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2012-06-12, 03:00 PM | [Ignore Me] #1 | ||
Major
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This came up in the outfit thread, but I think it applies generally.
When someone pulls a passenger vehicle like a Galaxy or Sunderer, how should it be payed for? Should the driver pay the whole cost? Or should his outfit be allowed to chip in towards the cost? Or should the BASIC vehicle be the same cost as quad bike and each passenger pays for a seat when they get in? (Purchaser pays for upgrades) I'm not a huge fan of an outfit taxing me for my resources, although I do see the logic of it. So I tend to prefer the option where each passenger pays a bit when they jump in. Thoughts? |
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2012-06-12, 03:04 PM | [Ignore Me] #3 | ||
Contributor General
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I replied in the oterh thread but I aqgree the topic deserves a thread of it's own......
Conductors on galaxies ... "I would have liked a ride but I can't afford the fare" Being serious .... new players, if you have any in your outfit you probably want to put them in the galaxy to make sure they turn up at the right place at the right time. It maybe they are the very ones who are resource poor. On the other hand the galaxies may be the type of craft that get shot out of the sky often. Maybe the best solution is to manipulate the price downwards and balance with survivability (and don't have a new player flying your gal). |
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2012-06-12, 03:05 PM | [Ignore Me] #4 | ||
Private
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I think that you should pay it all as the driver. There is a couple of reasons for this:
1: With tax, you are encouraged to not enter vehicles if you do not know the person, decreasing teamwork between strangers. 2: With tax, you cant resupply your transport with people without making it overcosted. 3: You own the vehicle, you should pay for it. |
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2012-06-12, 03:08 PM | [Ignore Me] #7 | |||
First Sergeant
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2012-06-12, 03:11 PM | [Ignore Me] #8 | ||
Master Sergeant
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The driver should pay the entire cost. It is the same across the board for all support roles because they get potential xp for performing those roles (if they have implemented support xp like they should). When an engineer puts down a rearm station he pays a resource cost to do it, but presumably gets xp based on the people that use it. Similarly a galaxy pilot pays resources to spawn the gal, but gets xp for transporting those players and for other things as well.
It's like throwing a grenade: you pay 10 resources to toss it, but you get potential xp if it does its job. |
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2012-06-12, 03:19 PM | [Ignore Me] #11 | ||
Private
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It doesn't make sense to add a bunch of confusing economic systems because a vehicle in a game we haven't played might be too expensive. It can be rebalanced, and one could argue that the Galaxy should be difficult to spam over and over.
To your specific proposal: How does the price change for a Galaxy Gunship? Presumably there are less passengers, so the overall price goes down? That just isn't fair. |
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2012-06-12, 03:21 PM | [Ignore Me] #13 | ||
Colonel
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They aren't that pricey, at least according to E3. I didn't see what the gal cost, but the sunderer cost 150 of the lowest end resource that was only shared by ATVs and Grenades. I'm betting Gals come from this pool as well.
Presumably, the XP rewards from using them will make it worth your while. Last edited by CutterJohn; 2012-06-12 at 03:24 PM. |
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2012-06-12, 03:23 PM | [Ignore Me] #15 | ||
First Sergeant
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For this reason i advice all to read the last post of the treadh of "what outfits needs" because we were proposing a tax sistem to outfit players to chip for the galaxy soo strong players can help for example to trasport not soo strong ones that cannot afford a galaxy (or dont ahve enought time to play) but withouth making all pay the pilot.
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