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Old 2012-05-08, 11:56 PM   [Ignore Me] #1
Gonefshn
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Re: Rethinking Vehicle Air Tranport


I don't really prefer the idea of transporting vehicles at all. To have a Galaxy carry 3 MBTs seems excessive and only 1 is pointless. I don't think it's necessary to have vehicle air lift in the game but it wouldn't bother me if it was there for people who want it. Just the idea of more than 1 vehicle being carried by the galaxy, atleast MBTs I don't like.
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Old 2012-05-09, 03:53 AM   [Ignore Me] #2
Timealude
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Re: Rethinking Vehicle Air Tranport


Originally Posted by Gonefshn View Post
I don't really prefer the idea of transporting vehicles at all. To have a Galaxy carry 3 MBTs seems excessive and only 1 is pointless. I don't think it's necessary to have vehicle air lift in the game but it wouldn't bother me if it was there for people who want it. Just the idea of more than 1 vehicle being carried by the galaxy, atleast MBTs I don't like.
thats why people were saying carrying light vehicles only, besides the main battle tanks are huge in planetside 2. logically they couldnt fit multiples in them anyways because no galaxy on auraxis would be able to hold them. i personally like the multi vehicles idea, it made the lody pointless to have almost just having one. Also make it so you cant put sundies in it, or balance it so that you lose the troop transport in order to hold multi vehicles.
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Old 2012-05-09, 05:24 AM   [Ignore Me] #3
Kipper
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Re: Rethinking Vehicle Air Tranport


I like the idea - but the more MBTs a single galaxy can carry, the less galaxies you would need.

I'm thinking its more equivalent to a heavy lift helicopter, which is only going to really be able to move one piece of heavy armour at a time.

Sure, you can get the huge planes that can lift three or four - but they require infastructure (long runways) and aren't really used to insert near the front line, just to take stuff to the 'main' bases. In Planetside, since all territory is up for grabs, I'd expect that 'near the front line' becomes 'on or behind' the front line, and you can just construct a vehicle at the main bases anyway.

I do think there is something to be said for arranging a 3 or 4 galaxy drop, say 3 tanks and 15 men, that would be enough to have an effect and would look cool too

Last edited by Kipper; 2012-05-09 at 06:31 AM.
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Old 2012-05-09, 03:00 AM   [Ignore Me] #4
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Re: Rethinking Vehicle Air Tranport


I will only agree if you call it the Lodeaxy!

seriosuly though... agreed, signed and stamped.
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Old 2012-05-09, 03:23 AM   [Ignore Me] #5
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Re: Rethinking Vehicle Air Tranport


Any lodestar equivalent would have to be able to carry multiple tanks if it was to have any value at all. PS1 proved that 1 at a time transport was for the most part of little practical value, except for ANT/AMS transport. The AMS transport is covered, and mechanic changes rendered the ANT unnecessary, so there is little purpose left for them.

The problem with hauling multiple tanks would be the thing would have to be pretty dang large.

Unless.. maybe.. I think i have an idea for a cool concept. I shall play around with it a bit.
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Old 2012-05-10, 05:39 AM   [Ignore Me] #6
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Re: Rethinking Vehicle Air Tranport


I think thats having a transport vehicules that can DROP vehicules and amunition and resuply etc.. could be damned cool as well !

it could make this role a lots of fun and engaging !
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Old 2012-05-10, 06:00 AM   [Ignore Me] #7
Sabot
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Re: Rethinking Vehicle Air Tranport


Originally Posted by Stew View Post
I think thats having a transport vehicules that can DROP vehicules and amunition and resuply etc.. could be damned cool as well !

it could make this role a lots of fun and engaging !
I can get behind this... I remember Higby talking about terrain and how it sometimes favor certain playstyles (big vehicle battles, infantry etc). Some hexes in the game might not be an ideal place for a sundy... narrow paths, cliffsides and so on, which makes setting up a rearm station in a good spot hard. If a Gal pilot could spec to be able to drop a crate from the air which rearms and possibly heals infantry it might be a viable option on those hexes, But also if there's a HD on the roof of an installation... extra support for the troops that's otherwise doomed if they attract too much attention.
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Old 2012-05-20, 01:56 PM   [Ignore Me] #8
PeteHMB
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Re: Rethinking Vehicle Air Tranport


Originally Posted by Stew View Post
I think thats having a transport vehicules that can DROP vehicules and amunition and resuply etc.. could be damned cool as well !

it could make this role a lots of fun and engaging !
I was thinking along the lines of the bigass planes and bombers in BF1942 that you could spawn out of in mid-flight. Limit the number of people spawning to the number of seats available, and probably no MAX spawning, but have an option to spawn in a galaxy that's not necessarily on the ground. Limiting the people to the seats available would prevent mass hot drops unless you had multiple gals, in which case it's the defending team's failure for not shooting down some big fat targets. Of course, we still don't know exactly how hot-dropping is going to work, so that'll play a part in this, but...I think it'd be cool. Infantry only, no MAXs, no vehicles. You get to pick your loadout as soon as you spawn and that's it.
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Old 2012-05-09, 03:33 AM   [Ignore Me] #9
Sabot
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Re: Rethinking Vehicle Air Tranport


Shrink rays!!!! Haven't we already discussed them?
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Old 2012-05-09, 02:47 PM   [Ignore Me] #10
Fenrys
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Re: Rethinking Vehicle Air Tranport


I really like all your ideas.
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Old 2012-05-09, 03:06 PM   [Ignore Me] #11
laelgon
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Re: Rethinking Vehicle Air Tranport


To get around the size problem for it carrying multiple vehicles, have it basically act as a nanite transport. When you pull it, you can set the vehicles you want to spawn, 2 mbts, 4 light, etc. Then when you land, it acts like a vehicle pad for those specific vehicles. I imagine you'd need passenger slots and some way of locking the spawned vehicles to specific people, but I think this kind of solves the problem of how stupidly huge an aircraft would need to be to carry two main tanks.
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Old 2012-05-09, 03:11 PM   [Ignore Me] #12
Figment
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Re: Rethinking Vehicle Air Tranport


Originally Posted by laelgon View Post
To get around the size problem for it carrying multiple vehicles, have it basically act as a nanite transport. When you pull it, you can set the vehicles you want to spawn, 2 mbts, 4 light, etc. Then when you land, it acts like a vehicle pad for those specific vehicles. I imagine you'd need passenger slots and some way of locking the spawned vehicles to specific people, but I think this kind of solves the problem of how stupidly huge an aircraft would need to be to carry two main tanks.
Nonsense.

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Old 2012-05-09, 03:23 PM   [Ignore Me] #13
Xyntech
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Re: Rethinking Vehicle Air Tranport


Just do something kind of like this:

Originally Posted by Figment View Post
but with the tail being able to telescope out so it can carry more shit. It would still fit on the same footprint as the regular Galaxy, so it would be able to spawn at the same pads, but could have enough room for 2 MBTs. Just have the tanks park sideways under it to maximize space efficiency.

I would tend to go with the 2 MBT 1 Sunderer thing myself. Galaxies already can only carry 12 passengers, so having this variant able to carry twice as many AND in an armed and heavily armored vehicles would seem imbalanced. Even if the Lodestar Galaxy carrying 2 Sunderers was slower than the regular Galaxy, the regular Galaxy would still probably become underused. I guess removing the spawn feature from the Lodestar Galaxy may be enough to even it up, but it still seems off.

I think just having the advantage of dropping in with an armed and armored vehicle would be enough of an advantage. I vote 1 Sunderer.

1 Sunderer
2 MBT's
4 Lightnings
10 ATV's (in 2 rows of five)
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Old 2012-05-09, 04:06 PM   [Ignore Me] #14
Sabot
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Re: Rethinking Vehicle Air Tranport


Yeah.. one sunderer is enough... 2 fully loaded sundys on 1 gal is a bit OP tbh. Sundys aren't exactly easy to blow up, and remember they are currently repair points, which means they could in theory be dropped and then repair eachother, and at the same time deploy a lot of infantry... and then the gal acts as a spawn point for said infantry. Very, very powerful combo
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Old 2012-05-09, 05:05 PM   [Ignore Me] #15
Skepsiis
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Re: Rethinking Vehicle Air Tranport


I would rather a galaxy remains focused as a troop transport with all the customisation options catering to different varients on that role.

A vehicle transport should be seperated out into a different vehicle so that it can be more specialised in that regard and has a few cool specific unlockables without breaking the balance or function of what a galaxy does.
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