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2012-04-13, 05:20 PM | [Ignore Me] #16 | |||
Colonel
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Naturally, chaff won't be unlimited, so you can't just fly around laughing and dumping it everywhere. Last edited by Stardouser; 2012-04-13 at 05:25 PM. |
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2012-04-13, 05:37 PM | [Ignore Me] #18 | |||
First Sergeant
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Couldn't agree more. Unguided missiles for ground targets, machine guns for other aircraft. Lock-on can fuck right off. |
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2012-04-13, 05:44 PM | [Ignore Me] #19 | ||
Sergeant
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I'll throw my two cents in here, too.
I like the extended radar idea. It's a mechanism that we have today, and it's something that the military spends massive amounts of money in order to evade. It's a huge issue in real combat that has sprouted loads of "stealth" technologies in real life and it would be odd to not have a form of radar to contend with in game. This is a game, though, so it would have to be balanced. Each and every vehicle would need to be capable of thwarting off long rang missile attacks in some way. Chaffs, evasion, etc. I really like the idea of having a no-radar flight level. It would either encourage pilots to fly together for protection, or fly low in order to avoid detection - and I think that's a win all around. Aircraft have a limited radar range compared to their ground counterparts. I think that the longer ranges should belong to a deployable, or captureable radar station (tower) that you can fight for control of. There should probably be a mechanic to allow a single radar tower per area if they were deployable. I'd suggest something like: (numbers made up)
Basically, if you have a tower and anti-air (which you should probably coordinate) you're a big player in that air-space. It makes the radar station a priority, and lets you fire beyond sight, and makes it so you can hide from radar. Last edited by Alduron; 2012-04-13 at 05:47 PM. |
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2012-04-13, 06:50 PM | [Ignore Me] #20 | |||
First Lieutenant
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I loved flails. I would be sad if some form of artillery wasn't included in the game For those of you babies who whine about lock-ons and flails, you have no sense of tactics. Seriously, you gripe about such little things. As for the extended radar idea, I doubt it would go into effect. And frankly I would be against it. Flails were pure chance or required target rich environments to be of any use. And really they required a spotter to lase targets to shoot at, and a good deal of math since the target crosshairs that you shot at didn't always line up with the target, you had to take into account relative altitudes and the like. Being able to engage targets effectively from beyond visual range would be very cheap. Particularly if there was a limit to the amount of chaff you could carry. Last edited by Blackwolf; 2012-04-13 at 06:54 PM. |
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2012-04-13, 07:11 PM | [Ignore Me] #21 | |||
Lieutenant Colonel
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Personally I just think it needs to be made a bit more...dynamic? |
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2012-04-13, 07:24 PM | [Ignore Me] #22 | |||
First Lieutenant
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Recall to a bind point (preferably a tech base), and launch a vehicle from there. Nothing in the game was really fool proof, you could work around pretty much any dirty trick you need to if you use your head. |
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2012-04-13, 07:37 PM | [Ignore Me] #24 | ||||
Colonel
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2012-04-13, 07:53 PM | [Ignore Me] #25 | ||
Captain
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How far do you take it? If you incorporate BVR (beyond visual range) then that's not very casual player friendly, because they'll just keep getting the shizzle kicked out of them by hardcore players that they will never see.
If you're incorporating chaff (vs Radar guided) AND flares (vs IR/Heat seeking) then you need two types of missile, and they'd have to have some differences in order to have a point, and again, casual players or inexperienced players would not get a chance to know which warning beep was for which missile before they were a smoking hole in the floor. I'm thinking at some point in the future, stealth/ECM technology completely counteracts radar and guidance technology and thats why everyone had to go back to old fashioned close-in dogfighting with guns. Saying all that though, I do like the idea of ground based radar stations as mini objectives. That would be cool. They could be networked up so that they provide coverage to the owners, the more connected stations you have, the more complete the coverage - for vehicles only - making them prime targets before a major assault, to mask incoming troops. |
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2012-04-13, 07:56 PM | [Ignore Me] #26 | |||
Colonel
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Also, I cannot believe that casual players cannot tell the difference in tones. And if they can't, then the HUD can say "RADAR MISSILE INCOMING". That's one casualization I don't mind, it's not like being able to tell the difference is tones is a relevant skill that anyone cares about. 2. This sounds like a thematic argument, and that's not consistent with any far-future sci-fi IP that I know of. Star Trek, Star Wars, Babylon 5, all of it, stealth didn't obsolete sensors. Last edited by Stardouser; 2012-04-13 at 08:02 PM. |
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2012-04-13, 08:20 PM | [Ignore Me] #27 | ||
Captain
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The problem with radar is as you say; you need to establish and maintain a lock in order to guide your missile home. Even today, anti-radar missiles (both air to ground and ground to air) exist with the purpose of destroying the source of radar emissions. Theoretically, you could get hammered by a tank or infantry soldier who was working anti-air just for switching your radar on.
Anyone who grew up on flight sims or happens to know their subject will know that the alternative - IR missiles - are only effective when fired from behind (so it can lock on to the heat from the engines) and away from bigger heat sources (like the sun) and that they are very easily confused by flares. I'm not saying its not possible to put both types missiles in and balance them, but there's an education for those not in the know about how to make best use of each type of weapon. I'm fine with it personally, but the fear I would have is at what point does it become too technical and "simmy" and put people off who just want to log on and shoot some stuff? You could get around the "arrgh! which button" problem by having countermeasures bound to a single key which launches chaff AND flare, or automatically decides which is appropriate. As for the future argument - the only decider there would be actually seeing the future. Planetside is dealing with perfectly balanced/equal forces in number, training and technology for the purposes of making a fun game - whereas reality deals with massive imbalances for the purposes of winning conflicts. I wonder what would happen if there did happen to be a conflict between two perfectly equal sides using the best of today's technology? Last edited by Kipper; 2012-04-13 at 08:25 PM. |
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