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2011-07-22, 06:48 AM | [Ignore Me] #1 | ||
So right now we expect: air combat, vehicle combat, infantry combat and naval combat in the future. Let's take these four as root specs and add some sub-specs for each.
My idea is to implement skills and (as a final step of the skill) some sort of special uber-ability for root-spec. I didn't come up with many skills (especially infantry), but this will do too. So here's how it goes (based on what we know): Air Outfit UBER: Some sort of floating mini-base that moves 5 kmph with airpads on it. Can act as field spawn point and constant outfit spawn point. Destructable only from the inside (like via generator destruction or something). Has a2s guns on board. Costs a huge amount of Resources to create, but provides terrific advantage on the battlefield. Can only be created and controlled by outfit leader. 1 per outfit. SPECIAL INFATNRY VISUAL: Pilot Helmet. Air Combat Outfit
Air Transport Outfit
Vehicle Outfit UBER: Heavy and clumsy mobile vehicle spawner and siege machine. Can be destroyed from the outside. Costs a medium amount of resources. Has s2a and s2s guns on board. Can only be created and controlled by outfit leader. 1 per outfit. SPECIAL INFATNRY VISUAL: Cap for TR, Driver Helmet for NC, Facegear for VS. Ground Assault Oufit
Ground Support Oufit
Naval Outfit UBER: Giant battleship, capable of being a full-fledged base. Can move. Can act as a constant outfit spawn point. Destructable only from the inside (like via generator destruction or something). Has automated w2s, w2w and w2a guns on board. Costs way much more than the air outfit uber. Initial assault starter. Can only be created and controlled by outfit leader. 1 per outfit. Can be named. SPECIAL NAVAL VISUAL: Naval hat (????). Naval Combat Outfit
Naval Assault Outfit
Infantry Outfit UBER: Base ownership. Leader can own and upgrade a base. If sandbox is implemented, base building. SPECIAL INFANTRY VISUAL: Beret. Attack Outfit
Defense Outfit
Last edited by NewSith; 2012-01-30 at 06:01 PM. |
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2011-07-23, 03:27 AM | [Ignore Me] #2 | |||
Second Lieutenant
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The battles over these air base generators would be amazing. Not only has your outfit spent significant resources on its creation, and waited for it to fly into position, but it could be the one thing making the difference in the tower fight. The enemies would be swarming your air base and you'd have to swat them down as they attempted to get into the generator room. If your outfit got overwhelmed and the enemy took out the generator, the base's thrusters might fail on one side, sending it careening into a nearby hillside in a fiery explosion. -HC13 |
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2012-01-31, 10:48 PM | [Ignore Me] #5 | ||
Private
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I like this. However, I feel that perhaps the naval ships only being destructable from the inside would be a little bit OP (just imagine a big ship surrounded by a bunch of smaller ships and sending shells towards the enemy base while remaining impervious). However, the rest of it I agree with. I hope that the dev's see this thread.
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2012-08-12, 09:10 PM | [Ignore Me] #6 | ||
Corporal
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Constructive criticism:
1) giant unit-spawning tanks, sort of like the fatboy from SC1. Bad idea, terrain is uneven. Collision detection would break. 2) battleships The water is a marginal playzone. Very narrow-purpose. For the most part it would be beyond LOS fire, which is in the long run boring. 3) base ownership I see no reason why base ownership shouldn't be available to all outfits and then specialized accordingly 4) floating minibase for air spec: I like this, but you already know that. What I don't like is the idea that you strictly compartmentalize all of the ideas. You'd want 4 separate distinct powers. I, on the other hand, would like a more organic approach. I think a floating mothership could replace the giant tank, just with tank droppods instead of a hangar bay. It could be configured in any number of ways - as a heavily armored infantry spawnpoint, a long-range missile platform, a close range ground/air support, a docking bay for aircraft, a tank factory or ultimately as a fast anti-mothership destroyer. The organic nature of outfits being able to define their specializations by picking the right parts for their mothership doesn't remove specialization - mounting particular modules and turrets would require certifications, so it's still there. However it would give some dimensionality and flexibility to your idea. |
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2012-08-13, 01:17 PM | [Ignore Me] #8 | ||
Staff Sergeant
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i would say just give outfit leader the ability to put certs into certain things such as cooldown timers, armor, damage, etc. and the ability to mix and match to some degree would be appreciated, much like your bonuses listed.
i dont know about a super weapon type thing for each specialization or having to lock into a specialization however. my idea would be that an outfit leader could make quicker cooldowns on suad spawning, aircraft and vehicle spawns. or aircraft cooldowns, aircraft damage, aircraft armor. or aircraft cooldown, ground vehicle armor, infantry health bonus. basicially an outfit would get 3 choices of specializations which the players could then immprove upon. |
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2012-08-13, 03:06 PM | [Ignore Me] #9 | |||
Second Lieutenant
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In stead of the floating base use this.
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