Gameplay: Outfit Air Cruisers Redux - Page 11 - PlanetSide Universe
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Old 2012-07-23, 08:54 AM   [Ignore Me] #151
Sledgecrushr
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Re: Outfit Air Cruisers Redux


Bumping a great idea.
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Old 2012-07-23, 11:55 AM   [Ignore Me] #152
berzerkerking
Second Lieutenant
 
Re: Outfit Air Cruisers Redux


[quote=Sledgecrushr;797710]Bumping a great idea.[/quote
You mentioned great ideas so I am obligated to post this here:

Last edited by berzerkerking; 2012-07-23 at 11:59 AM.
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Old 2012-07-24, 04:41 PM   [Ignore Me] #153
berzerkerking
Second Lieutenant
 
Re: Outfit Air Cruisers Redux


/bump


Last edited by berzerkerking; 2012-07-24 at 04:44 PM.
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Old 2012-07-25, 06:33 PM   [Ignore Me] #154
Looopy
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Re: Outfit Air Cruisers Redux


I'm trying to picture it in my head, is this an acurate size/design

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Old 2012-07-25, 07:02 PM   [Ignore Me] #155
Baneblade
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Re: Outfit Air Cruisers Redux


Think more along the lines of a 50% scale Corellian Corvette.
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Old 2012-07-25, 08:23 PM   [Ignore Me] #156
BraavikStal
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Re: Outfit Air Cruisers Redux


I've seen some really good concept pictures of Air carriers and air ships etc. Just trying to remember where they were.
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Old 2012-07-26, 07:41 AM   [Ignore Me] #157
berzerkerking
Second Lieutenant
 
Re: Outfit Air Cruisers Redux


Originally Posted by Looopy View Post
I'm trying to picture it in my head, is this an acurate size/design

Looks like something the NC would fly
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Old 2012-07-27, 04:20 AM   [Ignore Me] #158
Gugabalog
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Re: Outfit Air Cruisers Redux


I like this idea. Maybe they could have drop pods for the outfit to use? Idk. Might not be necessary. But this is a little useless without some effect on the ground battle.
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Old 2012-07-27, 07:28 AM   [Ignore Me] #159
Baneblade
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Re: Outfit Air Cruisers Redux


It has plenty of effects on the ground battle. Just no farming ability.
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Old 2012-07-27, 11:06 AM   [Ignore Me] #160
berzerkerking
Second Lieutenant
 
Re: Outfit Air Cruisers Redux


Originally Posted by Baneblade View Post
It has plenty of effects on the ground battle. Just no farming ability.
Good because otherwise they would all be superbomber win buttons
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Old 2012-07-27, 07:01 PM   [Ignore Me] #161
Gugabalog
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Re: Outfit Air Cruisers Redux


I suppose. Maybe it could drop troops as well as vehicles+ deploy air wings directly.

Could they be boarded and 100% accessible or would there be safe areas with in them? and depending on their cost they should be difficult to deter/disable/destroy.
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Old 2012-07-27, 09:37 PM   [Ignore Me] #162
berzerkerking
Second Lieutenant
 
Re: Outfit Air Cruisers Redux


Originally Posted by Gugabalog View Post
I suppose. Maybe it could drop troops as well as vehicles+ deploy air wings directly.

Could they be boarded and 100% accessible or would there be safe areas with in them? and depending on their cost they should be difficult to deter/disable/destroy.
I would love to see one boarded and have to fight for control, while it hovered dangerously in place a sitting target for enemy fire, no access to spawn tubes or maxes only turrets and firefights on the deck
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Old 2012-07-28, 12:44 AM   [Ignore Me] #163
Gugabalog
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Re: Outfit Air Cruisers Redux


Not having spawn tubes is an interesting idea. Would mean manually manning it. But unlikely.
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Old 2012-07-28, 03:08 AM   [Ignore Me] #164
Tzitzimitl
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Re: Outfit Air Cruisers Redux


I believe the way this should be implemented should be on their own continent(or something similar). And they should have an effect on ground-battles and be target able by ground vehicles.

On this new continent there should also be missile silo that can damage and take down one of these OAC. This being a persistent game would make missile silos valuable in such a way that they could potentially become key facilities. Also bases should be equipped with launch pods that allow defenders to board these OAC. This would potentially add a tactical layer as you choose between having them be a logistic ship or a combat ship by deciding to bring them close to bases.

Also land vehicles should not be spawn-able on these because it would take away from the importance of tech plants/towers.

Bane has talked about them having a maintenance cost and i propose one of the costs to these could be having it use resource when it fires it weapons. Another that was already brought up could be resource cost to spawning vehicles on top of normal vehicle spawn resource cost.

Anyways, sorry if its too long but this is my 2cents in implementing OAC
Edit: This was brought up in another thread http://www.planetside-universe.com/s...t=42403&page=2 .
What if it had little to no AA guns so that it would have to rely on escort Fighters for defence? This could potentially make it something that outfits could specialize in/ cause co-operation of outfits.

Last edited by Tzitzimitl; 2012-07-28 at 03:35 AM.
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Old 2012-07-28, 04:20 AM   [Ignore Me] #165
Gugabalog
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Re: Outfit Air Cruisers Redux


If it sacrifices AA give it a super-liberator cannon. If it has AA give it little ATG fire power.

But yea, eliminate the vehicle spawning, except for air. And the Galaxy eliminates the need for launch pods. So no launch pods please.
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