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PSU: It took my virginity... I swear!
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PSU Social
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[Ignore Me] #1 | ||
Captain
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I run PS2 at low settings to get the most optimum frames/sec possible in all situations. I bring this up because I'm really not sure at what range the visuals aspects for the modules on a vehicle begin to show. I sure cant tell at 300 meters. I can barely tell a AMS from an Ammo Sundy at 200 meters! But I can tell the difference between and MBT and a Lightning at 800 meters (<-proximate guesstimate).
So at what range should enemy factions be able to tell for sure which vehicle is the highest priority (both organized outfit and random pubs)? Basically the ANT should be it's own vehicle because of vehicle silhouettes. Last edited by Kran De Loy; 2013-07-23 at 10:20 AM. |
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[Ignore Me] #2 | |||
Contributor General
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[Ignore Me] #3 | |||
Staff Sergeant
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[Ignore Me] #4 | |||
Captain
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So back to this thing about bases having resource levels that can be depleted, its a fasinating new and inovative Idea. Please tell me more. ![]() |
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[Ignore Me] #5 | |||
Major General
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So, as many stated, they think it a good idea to make the ANT it's own vehicle, and not a module. I agree. What about making them empire specific, like the heavy tanks are? Each having unique intrinsic capabilities. Examples of some capabilities for each empire:
Each with their own unique look as well. Last edited by Crator; 2013-07-23 at 04:33 PM. |
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[Ignore Me] #6 | |||
Master Sergeant
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Put a battering ram on it that you can kill tanks with if you hit them from behind going more than 40 miles an hour. Put a giant set of saws on it so you can 'mow' down infantry (more joke, but yall may think of somthing from this). |
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[Ignore Me] #7 | ||
First Sergeant
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The only thing the ANT and silo mechanic brings up for me (assuming they go with that route) is how the compounds are going to be adjusted and mixed up for courtyards and defense of the silo; kind of full circle back to leaky compound/base/wall design etc. (and the Amp stations aren't as affected in it's layout) but hopefully there would be that addressed and not some lame "oh just stick a tower there and that'll do" solution.
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[Ignore Me] #8 | |||
Staff Sergeant
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I mean next will be having bonuses for each base covered and if you lose power to a base, your empire doesn't get the bonus. Wait, is that again a PS1 system? Oh, almost forgot, the ANT can't be fast as it's a tanker - it's hauling a ton of resources, or maybe it can be fast, but the resources inside it are depleted when you hit the "turbo" so there is a cost (i.e. not as many resources at end of run) to the speed benefit. Last edited by kubacheski; 2013-07-24 at 03:05 PM. |
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[Ignore Me] #10 | |||
Lieutenant Colonel
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[Ignore Me] #11 | |||
First Sergeant
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separating the support functions may not be the best plan though. and designing and implementing so many new vehicles may not be either. what i would do, is make the AMS and ANT a sort of sunderer add on. make it a deployable module that you pick up after you spawn your sundie, and drop off when you get where you're going. the ANT is simple. the load takes up 6 seats and the ANT station you deliver to simply eats the whole damn truck when you drive into it. the AMS, then, could be a load unit, also filling 6 seats, that is nanite constructed anywhere a sundie could have deployed in the past. it could be like an extra small spawn building that has a small shielded area where soldiers can spawn and safely use a terminal, jump lift up to a top platform with air cover, and man articulated weapons not unlike sundie gun positions F2 and F3 and/or a single destructible/repairable manned base turret. however, unlike a spawn building, it is a destructible unit. and unlike a deployed sundie, it can't pick up and move after it's been deployed. although the sunderer that deployed it is free to engage in combat, ferry troops that spawn at the module, or return to a rear base for an ANT run or to prepare to load another AMS when that one is destroyed or times out. timers could work the same as currently deployed sundies, just man the turret to reset the 20 minute timer, or have the owner load another AMS unit to start the despawn timeout, or change ownership. same rules would apply with owner logout or continent change as with current deployed sundies. what you do to facilitate this loading process is place specific, shielded, drive thru stations on the map that load 6 infantry positions with either AMS or ANT module "load placeholders." this way there's no obvious external change to the vehicle model that screams "suicide air strike this one and then trololol," but still makes it a juicy target, as it appears to be a 7/12 or 10/12 sundie. a juicy target that could also have 4 AA MAX units inside, waiting to clown car the Air Wing that spots it. loading at a facility also provides a "behind enemy lines" scenario where a small group can attempt to interfere with loading, while escort groups will oppose them by moving in ahead of a group of potential ANTs and AMSs to secure the area. this way AMS and ANT will be a valuable target among vehicles in a convoy but not easily distinguishable from the escort APC sundie loaded with troops, nor the repair and ammo sundies supplying the armor unit and harasser escorts. i think this solution presents the easiest transition for the design team, relies almost entirely on existing code mechanics, and provides for interesting strategy elements from both sides of the conflict. this turned out to be a long concept description, so i'll bullet point it as well.
Last edited by Obstruction; 2013-07-20 at 07:28 PM. |
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[Ignore Me] #12 | ||
Sergeant Major
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Well it looks like this is the road were taking. I think it should be on sunderers only, and the module replaces the ams slot. You can either deploy troops or deploy resources. however I think you need to keep the weapons on the sunderer. you still need at least one other person to help make the sunderer defensive anyhow.
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>>Make resources matter!<< Last edited by Rahabib; 2013-07-20 at 07:46 PM. |
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[Ignore Me] #13 | ||
Private
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I'm sorry guys but being a PlanetSide 1 veteran, I gotta say the only way I can possibly see this working is if you had the ANT back in its previous role.
Driving ANTs was pretty fun to me, and nothing will ever reach the level of thrill I got driving an emergency defenceless "shoot me" target into a base with 10% energy levels whilst it was being blockaded by the enemy. Also the GAL Ant Drops were EPIC. Unfortunately, all I can do is describe it and I've talked about the ANT countless times since playing PlanetSide 2 with my outfit and how I wished the old resource system is back, so I was pleasantly informed yesterday that it seems we may be taking steps to get us to that level of meta-gaming. So I think it would be a silly idea to have it as a module that either a Sunderer (which already does a lot more than it should) or a Harasser or what-have-you could equip. It needs to be its own separate vehicle ala PS1 because this would force teamwork and co-operation as well as bring back some nostalgia to a game that desperately needs it. Slowly, the game is beginning to look more PS1-esque, and that makes me very happy... and I think bringing the ANT back but with a graphic overhaul and its Nanite harvesting capabilities (Auraxium Mines/Crystals? What? like Tiberium? seriously?) from the continental (and future Geo-Warpgates) would be another 3 steps in the right direction. |
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[Ignore Me] #14 | |||
Private
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The idea is insane awesome!!
Feedback from reading: - Make more harsh penalty risk/reward as in Ps1. - Make vehicles actual vehicles, that cannot be blown up in 1 hit. - Add 8 or 12 hours timer to change between factions on same server. - Add greater penalty's which can be auto executed on team killing. Community sandbox ideas (several seriously good in this topic) !!
As downside of such heavy load, there could be 2-4 less player space in sunderer (risk/reward). Last edited by Metal; 2013-07-21 at 09:45 AM. |
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