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Old 2004-10-06, 10:16 PM   [Ignore Me] #481
Peacemaker
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Hayoo please check out my post... I really think my aircraft fueling idea is quite good. Could use a pro's touch tho!
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Old 2004-10-07, 12:45 AM   [Ignore Me] #482
Hayoo
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Originally Posted by JetRaiden
Hayoo, if you were a woman, I'd make sweet, sweet love to you.
Hell, if I were a woman I'd make sweet, sweet love to me too!

Originally Posted by Peacemaker
Hayoo please check out my post... I really think my aircraft fueling idea is quite good. Could use a pro's touch tho!
Nice ideas there, Peacemaker. Our ideas actually share some similar characteristics, specifically from my NTU Changes concepts. Namely:
  • Requiring fuel to operate vehicles
  • Use of fuel cells stored in vehicles
  • Fuel cells able to store in personal inventory
  • Mid-air refueling

One key difference I have (which was inspired by Soydios) is that all vehicles have a built-in capacitor, which is at 50% or so upon acquisition. The capacitor acts as the main fuel guage for the vehicle, with running out having undesirable results. The "life" of a vehicle can be extended by placing Powercells in the trunk, which the capacitor feeds off first before depleting itself (this prevents people from transporting a lot of powercells via tanks). Powercells are acquired from an ANT's trunk after it has filled up with NTUs. In my concept, NTUs also have a relationship with the AMS, but that's something else to talk about.

And as EarlyDawn said, the capacitor also powers vehicle implants that I call System Upgrades, which are timer-based modules that boost performance or provide surival features. This is incentive for keeping a vehicle alive rather than just ditching because only an Advanced Technician can procure these modules for vehicles.

Graphic of Capacitor bar:


A vehicle capacitor can be recharged at one of the following:
  • Deployed ANT
  • Base Rearm-repair-recharge Silo or Landing Pad
  • Tower Rearm-repair-recharge Silo or Landing Pad (so long as it is connected to friendly territory -
  • Urban Outposts concept)
  • Lodestar
  • Support Station Emplacement (deployable emplacement concept)
  • Engineer with Powercells in her inventory
  • Warpgate

NTU Power and Powercell distribution chart.


Engineer placing powercell in trunk to augment capacitor.
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Last edited by Hayoo; 2004-10-07 at 12:49 AM.
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Old 2004-10-07, 12:58 AM   [Ignore Me] #483
GreyFlcn
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Well got 2 ideas to toss by:

Remodeling BWG system:
You can warp between any two warpgates, as long as they are connected by a friendly lattice.

Base connected on one side of the gate count
Hacked bases don't count

Keeps BWGs, but limits them, and makes way for much more tactical use
The world becomes more like one continous battlefield, rather than sectioned off chunks.
Much more tactics involved, like hacking sabotage, cutting short the range of the warp by hacking bases inbetween.
Near impossible to warp 'behind' the enemy lines.
But very easy to get to the 'front line'


Teammate Sactuary Recall = Same Spawnroom

When your squad/platoon recalls, they all go to the same Spawnroom in Sanctuary.

More Galaxies
More Tactics
Less Zerging


The way this would be done, is that the target spawn room would be the one closest to the most friendlies.

So you could easily have one~two member(s) of the team recall first to get vehicles, and set them up infront of a spawn room.

Recall is announced, and BAM, 30 guys all flood into the same room,
Right out the door onto the Galaxy, and then back into the fight.


-

Another aspect is that you could provide a MATRIX terminal on the Galaxy that binds people to the base that the Galaxy was bought at.
So if the vehicle crashes and burns, NO PROBLEM. We'll load up a new one.
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Old 2004-10-07, 01:07 AM   [Ignore Me] #484
Hayoo
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Not Bad. I like both ideas.

But what role would Capitols serve then, since capturing one triggers the BWG on the cont.

And on recalls, wouldn't it be easier for the platoon leader to designate in the map interface which villa spawn room to recall to, rather than having the computer check the location of all members, check proximity of all members, then initiate recall to that dynamic location? I forsee problems if you have 2 platoon members in one villa and 2 in another. How does the computer know which is the primary recall point? That's the only reason I'd suggest the PL have total control over the recall.
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Old 2004-10-07, 01:21 AM   [Ignore Me] #485
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I think there should just be 1 LARGE (to reduse lag) villa that would make everyone closer and easyer to organize things
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Old 2004-10-07, 01:28 AM   [Ignore Me] #486
GreyFlcn
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Well yeah, if they have some stop like equal numbers in one place
They could just pick randomly between the two.

After which it'd be pretty simple to flood em all to the same place.

Those two on the wrong side just need to recall and bingo.
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Old 2004-10-07, 01:30 AM   [Ignore Me] #487
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You know there are things in the Sancs called teliporters well thats what i call them not many use them but they do take you to the other villas.
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Old 2004-10-07, 01:32 AM   [Ignore Me] #488
Hayoo
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Originally Posted by CassH
You know there are things in the Sancs called teliporters well thats what i call them not many use them but they do take you to the other villas.
Yeah, I know. But I know outfits would like to bypass the running time and confusion "which Villa?" by making the process more automated somehow. *shrug*
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Old 2004-10-07, 02:03 AM   [Ignore Me] #489
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Yea i still think nerf 3 villas and give us 1 again.
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Old 2004-10-07, 11:30 AM   [Ignore Me] #490
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Well if they can't get to the Villa where wp1 is, why would I want them in the outfit? :P

The first lesson in organization happens in sanc.
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Old 2004-10-07, 01:10 PM   [Ignore Me] #491
GreyFlcn
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Well if people are recalling like mad to regroup

We're going to NEED a 3 villa sanc again.

So if we just have every teammate spawn at the same spawnroom, they are even more organized than 1 villa sanc, with no lag

Win win
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Old 2004-10-07, 01:29 PM   [Ignore Me] #492
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What I don't get is why the sanc must be less laggy than battles.

With the HART timer and BWGs, I wouldn't think many people are in sanc unless they are AFK.

So a uniVilla shouldn't be any worse for lag than say, a battle at Orisha
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Old 2004-10-07, 01:30 PM   [Ignore Me] #493
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For reference for lag, take the filiming of the bending video on Test Server. Holy crap, everyone disapeered and you couldnt see them. Thats bad lag.
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Old 2004-10-07, 04:01 PM   [Ignore Me] #494
Hayoo
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Thinking of having a monthly Idealab Design Chat where we brainstorm ideas, then illustrate and post them in real-time.

Thoughts?
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Old 2004-10-07, 06:29 PM   [Ignore Me] #495
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I will participate if I can get online.
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