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2013-03-11, 09:59 AM | [Ignore Me] #1 | ||
Lieutenant Colonel
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I dont mean artificial AI. they could move one set path - it would be really cool if they were even trains(particularly cool would be if you had to board the the train and set a C4 charge.).
The point would be to force mobile fights in more varied areas. With one side protecting them and the other side attacking.
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Wherever you went - Here you are. |
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2013-03-11, 11:33 AM | [Ignore Me] #2 | ||
Sergeant Major
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I really like the idea of ANT-trains, but I suspect that's not practical just in terms of development effort. Also - where would the trains run from and to? Having some kind of rail network where half the stations keep changing hands seems like a bit of a nightmare to organise
The advantage of ANTs being a player-driven vehicle is that it's all self-organising without the need to write a bunch of complex adaptive code to work out where they should be spawned, where they should travel to and what route they should take. Plus: ANT races |
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2013-03-11, 12:22 PM | [Ignore Me] #3 | ||
Lieutenant Colonel
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The devs said in the beginning that they didnt add ANTs because most players hate being in situations where they are essentially forced to do something they dont enjoy.
And thats what ANTs caused for many people. I remember driving an ANT because no one else would but we needed it - I resented it greatly. On the other hand i remember flying support around an ANT drop and that was fun.
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Wherever you went - Here you are. |
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2013-03-12, 08:26 AM | [Ignore Me] #4 | |||
Sergeant Major
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The optimal solution would be for players to control the deployment of ANTs in some way, but to make the actual gameplay around them more fun - rather than just a long, boring, dangerous drive. TBH I like the idea of some kind of ANT-module for the Sunderer, that sounds like a good start to me. |
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2013-03-12, 07:44 PM | [Ignore Me] #5 | |||
Major
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I mean, they already have giant ass pipeline assets, why not turn them into an actual infrastructure network? Then there would be hackable terminals between bases that could shut down or somehow reverse the flow of resources, making securing the pipeline just as important as securing bases! |
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2013-03-12, 08:05 PM | [Ignore Me] #6 | ||
Captain
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Or maybe even more fitting for the fast paced gameplay:
How about stealing resources from the enemy? Each hex has a "mining" spot outside the actual facility that can be harvested by sundies from enemy factions owning the surrounding hexes, and vice versa. Of course the main thing we need is a proper resource system where bases have a resource pool that can be depleted and refilled. Implemented in whatever way deemed appropriate. |
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2013-03-13, 03:23 PM | [Ignore Me] #7 | |||
Contributor Major
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*all my yes* *fund it*
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No XP for capping empty bases -- end the ghost-zerg! 12-hour cooldown timers on empire swaps -- death to the 4th Empire! Last edited by Rivenshield; 2013-03-13 at 03:25 PM. |
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2013-03-11, 08:10 PM | [Ignore Me] #10 | ||
First Sergeant
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https://www.youtube.com/watch?v=HXiUF-9x4cQ - Here's the ANT, sadly someone mined the front of the NTU silo so he couldn't unload his cargo. That was frustrating as hell
As boring as the ANT runs were, some people still LIKED to do them. Even I felt lazy sometimes and decided to do a run. I wouldn't mind seeing them back in some form. Was fun doing escorts for ants too sometimes, especially when going for a base that was contested. Last edited by Vashyo; 2013-03-11 at 08:19 PM. |
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2013-03-12, 04:49 AM | [Ignore Me] #12 | ||
Corporal
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make sundies be able to resuply resources to bases far away from the warpgate. the more distance a base have to the warpgate the more need of resource sundies there is. also make these resource sundies mission based, rewarding alot of XP for a successful delivery, but also let enemy infiltrators mark the sundies as a mission giving away the sundies location on the map.
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