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PSU: 1337=Hamma
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2013-07-23, 10:31 AM | [Ignore Me] #121 | |||
Corporal
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Cert upgrades don't negatively effect any other vehicle, why start now? |
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2013-07-23, 11:16 AM | [Ignore Me] #122 | ||
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 11:20 AM. |
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2013-07-23, 11:53 AM | [Ignore Me] #123 | |||
Contributor General
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2013-07-23, 12:24 PM | [Ignore Me] #124 | |||
Staff Sergeant
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2013-07-23, 12:31 PM | [Ignore Me] #125 | |||
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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2013-07-23, 12:47 PM | [Ignore Me] #126 | ||
First Sergeant
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It needs to be fast to evade esf's and harrasers if it looses its convoy. And that is an issue there are no trade offs in this game No increased dps for less mitigation is there ?? Zoe Max has this and other vehicles should have these counters to certain abilities to balance them otherwise we just get crazier and crazier damage stats from new vehicles I mean compare a souron harraser with a souron mag on paper nag is better in reality harraser is much better and has no downsides everything is a upgrade no trading speed for armour of vise versa.
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2013-07-23, 01:16 PM | [Ignore Me] #127 | ||
Private
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Coming in late to the discussion, but...
I really like the proposed system. It hits most of my concerns about the resources as they stand right now. What I would suggest, however, is that personal nanites be used for more than just major force multipliers like tanks, C4, etc, and also have minor costs associated with many of the actions that players can do. I don't know what values you're considering, Malorn, but hopefully this gives a reasonable idea:
My intent with these suggestions is to emphasize resources as a personal measure of endurance (IE, the supplies that the player is bringing with them into the field, instead of a bank balance back at HQ) and making player actions reflect that. Players attacking enemy territory or defending a base with hampered resource output should need to be thinking about this stuff. I think making this stuff absolutely critical to moment-to-moment play is the best way to pump up the mechanics you're talking about and make them sing. If players KNOW that resources will have a significant impact on what they can do and how well they'll stand up in a fight, they'll care that a base is being cut off from resupply and resources will become a critical part of play. If you just restrict it to the cost of pulling force multipliers, players will be a bit annoyed by it but it won't really stop them from maintaining a solid infantry defense/attack, which is what wins a lot of battles. As far as the resource gathering vehicles goes, I really like the idea of a separate ANT vehicle, for the same reason that others have mentioned: easy identification and separate balancing. Shoving it into another Sunderer module would just make that vehicle even MORE difficult to read, and would impair the counter-play to resupply efforts by making it impossible to identify the critical target in a convoy. It'd also make sense to be able to tune the cost, mobility, and defensive capabilities of the ANT separately from everyone's favourite rolling brick. Malorn mentioned that it's not ideal to have a vehicle that's just a "space truck" with a sharply limited role, and I totally agree. My thoughts are to make it a more general resource support vehicle. If you implement the kind of resource costs for individual actions I'm talking about above, there'll be a very real risk of friendly players running low on resources in the field, especially on the attack. Why not, then, allow the ANT to resupply nanites to players as well as bases with an optional module? Either a triggered AOE resource distribution or deploying a "crate" of some kind would do the trick here. If you do that, then you might also be able to get away with nixing the attacker's ability to resupply from an adjacent base, since they'd now be able to bring in ANTs to fuel their assault, an interesting strategic wrinkle that a savvy defender might be able to exploit! An alternative module might instead let you spend the ANT's stored power on a defensive barrier for nearby vehicles and infantry to protect them from aircraft and return fire. That way, you can pull ANTs for things other than resupply runs... those same resources can also be applied in different ways, powering powerful special abilities that REQUIRE the ANT to recharge at a resource node. They can be powerful because they're limited by the ability to recharge the ANT as opposed to ammo or HP that can be locally resupplied. There are a lot of interesting tactical and strategic implications of that, and it'd be a very different kind of gameplay! |
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2013-07-23, 03:22 PM | [Ignore Me] #128 | ||
Staff Sergeant
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The concepts in the personal resource depletion are somewhat implemented already in the design in the fact that you get resources slower when the base resources are low. Something of a trickle down effect that reduces your income over time as power gets low, not in a constant cost per use. This limiting factor is the basis for ANTs. You have to resupply or you certainly lose the seige, you can't hold out forever.
Now for the cost of respawning and turrets, this is not a personal resource per se. The base is where the energy comes to activate the spawning of soldiers and should come from the base reserves, ammo from turrets comes from base. Vehicles yes, is a personal cost so as not to spam the field with it, but still should drain the base resources as you're using a base function to turn your personal resources into somthing. The bigger a something, the more resources it costs, both individually and the pad. I love the promotion of supply lines via ANT technology. The question I have is where does it stop? Is it only bases? Can a AMS run out of nanites? How many spawns can a base perform as compared to an AMS? Should you also have to resupply an AMS with resources after prolonged usage? If so, then why have separate vehicles at all? All Sunderer modules are dispensing resources that a base does (people, ammo, repair, etc). It makes perfect sense to have a module that has the singular role of carrying these resources from collection spot to silo (or other Sunderer w/module xyz). All Sundy's use them, the ANT Sundy simply can carry a lot more of them. Last edited by kubacheski; 2013-07-23 at 03:33 PM. |
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2013-07-23, 05:31 PM | [Ignore Me] #129 | |||
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 05:33 PM. |
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2013-07-23, 05:48 PM | [Ignore Me] #130 | ||||
Corporal
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2. If the convoy defending the ANT is destroyed, the attackers deserve to destroy the ANT.
It's a mobile defense objective. It needs to be defended. |
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2013-07-23, 06:38 PM | [Ignore Me] #131 | ||
Private
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ANT should be some kind of time bomb truck on map visible to everyone, when it goes off, remaining hack time should be reduced with instant hack on all points in range, or let say it should be instant win if it goes off on satellite base...
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2013-07-23, 07:36 PM | [Ignore Me] #132 | ||
PSU Admin
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I really like the idea of bringing back a small squad transport vehicle that would also have the ANT variant. When outfitted as an ANT it would hold the driver and one gunner and when outfitted as a transport it would hold 6 troops (No MAX units) and be faster.
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2013-07-24, 03:14 AM | [Ignore Me] #133 | |||
First Sergeant
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yes i agree if the convoy gets blown up then they deserve to get the ant too but is that the ant drivers fault ?? no he deserves to have a fighting chance against say a lightening 1v1 and with no weapons he needs to be able to evade its shots and get out of range. i would suggest that the ANT has a high resource cost somewhere above the harresser to put people off using it as fast transport. |
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2013-07-24, 04:04 AM | [Ignore Me] #134 | ||
First Sergeant
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@Blynd: Kind of seeing where you're going but it only works on a small scale; what you're saying is it should be able to hang around with protection cover in the convoy, but also be able to leg it off at a moments notice going toe to toe with a lightning to get away. The downside of having something slow/medium speed but medium armored is exactly that - it's slow/medium and relies on others to get it there. If the convoy gets taken out and it's just the ANT left then sure it may not be the ANT driver's fault but it's a major thing so the empire as a whole suffer for the failings on either part not just the player... if it's fast then you're going to likely have people just soloing around in ANTs regardless of resource costs.
Also when people start strapping C4 to it - you've got a huge suicide bomber/4th faction griefing truck hurtling round... While you shouldn't force teamplay you should actively encourage it to have more advantages when working together - speed just seems to promote more solo play to me.. I kind of like Crator's idea with some tweaks - maybe where the default NS systems ANT is available as a base model but the empire modifications are a high cert cost "modification" for those that want to specialise. |
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2013-07-24, 04:09 AM | [Ignore Me] #135 | ||||
Corporal
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