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Old 2012-04-22, 05:36 PM   [Ignore Me] #1
XPquant
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Re: Creative/Odd Mods for Vehicles


Sure would love to see some leadership/logistics based modules.
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Old 2012-04-22, 11:16 PM   [Ignore Me] #2
Zekeen
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Re: Creative/Odd Mods for Vehicles


Yeah it would be nice if some mods had things like target lasers and markers. I don't know what some good leadership mods would be like though. Anyone got any leadership mod ideas?
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Old 2012-04-23, 01:18 AM   [Ignore Me] #3
Toppopia
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Re: Creative/Odd Mods for Vehicles


Morale Booster: Friendly units in a certain area get a rate of fire buff and survivability buff, or maybe only rate of fire.

I thought of Dawn of War: Dark Crusade, where the Imperial Guard gets the Commissar who kills a soldier and then everyone gets a morale boost and fire of rate boost. But maybe take away the killing part, i would hate to be picked as that guy.

Or that could add a new realm of gameplay, whoever performs the worst will be executed to make everyone better, so everyone will want to fight better incase they get chosen to die.

Last edited by Toppopia; 2012-04-23 at 01:26 AM.
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Old 2012-04-23, 12:04 PM   [Ignore Me] #4
Zekeen
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Re: Creative/Odd Mods for Vehicles


You really can't boost rate of fire in an FPS like that. Any type of morale boost in a game like this would be some sort of extra HP for a time period or faster speed. All RoF is dependant on the gun.

I'm sure, some outfit, somewhere out there, is going to start executing bad members though
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Old 2012-04-23, 01:25 PM   [Ignore Me] #5
Trolltaxi
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Re: Creative/Odd Mods for Vehicles


Originally Posted by Zekeen View Post
You really can't boost rate of fire in an FPS like that. Any type of morale boost in a game like this would be some sort of extra HP for a time period or faster speed. All RoF is dependant on the gun.

I'm sure, some outfit, somewhere out there, is going to start executing bad members though
Not just the bad ones...
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Old 2012-04-23, 08:45 PM   [Ignore Me] #6
Toppopia
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Re: Creative/Odd Mods for Vehicles


Originally Posted by Zekeen View Post
You really can't boost rate of fire in an FPS like that. Any type of morale boost in a game like this would be some sort of extra HP for a time period or faster speed. All RoF is dependant on the gun.
Maybe boosting accuracy sounds less overpowered since that can be controlled by the soldier. (To an extent)
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Old 2012-04-23, 09:55 PM   [Ignore Me] #7
KTNApollo
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Re: Creative/Odd Mods for Vehicles


On a side note, I wonder if the upgrade/sidegrade slots of our vehicles will alter the cost of spawning them?
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Old 2012-04-24, 01:11 AM   [Ignore Me] #8
Toppopia
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Re: Creative/Odd Mods for Vehicles


From what i have read/seen it does make them cost more, this is from people talking on other threads so maybe i am wrong.
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Old 2012-06-07, 12:59 PM   [Ignore Me] #9
Clipsterman
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Re: Creative/Odd Mods for Vehicles


How about mods for the sunderer so it isn't only transport:

Artillery: The sunderer gets an artillery gun that needs to be setup. Balancing as discussed in: http://www.planetside-universe.com/s...ad.php?t=37108

Mortar: Similar to artillery but with much shorter range and doesn't need setup.

Quad cannon: Giant machine gun suited for either anti-air or anti-infantry along the likes of the unit from "command and conquer generals".

Anti-tank cannon: Like the quad cannon but meant for tanks and sunderers.

It may be hard to balance some of these but i think they could be really cool.
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Old 2012-06-07, 06:47 PM   [Ignore Me] #10
nteger
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Re: Creative/Odd Mods for Vehicles


Originally Posted by Clipsterman View Post
How about mods for the sunderer so it isn't only transport:

Artillery: The sunderer gets an artillery gun that needs to be setup. Balancing as discussed in: http://www.planetside-universe.com/s...ad.php?t=37108

Mortar: Similar to artillery but with much shorter range and doesn't need setup.

Quad cannon: Giant machine gun suited for either anti-air or anti-infantry along the likes of the unit from "command and conquer generals".

Anti-tank cannon: Like the quad cannon but meant for tanks and sunderers.

It may be hard to balance some of these but i think they could be really cool.
+
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Old 2012-06-07, 07:33 PM   [Ignore Me] #11
Turdicus
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Re: Creative/Odd Mods for Vehicles


Malorn has some great ideas, and as for the OP there might be something to consider regarding role recognition. It looks like the different turrets on tanks and the like will actually have different models depending on the weapon. I don't know HOW different, but there is potential for it to be radically different. An anti air weapon mounted on the vanguard could very well be a huge missile pod. Speculation of course, but this is what it looks like based on the customization footage.

That would help alleviate your worries about recognizing the roles of vehicles on the battlefield.
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