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Thread: Gameplay: Freighter
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Old 2013-10-28, 10:16 PM   [Ignore Me] #11
USdude
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Lightbulb Re: Freighter


Well i have a few of things that i think would make this a lot more attractive and balanced.
1. You only get the XP for Successfully dropping of a vehicle or crate.

2. This is a utility option kind of like the sky-guard turret completely changing the role of the lightning this would change a galaxy to this Skycrane variant.

3. If you pick up a vehicle the occupants are locked in and if it has any guns they are locked into their starting positions for the duration of the flight

4. There is a hooking up time like with the Sundy's deploy delay so that you can't just instantly drop of a tank and would have to hover there while the tank unloads from your magnets.

5. While the hooking up sequence is happening and your picking up a vehicle it's driver has to be inside the vehicle and has to a authorize a request with the 'Y' key or something to show that he consents on having his vehicle lifted.

6. Like there is now with the Sundy's deploying areas the Skycrane is not able to deploy vehicles in places like landing pads or other places that vehicles couldn't get alone though mountain tops should be accepted.

7. There should be a 1000 cert addition to the variant that allows for the vehicle to safely land when dropped from any height if the Skycrane is destroyed, 'again' the vehicle will be pushed or ordered out of the areas that the vehicle would normally not be able to get.

8. The diffrent types of crates the Skycrane should be able to pick up are spawned with it if the pilot has purchased the type of crate.

9. Types of crates -

All of these crates can get upgraded range

Crates can be moved with tanks or Sundys but take damage in the process

Crates can be destroyed should have same health as Sundys

Once landed crates have to be manually deployed or can have upgrade that
allows for deployment as soon as a solid touch down is preformed

The lightning maybe should get a towing upgrade that allows it to move the
crates without them taking damage but it would slow down the lighting
considerably making it a exposed target

In reading the lightning upgrade again I have decided that all the affects of anything the lightning is towing or the Skycrane is lifting gets turned of as to avoid invincible lightning tanks or Skycranes or anything that they're close too.

a. Ammo crate - replenishes a bought type of ammo in it's immediate Vicinity
(meaning that the standard should be infantry and if upgraded it will be able
to dispense other types too)

b. Healing crate - Heals any troops nearby

c. Repairing crate - Repairs Mechanized vehicles nearby (can be upgraded to
support Aerospace vehicles)

10. Seeing as the turrets are locked the second the vehicle is lifted the Skycrane will be undefended except for composite armor upgrade the pilot has applied so it would be advisable to have Faction specific fighters escort it or something

11. While the Skycrane can only lift one vehicle at a time it can lift two crates

12. The pilot can't drop a vehicle out of midair unless the driver of the vehicles confirms the order but if the vehicle is a un-damaging distance from the ground the pilot can just drop the vehicle

13. Crates will take fall damage like any vehicle so it wouldn't be advisable to drop them from too high but just like the safe ejection for vehicles, crates can be dropped without damages if the upgrade is present except the craft doesn't have to blow up in order for them to be dropped safely

I just put down all my thoughts of what i would like of this thing to do

Last edited by USdude; 2013-10-28 at 10:19 PM.
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