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Old 2012-03-14, 02:48 PM   [Ignore Me] #10
Kipper
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Re: Deployed Galaxy Spawning


Originally Posted by EVILPIG View Post
It's all in the checks and balances.
Balance exactly - where is the fun-factor in playing as a gal pilot if you know that someone can magic your vehicle away and there's NOTHING you can do about it?

I'm not saying it should be easy to keep a galaxy up and spawning, but it should be possible if you can keep it defended.

In BF2142/BF2 when artillery/orbital was coming down in your area, you had an audible warning a few seconds before which meant - find cover or gtf out of there. People did, and if you made it - great, if you didn't, unlucky.

If OS comes with such a warning, it might be possible for infantry and fast vehicles to escape, but still, one would assume a galaxy would not have time to undeploy, take off, and begone by the time the strike happened - being that they're huge and slow.

Back on the original topic - perhaps not cost 'earnable' resources to spawn as Foresaken One has a point - it would nerf support classes who'd be spending their earnings to allow you to spawn. But more in the way of, it has a pool of nanites which needs to be refreshed by visiting a friendly facility with it or having them brought to it by other means.

Or alternatively - it could be earnable resources which would be part of the cost of equipping the mobile spawn point onto the galaxy (assuming its a module) but you get paid every time someone uses them to spawn, so you're rewarded with 90% of your resources back if you keep the gal alive long enough to exhaust its supply of nanites (at which point you can go and refresh/rebuy the module).
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