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View Full Version : idea for gals. cargo aircraft


RSphil
2012-12-31, 12:07 PM
ok, i have an idea to make gals a little more widely used.

id like to make a cert option to make into basically c130 transport.

bare with me here. when fighting in the field i sometimes cant find engineers to drop me ammo or a resupply sundy for my tank. specially as sundys are bullet magnets and not all engineers have brains lol. i have had this problem a few times specially with tanks. driving away from the front line to re arm is a pain and also slows the push if a few of you have to bug out to re arm.

so a cargo gal could fly over and drop a resupply crate. it could have terminals on it like the sundy so you could resupply and swap class but not be used as a spawn unit. ( spawn crate with spawn tubes on could be a deep cert sink, not sure on that one )

you could also have them cert into vehicle resupply crate. drop a small version of the base ones.

this could either work via a single gal dropping both or make it 1 crate type per gal leaving room for troops for gal drop also.
i like 1 per gal as this would make outfits run small formations to drop crates off to allies on the or just behind the front lines.

what do you guys think. like it or hate it?

gives gals something to do thats useful and means a little more tactics can be used on assaults and even defense.

Fear The Amish
2012-12-31, 12:15 PM
i like the idea add it to the utility tree (which is rather bare for a gal) make it cut infantry down to like 6, and have it on a timer like flares and other options.

yozzer
2012-12-31, 12:52 PM
Great idea, just one thing about the vehicle drop suggestion, how do you unlock the vehicle to random player?

maradine
2012-12-31, 12:55 PM
I always through generator/SCU repair was silly and replacements should be airdropped in by galaxies coming from the gate. But then, I hated ANT runs. Man.

RSphil
2012-12-31, 01:02 PM
Great idea, just one thing about the vehicle drop suggestion, how do you unlock the vehicle to random player?

not a vehicle drop ( though this has been suggested in other threads, could be used for outfits/squads as you could unlock for them )
i mean vehicle re arm crates.

ye a timer would be needed the crates could be on timers also like th esundy is when you get out of it. then gals could circle if safe or move off to safe distance and wait for a need to resupply some where else.

the pilot would be getting exp of course for each resupply of ruse of the crate.

thegreekboy
2012-12-31, 01:15 PM
I had a couple ideas for utility slots for a gal

Gal-AMS: Just like in Beta. Land and deploy. Shield comes up and the gal can take a TON more damage. [1500 Certs][No Way to buy with SC]

Gal Gunship: Cert that moves guns to one side (except for tail and top gunner) and allows the equipping of 2 Daltons, however you can only carry 5 people (the pilot plus 4 gunners) and the speed and maneuverability of the gal takes a hit [750 Certs][No SC]

Stealth Gal: Invisibility. Lasts 30 seconds starting off reduces crew size to 6 but certs into it increases the invisibility time and number of seats. At the final level your gal can be invisible for a minute and can hold a full 12 man crew. [Start: 500 Certs] [End: 1000 Certs][5 Ranks]

Suicide Gal: Gal Explodes ultra-fiercely upon death. However, Health is reduced to that of a fully armored ESF. Also looks unique so it can be spotted from a long way off. [1500 Certs]

Smoke Gal: Drops Different Colored Smoke like bombs. You can choose what color (cannot be that of the enemy faction). Can be used in conjunction with some other abilities. Useful for obscuring the view of some areas and marking targets. More certing into it means MOAR SMOKE BOMBS. Start with 2. They are twice as big as a smoke grenade. Ending cert amount: 7 [Start: 50 Certs] End: [500 Certs] (Think about what you could do with this one. Mask whole armor columns, smoke out an entire tower, cover a back doors assault on a Tech Plant, Obscure the pads on a biolab, etc.) [Cannot be dropped in WarpGate]

Blynd
2012-12-31, 02:57 PM
I think the gal-ams from beta was way op as it ment you hoped from base to base very quickly too quickly and if you had air support you were unstoppable. I think that's why they didn't put it in at release.

I love the idea of the drop crates of like to see an additional utility to up the numbers carried but also for there to be the ability to drop vehicles but only safe under xyz height that way its a risky manouver but the biggest thing you could put in would be a lightening it would also cost you 4 slots per vehicle. Id also like to see the gals turned into either true high altitude drop ships but only light assaults can drop from Max height heavys from half height else they die. This would allow more stealth drops once they figure away to allow us to deny benefits ie the old gen holds :)

thegreekboy
2012-12-31, 03:22 PM
Oh, by the way I really do like the idea of a gal cargo drop.

Was the Gal-AMS OP? Yes, in a way. However, that's because any random pub could spawn one. You make it 1500 certs to get one and only the most dedicated pilots will have it. It's reallt very vulnerable if you look at it as a whole. You'd need to at least multiply its health by 5 times to make it even viable to use. Think about it. Its about as big as 3 sunderers side to side and 2 up and down.

SixShooter
2012-12-31, 04:36 PM
I think it's a great idea with ammo drops having a finite number of resupplies available it could really keep some Gal pilots busy while giving them some good XP in the process. Also reduce the seats to gunner spots only for these loadouts. Add distinctive smoke to the drops that friend and foe can both see and make them destructable as well to add a different dynamic to the battlefield.

AThreatToYou
2012-12-31, 04:46 PM
http://i.imgur.com/Xzlc8.jpg

/thread

belch
2012-12-31, 04:52 PM
Resupply crates are an excellent idea. I also liked the idea of dedicated gunships...although I have a feeling many would argue that with the Liberator, that niche is already filled and arguably, already too OP. But, I like the idea of it personally...be nice to have a friendly one overhead when trying to defend against a tank zerg.

My buddies and I have experiemnted with using a Gal to vertically envelop an objective, without much success. Am I missing something, or is it possible to drop more than LA?

maradine
2012-12-31, 04:57 PM
Brother, you can drop anything. The Gal's value is everyone gets a soft ride down, MAXes included.

SpunkyKuma
2012-12-31, 05:02 PM
I don't know why the Gal now doesn't have a cargo, we were able to carry bikes and Lightnings in PS1 gal and the Lodestar for carrying MBT or AMS.

belch
2012-12-31, 05:05 PM
Brother, you can drop anything. The Gal's value is everyone gets a soft ride down, MAXes included.

Yeah, that's what I thought. I once got jettisoned by a random pilot and he dropped us right on an objective. Then I tried it with some of my buddies later, and they all went splat. Is there a speed where it becomes unsafe, or something?

NewSith
2012-12-31, 05:52 PM
I don't know why the Gal now doesn't have a cargo, we were able to carry bikes and Lightnings in PS1 gal and the Lodestar for carrying MBT or AMS.

Seeing how much badd reaction GAMS got, don't expect gal transport to carry a SAMS.

Also:


Meet the TURTOISE

VEHICLE NAME: Tortoise
VEHICLE TYPE: VTOL HLV
PRIMARY USAGE: Aerial Vehicle Transportation
SECONDARY USAGE: Aerial Troop Transportation
WEAPONRY: Tail Gun Emplacement (Co-Pilot)
OWNER: Nanite Systems Co.

http://i123.photobucket.com/albums/o287/NewSith/Galstar.png


1. Tortoise transport resembles Galaxy very much. Top view is almost identical to the well-known troop air transport. The tailgun is also present, meaning that the crew consists at least of 2 pilots. But this is where all similarities end. Unlike Galaxy, Tortoise is a helicopter-type VTOL vehicle with no XYZ axis movement restrictions. However on contra to its mate, Turtoise lacks speed and is hard to control due to heavy weight of its engines aswell as cargo.

2. Let's cut our HLV in a half. There we can see a magnet mechanism (cyan) that fixates vehicles. Due to magnetic distortions vehicle electronic systems are malfunctioning, hence the vehicle is in undrivable (and even dangerous) state and it is strongly recommended for crew to remain outside. That is why we see extra sits in the Tortoise's front. They are designed for vehicle's crew (lightblue), one of which as we can see is now waiting for a successful pickup.

3. Picking a vehicle up requires good reaction time and hovering skill from the pilot, but once successful, Tortoise can deliver the vehicle to the frontline. Unloading procedure is similar to the one mentioned above. However, if vehicle drop is required (due to circumstances that endanger vehicle and/or crew) crew can ask their pilot to release the magnetic field, dropping the cargo inside a kinetic bubble. To follow their vehicle, crew is allowed to eject and, when on the ground, mount the vehicle.

maradine
2012-12-31, 05:53 PM
Not that I'm aware of. I've heard of the occasional splat, but the only thing I can think of is "something modified your momentum value on the way down" or "bug".

NewSith
2012-12-31, 05:57 PM
http://i.imgur.com/Xzlc8.jpg

/thread

As I said, doesn't work. It's GAMS that requires 2 people to operate but allows to put an AMS in an even more hidy hole.

AThreatToYou
2012-12-31, 07:43 PM
As I said, doesn't work. It's GAMS that requires 2 people to operate but allows to put an AMS in an even more hidy hole.

When did you say it doesn't work? What? Do you brain the how? Can you even?
How is that not /thread?

nilkilla
2012-12-31, 11:33 PM
Seeing how much badd reaction GAMS got, don't expect gal transport to carry a SAMS.

Also:

The Tortoise is what I was picturing last night. Maybe reduce troop carrying capacity and cap the gal a a light tank? This would be a really good idea.

Quote doesn't seem to like me reposting your message, lol

RSphil
2013-01-01, 01:31 PM
The Tortoise aint bad but as most tanks are carried internally even today id stick with that idea. the gal as is i think would be big enough for 1 lightning at least.

glad people are liking the idea of a cargo Gal. the creates are what i want the most. vehicles are something for a later date. vehicles would be transported if we got faction specific Gal type aircraft, maybe larger.

yadda
2013-01-01, 02:35 PM
I would really like the see the Galaxy be relevant. It would be really nice if it could be given all of the functions of a sunderer minus the AMS.

Land it, deploy it, possible give it a nice armor boost like mentioned above. It can then be used as a mobile ammo tower and kit changer or possibly even a shield barrier to assist combat fronts/sunderers/unload safely in a dangerous spot.

I hate seeing it be so totally useless.

NewSith
2013-01-01, 03:10 PM
When did you say it doesn't work? What? Do you brain the how? Can you even?
How is that not /thread?

I understand your shock, but Lodestar is the same as G-AMS, sadly. I really hate the fact that GAMS was obliterated by community, despiute being an awesome concept.


On the other hand, though, I imagine that after Lodestar (which is somewhat confirmed) will get in, it will never be treated as "destroying frontlines", because the community is very susceptible to misconception.

The Tortoise aint bad but as most tanks are carried internally even today id stick with that idea. the gal as is i think would be big enough for 1 lightning at least.

glad people are liking the idea of a cargo Gal. the creates are what i want the most. vehicles are something for a later date. vehicles would be transported if we got faction specific Gal type aircraft, maybe larger.

I would like The Tortoise to have a carried vehicle vulnerable simply because that would give an (1) ESF a chance to prevent the vehicle drop.

Just imagine for a sec if you could destroy Liberator shells with low caliber ammo. Same thing, it adds that blurry line of exploitability preventing it from being OP.


If you take a Lodestar for example, from the original PS, its "blurry line" was it having zero fighting capabilities. Considering the pacing of the new game, in my opinion, weaponless bullet magnets will just not work.

NewSith
2013-01-01, 04:04 PM
2 more from me:

THE SNOWBALL:
http://www.planetside-universe.com/attachment.php?attachmentid=1024&stc=1&d=1357073627
VEHICLE NAME: Snowball
VEHICLE TYPE: VTOL Gunship
PRIMARY USAGE: Aerial Fire Support
WEAPONRY: Tail Gun Emplacement, Top Gun Empacement, Wing Gun Emplacement (x2), Side Heavy Gun Emplacement
SPECIAL: Usable Dalton or Zephyr Weapons
Crew: 6 people - 1 Pilot, 5 Gunners


THE OVERSEER:
http://www.planetside-universe.com/attachment.php?attachmentid=1025&stc=1&d=1357073627

VEHICLE NAME: Overseer
VEHICLE TYPE: VTOL Mobile Fortress
PRIMARY USAGE: Ground Fortification
SECONDARY USAGE: Ammo Dispensing/Vehicle Repairs/Wide-Area Radar Reveal
WEAPONRY: Tail Gun Emplacement, Top Gun Empacement, Wing Gun Emplacement (x2)
SPECIAL: Deployable, puts on shield and enables equipment terminals
Crew: 5 people - 1 Pilot, 4 Gunners

StumpyTheOzzie
2013-01-01, 04:49 PM
ok, i have an idea to make gals a little more widely used.

id like to make a cert option to make into basically c130 transport.

bare with me here. when fighting in the field i sometimes cant find engineers to drop me ammo or a resupply sundy for my tank. specially as sundys are bullet magnets and not all engineers have brains lol.

I stopped reading here. I was genuinely interested in this idea for gals, but as an engineer who - while repairing friendly tanks - has been killed more times from dumbass drivers than the enemy, I can't stand by that insult.

Why do dumbass drivers always drive off (usually in reverse) as soon as I start repairing them?

So, no repairs for non-outfit anymore.


Edit: Ok, curiosity got the better of me.
http://i.imgur.com/Xzlc8.jpg

/thread

Yep. Love it.



THE OVERSEER:
http://www.planetside-universe.com/attachment.php?attachmentid=1025&stc=1&d=1357073627

VEHICLE NAME: Overseer
VEHICLE TYPE: VTOL Mobile Fortress
PRIMARY USAGE: Ground Fortification
SECONDARY USAGE: Ammo Dispensing/Vehicle Repairs/Wide-Area Radar Reveal
WEAPONRY: Tail Gun Emplacement, Top Gun Empacement, Wing Gun Emplacement (x2)
SPECIAL: Deployable, puts on shield and enables equipment terminals
Crew: 5 people - 1 Pilot, 4 Gunners

Maybe just a flying interlink facility. leave out the vehicle repairs and ammo dispenser.

And to the OP, overall I love your idea. I think perhaps an internal nanite supply could re-charge the ammo boxes (like the engineer currently has to wait 5 seconds to re-deploy his turret but he has infinite charges of "turret deployment") Or just have 10 in storage.

How would you cost them though? 20 red resources for each ammo box or repair station?

And it'd be cool to have that linked up to command chat somehow so that squad leaders could requisition a drop and those drop co-ordinates appeared on your minimap. Bonus XPs for fulfilling a drop request.

AThreatToYou
2013-01-01, 05:35 PM
Lodestar? Destroying frontlines? What?

Lodestar made frontlines more solid... Lodestar made game fun. Lodestar was good.

Figment
2013-01-01, 06:05 PM
Oh, by the way I really do like the idea of a gal cargo drop.

Was the Gal-AMS OP? Yes, in a way. However, that's because any random pub could spawn one. You make it 1500 certs to get one and only the most dedicated pilots will have it. It's reallt very vulnerable if you look at it as a whole. You'd need to at least multiply its health by 5 times to make it even viable to use. Think about it. Its about as big as 3 sunderers side to side and 2 up and down.

Cert cost in this game does not limit anyone to get anything.

If it's useful it'll be spammed.

Period. Even if you make it cost 7000, people will still get many by the end of the week.

NewSith
2013-01-01, 07:17 PM
Lodestar? Destroying frontlines? What?

Lodestar made frontlines more solid... Lodestar made game fun. Lodestar was good.

I think you're either trolling or don't understand what I'm saying at all.

Let's start slowly then...
Do you like G-AMS (Galaxy AMS)?

Maybe just a flying interlink facility. leave out the vehicle repairs and ammo dispenser.

Well, I tried to get it "TO THE MAX". Besides a Landed Galaxy is way easier to spot for enemy vehicles that need repairs or ammo ressuply. Sunderer really sucks in that regard, imo.

Also, the interesting thing about my 2 latest design is that the devs don't have to put any visuals in - Galaxy AWACS, Galaxy Equipment Terminals, Galaxy Shield and Dalton/Zephyr are already in the gamefiles since beta, half of it is just not used.

AThreatToYou
2013-01-01, 07:27 PM
I think you're either trolling or don't understand what I'm saying at all.

Let's start slowly then...
Do you like G-AMS (Galaxy AMS)?

What does Galaxy AMS have to do with Lodestar? The Lodestar was a support vehicle that re-armed, repaired, and recharged vehicles nearby it provided it was deployed. It could also transport any ground vehicle by air.

Now, maybe you could put an S-AMS on it, but transporting AMS's to weird locations was hardly what the Lodestar was for. It was so obvious when that thing came flying in, I'm sure you know what I'm talking about.

NewSith
2013-01-01, 07:30 PM
Now, maybe you could put an S-AMS on it, but transporting AMS's to weird locations was hardly what the Lodestar was for. It was so obvious when that thing came flying in, I'm sure you know what I'm talking about.

In (later) PS1 vehicles got deconstructed if they ended up on walls, that's the only true reason.


In PS2 that doesn't happen and thus Lodestar will be mostly used for SAMS transportation instead of ammo dispensing/vehicle repairs, which is atm done by Sunderer.

AThreatToYou
2013-01-01, 07:33 PM
In PS2 that doesn't happen and thus Lodestar will be mostly used for SAMS transportation instead of ammo dispensing/vehicle repairs, which is atm done by Sunderer.

Very poorly, might I add.

AMS's don't have cloak bubbles any more. Is... is there a problem with having an immobile AMS in a stupidly obvious location?

Oh, sure, you can have something against G-AMS. Because it can just fly away and it can move itself once its in position. Not a one-use deal. Plus it's a one-man deal.

At the very least, Lodestars transporting an AMS requires teamwork! Just 2 people. That will cut the occurrence of "G-AMS" phenomenon right in half.

I don't see any problem with Lodestar or an S-AMS on top of an AMP station.

NewSith
2013-01-01, 07:39 PM
Very poorly, might I add.

AMS's don't have cloak bubbles any more. Is... is there a problem with having an immobile AMS in a stupidly obvious location?

Mate, you are a lucky person to not know the hell I've been through, explaining that GAMS does not break the gameplay. And from their perspective, GAMS (aswell as Sunderer AMS inside a Lodestar) can bypass any frontline there is and land behind it, ruining every fight.



And the funny thing is - EU servers weren't really filled with GAMSes when SAMS was represented (alongside with GAMS), but US people said that nobody was using SAMSes, and Galaxy AMSes were everywhere - "OP, OP, OP, OP, OP... GAMEBRAKING STYLE..." Don't want to get all nationalistic, but that's what I call "native balancing". And people complain about Russian Tanks being too good in WoT...


At the very least, Lodestars transporting an AMS requires teamwork! Just 2 people. That will cut the occurrence of "G-AMS" phenomenon right in half.

It will not, really, I will myself specialize in SAMS delivery if Lodestar is in.





EDIT:
P.S.

And once again we're inside that metagame thing issue...
Lodestar in PS1 required either a Dropship Center (only from which it could be pulled) or to get it you had to recall to sanctuary and move out for a very long trip with 80km/h speed. With a risk (especially after super adv hacking) of your lodestar being lost to a single cloaker.

AThreatToYou
2013-01-01, 07:50 PM
It will not, really, I will myself specialize in SAMS delivery if Sunderer is in.





EDIT:
P.S.

And once again we're inside that metagame thing issue...
Lodestar in PS1 required either a Dropship Center (only from which it could be pulled) or to get it you had to recall to sanctuary and move out for a very long trip with 80km/h speed. With a risk (especially after super adv hacking) of your lodestar being lost to a single cloaker.

Eh, we're free to disagree over how many S-AMS's dropped by Lodestars we'd see. Maybe not right in half, that is a bit preposterous, but I'm sure we'd see less than G-AMS.

And as far as the metagame goes, you do bring up a good point over how the Lodestar was in PS1. It was like the holy grail of a bridge fight that wasn't on Cyssor that was pretty damn vulnerable on its own, which is why I don't think it will be a problem at all.

PS2's level design being so different from PS1 makes me question the use of a Lodestar, however. Bases are so close and the map is basically an intricately woven series of open corridors unless you're in an aircraft.
That's also a point for the Lodestar, because it will be able to transport tanks over that labyrinth.

Eh, fuck it.

Blynd
2013-01-02, 06:14 PM
What about small aircraft like those in avatar very manouverable and tou would have 2 guys on side door infantry guns but to would have to be low to hit anything for decent damage and you could use them like they army use blackhawks etc for hot drops where a gal is too big and cumbersom. They wouldn't have any other weapons other then 2 a2a rockets for defense would be good to use to drop snipers into hard to reach spots fr calling out targes.

RSphil
2013-01-02, 07:22 PM
What about small aircraft like those in avatar very manouverable and tou would have 2 guys on side door infantry guns but to would have to be low to hit anything for decent damage and you could use them like they army use blackhawks etc for hot drops where a gal is too big and cumbersom. They wouldn't have any other weapons other then 2 a2a rockets for defense would be good to use to drop snipers into hard to reach spots fr calling out targes.

little birds would a nice addition in the future. just a bit bigger then the fighters and can be used for spec ops transport of close support by manned heavy guns on the side. would be nice to have troop transport for a smaller group. easier to fly out of site in between hills ect.

but atm i want people to see the idea/big picture of the cargo Gal and how it can make the Gal a useful aircraft again as atm it is hardly seen flying around.

some good ideas though.