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View Full Version : liberator (bomber), what do you envision?


wasupx
2003-05-30, 05:57 PM
heres what i wish/expect

Production: Dropship center
Speed: top speed between reaver galaxy, same for maneuverability.
Crew:4
Armor=medium armor (something like a deliverer?)
Armament: 40pilot triggered bombs (4bombs per reload 20per box, each the strength of a vanguard 150mm shot, pilot triggers the drop, rate of fire=vanguard?).
2x75mm cannon on each side (i.e. spectre gunship c130?)
1x20mm cannon rear (not crappy like galaxy rear gun, but rear mounted with pivot fully vertical (180degrees) and horizontal 180degrees (i.e. only direction you cant shoot at is forward targets)
Cost: 3certs

Notes...The driver should be able to view not just horizontal (left to right) from cockpit, but the design should be that he can see below him to certain degree (without using 3rdperson!). Glass cockpit whatever, just would be cooler :p Rear gun has to be much better range of motion than the galaxies, the galaxy rear gun is the suck imo. Finally, this i think should be the first air vehicle they should implement penalties for hovering/flying slowly. Hate to see these "camping" a doorway/tower. Possible solutions is to make the nose of the bomber drop 45degrees or so when under 30% thrust, thus making ineffective the side/rear guns to some degree. Or make afterburners only usable over 50% thrust. Trunk=2x20ammo bombs, 2x100 75mm ammo 2x100 20mm ammo.

What you guys looking for the liberator?

1024
2003-05-30, 06:02 PM
big target. to kill with my phoenix. no hovering. thats it. i'll be happy then.:D

Vis Armata
2003-05-30, 06:03 PM
All I see coming out of the bomber is a 3-4 man crew, probably 20mm cannons max (1 rear, one fixed for the pilot), 20-30 bombs (hopefully with different types of ordinance, like plasma). Faster than a Galaxy, but not by much. Fairly heavy armor, but low on maneuverability. Whatever would be best to preserve teamwork over a 3-man glassification of Cyssor.

Seer
2003-05-30, 06:54 PM
It will be hard to balance the bomber. I just hope there will be a way to make the bombs fall accurately from a great height, such as a footsoldier being able to paint a target or set of targets with a laser as his squad's bomber makes an overflight. Or a bombardier sighting the targets with some manual instrument, a la WW2, since PS doesn't seem to have any guided technology worth mentioning.

What I don't want to see is "Reaver, take 2."

On second thought, anything that uses gravity to deliver its payload, guided or not, will invariably have to fly like 50 meters off the ground in ps if it wants a chance at vehicles and infantry.

wasupx
2003-05-30, 07:08 PM
I think everyone imagines it being a strict bomber vs fighter/bomber. I hope they implement momentum into the bombs..i.e the faster your going the earlier you have to release the bomb. Actually, having someone other than bomb trigger being able to observe below would be cool. Thus they can designate targets using waypoints. But waypoints need to be easier to designate without using the map tool.

MrFinch
2003-05-30, 07:14 PM
Lots of grief points...

Tieom
2003-05-30, 07:17 PM
I envision a 3-person bomber - Pilot, tailgunner, and bombadier.
Pretty fast, but no afterburners and it turns like a pregnant yak. Reasonably heavy armor.

Tailgunner has a 180 degree vertical arc and a 120 degree horizontal arc.

Bombadier gets his view from the belly of the bomber (Much like in Tribes 2, but no guns). Bomb-dropping works like this: Primary fire is just carpet bombing, 5-10 bombs/reload (depending on bomb power), with a good rate of fire, and some random side-to-side front-to-back spread. Bomber carries about 30-60 of these (again, depending on bomb power). Secondary fire switches to guided mode where the bombadier paints a target and the bomber auto-drops a bomb at the correct time such that it will hit the target spot-on. Obviously in some cases this would be impossible, in which case the bomber would not drop a bomb. The bomb itself is dumbfire, the bomber just computes the correct time to launch, so the bombadier would have to lead moving targets. Guided mode uses one-shot-per-reload bombs that come in packs of 5 or so, and would come in various flavors like Plasma, Anti-tank, etc. Bombers would spawn with about 10 in each flavor along with 'enough' tailgun rounds and 30-60 regular bombs.

Well, that's what I think it should be like, anyways...
=D

SC385
2003-05-30, 07:31 PM
I would expect some dumb n00b to drop an entire payload on a base as soon as a team enters the compound

wasupx
2003-05-30, 07:33 PM
you know how rockets can be sighted by the smoke trail? Would be cool if each bomb would have a little red light/dot (like a red LED) on the tip.

"Hey whats that red dot in the sky?"

gonnagetyou
2003-05-30, 07:56 PM
I'd like to see something like a Stuka dive bomber from WW2. You have to dive on the target and you can only release 4 or 6 bombs per dive with there being a long reload of say 5 to 6 seconds. It should also have a small 20mm machinegun for self defense.

Forcing you to dive on the target in order to be accurate would help prevent some needless friendly fire.

Plus a cool siren like the Stuka had would be great for shock value.:D

I love flying the Stuka in IL2 Sturmovik for that same reason.

Silo5
2003-05-30, 10:22 PM
I dont think the bomber is a good idea... but thats just me.

MrVulcan
2003-05-30, 10:32 PM
I am sure it will be like this:

2 man crew (piolit/gunner)
80 kph (same a gal, buggies, etc)
The gunner must be OVER his target to drop the bombs
Bombs are such as reaver rockets, but about 2.5X dmg, but fire half as fast, and fall slowly
Armor is 2X reaver, to 3/4ths gal

TransportPilot
2003-05-31, 01:27 AM
Personally I think that the bomber should not have any type of hovering cappacity. Also the pilot should be able to assign bombing waypoints, ( one for each bomb on board lasting about 5 minutes allowing bombing crews to mark the target before reaching an enemy base/outpost/etc ) These waypoints would be visible to all allied players with maybe a radial showing the potential hazard distance cause by the bomb ( as in splash damage radius ) Also the bombs would not be able to deploy until entering the waypoint ( the daimater of the target zone being anywhere between the length of the lighting to maybe even a sunder )Waypoints should have to have a low minmum distance to prevent one location ( such as an entrence to a building ) from recieving the whole payload of one bomber. I feel that a noticable radius and waypoints would be nice to prevent playters from accidently wandering into an area about to be bombed.

Something easier to pull off would be a gunship ( I'd love a gunship ) Maybe have a pilot, four gunners using something a little heavier than a 75mm cannon and possible another gunner turret for something like dual grenade launchers. Good armor but poor handling and about as fast as a galaxy.

Endodroid
2003-05-31, 01:45 AM
How about dropping bombs that only drain NTU from bases, doesn't do anything to troops or vehicles. Maybe disables base turrets for a few seconds too.

Would take four or five bombing runs to drain a base.

Kaltagesta
2003-05-31, 02:47 PM
it should need a runway to take off and land.
bombs fall slow and can be shot out of sky.
bomber goes slow and has turning of 'pregnant yak'
dont care about gunners.
have no radar and must fly really low.

MuadDib
2003-05-31, 02:48 PM
Originally posted by gonnagetyou
I'd like to see something like a Stuka dive bomber from WW2. You have to dive on the target and you can only release 4 or 6 bombs per dive with there being a long reload of say 5 to 6 seconds. It should also have a small 20mm machinegun for self defense.

Forcing you to dive on the target in order to be accurate would help prevent some needless friendly fire.

Plus a cool siren like the Stuka had would be great for shock value.:D

I love flying the Stuka in IL2 Sturmovik for that same reason.

A dive bomber would work much better then a stratigic or tactical bomber. Less FF and a cool siren!

1024
2003-05-31, 03:55 PM
Originally posted by Endodroid
How about dropping bombs that only drain NTU from bases, doesn't do anything to troops or vehicles. Maybe disables base turrets for a few seconds too.

Would take four or five bombing runs to drain a base.

i can see it now:

a full squad of bombers, a pair to a bomber, all filled with NTU draining bombs.... disable and ENTIRE BASE.


I dont think so man...:rolleyes:

Streamline
2003-05-31, 05:35 PM
Hard to envision the same ghey flying vehicles PS already has.

Endodroid
2003-05-31, 06:44 PM
Originally posted by 1024
i can see it now:

a full squad of bombers, a pair to a bomber, all filled with NTU draining bombs.... disable and ENTIRE BASE.


I dont think so man...:rolleyes:

naw, they'll just put a cap on how many can be purchased and also make it so it only can be purchased from one base type on the map, if not only from scantuary perhaps.

I just don't see the bomber being a weapon of mass destruction, we'll see I guess but you would get weapons lock real quick if they make the bombs kill people and stuff.

I just have a feeling it's going to be some non-destruction type weapon, maybe it'll take even more bombing runs to drain a base or something.

Hey I hope I'm wrong, but think about it, this game doesn't have super weapons or long distance artillery. Orbital strike? what orbital strike? where?

There needs to be more things to destroy in the game, like that huge radar dish on top of the interlink base I think.. not blow away walls or anything but things like the wall turrets that are destroyed and then repaired, ntu silos should be something that you can break etc.

MrVulcan
2003-05-31, 09:05 PM
FYI:
You can NOT put a cap on how many there can be in the map, think about it for a sec, you pay your 3-4 certs for a vech that you can only use if your the 1st to buy it? Dont make this game into bf1942 where you kill the person who took the plane cuz you werent fast enough to get it 1st, no one would ever get off the ground with a bomber, friendlies would kill them so they could get their own.

It will be fine, since it will be BALLANCED, not a copy, not usless, not ubber strong, not just like whatever, balanced.

You can however make it so you can only get them at the dropship center, etc, depending on their power.

ZionsFire
2003-06-01, 12:31 AM
this is what it would be like with hovering capabillities
a TR soldier on patrol hears a noise above him its a bomber
Uh-Oh!BOOM!:p

1024
2003-06-01, 12:40 AM
Originally posted by Endodroid
...weapons lock real quick if they make the bombs kill people and stuff.


OMFG

Im not sure if this is this dumbest post ever, but it sure is in my book.

I dunno, should the bombs kill stuff?

Or did i miss something?

wasupx
2003-06-01, 12:59 AM
hehe yah i want some lethality, even the pounder can be tamed with practice. Actually a 2man dive bomber might be funner than a gunship/bomber like b-17. Put in 45degree nose dip penalty when moving below 30% thrust to discourage camping, and promote hit while moving. Momentum on bomb drops would be great, like a quarter arc with radius determined by the speed.

MilitantB0B
2003-06-01, 11:05 PM
I don't care what it does, so long as it bombs and I have one in my squad.:D I can't wait to use my favorite lines in this game.

MilitantBob: Bomb that treeline back about a hundred yards, give me some room to breath!

Bomber crew: Roger

MilitantBob: i love the smell of Napalm in the moring, smells like, victory.... and burnt Vanu, which also smells pretty good.