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PSU: Where vehicular manslaughter isn't a crime, it's grief
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2013-07-20, 05:13 PM | [Ignore Me] #62 | ||
Colonel
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Attackers shouldnt be fed a steady stream of resources. In this instance I think the devs are fucking up again. Attackers should have to bring resources with them and be susceptibe to becoming resource starved just like the defenders.
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2013-07-20, 05:46 PM | [Ignore Me] #64 | |||
Private
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2013-07-20, 06:06 PM | [Ignore Me] #65 | |||
First Sergeant
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2013-07-20, 06:20 PM | [Ignore Me] #66 | ||
Well that'll screw the pooch. Need nanites to continue your farm? zerg 30 ANT module tanks at you farms silo.
The ps1 ANT was un armed and weak it really needed an escort to do its jump in a contested base, this required empire co-op (something this game current neither has or encourages.) To allow armed ANTs is to cater to solo players yet again and ruin a concept that was perfect. Don't get me wrong i love most of the proposals but i still need to point out massive flaws imo. |
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2013-07-20, 06:35 PM | [Ignore Me] #67 | |||
Private
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There are a couple of other factors (time it takes to transfer the energy between vehicle and base? Possible to have multiple vehicles refill at the same time?), thus I'd go with "potential flaw" until we know more details. |
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2013-07-20, 06:35 PM | [Ignore Me] #68 | ||
Contributor PlanetSide 2
Game Designer |
Whether it is a module, what can equip the module, or whether it is a standalone vehicle is something we'd like your feedback on.
Can you offer up some good uses of an ANT beyond a space truck? We want all the vehicles to have a well defined role and to be fun. Being a space trucker doesn't seem like it is worth the trouble or worth investing in...what other cool uses do you think the ANT and its power mechanic might bring to make it an interesting and fun vehicle to invest in? |
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2013-07-20, 06:44 PM | [Ignore Me] #69 | |||
Second Lieutenant
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Last edited by Calista; 2013-07-20 at 06:49 PM. |
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2013-07-20, 07:07 PM | [Ignore Me] #70 | |||
First Sergeant
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The Sunderer in my view should be the base smasher so things like the shield diffuser, weapons and composites etc. belong there - but it's over used for too many different roles (albeit mainly spawn deploy racing). I mean in a convoy it's not obvious to pick out one Sundy from the next (i.e receive order "go for the spawn Sunderer" and there's 10 down there) it's a separate issue but I'd like to see something like: AMS - Singular, non troop transport, high value target fulfills one role - easily identifiable from all other support vehicle types. Sunderer - Troop mover, base and line smasher - you see it you know it's going to hit hard somewhere and have a lot of problems coming out of it. ANT - Fills support roles of base power, but equally importantly supports a convoy outside catering to ammo and repair supplies (separate modules) - to a degree has to get involved with the fight to keep things going not just linger at the rear and hope to get through. Each have their own support roles to play by creating more vehicles and spreading what they do; players should have to put abit more thought into what they're pulling to support the push - if the zerg or ops outfit pull too much of one type then it fails so the ops leaders get their management roles, equally players can start to become specialists in what they're pulling; by that I mean you get the "go to guy" if you need a specific Sunderer config or the "go to guy" for ANT runs. This doesn't alienate anyone from generically pulling but just should make them consider what they're pulling more carefully with what is rolling out the garage around them. Last edited by Carbon Copied; 2013-07-20 at 07:08 PM. |
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2013-07-20, 07:49 PM | [Ignore Me] #71 | |||
Corporal
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1. Having a unique silhouette allows for instant priority objective recognition 2. Being a separate vehicle does not further dilute the sunderer's already (un)reasonably diverse array of roles. 3. Being a separate vehicle allows for having a relatively low resource cost to help facilitate its use. 4. Being not intended as just another passenger or combat vehicle, it does not need guns nor gunners (lore-wise, this could be to avoid explosions near the power source), making a protective force outside of itself a necessity rather than an option. 5. Being unique allows for it to have unique hill-climbing abilities for traversing more difficult terrain, possibly having to temporarily leave protectors a short distance behind, or necessitating air-support (possibly something a galaxy could be good at!). This would also allow for creative placement of resource nodes. In short- Making the ANT its own separate vehicle allows for design opportunities that would not be possible otherwise. Last edited by Ragnafrak; 2013-07-20 at 07:50 PM. |
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2013-07-20, 08:14 PM | [Ignore Me] #72 | |||
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 08:28 PM. |
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2013-07-20, 08:25 PM | [Ignore Me] #73 | |||
Lieutenant General
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Maybe an Armored Floating Zeppelin that consumes power to repair and rearm ESFs? Maybe a floating ship that spawns ESFs by blasting them out of a launch bay? EDIT: ANT could have some support roles. Like a cloak field bubble that runs off the power juice, or a force bubble that reduces projectile damage for allies.
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Last edited by Lonehunter; 2013-07-21 at 12:26 AM. |
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2013-07-20, 08:38 PM | [Ignore Me] #74 | |||
Major
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2013-07-20, 08:44 PM | [Ignore Me] #75 | ||
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 08:46 PM. |
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