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2004-05-12, 11:05 AM | [Ignore Me] #1 | ||
Contributor Major
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These are some simple ideas I put out as a purely mental excersize. I'm not paying a whole lot of attention to implementation, although i think on most counts it whould be fairly simple.
Allow spitfires to be placed indoors. Make the IFF on the CC, Gen Room, and spawns have almost double or maybe even triple the current hack time. Anyone (other then cloaked infiltrators) passing through the archway of an IFF door set off the equivalent of a motion sensor unless they have hacked the IFF. (So no running undeteected through a door that an enemy opened when running out. Make shield modules put an empire specific field over all IFF doorways allowing only defendors to pass through without hacking the IFF. Place Phanalax (sp?) turrets at the corners of the bases indoor providing field of fire over the courtyard. Provide some centralized command and controll (maybe some kind of chamber that you get in and gives you a third person perspective within the base SOI thats free floating) to help defenders coordinate. Give towers a 5 minuete hack timer for empires that dont own the nearby base, but instantanious for defenders. Give bases some sort of manable dedicated AA turret whos view is not obscured by the walls and buildings (i.e. on the highest point in the base)
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2004-05-12, 12:15 PM | [Ignore Me] #3 | ||||||
Good ideas
Some comments though:
I feel the AA options for all sides are pretty good if used well. And if a reaver or lib finds its way through them, then it deserves to have some fun The rest of the ideas I agree totally with |
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2004-05-12, 05:27 PM | [Ignore Me] #4 | ||
Sergeant Major
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Honestly, I don't think base defense is anywhere near gimped but for defensive cep.
As is through effective use of weapons and vehicles, defenders have a massive advantage. First base on the cont: attackers don't have a prayer if they can't control the cy and interior before they lose their ground vehicles. Tank supply, ams supply, air supply is all extremely limited and I have seen many poplocked attacking forces pushed off before they got their first base. A capable defender can often kill the attacking ams, kick them out and rehack within 10 minutes if they get a comparable force. If the defense starts before the first foothold, a small group of defenders can hold off a suprisingly larger number of attackers. This is compounded with shield mods and equipment mods. The only difficult part about defense is prying defenders off poplocked stalemates to do said defense in time. |
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2004-05-12, 05:49 PM | [Ignore Me] #5 | ||||
Second Lieutenant
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" NME AMS IN CY!!!!!11" " ENEMY AMS!!" "AMS! GET IT!!" you could have a commander calmly state "enemy ams under the northeast overpass, AV troopers please take care of the problem" in a different color than normal broadcast. also: The problem of one commander parking his ass in one of these things and then going LD or afk for an extended time would arise, perhaps it could hold any amount of cr4-5's and be easily destructable, killing any person caught inside...hey thats a new thing for cloakers to do I love the idea of a hovering spec mode for central defense
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2004-05-13, 12:31 PM | [Ignore Me] #6 | ||
Contributor Major
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I really question whether or not the observation system needs to be restricted to Cr-whatever. I think that anyone should be able to hop in the slots (in fact maybe make it a special selection you can make at the CC, despawn, go into spectator mode, if you wish to re-join the battle you need to respawn at the tubes. To take it a step farther, Cr whatevers could be allowed to remote controll objects in the base (making doors harder to hack, automatic turrets what have you) and be able to use their orb strikes within the SOI.
Another change i'd like to see is no more mines in an enemy SOI. In fact when the base changes hands i'd like to see all enemy deployables either change over or blow up.
__________________
The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2004-05-13, 05:21 PM | [Ignore Me] #7 | ||
The one thing I would realy like to see is the Phalanx turrets on the corners of the base with a good field of fire on the CY, would help prevent quick ams placements, but Phalanxes are still easy enough to destroy, and frankly, the bases just don't have enough of them.
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Some say power corrupts, I say the corrupt seek power. |
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2004-05-14, 03:43 PM | [Ignore Me] #13 | |||
Major
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__________________
-Seer |
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2004-05-16, 03:11 AM | [Ignore Me] #15 | ||
Contributor Major
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I forget which base it is i think its one of the closest to the warpgate on amerish, the only ground access is a windign road in a fairly deep revine. I love fights at that base i seem to recall even letting the enemy take the rest of the continent with my outfit before seeing how well we could hold out there. Good times. On a side note why does everyone hate the idea of indoor spitfires so much? I mean other then pricks putting them in places where they'd block friendlies, you'd have to not allow them to be placed in the jeffries tube style corridors, I dont see them as that overpowered.
Yet another thign i want to see, a reduction in the bubble radious on deployables, and more consideration of the Z axis. Sick of not beign able to place one mine above another, its gooten better dont get me wrong but still happens on catwalks on some bases. The alternative to this whould be allowing certaind eployables to ignore other deployables for radius, (actualy just motion sensors) and then cut the limit down a bit, say the ability to place motion sesnors right near mines, but only able to place 5 motion sensors whould really help out the base detectiong grid. |
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