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Old 2011-03-23, 06:21 PM   [Ignore Me] #1
Rbstr
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Thoughts about Transport (some new ideas)


I got to thinking about potentially larger Skeeter and Reaver bailing/hotdrops, the Galaxy, Platoons (larger squad-like entities in general), changes to flight mechanics, removal of MAX autorun, back hacking, behind the lines operation and countering of the latter two.
More in depth explanation:
One of the more likely happenings in PS:N is a change of the world's scale, either smaller or larger. In a larger world, ground vehicles will be sufficient for frontline transport, hopping base to base and providing significant firepower. However, if traveling behind the lines or trying to react to behind the lines incursions the ground vehicles may become impractical or simply not fast enough.
Many of us find HA/Agile hotdrops out of skeeters and reavers are a silly thing. Not just in balance but in a more suspension of disbelieve manner as well. (Are these things really supposed to be though of as simply disposable). But the speed and availability of the mosquito and reaver is much greater than the Galaxy making them in may ways ideal fast transports for infantry.
Aircraft changes are likely to make things less "hover-y" in general and more like fixed wing craft.

I think the way to keep people in transports instead of jumping out of combat aircraft while maintaining useful ground transport is a reworking of the scale of the galaxy and ground transports (del/sund) and adding a fast lighter transport craft (Yeah the phantasm exists, but stick with me).
Without max autorun you need to be able to move those a bit more readily as well.

So my changes:
The Galaxy is now much faster but a lot less armored to facilitate flybys and longer range travel. It can now carry a 10 rexo-infantry + pilot, 4 max and a buggy (17/18 total in best case, 1 agile, 12/13 rex, 4 max when you count the buggy). You'll still need two to put two squads in. It does make it a considerably more powerful hot drop...but I think that's ok, it blows up easier when you catch it and has very limited availability at drop centers and sancs only. The idea is that it becomes a paratrooper's kind of vehicle. It flies over, drops the load, runs away.
Sunderer: 2 more max spots totaling 4, better anti-infantry firepower.
Deliverer: 2 max spots, same otherwise
The Phantasm mostly stays the same, no guns, cloaky. Potentially agile/lighter two-slot only.

The new transport: We're thinking more of transport helicopter here. It's got some ground attack guns for clearing the landing. It drops off a small force and provides some support (you could think like those transports in the newer Star Wars movies, or a sci-fi UH-1)
Speed: Reaver + a teeny bit, but lower AB max speed. Makes for interesting balance. Highly maneuverable, with high side-to-side and altitude change speed compared to more fixed-wing-esque craft (those being the skeeter and galaxy in the new game, I expect).
Capacity: Pilot, 4 troops, 1 gunner, 1 Max. Basically, short of a full squad closer to a half
Armaments: I'd hope empire specific. (Gauss auto-cannon, beams, dual-linked MCGs) Failing that, an old style skeeter 12mm. We're looking for some anti-infantry power and some AA in the right situations but little to no AV. Mounted under the chin with 360 rotation.
Armor: I don't know. I imagine it needs to abuse rock-paper-scissors somehow. Low-altitude survivability needs high HP, but skeeters should chew it up rather good. So you need to have high resistance to AT/AA guns but weak to bullets, instead of the typical vehicle workings.
Availability: Tech plant equivalent or even always.
Critical: Low altitude hotdrop only. Basically the blue glow would run out by the time you reached the ground from approx 1.5x the tallest building. It forces you to be low and not up a the ceiling.

What this all does:
People can move maxes around with some modicum of efficiency following the removal of auto run.
Makes sure ground transports have roles in moving maxes especially.
You can get infantry air transport in a pinch without needing a galaxy...but you need more than one to take a full squad.
The galaxy becomes more strategic and enables larger fighting units (2x gal and you can fly a platoon around)
Allows the expansion of the world scale and enables both behind the lines actions and the reactions to them.
Allows us to reenact the Ride of the Valkyries Scene. (Super important)
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Last edited by Rbstr; 2011-03-23 at 06:27 PM.
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