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PSU: Batteries not included
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2003-07-28, 06:01 PM | [Ignore Me] #244 | ||
Private
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heres my list of wantshttp://boards.station.sony.com/ubb/p...ML/004703.html
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2003-07-30, 07:20 PM | [Ignore Me] #245 | ||
Corporal
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This is a taste, the whole thread is here: http://www.planetside-universe.com/f...threadid=12552
BTW, I think PDA stands for Personal Digital Assistant. ideas for 1 point certs 1) Demolitions. Prerequisite: combat engineering. This would essentially be a more powerful boomer that uses a timer instead of a remote switch. It could be set up to 20 minutes. unlike mines and boomers, shooting it causes it to explode, only somone else with this skill would be able to disable it without causing it to explode. It can also be fitted to enemy vehicles. Uses a normal ACE, but limited to laying 5 at a time 2) structual engineer Prerequisite: combat engineering This idea has been mentioneed before, but I think it would work well as a1 point cert. The ability to lay small defensive structures and barricades. (Maybe foxholes and mini-towers too). You could create little walls to prevent tanks and other large vehicles form entering a base. This could also be a way to implement force fields. These should be larger than an ACE so you would have to use a rifle slot to lay them. 3) Paramedic Prerequisite: adv. medic Allows you to place up to three "revive" devices on friendly units that gives the person wearing it the option to "revive on site" when they get killed. They gain back half their health but no armor. It acts similiar to the implant, but is a one-time use device. 4) Medical engineer prerequisite: adv. medic Can place mini-medical terms. these cannot be hacked by enemies, will repair health but not armor, and will last until the owner leaves the continent or logs off. Uses a a ACE-sized device to place. limit of 5 allowed to be placed. 5) Radar Jamming. prerequisite: adv. hacking allow use of a radar jamming device( uses a rifle slot). One option allows you to completely Jam a radar in a certain radius (1.5X typical SOI) meaning, that nothing will show up on any enemies radar. This would only last 1 minute, and could only be used once every 6 hours. The second option is to do a radar scramble, in which the enemy still sees what's on their radar, but FriendorFoe recognition doesn't work (everyone appears green). This lasts 5 minutes and can only be used once every 3 hours. 6) Telecom prerequisite: adv. hacking. allows use of portable radio kit (fills up a pistol slot). This device uses a special battery that drains quickly. Lets you eavesdrop on enemy chat channels. you must keep an enemy in the crosshairs of this device, and you will be able to receive everything he says, plus all of his squads communications. Defensively if you are being eavesdropped ( or somone in your squad is) and you have this skill, you will receive a notification if you are being monitored. You can also link this to the big dishes at the interlink facilities and gain access to enemy command chat, continent all, and global if you have the CR. Hooking it up to the dish, you can also pick any base on the continent and hear what is being broadcast. This part only works if the interlink facility is controlled by a rival empire, and will immediately produce a facility warning on the map. 7) Sticky cameras: Prerequisite: Sniper If you've played SplinterCell, you know what theses are. Little cameras that can be loaded as ammo into the sniper rifle ONLY. Once fired they stick to any surface, and you can use it to gain recon info. They are small and inconspicuous, but you can only see thru them after firing them, and you are vunerable to attack while looking thru them. Each one takes up the size of one box of sniper ammo. Last edited by CrazyCrazy; 2003-07-30 at 08:03 PM. |
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2003-07-31, 03:03 PM | [Ignore Me] #246 | ||
Good ideas.
Yes, PDA = personal digital assistant. I know that the current functions work just fine, it would just be more immersive if the point of access for the information was on your person. Another lite RPG element. Two more ideas: Dropship Tower: 3 towers, spaced out on each continent. They should be as remote as possible (I originally thought that one on the slope of that tall mountain on Cyssor would be neat), and placed on terrain inaccessible to land vehicles and foot soldiers. It would have to be as tall as a Watch Tower, but maybe slightly wider to accommodate one landing pad on top, and two gun emplacements (think slightly larger Air Tower). The pad could accommodate one Galaxy at a time (for rearm and repair), and allow troop boarding (but no vehicle access). The tower should have a matrixing point, as well as spawn tubes and inventory stations � and obviously a CC. The idea is to get some of the under-utilized terrain used, set up different battle situations, and make the Galaxy more valuable than it already is (for projecting power via dropship, and for making the Galaxy a requisite for invading these structures) Armor Tower: Placed in remote locations like the Dropship tower, but put in open terrain allowing vehicles to access it. The tower is arched, allowing armor vehicles to rearm and repair under cover, to evade bombers (they would still be exposed, though � think about vehicles hiding under the bridges at bases). Gives land vehicles invading continents a forward base, and brings armor battles out of the bases and into other areas of the map. |
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2003-08-02, 01:21 PM | [Ignore Me] #249 | |||
Lieutenant General
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1) I shoot at these all the time, only becouse theres a bug with the turrets where they fire sideways and hit me. Also, recently sometimes when I see a friendly CE lay a mine, I don't see a green circle around it. 2) If I'm defending a base that is about to fall (Has had a enemy hack on it for a while) and the base has 10% power, I'm gonna blow the gen to further anoy the enemy. 6) I agree with this, they said there weather system would be an awsome sight to see. But whenever I see rain or snow etc. It only lasts for about 1 minute. 8) That sound (what ever it is) could get really anoying, maybe a little text messege would be ok. 10) This is something I wondered about since the beginning of the game. A little sound file wouldn't be hard to add. It would definatly decrease the rate of friendly road kill. Just my $.02
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Last edited by Lonehunter; 2003-08-02 at 01:31 PM. |
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2003-08-02, 07:13 PM | [Ignore Me] #250 | ||
Sergeant
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Sorry, I didn't have the stamina to read through the entire thread, so I don't know if it's already been suggested, but I think that you should get grief points for shooting and/or destroying any equipment in a facility that is neutral and under your dominion's hack. I THINK it would be fairly easy to implement, and would be a strong deterrent for people who keep destroying the generator/equipment terminals/wall turrets when the base is about to become yours. The possible downside is that if the hack is flip-flopping between two empires, you won't be able to destroy things that may POSSIBLY become the enemy's. However, if it's under your hack at the moment, you'd probably do just as well leaving them anyway.
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2003-08-02, 07:54 PM | [Ignore Me] #251 | ||||
Lieutenant General
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2003-08-03, 03:37 AM | [Ignore Me] #254 | ||
Lieutenant Colonel
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Nah destroying the gen just makes it easier for them. You can't spawn there anymore and can't buy stuff from terminals. So you are running around naked at best. Then when they cap it all they need is one guy with a basic eng cert to run to the gen real quick and repair.
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2003-08-03, 12:21 PM | [Ignore Me] #255 | ||
Private
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but if ur defending a base and u know ur goin to lose, u can go into the gen room and blow up the gen so that the power goes down to 0% and then they need to go get an ant, rather then leavin the power at 20% 10% and them just takin it over easily
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Loyalty until Death! http://www.terranrepublic.com I'm a who thinks and my moto: screw the blue |
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