View Full Version : Vehicle in the field refit
Canaris
2013-03-04, 04:33 AM
With the advent of vehicles costing resources, having timers and needing situational weapon systems depending on what comprises the enemy force. I find myself wishing sometimes I could change the load out of my vehicle while in the field to suit the changing battlefield.
I thought perhaps having the ammo towers & perhaps the repair sunderer act as a field refit base where you could spend a few more mech resources in order to have the nanites change load outs.
Thunderhawk
2013-03-04, 04:47 AM
Indeed, I find this needed over and over and can't do anything about it. Although I am not sure if this is a form of balance by the dev team, having to spend the full amount of resources on a brand new ESF rather than reduce it and have a jack of all trades.
Same with MBTs if you go Anti infantry and find lots of tanks, you lost the Rock-Paper-scissors game, and need to just take it at that (at least thats what I think the Devs want)
PredatorFour
2013-03-04, 05:15 AM
This is a great idea. Yeh give it to repair sundies too, then i could hover above and change to AB or AA loadouts. You could change to aa from saron in mag possibilities are endless. I hope they put something like this in it would be ace.
warryan
2013-03-04, 05:49 AM
Vehicle refit at Warpgate and tech plants.
Silent Thunder
2013-03-04, 05:59 AM
At the very least a grace period in the warpgate immediatly after spawning would be nice. Cant tell you how many times I've pulled the wrong gun on a tank.
This issue has been raised a few times before and has been discussed by higby in one of the Dev-Chat videos.
He stressed 2 points.
The first is balance/choice. Forcing players to think about stuff and also use team work.
The second was engine limitation. He said due to how the vehicles are spawned a change like this would be a major amount of work. Rather than just changing a weapon/system it would be required to despawn 1 vehicle and then spawn a new 1.
An easier/simple solution I think links into resources and deconstruction.
If you were to receieve 75% of the resources you spent when you deconstruct a vehicle, you could just then get another with the guns/systems you actualy wanted.
This leaves it up to you to organise your passenegers and gunners into the new vehicle rather than needing some complex code to it, taking acount of its HP and worrying about if your under fire and trying to exploit, etc etc.
Koadster
2013-03-04, 06:45 AM
With tanks roll with Heat.. beats HE & AP. Allows very effective dps versus any scenario. With ur secondary gun use a multipurpose weapon. On my prowler I use the P525 Marauder. Even being a very UP weapon it eats infantry like a 10 round HE cannon and does moderate armour dmg.
I remember watching ps2tv interviewing higby about a similar scenario with retro fitting when out in the field. higby said he wants to do that but it was months ago (back at soe live) so maybe it will come later.
JesNC
2013-03-04, 08:03 AM
This was already suggested in beta, and as far as I can remember it don't get included due to the way vehicle properties are bound to the vehicle entity, aka once it's spawned you can't change them any longer.
Most have been some Dev interview with Higby and T-Ray, but can't remember the actual quote anymore, sorry.
Blynd
2013-03-04, 08:35 AM
Simple solution bring in a galxey loadstar make it purely vehicle term for refit and repair/ammo - it has to give up all seats for the fitting of the refit ability. Maybe cut out the middle like those transport helicopters.
CasualCat
2013-03-04, 10:38 AM
This was already suggested in beta, and as far as I can remember it don't get included due to the way vehicle properties are bound to the vehicle entity, aka once it's spawned you can't change them any longer.
Most have been some Dev interview with Higby and T-Ray, but can't remember the actual quote anymore, sorry.
Yeah I recall it being a technical limitation as well.
Though surely they could work around it?
Maybe refit could instantly respawn a new vehicle in place while deconstructing the old one without impacting resources or a timer.
MrBloodworth
2013-03-04, 10:46 AM
Man, Can't we have ONE choice in game that matters? Please?
You brought the wrong tool, Deal with it. You Can already changes classes at will for those of you who thought it was a good idea to bring a AA max to a Tank fight.
CasualCat
2013-03-04, 10:49 AM
Man, Can't we have ONE choice in game that matters? Please?
You brought the wrong tool, Deal with it. You Can already changes classes at will for those of you who thought it was a good idea to bring a AA max to a Tank fight.
So make the infantry choice matter more... No more changing classes at terminals including the AMS.
Going away from the battle with a vehicle to change out seems reasonable because it is removed from the field. Infantry have many times more flexibilty than vehicles with the ability to change loadouts and class without any cost and minimal downtime.
MrBloodworth
2013-03-04, 10:51 AM
Yes they do.
So apply what you see with INF happening with Vechs. Tanks sitting at a rearm tower switching guns depending on what comes over the hill.
I have no issue with changing Equipment, that's a Planetside staple. IE: Infiltrating inside a base and hacking out a max. They will never change that. Classes though... That ship has sailed.
CasualCat
2013-03-04, 10:52 AM
Yes they do.
So apply what you see with INF happening with Vechs. Tanks sitting at a rearm tower switching guns depending on what comes over the hill.
And the correction to that is limiting where it happens. If you limit it to the warpgate and maybe techplants, it gives some flexibility without becoming ridiculous.
ETA: They could even treat ground and air vehicles differently due to the disparity in travel time. Allow ground vehicles to refit at any major facility, and force aircraft to use the warpgate.
EVILPIG
2013-03-04, 11:23 AM
The Loadstar should have vehicle transport, spawn or rearm/repair options.
MrBloodworth
2013-03-04, 11:26 AM
The Loadstar should have vehicle transport, spawn or rearm/repair options.
I MIGHT give in if this were the ONLY way to do it. At least that would require someone to stick with what they chose to pull, the loadstar driver.
Personally, more logistical Vehicles that are unarmed and require support is good in my book. This jack of all, I can counter everything alone, is becoming pervasive.
Lonehunter
2013-03-04, 11:35 AM
I've always said they should turn the deployed Galaxy into the Loadestar role. Sundy is a forward operating base for infantry, Galaxy for vehicles.
Hmr85
2013-03-04, 12:13 PM
The Loadstar should have vehicle transport, spawn or rearm/repair options.
I would be fine with this if they went this route. My next question is when are we going to see the loadstar making a return.
MrBloodworth
2013-03-04, 12:27 PM
Every time I think of the loadstar, all i see is how the Versatility of the Sunderer in this incarnation just steps on so many possible vehicle roles.
It already has most of the loadstars capabilities, AND the AMS.
Wasted possibilities IMO.
maradine
2013-03-04, 12:51 PM
I don't think warpgate refits are unreasonable. On the other hand, I'm never near it when I determine I've totally fucked up my fit. Tech plants? Dunno. Maybe a bridge too far.
I think the thing that bugs me is that I'm supposed to accept that fully functional missiles are spun from raw matter and mystically teleported into place onto my racks when I land. This same wizardry, however, can't bolt the afterburner tank back on.
Ah well - c'est la auraxis!
Hamma
2013-03-04, 10:49 PM
I so wish I could RTB and tweak my load out. Especially those times I accidentally spawn the wrong thing.
Spiritbeast
2013-03-05, 01:38 AM
I so wish I could RTB and tweak my load out. Especially those times I accidentally spawn the wrong thing.
i've been driving sunderers alot lately and i bought the stealth upgrade a few weeks ago. A few days ago i certed the ammo one and a platoon needed it so i ran and spawned one. Only it was the stealth one ; (
Hasn't happened again cause it's at the front of my mind now ; P
As long as it's to change your role for another period of time and not back and forth on the fly, I vote for this.
Koadster
2013-03-05, 09:50 AM
Here is the video in question where higby talks about vehicle retrofit. The topic starts are 2:00
http://www.youtube.com/watch?v=2KEh0noEkdk&list=UU4FhVYiTY-fnuYN5XY_HLQQ&index=3
Tatwi
2013-03-05, 10:14 AM
This would be handy for all those times you get something new and forget to equip it lol...
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