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2011-07-22, 04:52 PM | [Ignore Me] #16 | |||
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2011-07-22, 04:54 PM | [Ignore Me] #17 | ||
Colonel
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Not to mention soon after the enemy realizes that the Gal in question is a highly specialized one, you are guaranteed to have a few Mossies and Reavers up your tail even if you would try to fly further away to give your squad members a chance to spawn into a full team before a new drop.
Naturally this is a thin line and while it can be overpowered, on paper it seems mostly fine due to how vulnerable a Galaxy is without help. I would at least test something along these lines in beta to see if it can work. Last edited by Coreldan; 2011-07-22 at 04:55 PM. |
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2011-07-22, 04:56 PM | [Ignore Me] #18 | |||
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2011-07-22, 08:20 PM | [Ignore Me] #19 | ||
Lieutenant Colonel
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I don't see a huge issue with allowing spawning in a gal while it's airborne. We already have AMSes for ground based spawning, and an air vehicle over hostile territory in Planetside is taking a pretty sizeable risk.
I'm curious whether they'll allow spawning in other ground/air transport vehicles, assuming they're in the game. |
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2011-07-22, 08:33 PM | [Ignore Me] #20 | |||
Colonel
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If we could spawn in the air it would need to be over friendly skies I'd think. Imagine hovering or flying in a circle over a base just dropping soldiers. That totally messes up the combat system we're used to I'd imagine. |
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2011-07-22, 08:50 PM | [Ignore Me] #23 | ||
Lieutenant Colonel
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They did. Or it's listed here at least: http://www.planetside-universe.com/f...ad.php?t=36527
I don't see spawning in an airborne gal over a base as significantly different from spawning in an AMS at a base. If you don't want people in your courtyard, kill the spawnpoint. If you can't kill the spawnpoint, then you've lost the courtyard. It would also make sense to have this be a highly specialized role for the gal though, as someone else already mentioned. Like a module that would be interchangeable with heavier armor, or more cargo, or a proper weapons loadout. It should be more defensible than an AMS, but far more obvious. |
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2011-07-23, 12:57 AM | [Ignore Me] #24 | ||
Private
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The reason I would prefer Gals can not spawn over key enemy points is more to do with fun than balancing issues.
Gal drops are only really effective when it's a full drop and my fear is that by allowing players to spawn in air over enemy territory they will start to drop solo rather than as a team. Even limiting it to just squad/platoon would not necessarily stop people from wanting to get back in the action so badly that they will drop solo without any though for teamplay. In PS1 Gal drops were most successful when there was a plan, you all dropped together and everyone knew what they had to do and where they had to go when they landed. These were the times when I most felt part of a team and when it comes to game mechanics I will always judge it by "does this promote teamplay". |
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2011-07-23, 12:32 PM | [Ignore Me] #25 | ||
Sergeant Major
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Current galaxy is a single pull one way air transport veichle. You pull it in the sanc, fly for some minutes then ditch it. Or it was a ferry from the tower to the base.
A gal as spawnpoint would have to circle around the battlefield to drop reinforcements on critical locations. PS-2 focuses more on open territory fights so it won't be just circling around a base till the enemy raises some mossies that scare you away. The battlefield will be far from your enemy too, you can spend more time in the air. And I hope that specializing in the gal tree you will be able to add improved defensive or even offensive weaponry to your flying coffin. I'd love to see those 15 mils on the wingtips changed to AA-flak... |
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2011-07-23, 12:57 PM | [Ignore Me] #26 | |||
Its options. Maybe the new gal will hold more people too, no real reason for it not to, especially with no entry/exit animations. |
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2011-07-23, 01:16 PM | [Ignore Me] #27 | |||
Private
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Even if it lets them spawn in the air it's not a big deal, nothing screams EVERYBODY SHOOT ME more than a gigantic aircraft circling an enemy base dropping enemy soldiers, it's not relatively small or invisible like an AMS. If you can't kill it with aircraft you've lost air control, if you can't down it with AA maxes you've lost CY control, if you've lost both then you've lost the base anyways. |
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2011-07-23, 01:25 PM | [Ignore Me] #28 | ||
Private
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In PS1 people flew Gals because they were integral in getting troops to the front lines but as someone just mentioned in PS1 people generally flew them over a base for a drop and then discarded the Gal.
If you can spawn in a gal mid flight you're implying that someone would want to spend their time flying a gal in circles while everyone else spawned, dropped and got into the fight. Convincing people to run regular AMS's to the front line was hard enough in PS1, now imagine that not only did that person have to spend time getting an AMS but if they exited the AMS it couldn't be used as a spawn point. What would have to be done to make piloting a flying AMS enjoyable and rewarding for the pilot? |
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2011-07-23, 01:28 PM | [Ignore Me] #29 | |||
Colonel
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It's not quite an easy thing to hide, which probably accounted for it's "use and discard" nature. |
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2011-07-23, 01:35 PM | [Ignore Me] #30 | |||
Private
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I would like to see benefits for those who have chosen to spec for a Gal over combat vehicles. For example getting xp for each person you drop within a specific radius of a mission target. Or something along that line. |
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