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2013-07-20, 06:35 PM | [Ignore Me] #1 | ||
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] #2 | |||
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] #3 | |||
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] #4 | |||
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, 08:25 PM | [Ignore Me] #5 | |||
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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2013-07-21, 06:52 AM | [Ignore Me] #6 | |||
Sergeant Major
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Perhaps it can periodically give off "bursts" that disable enemy radar within a certain range for an amount of time. Radars/wall hacks have gotten a little silly and this seems like a far more interesting gameplay way of dealing with it - rather than having everyone get a nowallhack implant. |
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2013-07-21, 07:26 AM | [Ignore Me] #7 | |||
Additional notes:
Last edited by NewSith; 2013-07-21 at 07:31 AM. |
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2013-07-21, 10:08 AM | [Ignore Me] #8 | |||
Master Sergeant
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2013-07-21, 11:36 AM | [Ignore Me] #9 | |||
Major
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-Mine layer -Deployable invisibility dome -Deployable shield dome -Deployable vehicle overshield generator - park your tank nearby for a few seconds to get a temporary shield that can absorb one extra AP shell/rocket -AoE stealth field, nearby tanks take longer to lock on to -Massive bomb when charged -Resource denial/theft (pulls resources out of unfriendly bases) -Area denial - a gun that shoots 'charge' and acts like a PS1 Radiator -EMP gun, uses 'charge' as ammo, sets off mines, disables shields, slows vehicle movement and reload speeds |
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2013-07-21, 11:57 AM | [Ignore Me] #10 | ||
Sergeant
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Originally Posted by Malorn View Post
...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? What about having ANTs be equiped with weapon Refitting Capabilities. Much like a Ammo Sundy, a Weapon Refitting ANT gives people the option to change out weapon loadouts on the fly vs. having to dump your previous vehicle entirely, losing all those resources just to grab a vehicle with a different weapon loadout. So with a Resource Discount (perhaps half or 3/4 discount) or based on what the Ant is holding in its resource banks: A Tank can go to a Refitting ant, and change their weapon from a Anti-Infantry, to Anti-Air or a ESF can switch from A2A missiles load out, to A2G or afterburners. Last edited by Biscuit; 2013-07-21 at 11:58 AM. |
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2013-07-21, 01:04 PM | [Ignore Me] #11 | |||||||||
Corporal
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After seeing so many replies suggesting that the ANT be a new kind of sunderer addon, I felt I had to come back and repost to say NO NO NO NO!
On the guns/passengers, though - NO, again! The ANT is exactly what Malorn suggested it to be, a space truck. The sunderer is your battle bus! If you put passenger slots or guns on the ANT, you inevitably allow it to be used as just another troop transport (guh, I don't have enough nanites for a harasser, everybody hop in my ANT). Having guns invites its use as an attack vehicle, which it should also not be! Having either or both of these features would influence the resource cost of the ANT as well. I'm of the opinion that the cost should be minimal so that it can be pulled any time one is necessary.
Last edited by Ragnafrak; 2013-07-21 at 01:16 PM. |
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2013-07-21, 04:12 PM | [Ignore Me] #12 | |||
I offer it to be a trailer (truck-trailer, hind-carriage), not a separate vehicle, nor sunderer mod. This means that the ANT (Advance Nanite Trailer) is not capable of moving by itself and henceforth it needs self-defense tools (even passanger slots are self-defense tools). Not to mention that in PS2, the maximum number of hostile to converge on an ant is 666, not 133 and thus the defense may get a little harder, or actually ~5 times harder. Last edited by NewSith; 2013-07-21 at 04:19 PM. |
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2013-07-21, 01:22 PM | [Ignore Me] #13 | |||||
Sergeant
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Also, automatic, in-field replenishment would make the second brick of C4, for example, an utterly redundant certification.
Also, I'm assuming the facilities will dole out resources indiscriminately. By that I mean the facility's power level is drained based only on the number of people and not how many of them actually need resources. I could be wrong about that, though. I assume they'd work exactly the same way they do now: +X% to resource income. I see no reason to believe otherwise. Last edited by Climhazzard; 2013-07-21 at 01:24 PM. |
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2013-08-15, 01:03 PM | [Ignore Me] #15 | |||
Master Sergeant
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