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Old 2012-06-12, 03:29 PM   [Ignore Me] #1
Zekeen
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MAX Jumpjets - Less armor/Handheld weapons


As we all know, PS1 had the Vanu MAX with Jumpjets. Seeing as Light Assault has jumpjets, and as we know, there is some thought into MAX variants with jumpjets, I decided to start an idea to flesh out the use of such a thing as well as hit another subject that I feel many of you will want to talk about as well.

Grant MAX suits a Jumpjet mod that has less armor as a result of the need to get airborne, AND instead of dual arm mounted weapons, the MAX gets to choose from a large infantry type hand held weapon.

Now, first off, I'm going to discuss a bit on the handheld weapons. It's a big thing. We know that the Vanu MAX has HANDS, that's right for you ignorant greenhorns out there, those are not CLAWS, those a hand fitting GUNS. We also have the NC and TR MAXes showing off their wonderful robotic hands, but they don't get used at all. This all seems weird. Handheld guns were planned in concept art, and I think they could make a return well with this.



As you can see in this Vanu MAX concept art, there is a rifle, handheld. This type of mod gives the MAX a reason to use those hands, allow jumpjets, yet still be balanced.

Why Grant Jumpjets to MAXes? Well, MAXes can't "jump" without a rocket on their backs, so why not let them. On top of that, it gives a much less agile jump jet class to the game and gives you a type of MAX that can evade enemy fire instead of taking it. Armor is reduced so the MAX can get airborn with some awkward packs, each different to give jump jets a more empire specific feel.

NC MAX - Burst Type Jumpjets - Being the CLUNKIEST and bulkiest MAX type, the NC had to use a bigger jumpjet to get it airborne. As a result, the NC MAX can get to the maximum height faster, but hits the ground sooner, due to the weight. It cannot maintain flight, and once activated, the jumpjet fires it's entire energy at once. When falling at top speed, the jumpjet could be used to stop once, but takes a while to recharge, meaning only one chance to stop the fall at a point. The great use of this pack, is that the MAX can quickly jump over and enemy or charging vehicle and be on the ground without risk of being shot out of the air. It looks more like a power jump than actual flight.

TR MAX - Rapid Rocket Type Jumpjets - The Terran Republic, having the most experienced work with jumpjets, created a more continuous and powerful pack. It is a typical jump jet, able to be used in multiple bursts or continuous, instead of the NC style of single burst. The Terran jumpjet has a powerful engine with efficient energy consumption, allowing it to reach the highest altitude of any of the MAXes.

VS MAX - Energy Efficient Type Jumpjets - Being that the Vanu have access to alien energy technology, as well as a lighter form of MAX, they are able to create an energy type jumpjet that gives a much better energy efficiency at a cost of speed. This means they can stay in the air for longer than the other MAXes, but cannot jump as high as the Terran MAX, which is faster for its shorter duration. The Vanu MAX is best for longer distance jumping.

Weaponry - The jumpjet type MAX units forfeit their heavy, dual arm mounted weaponry for a single handheld large assault weapon, generally an assault rifle type. These weapons are more powerful than the assault rifles of the LA and HA infantry classes, but much less accurate with a slower firing rate. These MAXes rely on their speed and armor to stay above their enemy, rather than heavier armor and higher firepower.


So there you have, my idea on how to balance in jumpjets for MAXes. It may seem OPed to have a MAX able to get to higher spots or become maneuverable, but they are not as strong as they seem, and these would be much less powerful, maybe even half than their beefier cousins.

A quick summary for you word skimmers.

MAX suits get a mod for jumpjets.

Trade offs-

MAX suits are less armored
MAX suits use an assault rifle instead of arm weapons (more accurate, less powerful, but less accurate than infantry assault rifles)
Weaponry is denied explosive ordinance or anti air.
(imagine the ground spam if a MAX could fly with a rocket launcher type weapon)
MAX suits STILL CANNOT capture points.
MAX jumpjets recharge slowly, preventing them from filling the Light Assault type role.
MAX with jumpjets are easier to kill and just as expensive, if not more so.

Empire Specifics -

NC MAX fires off jump jets in one burst, cannot maintain flight, goes up and down the fastest like a real jump, better for immediate trouble. Recharges fastest but only usable when fully charged.

TR MAX can maintain some flight, is still fast, can go higher than the others, most balanced and conventional.

VS MAX can maintain the most flight, is the slowest, can go the furthest.



Well, that's my suggestion for a balanced implementation for MAX jumpjets, let me know what you guys think.
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Old 2012-06-12, 04:58 PM   [Ignore Me] #2
berzerkerking
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Re: MAX Jumpjets - Less armor/Handheld weapons


well thought out. I could see this happening.
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Old 2012-06-12, 05:12 PM   [Ignore Me] #3
Baneblade
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Re: MAX Jumpjets - Less armor/Handheld weapons


MAXes can have jumpjets if the jumpjets have a 25% chance to explode.
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Old 2012-06-12, 05:58 PM   [Ignore Me] #4
Saifoda
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Re: MAX Jumpjets - Less armor/Handheld weapons


Originally Posted by Sobekeus View Post
MAXes can have jumpjets if the jumpjets have a 25% chance to explode.
I think 1/4 chance of instant death and/or equipment not working is a bit much on the counter side of this.
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Old 2012-06-12, 06:02 PM   [Ignore Me] #5
Gonefshn
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Re: MAX Jumpjets - Less armor/Handheld weapons


I don't see why MAX suites need to have jets. They work the way the do as slow clunky beasts to fill a roll on the battlefield. What does making a jumpjet varient add to gameplay?

A jumpjet MAX sounds too lone wolf since it normally relies on engineers to be as combat effective as possible. A Jumpjet MAX stands alone, not good in my opinion especially when we already have the LA.
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Old 2012-06-12, 06:11 PM   [Ignore Me] #6
RandomNPC
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Re: MAX Jumpjets - Less armor/Handheld weapons


Take away jump jets from TR + NC light assault, give jump jets to every VS class. This only makes sense.
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Old 2012-06-12, 06:29 PM   [Ignore Me] #7
Zekeen
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Re: MAX Jumpjets - Less armor/Handheld weapons


Originally Posted by Gonefshn View Post
I don't see why MAX suites need to have jets. They work the way the do as slow clunky beasts to fill a roll on the battlefield. What does making a jumpjet varient add to gameplay?

A jumpjet MAX sounds too lone wolf since it normally relies on engineers to be as combat effective as possible. A Jumpjet MAX stands alone, not good in my opinion especially when we already have the LA.
A MAX suit cannot be a lone wolf, it cannot repair itself like a LA has his shield recharge, and they wouldn't be able to keep up. The jumpjets allow them to get on top of smaller buildings and dodge vehicles that try to ram them. A MAX is like a vehicle, it's costly but can be gotten at more terminals than a vehicle and fit in tighter spaces. You're thinking of a MAX suit with like, infinity rocket packs, and super fast recharge. These would have slow recharge and less capable jumpjets than LA. Also costly.

What gameplay advantage is there to NOT having MAXes with jumpjets? They jumped SUPER high in PS1 and were only one faction, I always played NC, but I still liked them even when fighting them. I only see them as adding to the gameplay and tactical variation. Mostly in MAXes that can do better in faster assaults. They can drop onto a building from a Galaxy and NOT get stuck from the railings. Able to jump over and land nearby to protect their allies on the bottom level of a facility. There's a lot of use for them, you just gotta think about it instead of downing it without taking a moment.

Last edited by Zekeen; 2012-06-12 at 06:30 PM.
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Old 2012-06-12, 07:05 PM   [Ignore Me] #8
Baneblade
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Re: MAX Jumpjets - Less armor/Handheld weapons


Originally Posted by Saifoda View Post
I think 1/4 chance of instant death and/or equipment not working is a bit much on the counter side of this.
No, not it isn't.
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Old 2012-06-12, 08:29 PM   [Ignore Me] #9
Maltodextrin
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Re: MAX Jumpjets - Less armor/Handheld weapons


Originally Posted by Sobekeus View Post
No, not it isn't.
Yes. Yes it is. Both from a gameplay/fun perspective, and from a lore perspective. To put it bluntly, nobody is going to use a feature that kills them 1 out of 4 times, unless the feature is really, really powerful. Jumpjets on MAXes simply are not that powerful.

Now, I loved smacking Vanu MAXes out of the air in PS1, and wouldn't mind seeing Jumpjet MAXes make a return.

My thoughts:
1) The MAX loses one of its two weapons.
2) The Jump jets are much less controllable than the LA jump jets. I'm thinking it's basically like a quick blast of thrusters, which send the MAX hurtling in the air, and maybe one more small one to slow its descent. Basically, once committed to the jump, the MAX cannot change its directory.
3) The Jump jets have a bit of a charge up time. The bigger the jump, the longer the charge, up to a point.
4) MAXes can kill people by landing on them, but due to the fact that the flight is basically uncontrolled, this should be extremely difficult.
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Old 2012-06-13, 04:04 AM   [Ignore Me] #10
Zekeen
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Re: MAX Jumpjets - Less armor/Handheld weapons


Originally Posted by Maltodextrin View Post
Yes. Yes it is. Both from a gameplay/fun perspective, and from a lore perspective. To put it bluntly, nobody is going to use a feature that kills them 1 out of 4 times, unless the feature is really, really powerful. Jumpjets on MAXes simply are not that powerful.

Now, I loved smacking Vanu MAXes out of the air in PS1, and wouldn't mind seeing Jumpjet MAXes make a return.

My thoughts:
1) The MAX loses one of its two weapons.
2) The Jump jets are much less controllable than the LA jump jets. I'm thinking it's basically like a quick blast of thrusters, which send the MAX hurtling in the air, and maybe one more small one to slow its descent. Basically, once committed to the jump, the MAX cannot change its directory.
3) The Jump jets have a bit of a charge up time. The bigger the jump, the longer the charge, up to a point.
4) MAXes can kill people by landing on them, but due to the fact that the flight is basically uncontrolled, this should be extremely difficult.
Well, I was thinking that for the NC MAX, while the TR gets abit of control and a lot of boost, and the Vanu get the most control, but less boost. Dunno on stop kills or not though. I think a MAX handheld is better than just one of the two arms missing a weapon. Gives it a nice feel if you ask me, bring it back to some of the concept art roots.
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Old 2012-06-13, 07:30 PM   [Ignore Me] #11
Zekeen
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Re: MAX Jumpjets - Less armor/Handheld weapons


Originally Posted by DjEclipse View Post
Im fine with jumpjets being exclusive to LAs. I think it was done to appeal to Tribe players. Cool.
Nah, jumpjets were always in PS1, just for VS MAXes which gave them GIGANTIC advantages in base combat. They probably based it all on giving that mobility to the main unit (light assaults were the main armor in PS1 because rexo was expensive after all). I'm just trying to show that MAXes should get something to return a bit to their calling, even if it is a VS original.
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Old 2012-06-13, 08:54 PM   [Ignore Me] #12
Zolan
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Re: MAX Jumpjets - Less armor/Handheld weapons


It's an interesting idea, but it just doesn't fit in with the NC and TR that well.

Light assault troops are an exception with jump-packs.

TR MAX units already have the specific lock-down ability, and an NC clanky tank MAX unit flying around would just look weird...

Not to mention you'd have to strap a Reaver engine to the back of one just to get it airborne, same for the TR MAX.

If anything give the Vanu MAX units a very limited version of the jump jets they had in the original Planetside for their empire specific MAX ability. They have both empire lore and physics on their side..

Last edited by Zolan; 2012-06-13 at 08:58 PM.
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Old 2012-06-13, 10:11 PM   [Ignore Me] #13
Zekeen
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Re: MAX Jumpjets - Less armor/Handheld weapons


Originally Posted by Zolan View Post
Not to mention you'd have to strap a Reaver engine to the back of one just to get it airborne, same for the TR MAX.
And you would be AGAINST that?
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Old 2012-06-14, 02:31 PM   [Ignore Me] #14
Saifoda
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Re: MAX Jumpjets - Less armor/Handheld weapons


Originally Posted by RandomNPC View Post
Take away jump jets from TR + NC light assault, give jump jets to every VS class. This only makes sense.
Actually you're right, that does make sense since the barneys need all the help they can get
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Old 2012-06-15, 06:37 AM   [Ignore Me] #15
AssassinGT
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Re: MAX Jumpjets - Less armor/Handheld weapons


Remember BFR Flight Variants?! This will be like the mini-me versions of them. #What.A.Fucking.Nightmare. If I have to walk out of a building and a goddamn MAX falls from the sky in front of me LOL goddamn, what is the goddamn point of a light assault then?

I'd say that it would be okay if you could do small burst jumpjets to replace let's say an ammo backpack. And theyd let you jump Over small obstacles only and not scale entire base walls then that would be ...okay but I'm still not enjoying the thought
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