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2012-01-09, 01:58 PM | [Ignore Me] #1 | |||
Major
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@PurrfectStorm
Command Abilities
Class Abilities
Outfit Specializations
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2012-03-21 at 04:43 PM. |
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2012-01-09, 02:16 PM | [Ignore Me] #3 | ||
That's all I can think of right now.
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Doctors kill people one at a time. Engineers do it in batches. Interior Crocodile Aviator IronFist After Dark |
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2012-01-09, 02:31 PM | [Ignore Me] #4 | ||
Oh hell, why not...
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2012-01-09, 02:33 PM | [Ignore Me] #5 | |||
Sergeant Major
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guys, don't post them here. tweet them @purrfectstorm on twitter. if you dont have a twitter account get one. hundreds/thousands of people following their twitter accounts helps ps2's preliminary press plan |
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2012-01-09, 02:45 PM | [Ignore Me] #7 | ||
Sergeant Major
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Commander abilities (OK, not class abilities, but a skills, but let's just brainstorm!).
TR - Extra shift (maybe outfit ability?) Constant state of war demands higher output of our factories, and each member of the Republic takes his share of the efforts. You can pull tech with lower timers, but at a higher cost. The higher the skill is, the shorter the timers and/or lower the extra cost will be. NC - Deficit management (maybe outfit ability?) The constant lack of resources trained NC brass to cut the edges so their commanders became pro when it comes to improvise or work with low input. You can purchase tech at lower resource costs - but your timer gets a bit longer. The higher the skill, the higher the discount and/or lower the delay will be. VS - Whispering Vanu Vanu chooses his favourites in the ranks of his followers and grants them special insight. The commander with this skill can use "reveal'-like power, the higher the skill, the more often he can use it or the more detail he gets about friendly/enemy operations. OK - it is offtopic, but may trigger a good idea in someone's head... |
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2012-01-09, 05:54 PM | [Ignore Me] #12 | ||
First Lieutenant
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[QUOTE=Trolltaxi;622405]Commander abilities (OK, not class abilities, but a skills, but let's just brainstorm!).
TR - Extra shift (maybe outfit ability?) Constant state of war demands higher output of our factories, and each member of the Republic takes his share of the efforts. You can pull tech with lower timers, but at a higher cost. The higher the skill is, the shorter the timers and/or lower the extra cost will be. NC - Deficit management (maybe outfit ability?) The constant lack of resources trained NC brass to cut the edges so their commanders became pro when it comes to improvise or work with low input. You can purchase tech at lower resource costs - but your timer gets a bit longer. The higher the skill, the higher the discount and/or lower the delay will be. VS - Whispering Vanu Vanu chooses his favourites in the ranks of his followers and grants them special insight. The commander with this skill can use "reveal'-like power, the higher the skill, the more often he can use it or the more detail he gets about friendly/enemy operations. I don't know if these will make it in, but i REALLY love the sound of ideas like this. They seem EXTREMELY appropriate for the information we've received about each faction so far, and they seem like appropriate side-grades (ie- they provide an awesome bonus and are balanced by a cost). Nicely done, Taxi. You've got my vote. ~Zachariah |
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2012-01-10, 05:33 AM | [Ignore Me] #13 | ||
Major
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Moar abilitehz pl0x.
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) |
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2012-01-10, 08:27 AM | [Ignore Me] #14 | ||
don´t use twitter or facebook and never will!
engineer class ideas: being able to put up tripods for the heavy assault machinegun guys to put their gun on, increasing their accuracy. other nice things, an engineer could do to ha machineguns: beltfeeding to increase bullet output and remove reload times. shieldfeeding to enable a little covershield around the gunners barrel like this: http://t2.gstatic.com/images?q=tbn:A...d0hx4ac9MiEoNh buffing vehicle systems in the field. would work like the wallturret upgrading but on vehicles. choose from a menu what ability you want to boost and the vehicle will get a bonus for 2-5 minutes. like overclocking ammofeeding to enhance reload time, overclocking barrelcooling to enhance firerate, install nanite round-dispenser to let the tank fire without losing ammo for a short time, install (or overclock if its already standard) vehicle shield, there are loads of possibilitys. but only one can be active at a time! medics should also get possibilitys to buff, but only on soldiers of course. like increase the eyeperformance to get better zoom, adrenaline boost for running faster, special tranquilizer to remove flattering hands and increase accuracy and penis enlargement pills for the vs. another great thing would be a holosoldier. i guess it would be engineer, or maybe cloaker. a kind of mine that spawns a holographic soldier right on top of it. lay it behind cover and the enemy thinks there is a sniper sitting there. when laid in the open, the "mine" under the holo is visible and can be shot. the holoduke cannot do anything maybe it has some random ducking, aiming, reloading or even firing animations, but it does no damage whatsoever. it´s just distraction. own empire players will see it´s not a real player by a HOLO over the head, or some other method.
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-01-10, 01:55 PM | [Ignore Me] #15 | ||
Major
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I like the idea of not buffing statistic because then the game doesn't a becomes a stat-based pvp. Players with the most stats wins by average as per fucking usual! Stat-based PvP is damned shit tbh, and so they ought to be subtle yet still counter-balanced.
Last edited by Tikuto; 2012-03-09 at 08:24 AM. |
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