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PSU: my quote was rejected, you must be hacking you n00b!
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2012-05-12, 09:06 PM | [Ignore Me] #1 | |||
Original OP Text can be found here: http://www.planetside-universe.com/s...&postcount=294
Last edited by Baneblade; 2013-12-28 at 07:11 PM. Reason: 2013 EOY |
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2012-05-12, 11:10 PM | [Ignore Me] #2 | ||
Sergeant Major
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It would totally ruin any air battles going on. i dont like this idea it just seems like gals could fill the rolls already. Gals are transport can most likely fit AA guns and are mobile spawn points. it just seems like the devs shouldn't spend time on. i would rather have buggys or that space race idea brought in.
i would however like to say its the most thought out airship idea i have seen so far. |
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2012-05-12, 11:17 PM | [Ignore Me] #3 | ||
Major
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It would be pretty cool to be defending a base and next minute look up and see a battleship fly over top, but i agree with thingy who posted above(About the space race idea, but there could be some balancing issues that would need to be addressed), i would rather see the space race idea, but this has been well thought out and presented in great detail, good idea but maybe a few years after launch.
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2012-05-12, 11:18 PM | [Ignore Me] #4 | ||
Contributor First Sergeant
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In a word, YES!
Commonpool is fine, I'm not that fussy and ES stuff can be done with modules. I want one. Actually I want 90 (10 per side per cont). They need numerical restrictions else the planet would be covered in flying fortresses. Also need a reliable method of letting outfits bid/bargin/vote/apply/lottery towards getting one of the available slots. I suggest 1 hour slots normally, 30 mins during primetime, fixed resource fee for use (lowered during off-peak hours) plus whatever the upkeep and cost of purchase are. No more than 2 timeslots in a row for times where more than 10 outfits want one. Reusable? Upgradable? Linked to outfit level? Best method of attaining a timeslot? (IMO a mix of 4 bid 4 lottery 2 Vote/random/opt-out feels ideal, all managed through the same screen by a specifically flagged outfit officer) TBH 5 options seems overkill, 1-3 sizes plus modular upgrades would be plenty. If i can remember where i put my other Mobile Fortress post, i'll re-link it here. Last edited by IMMentat; 2012-05-12 at 11:23 PM. |
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2012-05-12, 11:55 PM | [Ignore Me] #5 | ||||||
No it wouldn't, if anything it would greatly enhance them.
Light = 1 Heavy = 2 Battle = 3 Your faction gets 10 free ACCP, but the upkeep cost increases drastically after 10 ACCP. Doubling every 5 ACCP. 10 ACCP = X 15 ACCP = 2x 20 ACCP = 4x etc So it might even be better to invest in Light Cruisers since more outfits will be able to use them without raising ACCP as much.
Last edited by Baneblade; 2012-05-12 at 11:58 PM. |
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2012-05-17, 03:57 PM | [Ignore Me] #13 | ||
Sergeant
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I quite like this idea, much more than the idea of outfit bases.
In addition to access balconies, I think it's important for them to have something like a air vehicle pad, maybe two on battlecruisers. The outfit could transport one or two air vehicles, while any attackers would be able to land a Galaxy on them to anchor an assault. I think the way to make them low in number is to make them obtrusively expensive and very destructible if caught out of position and subjected to a coordinated attack. For most outfits, they would be liabilities rather than assets. Also I think they should have one very large cannon which can only shoot horizontal and so will not effect the ground conflict, but will light up the sky with a huge blast in cruiser vs. cruiser battles. Imagine the sky lighting up over the amp station in TB's Night Ops footage as two cruisers battle it out in the sky! Gives me the nerdchills. Last but not least, to pilot one should require an intense amount of certification. Obviously not like the amount of time it takes to pilot a Titan in EVE, but nonetheless not something easily achievable. |
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2012-05-17, 09:09 PM | [Ignore Me] #14 | ||
The way I see it, if anything piloting one should be part of outfit advancement and specialization. And a player being able to control it, should be a matter of outfit hierarchy, not a per player grind.
Perhaps even have each Mark level of modules something you have to unlock as an outfit, it would also involve a lot of cost:benefit decisions on the part of the leadership. |
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2012-05-18, 10:51 AM | [Ignore Me] #15 | |||
Sergeant
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And yeah maybe each Mark level requires an outfit cert, and purchasing the module each time you build or upgrade a ship requires resources. |
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