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2003-08-15, 06:24 PM | [Ignore Me] #286 | ||
Private
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Camo is cool but the ability to lay on the ground would be cool too.
Also players who have thier graphics turned up will see grass and shrubs and a player w/ low detail sees nothing but a green flat ground. Now the difference is: If a player is sniping while having high detail, then they can not see through the higher grass and shrubs, but the opponent who is not on High graphics can see the sniper in plain view. Also, Damage through structures, esp near the edges of an open space. I died twice behind a wall with the enemy shooting me through the wall. I figure that I am oing to die, but I like to die the right way. Thx X |
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2003-08-16, 06:50 PM | [Ignore Me] #292 | ||
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I can't be bothered to read all 20 pages, so some of these may have already been covered but....
IMPLANTS Vanu ID - Available to non-Vanu players, makes all equipment terms offer them the Vanu-specific weapons for which they are certified. Also identifies them as Vanu to doors (ie: you can get into Vanu bases without hacking, but not your own unless you turn it off). Finally, your name/vehicle and proximity radar dot shows up as green to Vanu troops. Terran ID - Same as last one, but for non-TR players. NC ID - Same as above, for non-NC players. EXPANSION PACKS? Moons of Auraxis -- How about each moon is a continent, and you can take the HART up there. One of them could be barren, grey and low-gravity like Earth's moon, the other could be more elaborate like Endor or whatever. Imagine LLU races in 1/6th gravity? Racing harassers across the terrain and going off crater jumps for hundreds of meters of airtime? Rawk! They could add a new body armor type that took away some storage capacity for a life support system. Asteroid Belt -- Add some space combat into the mix, an asteroid belt outside the moons' orbits. Give us a zero-G MAX suit with navigational jets, some space fighters and shuttles, and have bases that are space stations floating amidst the asteroids where you need to specifically dock and go through an airlock to fight. They could come up with a batch of vacuum-fire weapons that can shoot without oxygen (beam weapons, maybe electronic ignition bullets..). The main thing would be zero-G physics and the far more interesting aerial combat we could have with them, and maybe when a base ran out of NTUs there is 5 minutes of life support backup power or something, so you'd have to get it filled it up in a hurry or EVERYONE ON BOARD DIES!!! GENERAL TWEAKS If they add outfit base ownership, it would be really cool if they could add garages to the bases where you could store stolen vehicles. Much like filling your locker with enemy weapons, it sure would be nice to have somewhere to keep a vanguard or magmower after you're gone to all the trouble of jacking it. Add a two-person fighter jet. Pilot gets forward fire 12mm, gunner gets camera-guided missiles switchable between anti-air (burst) and anti-tank mode. That's all I can think of for now... I sure hope they use my expansion pack ideas and give me a job! -Jagd |
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2003-08-18, 03:39 PM | [Ignore Me] #298 | ||
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Two things I think would be nice are:
1. Ground vehicles have a certain number of platforms where ground troops can hitch a ride. They would be susseptable to fire and be able to fire there own personal weapons. The number of platforms vary based on the size of the vehicle. but no more than 2 or three. And the riders could jump out of a moving vehicle. 2. The drop pod map view gets a "Group movement" snap shot and shows where the highest grouping of each faction's units are. That way you could drop into a base that is about to get pounded or drop into a massive assembly area that is on the assault. |
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2003-08-21, 12:23 AM | [Ignore Me] #300 | ||
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OK, I haven't seen through the entire thread, but the conception of naval forces has brought about the following idea:
Naval vessels akin to Aircraft Carriers, with all the mission capabilites of a Technology Plant. Allow me to elaborate. The "flight deck" will feature a large, spacious area, with a vehicle pad and an airship pad (GALAXY-capable), as well as enough room for an outfit to conduct staging operations. She will be armed with anti-air weaponry and sufficient firepower to repel basic naval threats -- a floating fortress, if you will. The "flight deck" can lead below decks, where a staging area for the use of amphibious assault vessels is. Outfits may order amphibious assault craft and carry double the load of a Galaxy, the limitation being that it does not have the airmobility of a Galaxy. The primary load will be, of course, vehicular ones. Limitations: You make these "Carriers" controllable only by those with CR4 and above, and require a large amount of cert points to buy. Also, you will have a limitation on how many Carriers each empire may possess, a limitation of three or four, perhaps only every twelve or twenty-four hours, sounds reasonable. Second -- they lose power. Just like your typical facility. Galaxies must fly ANTs back to these carriers or they will lose power. If you add equivilant destroyers and the like, and give these vessels capability to go between continents, I see naval superiority as becoming a vital asset to success. |
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