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2011-02-05, 02:46 PM | [Ignore Me] #77 | |||
Lieutenant General
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Not only do you get better frame rate, but you get better hit detection, and with this less risky, easier to access information. Just saying. |
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2011-02-05, 03:52 PM | [Ignore Me] #78 | ||
Master Sergeant
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1. Make command ranks play type specific - what I mean is like Armor Officer, Air Officer, Infantry Officer etc. CR should encourage people to play as a group, not just be a couple of way points on a map. So if somebody wants to focus on armor, make it so that all his squad mates get a bonus on the damage their tanks can do, or the damage they can resist. Maybe Air Officers would give a bonus to flight speed. Infantry officers could do things like improve CoF.
2. Make BR and CR exclusive! Officers should be officers, and they should have benefits and draw backs! Here is how you do it I think: allow everybody to start out the same, maybe up to like BR12 or something. After which point you can begin taking BR's OR CR's. The CR's should have cert points like BR's for different command abilities as mentioned above. They shouldn't be allowed to take things like HA or Rexo certs either from BR's. Medium assault and agile assault, unless they are like an Infantry officer type, then they can't have access to cert'ing Mosquitos and stuff. For those who continue up the BR chain they should get access to all the fun toys, but lose out on all the command abilities. This way people who want to be leaders in certain fields can lead and people who just want to kick ass can kick ass. No more BR25/CR5 or whatever god awful thing it went up to. 3. Naval Warfare: as was mentioned, put things like Rigs in the middle of the oceans or something. Maybe the benefit of controlling them is that they keep the NTU's on your bases on linked continents filled automatically. 4. Capitols: everybody empire should have a Capitol. Not some base on a map with a shield on it and no real meaning. It should be on one continent per empire, and it should be considered a tragedy to lose it. Maybe give it certain abilities with high ranking commanders. So a CR5 or whatever the equivalent rank would be would gain certain abilities by being in it that benefit the whole empire or something. Maybe they can only make COMALL's from there or something. 5: Improve both urban style combat and open field combat. Make BOTH useful and fun. Don't make it so people can just jump in mossies and haul ass to the next fight and thats all there is to it. Give them people who want to fight in big armor battles, or use ground transports a benefit also. Believe me, I used to take advantage of it also, but I always wished I could justify taking a convoy of Marauders to an objective and have it actually meaningful as opposed to jamming everybody in skeets and blasting across the map. I'm sure I could go on and on, but those are some of the big ones. I want this game to be a "something for everyone!" as opposed to a "somethings for some people" kind of game. |
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2011-02-06, 11:03 AM | [Ignore Me] #80 | ||
Lieutenant Colonel
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You should be able to wait on the ground while your spawn countdown is decreasing.
Regarding generators when one is knocked out the bases systems should not go down straight away; base systems should go offline one after another as the base runs out of power. |
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2011-02-06, 11:51 AM | [Ignore Me] #81 | ||
Corporal
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Unique Bases:
- This is a perfect opportunity to make a giant underground base built into the side of the volcano in Searhus, classic movie villain style. - Make the inside of Mt. Cyssor hallow, with a cave network and giant caverns that even aircraft have plenty of room to maneuver. - On Hossin, make a MASSIVE cypress tree, and the base is built inside the trunk and branches. - Ceryshen, with its tall cliff sides, could have a chasm with vertical terraced bases built into each side, facing each other. Multiple bridges at different heights span across the chasm attaching the bases, which are seperate. The chasm is only 100 meters wide; imagine the 100 vs. 100 firefights between 2 empires shooting at each other from across the way. - Esamir would have a base that looks like it's made of ice, so that you could see through most of the base. You could be running down one corridor and look down and see enemies in another corridor, and then to your right and see some allies in another hallway. - Being a largely temperate and pleasant place, Forseral would be urbanized, and the whole continent would feel like a fight that spills out of Manhattan into Central Park, then back into Manhattan, etc. - Ishundar would have an ancient, sand choked, vanu ruin, with dead ends, one-way doors, and other natural designs that confuse and doom those who cannot navigate its passages. Make the base huge and "Randomize" it by having only 1/5 of the doors openable, so that there are thousands of combinations to get to Spawn/cc/generator, but it changes every day which doors work and which don't. - I like a spotting system a la BC2 like someone said earlier. If you want someone to show up on the radar, spot them or have motion sensors up. - Actual plane like aircraft that can do j-turns, immelmans, etc. Not to nerf AA capabilities, but the best counter to air power should be air power. - Remove the AMS, make the Galaxy have spawn capabilities. I'm sure most of these have been posted before, so consider it my vote. |
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2011-02-06, 06:19 PM | [Ignore Me] #82 | ||
Private
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1. No 3rd person mode (but don’t mind for Driving but not needed)
2 .No Barnies, really only need 2 empires. But if there is a 3rd make them like NC/TR where they have same pool of weapons just a slight specialized style. The Shooting around corners and through walls made most people avoid fighting them at all costs. 3. More favourite loadouts for character and vehicles. 4. Smoke grenades, this would be perfect for infantry when evading a mossy or reaver, or just for so many reason I won’t go into them. 5. Some kind of exp for capturing a defended Tower or re-secures on Towers/Bases. 6. Better day/night system – would be nice to have an actual night time and it have moon shadowing such as brighter at full moon and there is dark shadows to hide in at night combat. With would then let you have an implant or helmet add-on for night/heat vision. 7. Adjustments to armour – should be able to change out your knife slot to either Knife or Rek. Knife is almost never used and every one can hack a door but for gets to bring it with them lol. Rexo – 2 side arms and 2 rifles of any kind. Armour 300 points Agile – 1 side arms and 1 rife non heavy/special, 50% the carrying compasity as Rexo. A form of Jump jet pack, like the VS maxes but better mobility in flight, just limited use. Armour 100 points Standard - 1 side arm and 1 rifle non heavy/special, 75 % carrying compasity of Rexo. To be used for drivers/flying suits. Armour 200 points Infiltrator – 2 side arm slots. We need to fix this class as well, Sensor shield should be built in to suit. If I’m crouched and moving slow is that not sneaking? So I should not need a noise canceler, so if I am not seen, quiet and can’t be seen on sensors unless running, why does spits and such pick you up before you toss something. Cause if I’m a slow moving target that can’t use much weapons, and vary little armour I should stand some kind of chance. Cause if some ones dumb enough to not watch there back they deserve to die. Hell done the same monuver in an agile suit moving up on someone and they don’t get pissed but do it in a clocker suit and see the tells rain in. Armour 50 points 8. Naval Battle – Use Hover crafts as the naval battle base line. They fast on water but only go 50% the speed on land a suck horribly or can’t climb hills at all. Can have types like a Hover craft juggernaut, this would a water based troop transport with a lot of guns mounted on it. 9. Vehicle Weak points – such as being able to damage the tires/treads of them so they move slower. Damage the engines of flying vehicle that slows them down too. Also damaging the guns of stuff so they fire less accurate. This is not so they can’t move totally or cant fire any longer, just hinders them a bit making them fall back, this would also not be that easy so as to only go this route but if hammering hard in spots these will be likely to give long before the tanks ready to blow. 10. Vehicle customization - Keep in mind falls in line with real world and keeps the amount of new things your computer has to keep track of, it’s an old Idea of mine. I would like to be able to change the weapon load outs on a vehicle eg... Marauder body, NC enforcer, deliverers and such, can also be applied to everything like tanks and Galaxy gunships. Let’s use the Enforcers here for starters; it would of ben simpler just to have the turret on back change from rocket to AA. Same with marauder change from mordar to AA instead of a totally new model. Or as in the line of a galaxy Gunship the ability to change the weapon types to what the people want such as all mordar or all gating guns. As for rear guns in flying vehicles why in the hell was it ever made as a useless gating, when there meant to fend off tailing air craft? This instance could have an option for something more useful to fend off attacking Air Craft. 11. Bases/Tower/Land – I get the idea of an urban area. But what I think we need more and works better would be larger bases inside and out. They should be lest 4x bigger in size, since the whole concept is to take bases you would think they would be larger to deal with housing/defending large battles. Since all the battles are over bases and people want better foot combat. Also the hallways could be increases in size a little, should be able to fit lest 3 max type suits side by side. Was annoying defending a hall way when you usually have people on both sides of hall and no room to run up the middle. Bases/Towers can come in several forms not just like we see, like be it an underground or in the side of a hill that’s connected by tunnels to bunkers that could even attach to the base. Towers should be 4x the size as well, and should at the vary lease have the tunnel connected bunkers. What we don’t want is Watch towers, who would build a tower like that with no defences that’s at most times a key element in taking a base. Should be better for defending. As for general base to land layout, there is on most continants to many and poorly laid out. Eg… what military would have there Tec plant that lets them pull Tanks and such that can be key in battle out near some warp gate that’s makes it easy for the enemy to take from you. What I suggest is less bases, can be same types of bases but half the amount of them since they will be bigger in size. Keep a similar lattice system, but get to that in a few. Combined both the Tec plant and Dropship center, as these can be key point for defence, and make this the key shielded base in the middle of the cont. This way every land only has 1 Tec/Dropship base, that the shields can be dropped if you lose key bases similar to what we have now. Lattice system I only kind of like it. Way I see all lands/bases and sanc connected is, they don’t actually pass through a warp gate so no benefits other then if in the possession of a locked cont you get the ability of Tec/Dropship base to attack with just cannot pull a gal from just any base but everything else you can long as you have a connecting gate. In essence you have hacked the Warp gate for your use only between the 2 bases. As for the Lattice system between conts/sac though, there is no permanent connection only after you take or hold the base on either side do they become a permanent connation. Unless either base is hacked or out of NTU’s. Each cont has 3 warp gates still but only 2 can be locked to another cont/sanc. In this manner there will also be no set home cont’s , If you get Sanc locked in this manner you then are able to use/jump to any cont to make that you new home cont by the 3rd non locked gate. But only in this instance. But also when sanc locked like this you have to take on a cont with out Tec and gal’s. Giving everyone a reason to fight for their home cont/last cont they own. Cameras inside towers and bases in locations of halls and/or in key spots like outside court yards and inside hallways. That can be viewed from a control room, which would display on a monitor in front of you. Would be nice to help devise plan in situations for commanders and such then just looking at a map that shows you nothing. You could also make it so that some or all could be destroyed and or jammed, but not make it easy either. |
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2011-02-07, 03:22 AM | [Ignore Me] #83 | ||||||||
Master Sergeant
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Yeah, agree with that
Agree
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2011-02-07, 11:20 PM | [Ignore Me] #85 | ||
Colonel
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Some more vehicle centric implants. Only 1, advanced targetting, was of any help at all in a vehicle.
A heal turret on top of the lodestar, so the pilot can sit inside and perform triage, and actually get to look around the battlefield. Spare passenger seats on a bunch more vehicles. There were dozens of times I saw some lone grunt hoofing it, but there was no way to offer them a rid. Even if they just sit on top of the vehicle it would be great. A few maps that are small islands/cave systems/space stations, etc, that are designed for and cater to people who want smaller battles, as well as the forgotten few % waiting in a que on a poplocked continent. Neutral vehicle/dropship terminals inside warpgates. Having to leave a continent, get a galaxy/lodestar, then wait for the que in the poplock again is very annoying. Better population balance benefits. Encourage people switching TOO the underdog with large enticements. If NC and VS have 90% of the population, then you can switch to your TR character instantly without affecting your ability to switch back to your other character later. Perhaps you can get a 100% experience bonus for an hour if you do, or free access to the other ES weapons and vehicles, or a few temporary cert points you can spend. Make base turrets popup turrets you get into from the courtyard, and raise up to fire, lower to avoid fire. They were far too exposed as they were. Some corner bunkers or something on base walls with equipment terminals in them. Maybe some firing ports on ground level of the walls, with a shield that raises out of the way when you step into the firing position. Threshers with an alternate fire mode that shoots like an aurora. A bit more declination on the turret as well. 1 MAX armor, a singular 5 minute respawn on it. Instead, the weapons are swapped. This should help with overuse of MAXs. I'd like a few more MAX weapons though. 3 was a bit limiting. At least 6 would be nice, with short and long range variants of the AA, AI, and AV weapons, each with their own advantages and disadvantages. MAXs should also be repairable with the big glue gun. And the kid in me would like to see an assault max with a shield and very large axe, for some reason. If possible, ridding the game of all lock on weapons, favoring, instead, laser guided weapons like the rocket launchers in HL2. Lock ons take no skill(and can, in circumstances, be completely useless, like the striker which went for MAXs center of mass so a low hill would neuter them). A method to better coordinate ESAV use, which was frighteningly effective when focused. A true infantry portable AA weapon. Flaklet was a joke. A proper damage matrix for calculating how much damage a weapon does to a particular vehicle or soldier. This would make balancing laughably easy, as changing how one weapon affected something else would be limited to that interaction only, and you wouldn't have to juggle everything else in the game to make it fit. A method of easily reloading ammo from corpses without having to juggle things between inventories with the mouse, such as pressing a button sucks up ammo you can use, and as much of it as you can fit. I would also like a button I can press that says I need ammo. The announcement will be made with the gun I currently have equipped. Only players who have that type of ammo will hear my request. They can then come up to me, press a button, and it will transfer 1/4 or so of their ammo to me. |
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2011-02-08, 11:58 AM | [Ignore Me] #86 | ||
Here's something else I've just thought of, in coordination with the commentary on CR5s.
Make the Interlink facility a requisite for Orbital Strikes. Don't have an Interlink? Well that sucks, your CUD can't broadcast into the sky, it can only link to an Interlink. NO OS FOR YOU, ONE YEAR! |
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2011-02-08, 05:01 PM | [Ignore Me] #87 | ||
Colonel
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Okay I've been thinking this over a lot and I got it. Velociraptor type creatures on Hossin. I know what you're thinking "no NPC creatures!", but I can assure you it's an awesome idea. In an effort to kill their enemy the Terran Republic extracted fossils of a vicious creature and used the spawn tubes to bring it back to life, but things got out of hand and the scientists were killed. So we'd see across Hossin a few underground bases in shambles. They'd be like little easter eggs to find. I think it would make Hossin more interesting. The same should be done for the other home continents. (I'm thinking wyvern on Ceryshen).
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2011-02-08, 06:25 PM | [Ignore Me] #88 | ||
Colonel
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The original vision of PS had NPC critters around and about. Would be pretty nifty to have some fauna, if for no other reason than atmosphere, but I think they could also add some nice chaos to the battlefield.. A neutral 4th party that just runs amok.
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2011-02-08, 07:01 PM | [Ignore Me] #90 | |||
Colonel
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2. I'm not saying there should be NPCs that give out experience, quests, or loot. I understand this is not WoW, and wouldn't want it to be. Just that animals could exist that give the game some alien atmosphere and add chaos to the battlefield. Think of them as a force of nature, not NPCs. Like weather. Animals were planned for planetside. They were modeled, animated, and had programing that dictated their behavior. They were left out only for performance considerations. Last edited by CutterJohn; 2011-02-08 at 07:03 PM. |
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