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Old 2004-06-08, 10:37 PM   [Ignore Me] #16
BadAsh
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Originally Posted by scarpas
i doubt there would be enough locker space for these ideas though....


but thier okay ideas
These ideas would save locker space because you would no longer need to store VS energy ammo or AV ammo. You just need to store the weapons as the ammo is always available at your equipment terminals.
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Old 2004-06-08, 10:43 PM   [Ignore Me] #17
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Originally Posted by Lartnev
I have to say they're interesting concepts. I especially like the ability to purchase AT ammo regardless of modules status.
Actually that's how it works in the game now. You need the equipment module to get the AT weapons (maelstrom, rediator, spiker) but the ammo types are always available.

So I was thinking if your equipment terminal can produce AT ammo, then why not empire specific ammo? Actually the only ammo that would need to be made available would be VS energy cells and empire AV ammo. Not too much of a stretch and would save players the time and hassle of looting ammo for their captured weapons.
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Old 2004-06-08, 10:44 PM   [Ignore Me] #18
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Originally Posted by Rbstr
i agree
put this on the OF.
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Old 2004-06-08, 10:47 PM   [Ignore Me] #19
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Originally Posted by BlackHawk
What about the knives?
Nice thought! I know this was mentioned before, but it would be cool if when looting an enemy pack if you had a "switch knives" option on the pack somewhere. Statistically all knives are equal, but it would be fun to switch things up every now and then.

Cloakers might gain a slight advantage if they switch/loot an enemy knife... the enemy may hear it energize and assume it's just another bonehead empire mate playing around.

Currently energizing any knife imediately gives your presense away... ONLY an enemy can make that sound... taking that certainty away might be fun.
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Old 2004-06-08, 10:51 PM   [Ignore Me] #20
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Originally Posted by Biohazzard56
put this on the OF.
I think I will, but I'll leave the MAX looting stuff out... it would be the most debated part of the whole thing... I'm not even sure if I like it... I just added it for discussion here to get feedback... and the OF is far less capable of having a civil discussion if there is disagreement.

I have 0 patience for the flaming 12yr olds there.
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Old 2004-06-08, 11:12 PM   [Ignore Me] #21
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Originally Posted by BadAsh
...I kind of like the idea of deconstructing it by a silo... but the only problem I see with that is people would be able to use the same vehicle over and over as long as it does not get destroyed...
Why not combine the two ideas. e.g.: a TR cloaker certed in Armored Assault jacks a Vanguard. In the Vanguards trunk a ammo sized module spawns (similar to your max idea). This module must be taken to a vehicle rearm / repair silo and deposited, THEN credit is given for the jacked Vanguard.
 
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Old 2004-06-08, 11:40 PM   [Ignore Me] #22
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Originally Posted by BadAsh
Another thought I had was that rather than instantly saving the vehicle upon deconstruction a matrix of the vehicle would be stored in your REK with an indication on your HUD. You would have to manually visit a friendly vehicle terminal and hack (upload) the vehicle matrix to save it. So once you capture a matrix, don't die before you get a chance to upload your stolen matrix!
Works for me. The only issue I see is that not everyone carries a REK on them at all times, but it seems reasonable regardless.
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Old 2004-06-09, 06:25 AM   [Ignore Me] #23
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Originally Posted by Biohazzard56
put this on the OF.
Here is my "revised" addition of this post that I posted on the official forums. Let me know what you think.

http://psforums.station.sony.com/ps/...sage.id=105953
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Old 2004-06-09, 07:49 PM   [Ignore Me] #24
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Very interesting concept. I don't think it would see the light of day since the devs are pretty much against giving purchase access to enemy equipment/vehicles. If they were to go down that line, much better to just allow you to hack enemy terminals and get "their" equiment from it. Wouldn't require so much in game mechanics to implement.

Anyway, nice to see a new idea come around. Good luck with it.
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Old 2004-06-10, 05:53 AM   [Ignore Me] #25
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I think they're opposed to such an idea as it would be just too easy to get enemy technology. This idea of saving the plans of an enemy tank and using it later, at least would require some skill to acquire, moreso than getting enemy weapons.
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Old 2004-06-10, 06:09 AM   [Ignore Me] #26
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You can't loot a MAX for 2 reasons.

1)You have to destroy the MAX unit to take it down.
2)You'd have to clean out the dead body in there(messy work).
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Old 2004-06-10, 09:44 AM   [Ignore Me] #27
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All those ideas are kewl except for MAX, as other ppl have said.
Tell the devs!!
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Old 2004-06-10, 10:31 PM   [Ignore Me] #28
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Besides keeping them empire specific, people would get paranoid about people picking up other empires' knives. Every time some idiot turned on his knife, looted or no, someone will jump and flick DLV, revieling any infiltrators that may be trying to sneak somewhere.
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