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Old 2004-03-05, 11:12 AM   [Ignore Me] #1
SlyMarbo
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I'm going to be transfering the Blackhawks' forums Custom Game ideas here. Included are some Ideas for a new Expansion revolving around Naval Combat, and one geared around Spec-Ops. Before the Stuff is transfered over completely I'd like to hear peoples' own ideas on what they think would make good aditions following those lines. things to include are new items/armor/vehicles things to patch in (swimming as prime contender) and Layouts for new bases. Your Ideas will be read and Acknowledged then incorporated into the postings for the Expansion Concept data... which will then be open to flaming and crituiquie beforeposting on the SOE forums. feel free to rant and rave i'll be sure to just skimm for viable data and responses
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Old 2004-03-05, 11:18 AM   [Ignore Me] #2
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Note this idea has been edited after the inital zeal in it's design wore off and balancing ideas reared their head

Wanted to put up a train of discussion for those of us always thinking of things we could add to the game. Posts should include concept idea's, critiques of ideas and concept art links. I want to start the discussion by one i had recently thought up.
a group of new vehicles and a cert for them.
---------------
Adv. Aeronotics
2 certs

Prerequisits
AirCav (4)
AirSupport (3)

Allows
Harbinger Hvy Bomber(Lib on steroids; idea based on B-17 meets f-15/e)
crew: Pilot, Nose gunner, tail gunner, 2 wing gunners, bomberdeir
weapons: hvy freefall bombs(higher blast radius than lib bombs), laserguided bombs (requires waypoint target, otherwise just glides to aprox targeted location), dual 20mm Cannon nose turret,2 wing mount 20mm Recoilless Chainguns, 35mm tailgun turret
max speed: ( need input ideas) no AB
Handling: Very Poor

Valkyri Assault ship(deliverer meets reaver; idea based on hind transport/ assault chopper)
crew: pilot, 2 gunners, 2 passangers
weapons: Rocket pod launcher, dual 20mm recoiless cannon, to side mount rearward facing 20mm Recoilless Chainguns
max speed: (undecided)
Handling: Average

Empire specific Aircraft
Phantom (NC)
crew: pilot, gunner
weapons: quad wing mount 25mm cannons, Pheonix Missle Pod (Gunner operated)
max speed: 100 + AB
Handling: good

Raven (VS)
crew: pilot
weapons: quad hvy Pulsar Cannons
max speed: 100 + AB Bonus: By pressing B button Raven is able to enter Supercruise allowing it to maintain After burn speeds while deactivating it's weapons systems.
Handling: Excelent

Overlord (TR)
crew: pilot, gunner
weapons: quad hvy cyclers (mounted beside cockpit, firing rate at dual cycler maximum), rearward flack cannon turret
max speed: 100 + AB
Handling: Average
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Old 2004-03-05, 11:20 AM   [Ignore Me] #3
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Or customizable vehicles so you could modify them and make them faster or give them more advanced weaponry in exchange for experience points.

We should also have vehicle storage facilities, were you could store those hacked magriders that you fought so hard to get.
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Old 2004-03-05, 11:21 AM   [Ignore Me] #4
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Its as if planetside has hit a wall in how hectic the battles can be, they put more ppl in the battles, they could use to create a couple more vehicles but the customizing the vehicles would almost need a new game (or a 500mb download )

For now they should come out with some continent specific vehicles(vehicles that serve better on say a high elevated continent, rough terain cont, or a water cont) to make the battles on different continents unlike the ones on others. Some examples would be high altitude air vehicles, some type of crawler that can climb steep hills, and a boat/vehicle thats fast on water and slow on land. O, how i wish these ideas would get to Sony...
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Old 2004-03-05, 11:23 AM   [Ignore Me] #5
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By customizable vehicles it could be simply toggling the damage done by the rounds against the time it takes to reload or increasing the vehicles speed at a cost of handling. It would hardly be a 500 Mb download.

And what about some type of common pool vehicle that can operate efficiently on water? (I don't have easy easy access to Magriders and Core Combat vehicles can't deploy over water)

Under water vehicles would be awesome too.
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Old 2004-03-05, 11:25 AM   [Ignore Me] #6
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maybe not that so much but lets say more advanced melee weapons... a rifle witha a bayonet secondar fire or a Chainsword that can be used witha stealth suit.

Also how about battlerank specific weapons.... you know maybe a 4 shot sniper rifle at BR 18 or something... or an Infil suit with two hip holsters

More advanced melee weapons would be great! A wider variety of knives would do the trick. Throwing knives may be a bit farfetched, but hey, it would still kick ass.
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Old 2004-03-05, 11:26 AM   [Ignore Me] #7
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The ideas are great. What about diferent colored beams from your REK depending on your hacker level.
No Hack Certs: Red
Hacking: Green
Adv. Hacking: Blue
would be good cus say you're gonna hack and someone else comes up and their beam is better than yours. u know to let them take over.

Flash bangs would be awesome!!!
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Old 2004-03-05, 11:29 AM   [Ignore Me] #8
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I think they should get boats...... like aircraft carriers where planes can go get healed.......or a artillery boat for lange range barrages....

Dont you hate fightin the Vanu on a bridge thats super long and just have there vehicles rush over at you blazin bullets while your tryin to get across..... thats where boats come in they can help bridge assualts .


Back to the aircraft carrier idea maybe aircraft carriers can be like AMS only when you spawn there you could grab a a transport boat and go ashore or the carriers could spawn like helicopters and jets that'd be cool.

NCfighter i actually had a detailed idea for carriers and ships a while ago.. not enough time to type it all right now though but i'll put it up next post
im not sure they would put huge carriers into the water. it would be cool but their might be too many dificulties to work with.

I do agree that they need some kind of boat though, you cannot cross a bridge when the vanu is storming you. Deliverers ability to float gives some hope but they go too slow in water to be very effective. And when the del's are in the water they are easy targets for magriders and also dont have enough firepower to put up a good fight.

I still back my boat/vehicle idea where the boat is slow on land but fast in the water and has a (dual?) machine gun on the back which would be fired by another person in the boat. This would allow the boat to be spawned from inside a base (requiring no more spawn places) and then driven to the water where it can dominate the waterways.
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Old 2004-03-05, 11:29 AM   [Ignore Me] #9
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I think they should definitely add Naval units to the game. The bases near the coast could have docks that can generate the ships (or there could be special warpgates at the sanc that can move ships around).

Since the Navy units would be pretty powerful, they'd have to have high respawn timers (to make a new battleship might take 3 hours, for instance) to prevent their abuse.

They should definitely have:

1) A guided missile cruiser - can launch phoenix-esque guided "Tomahawk" missiles inland. Has moderate sub defenses (can detect subs w/ sonar and drop depth charges) and moderate anti-sea defenses, but is somewhat vulnerable to air attack (only has 12 or 20mm AA guns, no flak or missiles).

2) Aircraft Carrier - has its own spawn like an AMS, and can build reavers/mosquitos/liberators (might even have a catapult launch system, hehe). Also has good air defense, but no defense from sea or land units.

3) Submarine - when surfaced, can shoot tomahawks too (maybe give the CR4/5's the chance to launch one tactical nuke warhead once every couple hours or so) Also has potent torpedoes to kill the surface ships.

4) Battleship - Great artillery capability and has flak AA defense. Also spawns 2 liberators loaded with depth charges (to sub hunt). However, if there are no lib drivers on board, she's a sitting duck to subs.
while your waiting for the final edit of my nautical post here is something i posted on the OF
At) I'm Catachan01 BTW
http://boards.station.sony.com/ubb/p...ML/001121.html

OK that idea was great on removing the tubes from towers. but if you don't want to do that revert to another idea. Tower NTUs. Make it so towers require power and that the tower's tubes can be destroyed. Maybe Modify them a step more. Certain tower types have tubes others don't. Maybe even tern the ones with them into smaller fortifications with better defenses than the average tower but not enough functionality as a facility. take the Watch tower floor blueprint. add 4 turrets 2 per tier, each on their own corner. first teir NW and SE corners second tier NE and SW corners. Add a small outer courtyard with a defendable wall and gate with pillboxes like those located at facilities maybe even have the tunnels run all away around the facility and into the basement of the tower. Locate these at warpgates and out in the middle of nowhere. throw the Air tower pads on top, a longer hack timer and BEP/CEP for hacking them. Poof you got A forward outpost. Maybe Call it a command station.
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Old 2004-03-05, 11:31 AM   [Ignore Me] #10
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Excellent Idea from the PS Forums

http://boards.station.sony.com/ubb/p...ML/012142.html


Slickcoder writes
-------------------------------------------------------------------------------------
I can't believe I'm openning myself up to public ridecule like this, but hopefully I get some positive feedback too. :S /em worried
I quickly sketched these ideas up over the weekend: The idea is for outfit based cruisers...

please read the considerations and the conceptual gameplay sections of my post before responding... I'm really looking forward to hearing your ideas too! And keep in mind this is all for my own practice, as a few of you know I'm a programmer by trade, and I'm just trying to get the artist in me out of its shell a little more. I'm not one of those people desperate to get on SOE's team... rather I just want to get some feedback on my ideas.

Okay, enough of my apologetics, here goes:

The VS Cruiser
http://www.slickcode.com/host/images/vanu-cruiser.jpg
- 7 positions total:
. 4 rotating ball turrets, rail beam weapons
. 2 starfire turrets, located on the side
. 1 driver
- Top speed: 75 kph

The NC Cruiser
http://www.slickcode.com/host/images/nc-cruiser.jpg
- 8 positions total:
. 4 20mm positions
. 2 heavy pheonix launching positions (located on bottom side of fuselage)
. 1 12mm turret on top
. 1 driver
- Top speed: 65 kph

The TR Cruiser
http://www.slickcode.com/host/images/tr-cruiser.jpg
- 8 positions total:
. 2 20mm turrets
. 4 12mm turrets
. 1 100mm rotary chain gun (located under fuselage)
. 1 driver
- Top speed: 70 kph

The idea with each of these is that they're all able to defend themselves from the air, and each one of them has to get right over top of it's intended target to do a lot of damage with it's main weapon, the quad rail beams, the dual heavy pheonix launchers (not the same as pheonix, does anti-armor and anti-infantry with more splash), and the rotating 75mm. The VS version is limited by cooperation, The NC version is limited by range and rate of fire, The TR version is limited by the fact it has to lob shells, restricting it's use to anti-ground mostly.

Conceptual Gameplay Rules:
- To acquire an outfit cruiser, an outfit must purchase a cruiser certification with outfit points.
- Only a top ranking officer my get/drive the cruiser.
- The cruiser can only be produced in the sanctuary once every 3 hours per outfit.
- All cruisers have the ability to "warp" to any point on a friendly controlled continent. That is to say, that if you're vanu, you can warp to anywhere on an all-purple continent.
- Warping takes 1.5 minutes to execute (this prevents people from warping to escape danger)
- You cannot fire while waiting to warp.

Other Considerations:
- These will probably be the most attractive target in the game, period. This is to be considered in "balancing" issues like: Is it fair that any of that any of these cruisers can kill a Lightning in a couple seconds? Considering everything will be shooting at it, and it'll have to flee and repair more often than anything else... yes, I think so.
- NC's high damage pheonixes with the ability to kill a Med Tank in 3-4 shots or so will be over powered? I think since they'll be firing from 400m in the air, the time it takes for the rocket to travel that distance will help "nerf" that effect. And with a maximum range of 450m, it's "sphere of influence" means that at maximum altitude, you'll have to be right over top of the intended target.

Feel free to help me hone down these ideas with other considerations.

I'll be building 3d models of one of these in the near future (hopefully the VS one, it's my favorite)

/me cringes

your comments? ....be gentle
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Old 2004-03-05, 11:32 AM   [Ignore Me] #11
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PS: Tides of War
(This will be a two part Post due to Time Constraints; this is a preveiw of the final posting)

Additions:
X New Facility Systems
3 New Facilities
X New Armors
10 New Weapons
X New Certs
X new Vehicles

Such as;
*Empire specific aircraft
*Ships; Capitol, Escort, Carrier, patrol, Submersable
*a Common Pool Amphibious Tank
*Amphibous Armor (alows for new Swiming Function and for Extended oxygen time)
*Amphibous Max (alows for Swiming function and Unlimited oxygen time)
*Empire specific Sniper weapons
*Amphibous/Aquatic Weapons (Can fire while underwater) AND Modifications to existing weapons for Amphibious purposes)
*CR/BR Requirment Weapons/Vehicles
*New Weather Effects: Interactive Weather

Details;
Expand the Playable oceanic areas around each continent to allow for Nautical movements. This will allow for a wider area on the same map field to cut down on Zerg lag. Also utilize an oceanic warp system for pilot's and captains alike. The system will work Similar to a Hart allowing the Pilot/Captain to go to any of the Continent Providing it isn't pop locked. This will also ass another dynamic to the air war on auraxis... You wont always know where aircraft will show up from so camping a warp gate with skygurads wont keep your skies clean. The Warp in will however have the Aproaching ship/aircraft "spawn" at a random point on the edge of the map closest to their point of origion. This will acount for planetary wraping as auraxis is a planet not a plate.
*(This will be patched in)*

Interactive weather! We see sandstorms and stuff across auraxis all the time but they usually don't bther us and some of us don't even have weather particles turned on so we barelly see them anyways. Welll ladies and Gentleman things just got messier. Within a storm if the variable is right the following events can occur;
*Random Lightning strikes; Hope you'r not out there golfing
*Destructive twisters; Hey look is that A flying Vanguard oh sh*t here it comes, RUN!
*EM or Nanite Storm; Bane of all Banes the EM storm acts as a Jamming field as well as still having low visibility and Lightning, this also disrupts Command abilities, Broadcasts, Cloaking, and radar. These rare occurances are a gift of the Vanu, a byproduct of the Warp technology they left behind as even it creates a form of Polution.
*(This will be patched in)*

New Weapons
Amunition;
*Micro Torpedo; Underwater Rocklet
*Hunter Torpedo; Guided Shoulder fired Torpedo
*Concussion Grenade; Grenade launcher launched Depth charge
*Speacial HE Sniper Rounds
*AP Harpoon
*HE Harpoon
*Micro Harpoon

Anti-Vehicular
*Hunter Launcher; a Dual Torpedo Launcher, which fires in wire guided or dumbfire. Prerelease on Wire guidence fire causes torpedo to detonate.

Heavy Assault
*harpoon Gun; Large Amphibious Harpoon weapon is relatively silent with a slow ROF.

Medium Assault
*Punisher Mod; can now fire underwater albiet at a reduced range, ROF. Punisher can also Utilize the MicroTorp and Concussion Grenade
*Amphib-Carbine; Silenced Carbine Utilizing the 9mm with a specially designed chamber to keep the ammunition dry allowing Underwater fire at a Reduced accuracy. Highly Accurate this is the Evolution of the Supressor on it's way to the Rifle. Medium Damage, Long max Range, Fast ROF. Low COF Bloom

Sniping; note STKR = Shots to Kill Rexo
*Bolt Pistol; 4x zoom, sniper bullets, one shot clip, 6 STKR, B.Driver COF bloom, B.Driver Reload
*NC Guass Cannon; HE tipped sniper rounds, one shot clip, 1 STKR, B.Drvier COF Bloom, 2x B.Driver Recoil, B.Driver Reload
*TR Hyper Driver; Sniper bullets, 6 shot clip, 2 STKR, .5 B.Driver COF Bloom, 2.5x B.Driver Reload, "Medium" ROF as per SOE Ranking
*VS Rail Rifle; Standard Energy cell, 3 shot clip, 3 STKR, nil COF bloom, B.Driver Reload, "Slow" ROF as per SOE Ranking

Special Assault
*Bariccuda Disposable tropedo launcher; single shot Ant-ship decimator type
*Rocklet Mod; Rocklet can now fire underwater when equiped with proper ammo

Standard assault
*Needler; A Pistol Sized Amphibous Harpoon weapon, silent, Slow ROF, Short range
*Supressor Mod; Supressor can now fire underwater albiet at a reduced range, ROF, and increased COF

Combat Engineer Special Weapon
*Demo Charge; Thrown Grenade type Sachel takes up Ammo crate's worth of Space. Large Damage and Blast. Impact or 6 second fuse.
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Old 2004-03-05, 02:18 PM   [Ignore Me] #12
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Those are amazing ideas
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Old 2004-03-05, 02:52 PM   [Ignore Me] #13
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I dont get any of that crap for my ideas. You bastard black. Anyways. Good ideas I like em.
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Old 2004-03-05, 03:55 PM   [Ignore Me] #14
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I would like to see a Melee MAX suit, equipped with a huge sword or other cool weapon

and I would also like to see bunkers revamped, right now they do Jack Schitt
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Old 2004-03-05, 04:30 PM   [Ignore Me] #15
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These really are some amazing ideas. I'm going to try to compress a bunch of them and do a review thingy. Keep it up, Sly (Yes, I know he didn't necessarily come up with them, but he's bringing them to the attention of the PSU members... ).
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