually be a bad thing - if a gal holds 10 people (1 pilot + 3 gunners +6 passengers), that's exactly one squad. Then, 3 squads together deliver 18 grunts into the base, plus 3 galaxies with 9 guns to provide some additional support, for at least some time. If platoons can now hold more than 3 squads, you could throw in another squad of reavers to help keep the resecuring forces in check. I could totally see this happening.
Infektion
2012-01-12, 12:28 PM
Maybe the gal works as a respawn only if it has landed and been activated... kind of a like a flying AMS... I don't see the point of a flying respawn point, that's a little OP.
Metalsheep
2012-01-12, 01:01 PM
I hope that if the gal has to land to be a spawn point, it gets more armor or some kind of defensive bonus. The AMS became invisable to radar and had a cloaking umbrella.
The Gal is kind of a gigantic vehicle, it would be easy to spot without some kind of extra defensive measure while its landed and stationary. It should gain something for sacrificing its mobility and having its general size and mass.
Infektion
2012-01-12, 02:17 PM
I hope that if the gal has to land to be a spawn point, it gets more armor or some kind of defensive bonus. The AMS became invisable to radar and had a cloaking umbrella.
The Gal is kind of a gigantic vehicle, it would be easy to spot without some kind of extra defensive measure while its landed and stationary. It should gain something for sacrificing its mobility and having its general size and mass.
yes, but it's more mobile, I'm seeing it being used a drop stop spawn and go.
Graywolves
2012-01-12, 02:33 PM
I hope a landed galaxy has a "deployed" state so that it basically becomes a ground advanced outpost with the turrets raised up to attack enemies from the air and distant ground. But unable to aim below it or in immediate vicinity.
Off topic but I like the idea.
I definatley would like to put more than a squad in a single galaxy.
Coreldan
2012-01-12, 03:01 PM
I'd like an ability to be able to cloak a landed gal (probably a deepish gal cert), cos something I would like to be is an efficient gal pilot, who is where the gal is needed when it's needed. Without the ability to cloak, you have to park it a bit far off or even just ditch it and jump with it.
Probably AMSing could be allowed when cloaked (just like current AMS), but I dunno about turrets while cloaked lol.
DviddLeff
2012-01-12, 05:26 PM
For all we know being able to use it as a spawn point will be a specialisation, with further specialisation allowing spawning while airborne.
Whatever happens I hope that spawning can be restricted to squad/platoon; a feature constantly asked for in PS1.
BREWKO
2012-01-12, 08:04 PM
The Galaxy will hold up to 12 occupants.
sylphaen
2012-01-12, 08:14 PM
Wow, things just got serious.
:eek:
SKYeXile
2012-01-12, 08:17 PM
arg wheres,,, the next common pool post in the news already, I REQUIRE INFORMATION!
BorisBlade
2012-01-12, 08:20 PM
For all we know being able to use it as a spawn point will be a specialisation, with further specialisation allowing spawning while airborne.
Whatever happens I hope that spawning can be restricted to squad/platoon; a feature constantly asked for in PS1.
I hear this "specialization" term alot. But the reality is, the "talents" they have are not customization since you have no limits other than time on what you can get. You can eventually get it all so it cant even remotely be used as a balancing tool like other games do which can take into account that you can only get some things and must give up others, you give up nothing with this system except in the early weeks/months when you dont have enough time in. People should stop saying that not everyone will have these special abilities (such as squad spawning if you are the SL) when eventually they all will. Yes you may not quite get it all but in reality you will have most everything that matters.
Personally i wish there was more choice where no matter how much time you spent, you could never get everything at once. Each of your classes would have a "spec" that could be changed on decent timer with some cost, but would make your classes unique and somewhat specialized.
The only real customization (which will be awesome) will be on the vehicles and your choice of attatchments etc on your soldier.
On topic tho, disregarding the flying ams aspects. The old gal set up was good, aka 1 pilot + 6 passengers + 3 gunners + 2 maxes + cargo hold. But more versions would be cool. One that dropped the cargo slot and let in 4 more basic passengers so you could have the pilot and gunners stay in teh vehicle while the 10 softies dropped. (would also still have the 2 max slots as well) Or other variants, the options are quite wide and I hope customizing these aspects is an option in the case of the gal.
SKYeXile
2012-01-12, 08:25 PM
I hear this "specialization" term alot. But the reality is, the "talents" they have are not customization since you have no limits other than time on what you can get. You can eventually get it all so it cant even remotely be used as a balancing tool like other games do which can take into account that you can only get some things and must give up others, you give up nothing with this system except in the early weeks/months when you dont have enough time in. People should stop saying that not everyone will have these special abilities (such as squad spawning if you are the SL) when eventually they all will. Yes you may not quite get it all but in reality you will have most everything that matters.
Personally i wish there was more choice where no matter how much time you spent, you could never get everything at once. Each of your classes would have a "spec" that could be changed on decent timer with some cost, but would make your classes unique and somewhat specialized.
The only real customization (which will be awesome) will be on the vehicles and your choice of attatchments etc on your soldier.
On topic tho, disregarding the flying ams aspects. The old gal set up was good, aka 1 pilot + 6 passengers + 3 gunners + 2 maxes + cargo hold. But more versions would be cool. One that dropped the cargo slot and let in 4 more basic passengers so you could have the pilot and gunners stay in teh vehicle while the 10 softies dropped. (would also still have the 2 max slots as well) Or other variants, the options are quite wide and I hope customizing these aspects is an option in the case of the gal.
Yea i agree with what you're saying, they have said something about BR unlocking certain parts of trees, or requiring BR to progress further, but my understanding is still that once your max level with enough time you can unlock everything.
I too think that their should be limits on how much you can do at a time. you should definatly be able to access multiple classes at anyone time, but limit you to maybe 2-3 classes and a vehicle or 2 specialisation... maybe then afew weapons, depending on how the whole thing is setup.
Quantumplation
2012-01-12, 09:08 PM
1) Vehicles/Guns/Armor won't be able to *equip* every specialization at once, so yes, it will be a specialization: In order to change it out, you have to go to a vehicle/equipment terminal.
2) Who's to say the advantages won't be done in a similar form to implants, in that you can "unlock" them, but only have a certain number active at one time?
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