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2004-10-25, 08:06 PM | [Ignore Me] #1 | ||
Well after several large posts on the OF over a year ago, I think I'll make a post here for brainstorming. It has undergone many evolutions, from simply Galaxy gunships to continent impacting Star Wars scale Destroyers.
I think though I have the basic idea of what would work best overall. I'll first introduce them. In the Terran Republic's corner is the Foxtrot. For the New Conglomerate we have the Arcadia. And for the Vanu Sovereignty, there is the Scythe. The Foxtrot's original incarnation was of a massive carrier mobile base. It is apparent that such a monster isn't appropriate for PlanetSide. The original Arcadia was a veritable battleship with more guns than usefulness, the main problem with that is it would dominate any engagement relatively easily. The original Scythe had a cloaking shield rather than a protective shield. These Airships no longer contain spawn rooms, nor do they have extensive internal space. The effective crew is at least a squad. That is not including air based personnel. In this incarnation, these Airships are carriers. Not as imposing as the original Foxtrot, and certainly not as overpowering as the Arcadia, and lacking the stealth of the original Scythe. The aspects that remain unchanged however are numerous. The rules that Airships abide by:
Top Speeds Foxtrot: 30 kph Arcadia: 25 kph Scythe: 35 kph Acceleration Foxtrot: 30 seconds Arcadia: 35 seconds Scythe: 25 seconds Armor and Shield Values Foxtrot: 100,000 Armor, 200,000 Shield (1,000/sec recharge) Arcadia: 110,000 Armor, 240,000 Shield (600/sec recharge) Scythe: 90,000 Armor, 160,000 Shield (1400/sec recharge) NOTE: Keep in mind when looking at those values that the weapons on these Airships do upwards of 20k in 60 seconds...each. Note though that they aren't too useful against ground targets. Fully recharging a shield from 0 takes 10% of total NTU capacity. Weapon Systems - Energy Long Foxtrot: 2x Dual 160mm Neutron Cannons Arcadia: 2x Single 200mm Neutron Cannons Scythe: 2x Single 180mm Neutron Cannons Weapon Systems - Energy Short Foxtrot: 3x Quad 40mm Ion Beams Arcadia: 3x Dual 60mm Ion Beams Scythe: 3x Dual 50mm Ion Beams Weapon Systems - Conventional Long/Short Foxtrot: 1x Locking Torpedo Launcher (1000 meter range) Arcadia: 1x Guided Torpedo Launcher (800 meter range) Scythe: 1x Locking and Guided Torpedo Launcher (600 meter range) Weapon Systems - Other All Three: AA Flak turrets (like Skyguard) The Flight Deck on all three is a through deck design. Imagine it to be one long garage with openings on both ends so that you can fly through nonstop. They are designed to be long enough that a damaged aircraft can fly though and come out the other side full repaired and rearmed without any complicated maneuvers. Landing on the flight deck is not permitted. There will be Landing pads outside the Flight Deck that are like the ones bases and towers use right now. Those pads are protected by the Airship's shield, but not the armor. I'll post the weapon details soon. Last edited by Baneblade; 2004-10-25 at 08:09 PM. |
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2004-10-25, 09:27 PM | [Ignore Me] #5 | ||
Now for the weaponry and crew.
The Single [barrel] 200mm Neutron Cannon has a 2000 meter range, 10 second RoF, 2000 Damage per shot, and does 12,000 Dmg/min. The Single 180mm Neutron Cannon has an 1800 meter range, 9 second RoF, 1800 Dmg/shot, and does 12,000 Dmg/min. The Dual 160mm Neutron Cannon has a 1600 meter range, 6.4 second RoF, 1440 Dmg/shot, and does 13,500 Dmg/min. DoT: TR, NC/VS Range: NC, VS, TR DPS: NC, VS, TR RoF: TR, VS. NC The Dual 60mm Ion Beam has a 500 meter range, 2 second RoF, 600 DPS, and does 18,000 Dmg/min. The Dual 50mm Ion Beam has a 450 meter range, 1.5 second RoF, 500 DPS, and does 20,000 Dmg/min. The Quad 40mm Ion Beam has a 400 meter range, 1 second RoF, 360 DPS, and does 21,600 Dmg/min. DoT: TR, VS, NC Range: NC, VS, TR DPS: NC, VS, TR RoF: TR, VS, NC Neutron Cannons are Dorsal and Ventral respectively, they all have 360 deg rotation, but can only pivot 20 deg (10 up, 10 down). They are located at the topmost and bottommost points of the Airship. Ion Beams are situated a bit different. Two are oriented to the Bow (Dorsal and Ventral) with 270 deg of rotation (145 deg to each side). The third one is oriented to the Stern (Ventral) and has 270 deg of rotation (145 to each side). All three of them have 30 deg of pivot (15 up, 15 down). Airships won't be effective close in unless at similar altitudes. Energy Weapon DoT Totals Arcadia: 78,000 Scythe: 84,000 Foxtrot: 91,800 Crew There are 7 Gunner places, 5 Energy weapons, and 2 Flak turrets. There are three bridge positions: Helm, Command, and Tactical Helm is the driver of the Airship. The Tactical station is where the Torpedo systems are controlled from, this station also acts as gunnery control. This person can designate targets for the gunners. The Command station is filled by the Captain, from here the Captain can plot a navigation course for the Helm (the only waypoints seen by the Helm are plotted for the Helm by the Captain), talk to other Airship Captains on a secure command channel, and control the other two bridge stations if needed. Captain determination: You must be in the Airship's Outfit and empowered to command one (the Captain is the only person who can order the Airship to undock in sanc). If there are multiple able outfit members on the bridge, the Command goes to the OL, PL, SL in that order. NOTE: You must form a squad to crew an Airship. |
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2004-10-25, 09:52 PM | [Ignore Me] #8 | ||
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That's an awesome idea. My only (personal) beef with it is that I'd want the VS one should be the *best* at something. Not because I don't think it would be any less awesome - just that most of us are goddamn tired of getting things with less armor and more maneuverability.
Also, if you ARE going to stick us in the middle, then at least give us middling armor/shields, too. No matter what you say, when you're dealing with something that huge, maneuverability would mean dick all, unless it was extremely substantial. Awesome concept, though. Me outfit would LOVE to get our hands on any one of these. And it beats out the 'bases' idea. EDIT: Props. Tribes 3 Assault ships do indeed rock. EDIT EDIT: "Locking AND guided?" (torpedo launchers) How would that work? Last edited by Zorg; 2004-10-25 at 09:59 PM. |
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2004-10-25, 10:10 PM | [Ignore Me] #11 | ||
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Ah. Thanks for the clear on the torpedoes.
Cloaking shield would rock out, but it's hard to tell how much of an advantage it would really be. It might even be too much of an advantage - if those cannons do the damage you say they do, and you can fire them while cloaked... If you can't though, and have to decloak, partially or totally, I think it would actually balance. That would require genuine playtesting, though. And you'd always get some whiners. Last edited by Zorg; 2004-10-25 at 10:12 PM. |
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2004-10-25, 10:20 PM | [Ignore Me] #12 | ||
The thing about that though is that the shield is the main defense. A cloaking Scythe could shadow a Foxtrot and never enter range, but the long range weapons aren't going to kill the Foxtrot. And the Arcadia simply outranges the Scythe.
So if the cloak is to be effective, they need to be able to survive the retaliation fire long enough to win. Or travel in wolfpacks. I play NC, but I would love to see a cloaking VS Airship. Armor doesn't self repair, it has to be repaired in the Engineering room with glueguns. And that can be very slow. The other option is to repair in sanc at the token ring. Anyway, my point is that after the shield is down, the armor isn't going to last. A cloaked Scythe just supporting an Air Wing could be devastating in a ground battle. And since nobody can see it, that would be an amazing tactical advantage. |
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2004-10-25, 10:28 PM | [Ignore Me] #13 | |||
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No, I'm talking about the giant flagship you start in in the single player scenario in Tribes 3. Im beta testing a mod an o boy they rock. Huge deck cannons, armor that is impregnable to regular rockets and rounds, 10 or 20 levels, a fleet of space fighters in the bay(not those pod fighters) and regular assault ships in the bay too. The deck cannons actually work and when a Phoenix and an Imperial ship meet in the upper atmosphere, you better stay clear cause one of them is going down in a ball of fire. God I love it. and everything within the ship is destructable too, ie the walls and doors. They can't be repaired either, only the invos can. They can also air drop ground vehs out of the bottom. Mwahahahaa, off to play. Last edited by Kam; 2004-10-25 at 10:31 PM. |
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2004-10-25, 10:31 PM | [Ignore Me] #15 | ||
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"A cloaked Scythe just supporting an Air Wing could be devastating in a ground battle. And since nobody can see it, that would be an amazing tactical advantage."
Only problem with that is that, pretty quickly, people are going to see where the flyers are going, call in another carrier, and within minutes, the VS advantage is lost. An AMS is a great tactical advantage, too, but then...ah, you've probably figured this all out already. I'm going to keep thinking on it and let somebody else step up to the plate. One last thing that you didn't specify - what do you think the projected outfit point cost / time between pulls would be? If the VS carrier's was lesser, that might be a significant advantage in itself... |
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