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Old 2011-12-28, 06:28 AM   [Ignore Me] #1
Justaman
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BFR idea (better than BFR's, because its not BFR's)


So I'd like to start off with saying:"No, I am not suggesting they bring back BFR's."

What I am saying, is that BFR's were a poorly thought out idea (still not saying to come up with BFR idea's). I don't want something to be a super weapon, just a large flavor vehicle.


So, I ask, if there was a more thought out system for a uniquely strong vehicle (doesn't have to be damage output strong), would it be acceptable? Can we think of something that's acceptable?

Here is my example, post your own idea's or thoughts about the topic:

EDIT: All of my idea's are things with wheels, not battle frame type things, they're also less mobile and the offensive one requires many times the amount of people operating it to reach half the focused damage potential of PS1's Battle Fail Robots.

Also, the method of aquiring them as well as using, severely limits how many you will see. It would be rare for more than 1 to be at the same battle, if at all.

What about contestable, outfit owned locations, that gave deeply specced leadership people access to a location-specific vehicle(only 1 can be controlled per location controlled). Multiple choices of what type of vehicle to spawn.

This is just an example, use it/change it or come up with one you think is more suited.

Basic outline:
Has no driver weapon. BUT, the driver can do other things wile paying more attention to the battle it self, rather than trying to gun down one target.

Driver must have the proper leadership skills to enter cockpit.

Vehicle cannot get into courtyards due to size(?).

Weapons would do the same damage as their counter-parts in other vehicles, rather than 1 person manning a double barreled BFG.

EDIT: Destroyed vehicles would not fade away like so much nanite, but instead be a capture-able pile of wreakage that must be repaired after capture, to use again. If captured, cannot spawn new one at origin base. Wreckage must be destroyed to spawn new one at origin base. Re-spawn timer does not start until AFTER vehicle is destroyed. Spawn new one timer is 4 hours.
The vehicle it self has no empire alignment, so if left un-attended, it can be scooped up by someone else, ally or enemy.

Vehicle choices would be: offense, defense, and logistics/support:

Offense: 11 seats. 4 anti-air, 4 anti-vehicle-2 anti-inf, driver, and no passengers.
Very high shielding and life (think as much armor as 4 tanks since it's such a big and slow target, its more offensive than defensive). Very low acceleration, top speed just slightly under average tank.

Driver has the ability to mark targets. Based on what type of target, the player in a corresponding weapon turret (target a tank, only people in anti tank seats are notified) will gain a numbered target in their HUD. This lets the driver prioritize kill orders. Firing at the lowest numbered target gives a reduction in cone of fire, to increase driver effectiveness.

Each gun has a 120 degree limit of rotation . Making blind spots occur in its field of fire if a gun is unmanned (anti-inf is 180).

This limitation makes it very susceptible/weak to fast units with anti armor ammo/weapons.

TLDL:Its a moving Brick with lots of guns.

Defensive/Support: 10 seats, 1 driver,1 cockpit, 8 passenger.
Some passenger seats have windows to fire own weapons from.

Deploy ability, folds out staging area/defensive positions for people to shoot from. Shield extends over larger area behind it and to sides. Front is exposed so infantry can fire out of newly deployed bunker type walls.

When deployed, passive shielding regeneration rate is increased , but being immobile means you will always be hit. But the seats that infantry could fire out from windows, are now a forward facing wall, which will take direct vehicle damage.

Instead of being completely immobile, can creep forward at 5% of top speed.

Instead of more weapon cockpits, there are shield cockpits.
-Shield cockpits fire an extended and focused section of shield that mitigate all damage that impacts it, as well as reversing vehicle mowing damage (such as someone trying to dump an loadstar/gal on you). If you extend a shield in front of one of the windows an ally is firing from, you will block their shots as well.

- secondary fire shoots a small shield bubble towards target location that lasts 4 seconds, blocking all fire in or out (tall enough to cover a player, leaving the turret of a tank exposed if used neer one). 20 second cool-down. Units inside can still be run over/rammed.

Both driver and cockpit control one.

Their use is based on an energy bar, similar to a stamina bar.

When deployed, has ground vehicle repair station (does not fix self).

Very slow moving, very high shield and armor.



TLDR: Deployable Wall of bricks.



Logistical:

Has no offensive abilities until deployed. Only has 2 cockpits, driver, no passenger seats.

When deployed gains cloaking field, sensor shielded, has enhanced radar and radar range.

Driver gains ability to launch UAV drones.
-drones are piloted by driver + invisible and sensor shielded until abilities are used.
- drones can use "sensor sweep" (think if Liberator driver could drop bombs, kind of usage), making all enemies tagged with it highlighted on HUD, even through walls (and the sweep goes through floors?/ground?).

- drones get "emp bomb", allowing them to self destruct, acting as a player guided Jammer with a slightly larger aoe.

-drone has limited flight range from vehicle

Cockpit #1:
Controls a deploy-able shield tank. This remote controlled ground vehicle is a glorified bull dozer. The extra large wall sported on the front of this vehicle reduces damage from the front by 90%. As well as being wide enough for some infantry to take cover behind for a slow approach.

has ability "Anchor" : quickly anchors to the ground to ready for an impact

has ability "turbo": Who doesn't want an extra boost when your trying to push a vehicle around.

Cockpit #2: Fires supportive rockets. Based on certifications

Engineering: fire a missile that explodes into a mine field, a remotely controlled turret of specified type, or a shield bubble at impact.

Medic: explodes causing a temporary boost to all allied shields, deploy-able medic bot that can heal/revive fallen allies, chemical performance boost to effected allies in aoe (temporary increase in accuracy, move speed, reload speed) (mmm, drugs).


All deploy-able are limited by small ammo capacity with a slow regen to mitigate spamming. The vehicle is a miniature deployables factory basically.

Moves faster than the average tank, and is just as agile.

TLDR:????? Profit!
Don't know about having a flying one.

Just don't want to end up with something like this: http://www.planetside-universe.com/p...td.php?id=1365

Last edited by Justaman; 2012-01-01 at 10:16 PM.
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Old 2011-12-28, 08:36 AM   [Ignore Me] #2
morf
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Re: BFR idea (not actually BFR)


I'm fine with BFR's as long as they have no weapon systems, they can't move, and you can't exit them until destroyed. Hell, make them invulnerable for all I care.
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Old 2011-12-28, 08:59 AM   [Ignore Me] #3
SgtMAD
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Re: BFR idea (not actually BFR)


NO,NO,NO,NO,NADA,NOT A CHANCE,NO,NO NO,NO


and try the search feature next time because this topic has been hashed out ad naseum(sp) on these forums,the current conventional wisdom around here is NO BFR's and I agree completely.

Last edited by SgtMAD; 2011-12-28 at 09:02 AM.
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Old 2011-12-28, 09:30 AM   [Ignore Me] #4
Tikuto
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Re: BFR idea (not actually BFR)


Originally Posted by HtSgtMAD View Post
NO,NO,NO,NO,NADA,NOT A CHANCE,NO,NO NO,NO.
"No" because you're probably expecting the same as PlanetSide1. There are ways in game development to make BFRs less of a nuisance. People seem to refuse to see and believe them and expect the worst.

Check this BFR fan thread: BFRs Revisited

[] The concept of BFRs in PlanetSide were great, minus the alien symbiosis stuff.
[] The implementation and gameplay of BFRs were absolutely shit.
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Last edited by Tikuto; 2011-12-28 at 09:33 AM.
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Old 2011-12-28, 09:34 AM   [Ignore Me] #5
Crator
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Re: BFR idea (not actually BFR)


I actually like the ideas you have for it... I can't speak to how they would affect game play cause we really don't know how game play is going to be yet... Alas, you've said a bad word, BFR... Wash your mouth out sir! :P
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Old 2011-12-28, 10:30 AM   [Ignore Me] #6
Tikuto
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Lightbulb Re: BFR idea (not actually BFR)


Picture this:
  • One super-powered weapon - The BFR.
    30 minutes to repair from 99% Damage.
  • Many soldiers - 30+ units v 1 BFR.
    30 seconds, within, to Respawn.
  • BFR Conditions: long repair-time (1 person), slow-moving, requires gunner(s), visible on map, vulnerable alone, extremely durable, powerful, gigantic, Event, only one each time.

The singular super-power is equalized by the amount of players within its vicinity and the conditions of being a 'team BFR'. Expecting PlanetSide2 to be a hell of a show, you'd expect more than 30+ players on the frontline anyway. It;d also be an automated Event and so everyone knows there's a BFR. Everyone's aware to attack or defend this single-unit super-power, and commonly our Friendlies may ignore it and leave it vulnerable to die.

An attractive & devastating super-power easily matched.
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Last edited by Tikuto; 2011-12-28 at 02:00 PM.
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Old 2011-12-28, 10:30 AM   [Ignore Me] #7
Alaska
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I don't know how bad it actually was, but I can tell from a lot of posts it sounds like it was a game breaker.

It'd be cool to have a mech styled unit, but get rid of most..if not all..it's offensive capabilities. I know some of you have said that it's probably best to just not include it at all, no matter what you give or take away from it, but there could be ways it'd work out..right? :P

The OP definitely has some cool ideas. They could give it a more defensive role that deals with electronic warfare. I don't now how well this would work, but they could give it to engineers specifically and it's main role would be to create a bunker/facility or something similar. Keep the mech frame and rename it(?). Don't get me wrong though, just some ideas. :P
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Old 2011-12-28, 10:39 AM   [Ignore Me] #8
Nephilimuk
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Re: BFR idea (not actually BFR)


After two weeks from the introduction of BFR's I stopped logging in for a year.

No real problems with them, its just when they break the game they should be out.
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Old 2011-12-28, 10:57 AM   [Ignore Me] #9
moosepoop
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Re: BFR idea (not actually BFR)


problem with BFR is they brok eht erules of gameplay and design. the design in planetside 1 is more gunners -> more powerful. but the BFR has the least gunner but the most firepower. it is a soling monster in a team based game. so instead of having the driver controlling the two main arm guns, you should have had two players to control them separately, plus another for the back cannon.




i think superweapons can be implemented in PS2, BUT they need to be support vehicles that have abilities that support your team, not neccesraily having huge guns.

for example, having a vehicle that deploys a shield, having a vehicle that deplys a pain field, etc . or what about a mobile stealth field generator? a mobile command center, like a super AMS? an ambulance center? think outside the box.


bigger guns isnt always better. but if superweapons that resemble BFR make it into the game, they must require multiple gunners. the more gunners, the more participation the better.

Last edited by moosepoop; 2011-12-28 at 11:02 AM.
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Old 2011-12-28, 11:05 AM   [Ignore Me] #10
Coreldan
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Re: BFR idea (not actually BFR)


I'm a bit meh about "super weapons" regardless of how many it needs to operate.

I guess I've just been raped a few times too many by a Galaxy gunship
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Old 2011-12-28, 01:53 PM   [Ignore Me] #11
Justaman
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Re: BFR idea (not actually BFR)


Remember, these are just "slightly stronger vehicles", not the USS Enterprise on legs.
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Old 2011-12-28, 02:18 PM   [Ignore Me] #12
Shogun
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Re: BFR idea (not actually BFR)


i totally like the idea of support vehicles with real "support" functionality instead of big guns. give them a bay for soldiers to shoot out off with their own weapons and give them things like shield deployment, a long range medic gun, an anticloak ray, ammobox mortar, a deployable ressource drill, that gives a bonus to gained ressourced, or can gather ressources on enemy ground.

just don´t give them any overpowered guns or too much armor and shield.
make them useful as hell, but vulnerable so they have to be guarded to survive.
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Old 2011-12-28, 04:45 PM   [Ignore Me] #13
LongBow
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Re: BFR idea (not actually BFR)


Isn't this just a "mega-vehicle" concept? Personally I think the core of the "super-tank" ideas are all flawed but comparing it to a "BFR" is just going to start anyone on the wrong foot. - (including me who was confused to begin with!)
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Old 2011-12-28, 05:12 PM   [Ignore Me] #14
SuperMorto
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Re: BFR idea (not actually BFR)


A walking tank that's all these need to be, vanguard with legs, job done! And can a vanguard fly? no!....
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Old 2011-12-28, 07:38 PM   [Ignore Me] #15
Sirisian
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Re: BFR idea (better than BFR's, because its not BFR's)


Originally Posted by Justaman View Post
11 seats. 4 anti-air, 4 anti-vehicle-2 anti-inf, driver, and no passengers.
Sounds a bit dull for the driver. Something like that would be expected to have a ton of health and be essentially a boss vehicle. I personally wouldn't want to see something like that in the game. Not sure if you ever saw a galaxy gunship. Interesting idea in concept, but it never really worked well. (Unless you were gunning for it then it was fun).

The developers should be focusing on balanced 2-3 person vehicles, which the tanks pretty much fulfill at this point. Not something that is pulled every ten hours to completely shift the tides of the battle. Then again I'm biased toward promoting teamwork through focused fire where people can grunt or pilot their own vehicles while working together. Pushing a whole squad into a single vehicle to promote teamwork is really stretching it.

Also this thread sounds like while it's not directly about a BFR it is essentially a BFR. A single powerful vehicle that's hard to kill.

In a previous thread people were constructively discussing ideas similar to yours.

Your defensive vehicle could just be a single person shield generator that deploys. This would allow it to be used with a moving group to protect against say snipers or random tank fire.

Your logistics could just be an engineering deployable for the UAV. Or it could be a sniper/infiltrator deployable which would probably fit that class more. Your cockpit 2 ideas sound a bit cheap and unnecessary. Creating a minefield from afar or slamming down a turret from a range sounds seems like an odd weapon.
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