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Old 2012-06-11, 02:44 PM   [Ignore Me] #1
VelRa
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The Advanced Nanite Construction Vehicle


The Advanced Nanite Construction Vehicle is a support player’s best friend, a one-man, flexible vehicle which augments existing support roles and introduces new types of tactical play. Its defining attributes are its abilities to transform from a ground vehicle to an air one and back again and its ability to reuse its own materials to reconstruct itself into a destructible structure. It has two sets of sidegradable abilities for each mode (air or ground).

This idea is similar to Xyntech's Advanced Engineering Vehicle and also intends to replace the ANT, but differs since it provides options for reconnaisance and electronic warfare in addition to engineering.
http://www.planetside-universe.com/s...ad.php?t=37644

Abilities:

Transform: Can use while stationary, moving, and even in mid-air, so you can transform to a ground vehicle when hovering above the ground or to an air vehicle after hitting a big ramp!

Air-mode:

Can equip one of the following:

High-zoom Camera: While flying, zoom in on the action and survey the field. Take pictures and send them to your squad leader, outfit, or share them on social media.
Cloak: Cloaks the vehicle. True cloak, meaning little to no outline is visible.
Repair Gun: Become an engineer of the sky.
EMP (Consumable): EMP missile, disrupting enemy radars for ten seconds.

Ground-mode:

Advanced Mining Accelerator: The vehicle reuses its own materials to reconstruct itself into an AMA, which increases the quantity of resources generated by a hex by 5%. Only one Accelerator may be active at a time. Deploy near any capture point to activate. For bases under contest, an AMA may be active for each faction and adds a bonus to the resources received for fighting over that hex. This ability consumes the Advanced Nanite Construction Vehicle. Destructible.

Advanced Mining Decelerator: AMDs function the same way as AMAs, except they are constructed near an enemy capture point and reduce the amount of resources generated. This ability consumes the Advanced Nanite Construction Vehicle. Destructible.

Dampening Spire: Reconstructs the vehicle into a tall, destructible spire which increases the resistance of infantry and vehicles within its radius to Electronic warfare (radar disrupts reduced by 75%, and other possible uses once electronic warfare expands). This ability consumes the Advanced Nanite Construction Vehicle. Destructible.

Can equip one of the following:

Panther Sensor (Consumable): Launches a player-directed rocket which, upon contact, will attach a sensor to surfaces or vehicles. Every fifteen seconds, it ticks and spots all enemies in a forty meter radius. Small and tough to notice, but destructible.

Repair Drone (Consumable): Deploys a repair drone, which is activated by the nearest MAX or vehicle. It flies around that player and repairs it slowly, stacking with other auto-repair sidegrades. The drone can be shot out of the air and has a limited duration once it is activated.

Enjoy. Discuss. Critique. Drink beer.
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Old 2012-06-11, 03:32 PM   [Ignore Me] #2
Saifoda
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Re: The Advanced Nanite Construction Vehicle


Well it's 5 o'clock somewhere, and 3:30 here so I guess that means havin a beer



I like the general concept of a sort engineer-type vehicle I think some of the suggestions are a bit overpowered (i.e. mid-air repairing station for friendly aircraft) but it's all nerfable (nerfible? it's not even a real word, why am I asking?)


Also I don't think the AMD would be used very much -- it would cost an individual player resources to draw the vehicle, drive it to enemy outpost without getting blow'd up, and then park it and leave it (in AMD mode duhr) just so the enemy will receive -5% of whatever that resource is. Maybe I'm wrong, and it certainly doesn't seem like there would be any harm in at least giving it a try.




All other things I think could have a place in the game and would like to see this idea tried out (maybe after launch, though; I wanna get my hands on the game as soon as possible!)




+1 <3
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Old 2012-06-11, 09:35 PM   [Ignore Me] #3
VelRa
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Re: The Advanced Nanite Construction Vehicle


Originally Posted by Saifoda View Post
Well it's 5 o'clock somewhere, and 3:30 here so I guess that means havin a beer



I like the general concept of a sort engineer-type vehicle I think some of the suggestions are a bit overpowered (i.e. mid-air repairing station for friendly aircraft) but it's all nerfable (nerfible? it's not even a real word, why am I asking?)


Also I don't think the AMD would be used very much -- it would cost an individual player resources to draw the vehicle, drive it to enemy outpost without getting blow'd up, and then park it and leave it (in AMD mode duhr) just so the enemy will receive -5% of whatever that resource is. Maybe I'm wrong, and it certainly doesn't seem like there would be any harm in at least giving it a try.

All other things I think could have a place in the game and would like to see this idea tried out (maybe after launch, though; I wanna get my hands on the game as soon as possible!)
Yesss. At the very least this thread has sponsored alcoholism. I consider it a success.

I could see 10-15 people in each faction interested in playing the cat and mouse game of planting thEse objects. Im not too interested in having these constructibles specificall, really. I just like the general concept. Probably also best if it sticks to the frontlines
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Old 2012-06-11, 09:49 PM   [Ignore Me] #4
Elays
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Re: The Advanced Nanite Construction Vehicle


See, when I saw the subject of this thread I immediately imagined something of a more modest role. Essentially, make a slow, medium-sized vehicle like a bulldozer that acts like an Engineer, but builds bigger stuff. So an Engineer deploys a single turret? How about a barricade with three turrets? Or laying out whole minefields?
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Old 2012-06-11, 09:55 PM   [Ignore Me] #5
VelRa
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Re: The Advanced Nanite Construction Vehicle


Originally Posted by Elays View Post
See, when I saw the subject of this thread I immediately imagined something of a more modest role. Essentially, make a slow, medium-sized vehicle like a bulldozer that acts like an Engineer, but builds bigger stuff. So an Engineer deploys a single turret? How about a barricade with three turrets? Or laying out whole minefields?
For that, check out xyntechs thread in the op. but yeah the name i came up with stinks like bum. Dont quite capture it, do it?
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Old 2012-06-11, 10:20 PM   [Ignore Me] #6
MedicDude
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Re: The Advanced Nanite Construction Vehicle


Other than being 9/10 on the cool factor, a convertible ground/air vehicle doesn't really fill a role in PS.

I'd rather shy away from field constructions, instead of building additional shit on your own or enemies points, I'd rather you CAPTURE that point, or move on to other points to capture.

I'd like to see some intelligence deployables, defense in a form of early warning of approaching enemies.

Last edited by MedicDude; 2012-06-11 at 10:21 PM.
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Old 2012-06-12, 07:58 AM   [Ignore Me] #7
Saifoda
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Re: The Advanced Nanite Construction Vehicle


Originally Posted by MedicDude View Post
Other than being 9/10 on the cool factor, a convertible ground/air vehicle doesn't really fill a role in PS.

I'd rather shy away from field constructions, instead of building additional shit on your own or enemies points, I'd rather you CAPTURE that point, or move on to other points to capture.

I'd like to see some intelligence deployables, defense in a form of early warning of approaching enemies.
Agree on the convertible thing -- I was just being lazy/drinking so didn't want to touch it at the time and figured somebody else would.

The thing about the capture points and constructibles is that many times (in the original anyways) things like towers or gen rooms or spawn rooms or even walls/stairways/corridors etc... were often contested and just became a huge mash of zergs and it would basically be a game of who could kill more players just to get their respawn timers higher than yours so you have the advantage of being able to move more players into areas faster. If you can have a class that has deployables/field constructions then it becomes a different way of tipping the balance, and I think it'd be more fun to do it that way rather than the spawn timer grind.

I think we'll see deployables similar to what the ce had -- sensors, mines, spitfires (not sure about the automated thing though, but just as an example).
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Old 2012-06-12, 09:05 PM   [Ignore Me] #8
VelRa
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Re: The Advanced Nanite Construction Vehicle


Originally Posted by Saifoda View Post
Agree on the convertible thing -- I was just being lazy/drinking so didn't want to touch it at the time and figured somebody else would.

The thing about the capture points and constructibles is that many times (in the original anyways) things like towers or gen rooms or spawn rooms or even walls/stairways/corridors etc... were often contested and just became a huge mash of zergs and it would basically be a game of who could kill more players just to get their respawn timers higher than yours so you have the advantage of being able to move more players into areas faster. If you can have a class that has deployables/field constructions then it becomes a different way of tipping the balance, and I think it'd be more fun to do it that way rather than the spawn timer grind.

I think we'll see deployables similar to what the ce had -- sensors, mines, spitfires (not sure about the automated thing though, but just as an example).
No that certainly does not sound fun. I guess the goal of conceptualizing this vehicle was to try to find SOME role a convertible air/ground vehicle could fill. Really I think that's the coolest part, but it could only really work as a support vehicle, since if it was a personal transport it would overwrite the flash.
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