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View Full Version : I see no room for new vehicle implementation.


NewSith
2012-12-26, 06:48 PM
I was just thinking, with the customized weaponry system, there's not really that many new vehicles that can be put into the game.

These are the ones I came up with:
- Buggies
No comment, really. NS Harasser to be precise.
- HMMWV's
Empire Specific, I'd like to point out. I'd really love to see some armored light vehicle, that can carry half the number of troops Sunderer can carry.
- 3-man Tanks
IMO, it's easy to do, you add a 3-man tank, that can take a solo-MBT one on one, but making a cost less, giving players a hint that teamwork is good.
- Artillery Platforms
This is obviously disputable, but as far as it is only semi-indirect fire, many players can manage.
- ATV's gunner seat
Like in BF, Halo, whatever... Many people just play "my best friend and I" game, and they will love it. I will love it.
- 2-man ES Attack Aircrafts
Basically 2-man ESFs, a little bit slower, a little bit more bulky, with second pilot having control over an extra gun.
- Hovercopter
Because Liberator, in all fairness, is a bomber. And Flying Libercopter with shredder is not that fun, because it lacks the proper agility on one hand and vulnerability on the other.


And then it struck me... We already have that all in the game. Devs will not change any existing vehicles now, because some people wasted money on them and they will not add any vehicles that are just copies of others.

Thus all we will see is buggies and 2-man ESFs. *Sad Panda*



Disclaimer: I know what you first thoughts are and I understand perfectly that in this vehicle-heavy game, having MORE vehicles to chose from is not appreciated. But let's leave the "broken game mechanic" talk for some other thread, shall we?


Anyone else ever thought about it?

StumpyTheOzzie
2012-12-26, 07:08 PM
Most of these vehicles are small variants.

I want galaxy gunship with 4 daltons and 7 Walker30s and a pilot.

I want ubergal with 30 seats and in-built ejector seats.

proper bangbus with 8 gunners and 30 seats.

as you say: giving players a hint that teamwork is good.

Sunrock
2012-12-26, 07:20 PM
PS2 can always do what 40k did and implant Titans...

http://images.dakkadakka.com/gallery/2009/4/1/25542-Awesome,%20Scratch%20Build,%20Titan,%20Warhammer%2 040,000,%20Warlord.jpg

Would take a full squad to operate perhaps.

NewSith
2012-12-26, 07:22 PM
PS2 can always do what 40k did and implant Titans...

There is an old saying - never remind PS2 devs about anything that resembles a BFR.

Figment
2012-12-26, 09:36 PM
Said that when they said they would customize units into all roles.

One reason ps1 had so many vehicles, was niche roles and teamwork. Now that the Lightning already has an aa turret, the actual Skyguard two-men buggy is pretty superfluous.

In all honesty. I hate that.

They can still differentiate in armour density, turret rotation speed, minor speed and agility differences, like WoT, but due to the solo vehicles, teamwork vehicles are in this vehicle balance state simply redundant aa they couldn't be as effective as two solo vehicles, which everyone can pull too. Add more vehicles, less forced infantry choice too.

Bocheezu
2012-12-26, 11:43 PM
The vehicles themselves are pretty fleshed out, but there's a lot of room for different turret types. High damage turrets with long range and long reloads (NOT Flail-like range), lower damage weapons with short range and fast reloads, etc. It should be analagous to HA LMGs where there's 5-6 options (instead of just 3). Turret rotation speed, like described above.

AThreatToYou
2012-12-27, 01:01 AM
Did you forget about unique vehicles?

Phantasm? I mean, that's a stretch for unique, but give us some room here.
Hoverbike? WHO THE FUCK WOULD NOT LOVE A HOVERBIKE?
A hoverbike with a flamethrower that can melt tanks
Or, like, I dunno, a tractor? LOL Put guns on it and a big bladed snow plow.

Thunderhawk
2012-12-27, 01:05 AM
The vehicles themselves are pretty fleshed out, but there's a lot of room for different turret types. High damage turrets with long range and long reloads (NOT Flail-like range), lower damage weapons with short range and fast reloads, etc. It should be analagous to HA LMGs where there's 5-6 options (instead of just 3). Turret rotation speed, like described above.

Not being funny, but as long as the render distance is shit as it is now, then we don't need any long range weapons, if Enemy don't render above 200-300 meters then your shells wont hit anything, unless you're hitting other vehicles, and even then you're limited to 600-800 meter range.

Thunderhawk
2012-12-27, 01:09 AM
PS2 can always do what 40k did and implant Titans...

http://images.dakkadakka.com/gallery/2009/4/1/25542-Awesome,%20Scratch%20Build,%20Titan,%20Warhammer%2 040,000,%20Warlord.jpg

Would take a full squad to operate perhaps.


I still believe having these things in the game would not be fun, unless of course, they are on long timers and you dont see more than 3-4 per faction on a given continent, with MBTs and rest all around them.

basically the equivalent of this

http://24.media.tumblr.com/tumblr_m7imx4xbRG1ra1slko1_1280.jpg

Sturmhardt
2012-12-27, 06:04 AM
Even though I put a lot of certs into my vanguard, I would love to see them change it to a 3 man vehicle.

I agree on all the other points, I don't see useful room for any other vehicle right now, we already have everything that makes sense. I really hope they don't put in something as OP as BFRs were that fucks up the whole balance.

Qwan
2012-12-27, 06:48 AM
I think they need to ad more two to three man vehicles. I think were missing vehicles that can help improve the game quit abit.

1. We need fast assault vehicles, the sundy is to slow, the tank doesnt carry enough, and the lightning dont get me started on that useless piece of *&%$

2. A fast assault air vehicle, faster and more manuvarable 6 to 8 man troop carrier. The gal just cant do it and thats, even with cert upgrades.

3. A tank were the damn driver control the turret, It sucks and is unrealistic. I mean the lightning is ok but I hate the fact that I have to navigate the map ensure the turret is pointed in the right direction, and when I start getting hit, I run into a wall because I cant see nothing around me.

4. Artillary pieces, this would be nice.

5. And were is my damn orbital strike :mad:

6. Vehicles were the damn driver drives and the gunner actually guns.

If you look at the vehicle set up in PS2 there are only three vehicles were the driver is not the gunner, the lib (somewhat), gal, and sundy. Everything else the damn driver is the shooter. I want more vehicles were the driver does one thing and that is DRIVE!!!, and the gunner does one thing and that is GUN!!!!, what the fuck do they have the built in chat system for, so the gunner can talk to the driver. I really hope that this isnt the end of there vehicle input because if it is then PS2 is circling the toilet bowl and fast.

P.S. Ill still play it though. And no BFR's OMFG please no.

Figment
2012-12-27, 08:48 AM
PS2 can always do what 40k did and implant Titans...

http://images.dakkadakka.com/gallery/2009/4/1/25542-Awesome,%20Scratch%20Build,%20Titan,%20Warhammer%2 040,000,%20Warlord.jpg

Would take a full squad to operate perhaps.

Yes, let's make the zerg even more unstoppable for small groups. :rolleyes:


You meant to say there's no zerg problem perceived as is?

RykerStruvian
2012-12-27, 08:53 AM
Like the OP was stating, this game doesn't really offer much of a reason to introduce new vehicles. Every vehicle in the game as it stands fits multiple roles with the different turrets which can be swapped out. Not only that but if new vehicles were introduced, they would have to somehow be a direct uprade and initially better than predecessors to follow the BIGGER IS BETTER mantra.

ie: superflyingfortresscarriers

igster
2012-12-27, 09:03 AM
There is loads of room in this game for more vehicles. The lightning as AA is utter crap compared to the PS1 skyguard. If there was a Skyguard variant with a more lethal AA gun and a dedicated driver then I'd pull that over the stupid lightning any day. Try keeping constant fire on an ESF at the moment while out manouvering it's stupid rocket spam in a lightning. As with the PS1 lightning you'll end up sinking the tank into a tree every time - especially if they implement any hossin like continents.

With the TR and NC footzerging between bases an awful lot, a fast anti infantry buggy like the marauder would be awesome in this game. Fast enough to outrun the tanks, mobile enough to dodge ESF Rocket Spam.

I wouldn't even mind BFRs in this game. Although the balance between these and liberators wouldn't realy mesh... since liberators are actually too good against all ground vehicles.

Also the number of times sunderers run around with 1/12 in them is bonkers. As with the old game, distinction between AMS function and mass ground transport would be a nice variation. Even if it is variation in the 1 vehicle.

Routers.. Now these would be a good tactical variation don't you think? Give the meta game a bit more variety. Sneak a router into that better designed defensible base. (Bases atm are basically impossible to defend)

Mavvvy
2012-12-27, 09:19 AM
6 man aerial light transport. A bit smaller then the size of a lib but fast and very lightly armed.

Something similar in role as the above but also ground based.

Not really a new vehicle but I would freakin love it, a Dual skyguard attachment on a mbt chasis kinda like that Russian Tunguska AAA vehicle (except without the missiles) wouldn't work too good on a mag though ha!

Calisai
2012-12-27, 09:47 AM
The lightning as AA is utter crap compared to the PS1 skyguard. If there was a Skyguard variant with a more lethal AA gun and a dedicated driver then I'd pull that over the stupid lightning any day.

Routers.. Now these would be a good tactical variation don't you think? Give the meta game a bit more variety. Sneak a router into that better designed defensible base. (Bases atm are basically impossible to defend)

Agreed... they need a two-seater AA platform. That would solve a lot of AA issues. One that could effectively reach max altitude would be useful as well.


Routers for offense are useless in the current game. No need for them as the game favors the attackers in 99% of the base fights (Biolabs are the only exception). However, maybe a one-way router-AMS combo. Able to put a router pad at a gen and zip to it from the AMS. Even if it was a replacement option for the AMS module... having two sundys in a tech plant would help defense a ton. Would make holding those outlying generators a little easier and enhance defensive ability, while still allowing for spread out fights (rather than meatgrinder double-doors, etc)

Still need to invest a little money in tank-spam-proof windows for those buildings, but hey... glass is expensive.

Sledgecrushr
2012-12-27, 10:22 AM
I love the whole flying carrier idea. I really hope that it gets implemented into the game.

Timealude
2012-12-27, 12:37 PM
6 man aerial light transport. A bit smaller then the size of a lib but fast and very lightly armed.


i honestly would like this as well as them buffing the galaxy in some form, that way we could have a more of a reason to use this rather then pull a gal for a squad. Or they could even make a bigger variant of the galaxy that could carry 2 squads rather then just one.

NewSith
2012-12-27, 04:00 PM
i honestly would like this as well as them buffing the galaxy in some form, that way we could have a more of a reason to use this rather then pull a gal for a squad. Or they could even make a bigger variant of the galaxy that could carry 2 squads rather then just one.

Once snactuaries are in, or intercontinental broadcast warping via the middle pillar of light in them, or once you can land a Galaxy and hit "deploy" on it to turn in into a small fortress with shields (not even mentioning a G-AMS), or once A30 walker retains its original state of being good against infantry, then the Gal will get its good niche.

StumpyTheOzzie
2012-12-27, 05:00 PM
fast, unarmed liberators. replace weapons with passenger drop pods? That'd give you a 6 man troop transport.

Phantomdestiny
2012-12-27, 05:18 PM
as soon as they had the seamless world with water between continents then amphibious vehicles ofc like ps1 did . or even a more waterbased continent would allow for good use of them.

Sunrock
2012-12-27, 08:06 PM
Even though I put a lot of certs into my vanguard, I would love to see them change it to a 3 man vehicle.

I agree on all the other points, I don't see useful room for any other vehicle right now, we already have everything that makes sense. I really hope they don't put in something as OP as BFRs were that fucks up the whole balance.

If they make it into a 3 man vehicle I would hope they have the same equipment as an Abraham tank (http://en.wikipedia.org/wiki/M1_Abrams). On an Abraham the driver have access to a anti-infantry gun. Then the gunner have access to the big cannon of course but alose a anti-infantry gun and then you have a gunner for the 50 caliber machine gun.

Sunrock
2012-12-27, 08:14 PM
A new set of vehicles can be ABV's Assault Breacher Vehicles. Used on a larger scale by the US Marines in the joint ISAF-Afghan Operation Moshtarak in Southern Afghanistan during the War in Afghanistan in 2010 against the Taliban insurgency.

These tracked combat vehicles were especially designed to clear pathways for troops and other vehicles through minefields and along roadside bombs and Improvised Explosive Devices. The 72-ton, 40-foot (12-meter)-long vehicles are based on a tank with a 1,500 horsepower engine, but fitted with a 50-caliber machine gun and a front-mounted 15-foot (4.5-meter) wide plow, supported by metallic skis that glide on the dirt and armed with nearly 7,000 pounds (3,175 kilograms) of explosives.

They were called "the answer" to the deadliest threat facing NATO troops in this conflict. The Breachers are also equipped with M58 MICLIC Mine Clearing Line Charges: rockets carrying C-4 explosives up to 100-150 yards (meters) forward, detonating hidden bombs at a safe distance, so that troops and vehicles can pass through safely.

Figment
2012-12-27, 08:24 PM
Once snactuaries are in, or intercontinental broadcast warping via the middle pillar of light in them, or once you can land a Galaxy and hit "deploy" on it to turn in into a small fortress with shields (not even mentioning a G-AMS), or once A30 walker retains its original state of being good against infantry, then the Gal will get its good niche.

I'd tend to disagree (aside from the spawning option, but dislike the G-AMS concept tremendously as it would recreate the issue of the Gal not being used as a dropship for quick strike, but large hitpoint AMS which small squads wouldn't deal well with even if the Gal was employed be a squad of same size - we saw that fear proven in Beta). Intercontinental travel is not per definition done better with a Galaxy than continental travel is now. After all, the only thing added is the time from sanctuary to warpgate. (Though that assumes they go with broadcast warpgates again!).

As a transport, the Galaxy's main issue is that it contextually competes with Light Assaults spawning at Sundies (consistent pressure, same reach) and Spawn Beacons (easy to deploy, same reach) with regards to base design (next to no areas LA can't reach, no areas Spawn Beacon can't reach) and objective design (no single wave objectives like PS1 style CC resecure, gen hold or spawn destruction, while holds need constant reinforcements from a spawnpoint to succeed).

Gal AMS, even, if not especially a flying one, has the potential to compete heavily with the ground AMS to the point of once again skipping the ground war. This is only limited if it's just the one squad or platoon that could spawn there and directly related to air superiority. Air superiority: only one side can use them (usualy the one with air superiority would be the attacker, especially around zergs).

So I'm not too keen of reducing the transport role once more, rather than strengthening the impact of Gal Drops, making their targets worthwhile and making it next to impossible to use anything but a Gal Drop on those specific juicy targets.

We're thinking objectives on top of large bases, say high towers/keeps of defensive structures, base force dome top entry points and objective mechanics alterations such as vulnerable weakspots near the high access points that can only be destroyed by say MAX units or a group of players who take out consoles at the same time with other's covering (just some random ideas). Transportation is a niche role, combining it with spawning tends to make spawning more attractive.