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PSU: my F5's stuck.
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2004-07-13, 09:38 PM | [Ignore Me] #317 | ||||||
I need to run these by those guys first though before I can continue developing the concept or start making graphics.
Last edited by Hayoo; 2004-07-13 at 09:43 PM. |
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2004-07-13, 10:16 PM | [Ignore Me] #318 | ||
Corporal
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yea I've never tried an over view image before, but its really the quickest way to get the idea across. I'll try to whip something up, a picture looking in from the water.
I remember you saying something about being jobless a few weeks ago, glad you finaly found something =)... "I don't see you having a degree in fungineering" lol As for being a moderator, I'll always be happy to help =D |
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2004-07-14, 08:26 AM | [Ignore Me] #320 | ||
I'm not sure if fuel would be a logistics nightmare or not. You have to be careful not to make it too hard for the average player let alone a complete newbie.
For a start it's pretty much going to spell the end for AMSs mainly because however you chose to get fuel to it, it's going to be a pretty clear sign to the enemy where it is (at least using something like a gal drop or ANT). I think in the end people won't bother and it'll just stop.... hmm when it runs out of fuel would the cloaking field fail? |
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2004-07-14, 10:15 AM | [Ignore Me] #321 | |||
Fuel, or capacitor in this case, would act like the shield, automatically recharging when in an SOI or in proximiity to an outpost repair silo, tower repair silo, NTU emplacement, or Lodestar. The AMS is unique in that it can still function and drive without fuel. This was done because it doesn't have a trunk for extra powercells. An AMS's capacitor is only drained when players spawn from it while it's deployed in enemy territory (like at the backdoor). Zergs will logically drain an AMS after 10-15min of constant respawning, but Spec Ops teams needn't worry about that. An AMS deployed in friendly territory can spawn the entire Auraxin population and not drain because it's assumed 'connected' to the supply line back to a Capitol or warpgate. Once drained, the AMS only ceases to provide heavy equipment like Rexo, HA, SA, AV, Vehicle ammo, etc. Nothing else changes. Players can still spawn and acquire Agile, Suppressors, and support equipment. Drivers can choose to deploy the AMS outside the SOI (which happens often anyway) in friendly territory to prevent the capacitor from draining. Outposts are a convenient source of recharging whether belonging to friendly or enemy forces. If friendly, simply drive up to a functioning repair-rearm silo, if enemy just sneak in and hack a goods terminal to purchase powercells. The cloak shield continues to function as normal even if the capacitor hits zero. Yes, using the ANT to refuel an AMS is risky but the danger adds tension and fun. It would become standard op to bring several loaded ANTS to a fight, some even teaming up with AMS drivers so they can hide in the cloak bubble. What I also see is an ANT being used to simply transport powercells close to the fighting, engineers grabbing the cells from the trunk, and then running to the AMS to refill it by hand like you'd repair it with a nano gun. With the presence of an ANT, the enemy won't necessarily be able to guess that an AMS is nearby because ANTs can also be used to recharge vehicles and tower silos extremely quickly (the driver hops out, deploys, waits 3-4 seconds, and presto that tank's capacitor is revilled, along with any other vehicles in a nearby radius. A tower would take a few moments more). Same thing with linking Gal drops to AMS, the enemy won't know what is being dropped since it could be requested ammo, vehicle ammo, or other support equipment. Gal drops will most likely happen for a besieged base or outpost though. Bringing ANTs to the battle should become a common practice. Recharging should become as second nature as repairing or charging a shield. It's not completely necessary for everyone to use but it keeps you in the field longer. Plus it allows for closer ANTs needed to recharge a base. ANTs will also be certable as a 1 point cert for those who don't have vehicles. On a side note, when the devs said they'd have to modify the ANT if they include tower silos, I envisioned a two-seater ANT, perhaps with a 9mm suppressor-type weapon. This would make the ANT the game's cargo truck of sorts. UPDATE: I think I'm going to keep the Nano-dispenser as the primary tool for manually recharging NTUs. The tool will have a secondary fire mode that, when select, will begin to draw from the powercells rather than nano-juice. That seems the most convenient option anyay. The repair animation can show up differently like sparks or lightning-like effect. Remember though that manually recharging something takes longer than using an ANT. This prevents the ANT from becoming extinct. UPDATE 2: I should point out that like soydios's post (in the previously mentioned thread by nexus8), the capacitor will always drain NTU powercells in the trunk first. So while a heavily armored tank could conceivably be used to transport NTUs from an ANT at a warpgate to a base, it will have less NTUs than when it started out with. This helps prevents trying to hold powercells in trunks for safe keeping and invulnerable transportation. UPDATE 3: I should point out that there's another reason for wanting a type of vehicle capacitor or power requirement in the game: See cert description for the Advanced Tech These temporary system upgrades act like the Core Combat modules and are placed (read: installed) in the trunk of the vehicle. When retrieved from an equipment terminal they are only allowed in the game world for a set time. In addition to the time limit is the ammount of space these take up (either 4x3 or 4x4) so like your inventory loadout you must juggle how much of what item is more important to you; ammo, powercells, or system upgrades. The system upgrades come in four types: Passive (always on, no capacitor drain), Passive One Time Use (auto-activates in situations), Activated (drains capacitor), Activated One Time Use (drains capacitor). Passive upgrades include, but are not limited to:
Passive One Time Use upgrades include, but are not limited to:
Activated (toggled, drains capacitor) upgrades include, but are not limited to:
Activated One Time Use (drains capacitor) upgrades incude, but are not limited to:
UPDATE 4: Oh yeah, as mentioned on the forums, Ancient Tech vehicles wouldn't require a capacitor. Note: my main concern with introducing these 'system upgrades' is that these abilities are the kind of thing that the Developers would probably want to use for their Elite Abilities. So I'm trying to come up with things that might not be used for that. It's very frustrating not knowing what kind of vehicle Abilities they want to add. Last edited by Hayoo; 2004-07-14 at 12:03 PM. |
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2004-07-14, 11:00 PM | [Ignore Me] #325 | |||
LOL. Just kidding. There have been several suggestions over the forums, the most popular is letting a Gal drop an limited-time equipment terminal. Well that's just too easy in my view, plus it wouldn't work with my powercell stuff. So I thought of this straight-forward thing that is related to my inventory items:
How's that? Too much? People would prefer the equipment terminal wouldn't they. *sigh* edit: switch Cargo Bay to Vehicle Bay Last edited by Hayoo; 2004-07-15 at 01:19 AM. |
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2004-07-15, 01:18 AM | [Ignore Me] #327 | |||
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2004-07-15, 02:05 AM | [Ignore Me] #329 | ||||
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