Improvement: Buggy implementation - for the future - Page 2 - PlanetSide Universe
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Old 2012-06-29, 11:18 PM   [Ignore Me] #16
Dougnifico
First Lieutenant
 
Dougnifico's Avatar
 
Re: Buggy implementation - for the future


I hope they do bring back buggies. Start them with a drive, passenger, and gunner. Upgrade can be 2 more passenger seats. All passengers can shoot out of the buggy and can be shot out of the buggy.
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Old 2012-07-02, 06:13 AM   [Ignore Me] #17
TeaLeaf
Corporal
 
Re: Buggy implementation - for the future


I think buggies do have a role. They need to cost about as much as 3 or 4 flashes and be cheaper than the skyguard while having similar firepower (but less armour). That gives them a role as both light attack vehicles and cost-effective group transport.

Don't bother with common-pool, just have the 3 faction ones:

NC
1 Driver, 1 Main Gunner (360 degree heavy turret), 1 Front Gunner (160 degree light turret).
Decent armour, can survive at least one AT weapon hit.
Slowest buggy.

TR
1 Driver, 1 Main Gunner (360 degree heavy turret), 1 Front Gunner and 1 Rear Gunner (160 degree light turrets)
Fast but fairly fragile.

VS
1 Driver, 1 Main Gunner (360 degree heavy turret), 1 Front Gunner (270 degree light turret).
Is a hover vehicle so can strafe etc.
Armour and speed somewhere between NC and TR.

All buggies should start with a Heavy AI weapon as the main gun but be able to replace their Main Gunner position with:
Variety of specialised weapons
4 slot open topped transport area that passengers can fire from
Resupply station
Stealth field
Advanced sensors
...and stuff like that

You should also be able to replace the front (and rear) gunner weapon, but only with anti-ground weapons, as it likely won't be effective as an AA anyway due to limited firing arc.

I think tying the buggy certs to infantry classes is a little weird though, just let people take what they like.

Last edited by TeaLeaf; 2012-07-02 at 06:24 AM.
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Old 2012-07-08, 01:44 AM   [Ignore Me] #18
Doctorcool
Private
 
Re: Buggy implementation - for the future


Originally Posted by TeaLeaf View Post
I think buggies do have a role. They need to cost about as much as 3 or 4 flashes and be cheaper than the skyguard while having similar firepower (but less armour). That gives them a role as both light attack vehicles and cost-effective group transport.

Don't bother with common-pool, just have the 3 faction ones:

NC
1 Driver, 1 Main Gunner (360 degree heavy turret), 1 Front Gunner (160 degree light turret).
Decent armour, can survive at least one AT weapon hit.
Slowest buggy.

TR
1 Driver, 1 Main Gunner (360 degree heavy turret), 1 Front Gunner and 1 Rear Gunner (160 degree light turrets)
Fast but fairly fragile.

VS
1 Driver, 1 Main Gunner (360 degree heavy turret), 1 Front Gunner (270 degree light turret).
Is a hover vehicle so can strafe etc.
Armour and speed somewhere between NC and TR.

All buggies should start with a Heavy AI weapon as the main gun but be able to replace their Main Gunner position with:
Variety of specialised weapons
4 slot open topped transport area that passengers can fire from
Resupply station
Stealth field
Advanced sensors
...and stuff like that

You should also be able to replace the front (and rear) gunner weapon, but only with anti-ground weapons, as it likely won't be effective as an AA anyway due to limited firing arc.

I think tying the buggy certs to infantry classes is a little weird though, just let people take what they like.
I like this but id rather the buggy's be more like the ones in the original, Just bring those back BUT keep the options like you said to change out the main gun for whatever you like
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