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2003-12-31, 07:22 PM | [Ignore Me] #1 | ||
First Lieutenant
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I�ve noticed that the base bunkers go mostly unused. The only real protection they afford is protection from being mowed by vehicles or bombed from above. But, it�s too easy to just fire vehicle weapons in there and kill everyone. Further other than meager protection there is nothing of value in the bunker.
I was thinking of a few ways to make the bunkers more useful and actually help out with defense. Here is what I came up with. Basically, there are two types of bunkers: The stand alone type and the linked type that have a tunnel connecting 2 bunkers. 1. Put a door lock on the bunker door so it would have to be hacked to gain entry. 2. If the base has power add a �safety energy shield� that covers the firing windows. This would allow people inside the bunker to fire out, but any incoming fire would have its damage reduced by 50%. This would afford the defenders enough protection to warrant actually using the bunkers. If the associated base has a Shield Module then upgrade the bunker safety shield to full protection from incoming rounds while allowing defenders to fire out. I know this sounds powerful, but remember the bunkers have a very limited field of fire and are easily flanked. If the base has no shield module I'd make the shield a solid color denoting the empire that controls it (red, blue, or purple). If the base has a shield module then the upgraded shield should look just like the main gate shields with the colored marbled look. This way attackers can see which type they are dealing with. 3. For the linked bunkers add a connecting room that the tunnels lead to. This room could have a medical terminal (adv med term if there is a bio lab linked to the base associated with the bunker) and 2 equipment terminals and 4 lockers. I�d also add a locked door to either end of the room to further slow down attackers. If the associated base has a Pain Module, I�d extend its damage benefit to bunker rooms, not the entire bunker, just the equipment/medical room to discourage enemy use. For the stand alone bunker add a tunnel that leads the equipment room. NOTE: That the bunkers lack a spawn room so replenishing lost troops there during a siege would be a problem with them. However, most are very close to the base they are supporting so making a dash to the bunker would be a possibility unless there is an ungodly Zerg hitting the base. Also, a well placed Router Pad might make for an interesting counter offensive position.
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Last edited by BadAsh; 2003-12-31 at 07:25 PM. |
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2003-12-31, 07:26 PM | [Ignore Me] #2 | ||
Colonel
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sweet, iv heard good bunker suggestions , but these are the best
good ideas man i love em EDIT: id also love to see placed mg's there , maybe empire specific, like it be a energy shootin 1 if the base was Vs, if it was TR it would be a fast shootin 1 , if NC then it would be a close range buckshot weapon , it would be cool if the mg was placed on the roof of the bunker like the harasser with a 360 degree fire range so that if some1 got behind him he could still have a chance to kill him , plus it would be saweat if u could place the seating position in the equiment room so some1 would have to travel down there to kill u ,maybe to powerful ,yes but still kool=pwnage Last edited by xmodum; 2003-12-31 at 07:36 PM. |
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2003-12-31, 07:29 PM | [Ignore Me] #3 | ||
Contributor Major General
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Having it linked to terminals is a great idea, but the rest might be unbalanced. Giving people a reason to increase the traffic in the bunkers is what it needs. As with all things in planetside, why do i need it? I love bunkers it gives you a chance to fight/snipe from a prepared position.
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2003-12-31, 08:34 PM | [Ignore Me] #7 | ||
Master Sergeant
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I like those ideas. I was thinking about this too, like maybe if they implimented some type of turret system in there... maybe like the existing wall turrets but a bit more armor since they are in a more vunerable spot.
The current bunkers are pretty much useless death-traps. |
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2003-12-31, 10:04 PM | [Ignore Me] #11 | ||
Major General
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-Tunnels to a chamber just off the backdoor catacomb.
-Forcefields as described. -IFFs on doors - Don't make the door open right into the bunker. Instead, make it open into a very small hall. The external door must close before the internal one will open. Put firing slots next to the internal door so infantry inside the bunker proper can fire at people trying to storm the bunker. -Equipment terminals seem a bit extreme to me, I'm thinking an "ammo" terminal that will only shell out ammo, support supplies (Glue and Juice). -Finally, for the bunkers that aren't linked to a base, give them turrets, a la harasser on the roof. Control terminal is in the bottom where the tunnel would be if it were one of the base bunkers. [Edit: Yeah, I don't know how I forgot lockers, good call.]
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<Doop> Last edited by EarlyDawn; 2003-12-31 at 10:08 PM. |
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