The Lightning, towed weapons, a few deployables and various other delusions - PlanetSide Universe
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View Poll Results: What do you think?
I like the ideas for the Lightning. 16 41.03%
I like the ideas on towed weapons. 10 25.64%
I like the ideas on deployables. 11 28.21%
I like the ideas for the Machineguns. 12 30.77%
I like some/all, but i think they could use some work. 10 25.64%
I hate them all, now excuse me while I slit my wrists. 1 2.56%
God damnit that was long. 16 41.03%
Multiple Choice Poll. Voters: 39. You may not vote on this poll

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Old 2003-07-17, 04:23 AM   [Ignore Me] #1
Incompetent
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The Lightning, towed weapons, a few deployables and various other delusions


Ok, this is going to be a long and, almost undoubtedly pointless thread that was written when I was very tired. Basically, when asked what they want put in the game, most people will ask for some stupidly complicated massive floating ship, boats or space combat. So, confident that my delusions can�t be any worse then most people�s let me begin, first off�

The Lightning, at first glance, seems like it would be a respectable weapon of war, it has decent armor, weapons, speed and maneuverability; unfortunately, it is just a small box that guarantees you can�t be rezzed, so I�d like to see its armor bumped up anywhere between 25 and 50 percent; however the more important change would be to introduce is variants. Basically how this would work is that you pay your initial three points for your Lightning cert, which can also be accompanied by numerous 1 or 2 point variations. For instance, you could pick up a flak lightning, with the 75mm and the 12mm each replaced with a single 40mm flack cannon, or maybe a 2 point rocket variant, which mounts a Reaver style rocket launcher, or a twin linked 30mm variant, the possibilities are practically endless. This would make the lightning a respectable weapon of war and a dependable vehicle that people would be proud to have a cert in and would almost certainly bring more vehicles onto the battlefield, hopefully moving the battles further away from bases and out into the terrain.

Now, onto my next deluded vision, towed weapons, this is sort of complicated so I�ll start from the start. This would most likely be a 3-4 point catchall cert that would offer a lot of bang for your buck, seeing as how it�s mostly defensive. It would need its own inventory station most likely, hopefully wedged outside, near the v-pad for ease of use, the weapons could be pushed by infantry, but that method would be very slow and suited only for fine-tuning the positioning, the most effective way to move them would be to hook them up to the back of a vehicle, now, depending on the vehicle they would slow it down a certain amount depending on what type it is and the vehicle, so a Basilisk would strain to make thirty dragging a 75mm around but a Sunderer might never notice it has a 25mm coupled to it.

They would require time to set up, obviously you could throw down the lighter ones faster then the heavy ones, mostly I think they should use weapons systems already in the game, such as a flak battery with quad 40mm flak cannons on it, or a 75mm for general havoc, with the 25 an 30 for anti-infantry and light anti-armor use. The only additional weapon I would like to see is a 50mm flat line trajectory AT gun specifically designed to kill tanks, APCs and assault vehicles, but almost totally ineffective against infantry due to its COF size and zero splash, although if it hits it should do very respectable damage. Also, lighter weapons such as the 20mm and 12mm should be either twin or even quadlinked, to provide both advantages and disadvantages over the MGs that I will (hopefully) lay out later in the thread.

Now, as for protection and armor, those will need play testing, but I think a good general rule would be that the platforms crews should be protected from fire in coming from the general forward direction, but be vulnerable from behind, emphasizing the importance of infantry support and maintaining a frontline. As far as health goes, they should have a good bit, but not an insane amount, extensive play testing would be needed to balance that out. They should have a trunk system similar to vehicles as far as ammo is concerned.

The idea behind all that crap was to give the defenders a clear and present advantage, a way to smash the attackers if they were stupid, and put up a massive fight no matter what, combined with some xp bonuses for killing in friendly SOIs (share not split perhaps?) should give more people an incentive to defend, and to develop real battle lines.

Onto my next delusion, a short list of deployable items I would like to see, most likely tied to combat engineering. First and foremost, I want my Dragons Teeth, or I could be convinced to settle with angle iron, most of you know what they are, big metal and/or concrete objects that the infantry won�t notice and might even like while driving tankers to suicide. Each engineer should get anywhere from 5-10 and they should follow the basic rules of most deployable, with a few exceptions. These suckers should take up a rifle slot and be the same size as any other MA weapon. Sound like no big deal right, just give them a shot from your 150mm cannon and they�re gone, right, well here the catch, the only way to remove them is to hand place a boomer on top of them. Also, hover vehicles that try to pass over them are extremely heavily damaged, for now lets spew some shit about how they interfere with the magnetic fields and shut down any projectors that come over them, or some such crap.

The primary other deployable I would want to see would be a fighting position, similar to the ones on the Pillar of Autumn if you�ve played HALO, nothing to complicated, each engineer gets on two man weapon position for a MG, two one man positions and a MAX position, nice simple, and can only be destroyed the same way as the Dragons Teeth.

Alright, I�m about to shut up, but I just want to mention one last thing; heavy, medium and light machineguns, 25mm, 20mm, and 12mm respectively. First I want to talk about the LMG, this would be a HA sized weapon that uses standard 12mm ammo boxes that must be fed into a trunk style loader that holds only 1 spare ammo crate, so you would need a loader, and thus, some semblance of teamwork. LMGs would set up fairly quickly and would be primarily useful for offensive actions and fairly useful for defensive actions. This would be the only MG usable by Agile armor, although that wouldn�t exactly be recommended.

The MMG is next up; with this you get a weapon equally useful for offensive and defensive actions. The catch with the MMG is that it comes in two pieces, the HA sized main weapon and a MA sized bipod / ammo feed / miscellaneous bullshit that is required to be carried by another character, along with the same setup with the ammo feed, so unlike the LMG, which you might be able to manhandle into a usable form solo, this would be a team only weapon. It�s setup would be in between that of the HMG and LMG, and would hopefully be equally useful in offensive and defensive applications.

Finally the HMG, the 25mm monster that rips the Zerg apart like wet toilet paper. It would most likely come in two, HA sized pieces that must be carried by two separate people, and noticeably slows them down. It would take forever to deploy and once again have the same ammo feed setup as the other two and would as such require two or even three people to use to full effectiveness. This thing would very rarely be useful on offense if the enemy is paying attention, but if your lucky you could do some serious damage, however if would be primarily be intended for defense.

MGs would be a 3-4 point cert and would have advantages and disadvantages compared to towed weapon, most likely these should be deployable inside bases and bunkers, and in combination with some of the ideas in SumYungGui�s thread would hopefully help encourage defense.

Ok, so there it is, finally over, so just jam a generic and logical statement about how these ideas, with the exception of the Lightning, would encourage defense and make the game more fun overall right about here ______ and lets get to the Flames about my lack of intellectual abilities�

edit: this is a premptive acknowledgement that my grammer and paragraph placement sucks, so lets not start down that path.
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Last edited by Incompetent; 2003-07-17 at 04:43 AM.
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Old 2003-07-17, 04:44 AM   [Ignore Me] #2
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Old 2003-07-17, 04:46 AM   [Ignore Me] #3
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Originally posted by Jaged
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Old 2003-07-17, 06:59 AM   [Ignore Me] #4
Mr1337Duck
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Explain Towed Weapons to me. Do you mean it lets you hook up a little platform to the back of your vehicle that has a bunch of turrets on it to be used as defense for the vehicle? If so, cool. Machine Guns also sound awesome, put them up near the gates and inside bunkers. That would make bunkers fairly useful, and it gives combat infils a real purpose, sneak into a bunker while a supply dude is leaveing, plant boomer, watch carnage. However, only being destroyed by a boomer is a bit stupid, make it as strong as a tank if you want, but there aren't enough CEs to make it destroyable by boomers only.
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Old 2003-07-17, 09:23 AM   [Ignore Me] #5
Revolver
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ANTs won't be defensless anymore if the Towed Weapons come to pass!
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Old 2003-07-17, 09:40 AM   [Ignore Me] #6
Trebor95
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I think he meant simply hooking up the guns to certain vehicles like the sunderer, deliverer which then rapidly transport the guns to the desired location and then can be deployed. not that you get to fire the weapons when its hitched up
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Old 2003-07-17, 09:59 AM   [Ignore Me] #7
sniper4evr26
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ANTs won't be defensless anymore if the Towed Weapons come to pass!
no, see the idea is that they are pulled by a vehicle, and are most likely to be facing backwards, u have to de-attach them to set them up and face them forwards, and they cant shoot while moving, bcuz there would have to be a person or two operating it, and theres no seats. damn that was a long sentence.... anyway if you didnt understand all the mumbo jumbo crap the idea is that it must be deployed to use it. how long did it take you to type all that incompetent?
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Old 2003-07-17, 10:02 AM   [Ignore Me] #8
Mr1337Duck
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Oh... so you have to deploy a vehicle in order to use it's guns? I'd like to see the ability to deploy a vehicle from inside. I mean, is there some little switch on the front of the AMS that your character flips on?
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Old 2003-07-17, 01:06 PM   [Ignore Me] #9
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no, see the idea is that they are pulled by a vehicle, and are most likely to be facing backwards, u have to de-attach them to set them up and face them forwards, and they cant shoot while moving, bcuz there would have to be a person or two operating it, and theres no seats. damn that was a long sentence.... anyway if you didnt understand all the mumbo jumbo crap the idea is that it must be deployed to use it. how long did it take you to type all that incompetent?
Just to clear the issue up, this was what I meant for how towed weapons were to be used, should have cleared that up, ty for doing it for me sniper4evr26, and i think it took about an hour and a half.

MR1337Duck, the weapon has no innate relationship to the vehicle, the only thing the vehicle is used for is to tow the weapon out where the owner wants it, where it can be detatched and deployed (most likely a lenghthy process.)

Edit: a few other things i wanted to clear up, the idea behind the only destroyable by boomber concept way that you would have to have taken the position to destroy them, you can't just stand off and bombard the position an blow everything up, you have to actually take and secure the area. Also, all varients on the Lightning would be linked, if you lose a flak lightning the second you get out of the base, your going to have to wait out the timer to get any lightning.
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Last edited by Incompetent; 2003-07-17 at 01:13 PM.
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Old 2003-07-17, 04:59 PM   [Ignore Me] #10
Tryndamere
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Great ideas all around. Really highlights the potential this game has.

Only thing I disagree with is destroying them by boomer only.

Doesn't make sense

Tank strength sure, but let an orbital strike or a couple well placed deci's take em out.
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Old 2003-07-17, 08:49 PM   [Ignore Me] #11
Tieom
Master Sergeant
 


Deployable machineguns sounds pretty mint. However, I think the parts should not be able to be carried in a backpack (Holster only), and that both parts should be able to be carried by one person. I mean, if a guy wants to run around in reinforced with nothing but a pistol...
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Old 2003-07-17, 09:39 PM   [Ignore Me] #12
FearTheAtlas
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Make the towed weapons like towed artillery (I said 'like' dammit, same weapons, artillery premice). You deploy it, then to change the over angle of attack, you'd have to lift the weapon, and manually turn it...or if it's an AA gun, just turn a crank and rotate the barrel
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Old 2003-07-17, 09:42 PM   [Ignore Me] #13
Tubblers
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I think the bunkers should be moved back to the openings of a base and have doors in the walls. Then, anybody who wants to get in it won't have to worry about getting gunned down.
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Old 2003-07-17, 09:45 PM   [Ignore Me] #14
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I love the idea of towables. IF Sony decided on this, I would think they'd make all the MG stations and other things he was talking about into towables, and make towables basically like tank turrets without a driver. Dragon's teeth, if they are what I think they are, would probably also be towables, but instead of a turret, they'd just sit there.

I'm seeing them as, for example:
- Sunderer driver backs up to deployable fresh off the vehicle (or towable) terminal. When he gets close enough, he gets a message on his screen to hit G (just like loading vehicles on a Gal). Towable now attaches to back of Sunderer.

- Upon arriving at destination, driver carefully backs towable into chosen spot, goes to the towable's Deploy station, hits G and waits for the "kit" to expand and plant itself, moves to the Enter station, hits G, and can now shoot the artillery/MG/AA gun in any direction, turning like a tank turret. Also has its own trunk for ammo. Option for leaving it on self-recognizance, like Phalanx turrets?

- At the end of the battle or whatever, the user gets out, moves to the deploy station, and hits G again, hops in his Sunderer, hits G and drives off.
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Old 2003-07-18, 02:24 AM   [Ignore Me] #15
slytiger
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The towable artillery is a very good idea. But there needs to be a anti tank version and a artillery/anti infantry version. And they need to be made so all the vehicle has to do is pull the artilery piece up to the spot have the artillery gunner get out and deploy/unhook the artillery piece and then the gunner gets on the artillery piece and is able to move the gun in a 360 degree area. That way its easier for the driver to set it up and less problems. I wouldnt mind a smaller degree setting like 270 or 180 but at first it should be 360 to test it out. And the artillery pieces should be only able to be pulled by a sunder or a deliverer thus increasing their value to be used and defended. And/or there could be 2 classes of guns. The bigger ones can only be towed by sunder, ams, and/ or deliverer while the smaller ones could be towed by a enforcer(empire specific lightvehicle), skygaurd, ant, or a harassar. And instead of the machine guns(rapid fire guns; energy for vanu, bullets for nc and tr) carried by the soldiers they would have to be towed by the buggies. And the galaxy would only be able to carry the small class artillery and when the aircraft that is supposed to carry all vehicles(forgot the name) comes out it will be able to transport the big class artillery. And they need to put the little forts that are by the entrences to the bases in strategic positions out in the open terrain with ammo places so that the artilery pieces and vehicls and infantry can reload and provide a good place to ambush the enemys convoys.
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