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2012-06-08, 05:05 PM | [Ignore Me] #1 | ||
Sergeant
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In E3 build engineers were able only to deploy turrets. I'm pretty sure, that devs are planning to add more to it, so why not give them some ideas? I came up with this after reading a thread about deployable covers in general discussion forum.
Name: Can't come up with anything good. Deployable Shield Generator sounds so generic. How it looks: Three Nanite Systems styled pillars connected with horizontal bars. Generated shield looks like those covering deployable turrets, but it's much bigger, it's color also depends on faction. How it works: Engineers deploy it as bare generators, but after few seconds it powers up and starts generating force field. This shield can be destroyed with like 8 Vanguard shots (it's up to balance), but it will regenerate after few seconds. To destroy it completely enemies would have to destroy the generators with like 1-2 shots right after destroying the shield OR go around and blow it up without even touching force fields. You and your allies WOULDN'T be able to shot through your shields. What it adds to the gameplay: - Shields would provide cover for forward operation bases, including protecting deployed Galaxies, which are currently very vulnerable. - Shields could be used to block gates and roads when players in base are preparing for an assault. - Shields could be used to build various fortifications, if combined with deployable turrets and/or vehicles, i.e. Skyguard Lightning protected by shields can worry less about getting shot by ground vehicles. - Infiltrators would have great and rather challenging targets to sabotage. - EMP based weapons and explosives would work as hard counter to deployable shields, making EMP grenades and such more worthwhile. (Shinjorai takes credit for this suggestion) I posted two pictures to better explain mechanics I mentioned earlier. Sorry for my terrible drawing skills 1 - Generators with destroyed shield, regenerating it. 2 - Shield is up. What do you think about it? EDIT: Keep in mind, that all numbers mentioned above are not set in stone. Shield health, generator health, length, height, minimal placement radius, etc. - everything can be balanced. Last edited by Fafnir; 2012-06-09 at 10:17 AM. |
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2012-06-08, 05:16 PM | [Ignore Me] #2 | ||
First Sergeant
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I think its a great idea and sounds like youve put a lot of thought into balance ideas, dont see why they wouldnt add this. Its been a long while since i played but i think theres something similar to this in Hi rez's game global agenda. And it worked pretty well. Least from what i can remember anyway.Long as it was done similar to this i think its a really good idea, youve got my vote.
Last edited by Shinjorai; 2012-06-08 at 05:21 PM. |
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2012-06-08, 06:33 PM | [Ignore Me] #3 | ||
Private
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Very good concept, but I can think of some issues with it.
For example, the "B" capture point in the E3 footage was in a room with 2-3 small doors. What if a few engineers seal themselves in there with shields? If the shields are too sturdy, they could cause some problems when it takes 5 minutes just to blast a couple guys out of a capture point. I suppose it might be hard, or impossible, to deploy the shields inside, where they will cause issues like that. Or they could be set so players can walk through them. |
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2012-06-08, 07:17 PM | [Ignore Me] #4 | ||
First Sergeant
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What about making them vulnerable to emp nades? That way theres a counter to them to prevent them being able to totally block an area. Also since theyre made of energy it would make sense, and only one class has those so they could still be tactically viable.
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2012-06-08, 07:34 PM | [Ignore Me] #5 | ||||
Sergeant
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EDIT: Welp, looks like ACE tool has cert called Shield Generator. I hope this works as in my idea. Last edited by Fafnir; 2012-06-08 at 07:51 PM. |
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2012-06-08, 09:09 PM | [Ignore Me] #6 | ||||
By its description, it sounds like they are going with something similar to the force field deployable and/or force field dome boost that the engineer class in Global Agenda has. It doesn't sound like a permanent wall. Im not sure about your idea though. It sounds neat for allowing players to make on the spot strategic fortifications, but I also see a lot of potential for abuse. How big are these shields, btw? Last edited by OutlawDr; 2012-06-08 at 09:24 PM. |
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2012-06-08, 10:37 PM | [Ignore Me] #7 | ||
Private
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I also see a lot of potential for abuse and exploitation. Not to mention it would be a nightmare to program.
A good way to deal with this may be to allow all players to walk through the shields but only stop projectiles. I heard them mention that medics may be getting the deployable shields which I think is a bad thing as this type of ability is more in the role of an engineer. I'd like to see the medic having some fun offensive options though, like biologic weapons. I think their reasoning for giving medics a shield is to revive in vulnerable spot. I can see that point of view but it may be interesting to promote more teamwork by giving the shield to the engineer. |
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2012-06-09, 05:33 PM | [Ignore Me] #10 | ||
Private
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not being able to walk through them would create problems. any kind of tight space or door would only take a few engi's to block off and barricade. an entire squad of engi's could make a lot of capture points unreachable for a long duration. the walls could cause problems for their own team if the engi doesnt place it well. if they are low enough to jump over, they wont provide enough cover when crouching, if they are high enough to provide cover to crouching soldier, you cant jump them, and they can then be highly abused. i can see engi's putting up unjumpable walls across large alleyways, courtyards, pathways, etc just to halt enemy movement, and this tactic wouldnt have a counter unless the shields are easily destroyable from the front, in which case they would be useless anyway for a large number of oncoming enemies. even if they can only be placed a certain distance form eachother like spitfire, they will still cause problems at highly contestable areas like capture points, in which the entrances can be blocked off. it's an easy tactic that doesn't take a lot of skill to use that gives a big benefit but doesn't have a skill-based counter no matter how skilled you are.
i'm all for the idea, but only if friend and enemy alike can walk through them, otherwise it would be a nightmare on the developers end. |
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2012-06-09, 09:28 PM | [Ignore Me] #11 | ||
Cover Shield - Directional Shield Wall with limited hitpoints, can be repaired by the engineer.
Omni Shield - Bubble Shield that uses a capacitor rather than hitpoint pool. Goes offline when hp is 0, capacitor has to recharge to go back online. Spy Shield - Directional Cloak Projector (Mission Impossible: Ghost Protocol) Ablative Shield - has no hp, but mitigates damage for a period of time. |
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2012-06-10, 02:21 AM | [Ignore Me] #12 | ||
Private
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While I understand why an engineer would want a personnel shield, it would make much more sense to give them to the MEDIC.
An engineer's job in combat is to be preparatory, to change the conditions and rules of the battlefield, and to support troops in the field. The medic's job is to be reactionary, to keep the troops alive and kicking, and to respond to imminent threats and casualties. He could make great use of a temporary shield to support himself and his allies while he heals and revives them. Now if you want to give the engineer a force field that stops or reduces the damage from enemy vehicles, I would be up for that. The shield itself should not hinder movement of enemies, at most slowing down enemies attempting to pass through it. It's main purpose should be reflecting small arms fire and especially grenades. It should be a reactionary tool with short duration, a powerful tactical option in the heat of battle. Just like in PS 1: engineers should stick to supporting the armor, medics should focus on supporting the squishies. Last edited by MedicDude; 2012-06-10 at 02:25 AM. |
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