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2012-06-12, 03:29 PM | [Ignore Me] #1 | ||
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As we all know, PS1 had the Vanu MAX with Jumpjets. Seeing as Light Assault has jumpjets, and as we know, there is some thought into MAX variants with jumpjets, I decided to start an idea to flesh out the use of such a thing as well as hit another subject that I feel many of you will want to talk about as well.
Grant MAX suits a Jumpjet mod that has less armor as a result of the need to get airborne, AND instead of dual arm mounted weapons, the MAX gets to choose from a large infantry type hand held weapon. Now, first off, I'm going to discuss a bit on the handheld weapons. It's a big thing. We know that the Vanu MAX has HANDS, that's right for you ignorant greenhorns out there, those are not CLAWS, those a hand fitting GUNS. We also have the NC and TR MAXes showing off their wonderful robotic hands, but they don't get used at all. This all seems weird. Handheld guns were planned in concept art, and I think they could make a return well with this. As you can see in this Vanu MAX concept art, there is a rifle, handheld. This type of mod gives the MAX a reason to use those hands, allow jumpjets, yet still be balanced. Why Grant Jumpjets to MAXes? Well, MAXes can't "jump" without a rocket on their backs, so why not let them. On top of that, it gives a much less agile jump jet class to the game and gives you a type of MAX that can evade enemy fire instead of taking it. Armor is reduced so the MAX can get airborn with some awkward packs, each different to give jump jets a more empire specific feel. NC MAX - Burst Type Jumpjets - Being the CLUNKIEST and bulkiest MAX type, the NC had to use a bigger jumpjet to get it airborne. As a result, the NC MAX can get to the maximum height faster, but hits the ground sooner, due to the weight. It cannot maintain flight, and once activated, the jumpjet fires it's entire energy at once. When falling at top speed, the jumpjet could be used to stop once, but takes a while to recharge, meaning only one chance to stop the fall at a point. The great use of this pack, is that the MAX can quickly jump over and enemy or charging vehicle and be on the ground without risk of being shot out of the air. It looks more like a power jump than actual flight. TR MAX - Rapid Rocket Type Jumpjets - The Terran Republic, having the most experienced work with jumpjets, created a more continuous and powerful pack. It is a typical jump jet, able to be used in multiple bursts or continuous, instead of the NC style of single burst. The Terran jumpjet has a powerful engine with efficient energy consumption, allowing it to reach the highest altitude of any of the MAXes. VS MAX - Energy Efficient Type Jumpjets - Being that the Vanu have access to alien energy technology, as well as a lighter form of MAX, they are able to create an energy type jumpjet that gives a much better energy efficiency at a cost of speed. This means they can stay in the air for longer than the other MAXes, but cannot jump as high as the Terran MAX, which is faster for its shorter duration. The Vanu MAX is best for longer distance jumping. Weaponry - The jumpjet type MAX units forfeit their heavy, dual arm mounted weaponry for a single handheld large assault weapon, generally an assault rifle type. These weapons are more powerful than the assault rifles of the LA and HA infantry classes, but much less accurate with a slower firing rate. These MAXes rely on their speed and armor to stay above their enemy, rather than heavier armor and higher firepower. So there you have, my idea on how to balance in jumpjets for MAXes. It may seem OPed to have a MAX able to get to higher spots or become maneuverable, but they are not as strong as they seem, and these would be much less powerful, maybe even half than their beefier cousins. A quick summary for you word skimmers. MAX suits get a mod for jumpjets. Trade offs- MAX suits are less armored MAX suits use an assault rifle instead of arm weapons (more accurate, less powerful, but less accurate than infantry assault rifles) Weaponry is denied explosive ordinance or anti air. (imagine the ground spam if a MAX could fly with a rocket launcher type weapon) MAX suits STILL CANNOT capture points. MAX jumpjets recharge slowly, preventing them from filling the Light Assault type role. MAX with jumpjets are easier to kill and just as expensive, if not more so. Empire Specifics - NC MAX fires off jump jets in one burst, cannot maintain flight, goes up and down the fastest like a real jump, better for immediate trouble. Recharges fastest but only usable when fully charged. TR MAX can maintain some flight, is still fast, can go higher than the others, most balanced and conventional. VS MAX can maintain the most flight, is the slowest, can go the furthest. Well, that's my suggestion for a balanced implementation for MAX jumpjets, let me know what you guys think. |
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