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Old 2012-02-21, 09:29 PM   [Ignore Me] #76
Graywolves
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Re: Outfit Warships


Originally Posted by Garem View Post
I'm fairly confident that everyone who supports this idea expects it post-launch.

We want the basics asap just like everyone else. This would be amazing fluff to add later.
QFT
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Old 2012-02-22, 10:49 PM   [Ignore Me] #77
Whalenator
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Re: Outfit Warships


Space combat would be amazing.
My boner totally got killed when they mentioned dust 514 would be PS3 only.

Also this is a great idea, not that original though.
I remember talking about this shit back when they send out the first teaser email.
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Old 2012-02-23, 07:45 AM   [Ignore Me] #78
MadKat
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Re: Outfit Warships


Would love to see this in game, sounds tons more intense than the uncappable bases and would make being an Outfit leader a lot more enjoyable, on the sense that you could use your OF points on 'Warship' benefits, or even on-board customization such as Spawns, Terms, Lockers, (typical base equipment), maybe even defense systems if they were to approach an Outfit 'Warship' versus 'Warship' concept; i.e. Two OF's sign something agreeing to fight on date/time, instanced fight between the two OF's, could imagine it being like an LLU base cap -- flying to the enemy ship while defending your own; a Lodestar would be an excellent addition for this, anything destroyed would need to be repurchased after the fray, victor gets some huge 48 hour benefit or something along those lines to make it all the more appealing for OF vs OF fights. And when its not in an OF fight, it could serve as what everyone has mentioned, a mobile fortress that serves as a huge "HART" for troops, vehicles, and the such. Haven't read the whole thread, but absolutely love the idea of having a giant warship at the expense of OF points, and what not.
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Old 2012-02-29, 02:09 AM   [Ignore Me] #79
Reni
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Re: Outfit Warships


I would love to see this instead of uncappable bases. The warships would be ideal and having Outfit Warships would be fantastic.

If this were the case though, I would like to see them actually usable for something other than the eye candy and the obvious ability to drop into combat.
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Old 2012-02-29, 09:18 PM   [Ignore Me] #80
Talek Krell
Lieutenant Colonel
 
Re: Outfit Warships


Originally Posted by Reni View Post
If this were the case though, I would like to see them actually usable for something other than the eye candy and the obvious ability to drop into combat.
They'd probably be a lot easier to tie into gameplay if the devs ever do get around to that space expansion. They might be able to use these as a starting point for said expansion (or vice versa).
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Old 2012-03-14, 09:28 PM   [Ignore Me] #81
Purple
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Re: Outfit Warships


if this was in the game it would only separate the player base the sanctuary is a great place for people to meet and go into battle from. this game doesn't need a place for people to log ont o just hang out which would end up happening. i do like the war map idea but if it were to be added it should be somewhere in the sanctuary. i would rather have the Devs working on other things the game needs like working tanks and guns instead of places that will separate the playerbase.
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Old 2012-03-15, 12:46 AM   [Ignore Me] #82
Talek Krell
Lieutenant Colonel
 
Re: Outfit Warships


You realize that there is no sanctuary right?
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Old 2012-03-15, 08:25 AM   [Ignore Me] #83
Purple
Sergeant Major
 
Re: Outfit Warships


Originally Posted by Talek Krell View Post
You realize that there is no sanctuary right?
i do now but our uncappable base will do just fine. if outfits want to have something of their own so bad they can just pick a base, take it and hang around there. it would not be theirs but it would help what ever team there on alot more then spaceships.

Last edited by Purple; 2012-03-15 at 08:29 AM.
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Old 2012-04-15, 03:00 PM   [Ignore Me] #84
Majordopehead
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Re: Outfit Warships


Also a good idea would be the officer in charge of it can fly it at heights IE :

100 meters off ground it can take fire from ground units below and aircraft, the spawn drop to ground time is like 10 seconds.

200 meters its out the range of taking ground fire and only aircraft can try to take it down, spawn time to hit the ground 20 seconds

300 meters off the ground its above the aircraft's height ceiling and cant take aircraft fire = UN-CAPPABLE base for outfit, spawn time to high ground 30 seconds
I would also arm it with weapons work at each range can be manned on the ship for offense and defense IE:

100 meters machine guns, mortars and AA rockets

200 meters AA rockets n machine guns, this way the outfit can defend it,

i would give it a ton of amour and make it a OBJECTIVE like in BF2142 get to the control room/generator room,
1 you can blow the control room to stop the outfit moving the ship until repaired
2 you blow up the generator room you take down its gun defenses leaving it open for attack until repaired

this will mean its use will be tactical on the height it is used at it can bring power to the enemy team but risking the ships loss..

Also i would link its purchase into the outfits commendation points for taking bases and completing missions/ Kills etc
if the outfit is doing well in PS2 it can buy them often and upto a limit of say 4 per outfit so no one goes OP n buying them, to have allot you need a good outfit earning allot of outfit points...

My thoughts on this subject matter, great idea guys TRcr5 "MajorDope" NCcr5 "TopGunSmurf" PS1 vet from beta << and i look forwards to seeing you all in PS2! now get me those airship battle cruiser Matthew Higby!!!
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Old 2012-04-16, 01:06 AM   [Ignore Me] #85
The Kush
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Re: Outfit Warships


Originally Posted by Grimster View Post
Excellent idea but maybe with a few additional ideas from my side.

As long as they are not attack-able. Imho I don't want anything in the game to promote war between outfits as it should be about the war between the factions imo. War between outfits can be kept to special events.

Also there should be a limit to where you are able to drop into the battlefield and also the uncappable part of the continent should still be around.
I love the idea, and like some points grimster pointed out, there should be limits to where you can drop ie how close to a base or something just like the original ps
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Old 2012-04-17, 05:54 PM   [Ignore Me] #86
DDSHADE
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Re: Outfit Warships


This idea sounds great, and it could work too!

It wouldn't be the default spawn point for players NOT in an outfit, or players of outfits that haven't unlocked it. However, having a main base of operations that outfit "recalls" to regroup then drop in would be great, even if dropping in would only be in friendly hexes, on the edge of enemy ones (instead of HART dropping in outside of an SoI).

Hope to see this, or something similar make its way into the game!
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Old 2012-05-06, 10:02 PM   [Ignore Me] #87
IMMentat
Contributor
First Sergeant
 
Re: Outfit Warships


Personally I hope flying bases end up in-game. (copied form a different thread, i only just noiticed this one.)

BF 2142 had mobile flying bases and I have always wanted to see them in Planetside.
Limited in number (1-5 per continent per faction), Outfit/Zone/platoon commander controlled for a set period of time (1/2 hours) before someone else gets a go.
Control decided by bidding resources or some form of puclic/popular election.

Ideally the base would be a mid air/skybox altitude controlable version of a BF1942 battleship or a Star Wars Battlefront2 space battle, a high survivability mobile spawnpoint/firebase/fortress, with a super-slow movement speed. Possibly with the ability to launch basic vehicles, internal hot-dropping tube stations that get loaded ground vehicles safely groundside (as if they bailed from a gal/lodestar) after using a separate terminal to spawn them.
Bases should have a specialist turret to automatically attack and damage these flying fortresses to prevent abuse.

The fortress should be destroyable only through base weaponry, assaults on its generator/core by actual troops or by another flying fortress. The main armour of the fortress should be immune to most small arms fire, but vehicle and AV should be able to destroy external modules, thrusters to slow its speed, shield generators to increase the damage it takes from other sources, weapons to prevent a rain of doom, etc.
If destroyed a bases should skip to the next potential owner and have a 15-30 minute rebuild time that takes from the current owners resources/deposit. There should be an XP/resource bonus (or refund) for surviving to the end of your turn and a further bonus for using the fortress to assist the front lines of battle (and surviving).

Repairs should be slow and automatic (2/3 mins) within a friendly hex, slower in an enemy hex. Boostable with interaction from a solo player but heightened further by a co-ordinated defending team.
Any vehicles on the fortress should be kept internally until launched to prevent abuse of vehicle turrets in mid-air. Maxes can do as they will.

Due to the nature and speed of the fortress it should be controlled by waypoints similar to an average RTS unit, but with options as to what way it faces while flying (flying sideways/backwards should decrease its speed but allow primary weapons banks to be aimed for maximum effect)
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Old 2012-05-07, 11:56 PM   [Ignore Me] #88
Vhauj
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Re: Outfit Warships


Hi all, new guy here.

This is a really cool idea and I like it a lot. I've played PS1 in 2003 and stopped about 2006. I always wished for some sort of a warship that the empire or an outfit can go to operate and stuff, and this thread has it all.

These are all really great ideas and I'm just gonna add some more ideas in there to spark up some more interests.

-Movement costs Resources: As far as deployment of the warship, I think it should stay in high orbit when not active, gathering resources from the outfit members and such. Whenever an outfit would like to utilize it they could as long as they have the resources to. So in order for the warship to drop/os or even move to a base or area on a continent it would have use up resources.

-Gaining Resources : One way to do this is have your members (or visitors) purchase vehicles/implants/upgrades etc from the warship terminals, adding more resources to the outfit pool. Which makes the outfit leaders able to move and control the warship.

-Common Area : I like this idea to have visitors stop by and check out the warships and possibly sign-up via a registration terminal. If they don't feel like joining they can always just use the services provided, adding more resources to the outfit.
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Old 2012-05-08, 10:35 AM   [Ignore Me] #89
Pillar
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Re: Outfit Warships


If I could offer my two cents? The concept of these ships being used as outfit housing is inspired - no issue of running out of room, nor shortage of customization options - a very flexible idea with tons of potential. It would even be relatively easy to implement.

In terms of replacing the existing sanctuaries, whether or not it would be better off this way I think may end up being a moot point. Only because too much of the game balance has already been structured around the existing system. Not to mention the developers want these permanent foot holds.

Finally, with regards to the ships offering battlefield advantages, we're talking about a tremendously volatile balancing act, not to mention a mechanic that I doubt we'd see at launch. Certain abilities of course are innocent, especially with a modest resource requirement - drop pods I think are a good example of this, after all, the Dev's all about getting people to the action quicker with squad spawning etc., I doubt something like this would conflict with their existing agenda. But direct intervention on the part of the battleship, that's going to be a real game changer, and one that's very capable of getting out of hand. I don't think it's a bad idea though, and if any game was to do it, you know it would be Planetside - massive combat on an epic scale, right?
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Old 2012-06-04, 01:54 PM   [Ignore Me] #90
Saifoda
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Re: Outfit Warships


Originally Posted by Baron View Post
what happens to a new player / new character, meaning you're not in an outfit so where is your "sanctuary?" (need to work this out if this idea is to replace the uncapable base mechanic).
Perhaps this would be good motivation for the new player to join an outfit?

I think one point about this idea, and really a given point about any idea brought up, is that whatever suggestions we come up with here in the idea vault should not detract from the overall gameplay experience, especially for the new player (i.e. higby's 5-year vs 5-minute player doctrine). New players will still have whatever SOE comes up with a sort of "sanctuary" (might just be a "virtual" lobby where u can choose missions, equipment loadouts, character customizations/certs etc... without actually being on a physical "sanctuary," vis a vis planetside 1.


I think having a sort of outfit orbital sanctuary (perhaps like a carrier fleet or even just a carrier?) would be a FANTASTIC addition that could bring a lot of increased efficiency with gameplay (area for outfit members to congregate/chat and actually have a community feeling within the outfit, decide on battle plans, have staging areas, flight decks, etc...) as well as a lot of customization on the outfit side that would make it feel like a more robust game in terms of player driven content (one of my favorite things about star wars galaxies before it turned into WoW: Star Wars Edition was the player driven economy, craftable items, etc...). I'm not saying that individual outfits could or should be able to design their own weapons armor vics etc... but outfits could aesthetically alter their individual sancs. Lots of room for improvisation on having outfit cert trees, and, (don't hate me guys ) possibly some room for the micro-transaction thing -- for example, if you've got an air-cav outfit, wouldn't it be nice to have a massive reaver statue hanging out in your "lobby" area? Maybe that'll cost something........


Anywho I think it's a fantastic idea overall and I think there's lots that can be done with it.



EDIT: Also speaking of SWG, one of the most awesome things about that game was player created towns. So on Tattooine, for example, you had bespine and mos eisley and mos espa etc... but you could also just make up your own town. Be the mayor, have people build their homes there, excise taxes (not saying we should have "taxes" for belonging to an outfit -- ESPECIALLY for my NC brethren out there), build a space port, etc... and it became a really fun part of the game. I think you could totally approach the outfit "sanctuaries" (again I think of it more as a ship or a fleet than a sanctuary from ps1) in a similar manner and it would be very awesome.

Last edited by Saifoda; 2012-06-04 at 01:57 PM.
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