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2012-04-29, 12:34 PM | [Ignore Me] #1 | ||
Lieutenant Colonel
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We all know that the Gal acts as a spawn point when landed, but how about giving it the option to detach the spawn point and head off and transport the troops.
The spawn point could be cloaked or shielded, depending on the Gal pilots specialisation. |
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2012-04-29, 02:10 PM | [Ignore Me] #2 | ||
Sergeant
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I'm not sure there's a real need for this. You're rarely lacking Gals. I mean, we used to crash these bad boys like bombs when doing drops back in the day. Totally reckless disregard for Gals after drops is something that the devs want to get rid of, if I understand them correctly.
Although it sounds like a strange argument, they're actually more valuable when you can't break off pieces of them. I don't dislike the idea, mind you. For example, a side benefit to this version of respawn deployment is that you don't have to worry about asses stealing your gal and messing up what may be a very well planned logistics setup. Edit for clarity: Well, as the game proceeds, Gals become readily available. We may not have many Gals at the start of the game. This is actually a pretty good concern for when the game launches- lack of "logistics" guys who can fly gals or cert into engineering or other defense stuff. Everyone will want to jump into the fight for obvious reasons. Those players will later want to cert into supporting their combat, a la flying galaxies and such. Last edited by Garem; 2012-04-29 at 02:19 PM. |
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2012-04-30, 11:29 AM | [Ignore Me] #4 | ||
Major
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I think it's a great idea with good potential, but it shouldn't have some sort of fancy shielding or cloaked. It should have some limitation, not a bonus. It should be something like restrictive of the good stuff such as heavy armor, MAXes and jetpacks. It could work, but it's overpowered to have it dropped off and supercharged. It'd have to be unable to deploy stuff that a Galaxy spawn could.
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2012-04-30, 02:45 PM | [Ignore Me] #7 | |||
Brigadier General
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I'd like to see lots of ways of doing things. Land one Galaxy variant, it becomes a spawn point. Another Galaxy variant drops off a spawn point and can keep flying. Another option could be an engi constructed spawn point. Side grades aren't needed either, but the devs are including them for variety and so that players can customize their equipment to suit their play style. In the same manor, I think that having several different ways of doing the same thing (setting up a spawn point in this case) would benefit the game, so long as they were all well balanced against each other and the rest of the game. I still like the idea of both the Sunderer and Galaxy having spawn point variants, although it seems like the Sunderers armor may be a problem there unless the spawn point variant was significantly more vulnerable. Besides, it sounds like Sunderers will have their own roles to fill. And props on the same idea a month prior evilpig, sorry I wasn't around to see it when you posted it. |
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2012-04-30, 05:24 PM | [Ignore Me] #9 | ||
Lieutenant Colonel
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I thought I had seen the idea somewhere before Evilpig - searched for it but to no avail.
The idea is that it gives you a stealthier spawn point like the old AMS without requiring a whole new vehicle, and the huge target that landed Gals will be. |
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2012-04-30, 07:49 PM | [Ignore Me] #10 | ||
Sergeant
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Although I'm still neutral to the idea... it would be pretty funny if these immobile spawn points were holograms of rocks, trees, whatever.
I prefer deception where an enemy can notice it happening if they're smart or attentive. Plus, it becomes a strategy of placement for the person leaving it behind. "Rocks" in the middle of fields or sand dunes would obviously get blasted to smithereens. It would also add a small, amusing degree of paranoia. |
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