PlanetSide Universe - View Single Post - Things I whould rework in planetside.
View Single Post
Old 2003-11-23, 11:38 AM   [Ignore Me] #5
Biohazzard56
Contributor
Major General
 


Originally Posted by Doppler
I'll try and keep this list down to a few pages

I'd put the HART timer back to 10 Mins, possibly even 15.

I'd make it so a person freshly revived has 100 stamina and still has use of their implants.

I whould make the turrents on the bases wall mounted ball turrents. I.E. They whouldnt have that "Dead area" right beneath them. I'd also put turrents on the building itself covering the courtyard.

I'd reduce the armor a AMS has in travel mode.

I'd increase the deflection that the Sunderer and Deliverer have against small arms non AP ammo fire.

I'd combine the Sunderer and Galaxy into one cert.

I'd put flak turrents on bases, then I'd make it so these could target skeeters if you had a Interlink Facility Link.

I'd give base turrents a activatable shield if you have an interlink facility, similar to NC max shield.

I'd give the MCG a spin up time.

I'd ungimp the ammo carried for all AV troopers as well as the skyguard.

I'd make the skyguard available without a techplant.
Most of these are unbalanced and ill list why:
HART timer at 10 was fine, devs thought it was too long it will probably go to 7 or something.

The idea of giving a newly revived person full stamina was also deliberate, so people couldnt just get back right where they left off.

Sunderer and Galaxy are two diffrent things land and air, doesnt seem like a likely cert (maybe Galaxy and Lodestar?). The rest of what you listed was unbalanced everything added into the game has to be looked at from every angle, the stats, how it effects gameplay. What im getting at here is if its not messed up then dont fuck with it
Biohazzard56 is offline  
Reply With Quote