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Old 2012-11-17, 11:24 PM   [Ignore Me] #12
Kioman
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Re: Deployable Galaxy


Originally Posted by Archonzero View Post
Deployable Galaxy/spawn system could still be useful AND if done properly would NOT be a gamebreaking design.

Making the AMS/Equipment cert for Galaxy Class dropships feasible an balanced as follows.

1st off - New Galaxy performance stat.
NTU supply. Battery/charge
level 1 = 25 NTU (5 certs)
level 2 = 30 NTU (20 certs)
level 3 = 35 NTU (50 certs)
level 4 = 40 NTU (100 certs)
level 5 = 50 NTU (240 certs)

2nd Certification system.

AMS/Supply cert
level 1 = adds equipment terminals (50 certs)
level 2 = adds squad G-AMS (100 certs)
level 3 = adds platoon G-AMS (250 certs)

G-AMS spawn system.
Is limited to use only by A)Squad and/or B)Platoon. Each player that spawns from the G-AMS uses up a charge from the NTU battery. Which means there is a maximum of 25 to 50 respawns before the battery is depleted. The ONLY way to recharge the NTU supply is at the warpgate central pad.

Now you may be wondering why the # limitation on the G-AMS spawn system, it's tied to squad/platoon like a beacon, good enough. If you don't place an NTU limitation on respawn numbers, then you will get a gamebreaking exploit with players being able to shuffle unlimited numbers of players in an out of the squad once they've respawned at the G-AMS.

Players will still attempt to do this, but it will have a steep limitation with the NTU limit. Most dedicated Gal pilots in outfits or organized platoons will use the G-AMS NTU spawn system for the limited role to keep their squadmates in the fight, even if it's only a short respawn time limit.
Good post, well put.
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