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2004-03-06, 12:33 AM | [Ignore Me] #17 | ||
Contributor First Lieutenant
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teh thing that flys really fast. Come on you cant land and you cant stop. If you dont want it to kill ground units dont let it shoot unless locked on aircraft. Just dont let it slow down past 60 kph.
i dont know just doesnt sound liike it would have enough uses |
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2004-03-06, 01:04 AM | [Ignore Me] #18 | ||
Sergeant
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ok lets you and me talk your interceptor base is similar to my Airbase but what i did was allow for stall speeds. Sned me Private message if you'd like to co-op on ideas for a massive post using sugestions from players. If so i'll send you my E-mail to make life easier
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Drill Instructor Lt. SlyMarbo, New Conglomerate Markov Server, Blackhawks Infintry Division |
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2004-03-06, 07:22 AM | [Ignore Me] #19 | ||
Duff,
The interceptor is not designed to engage ground targets, but as all things in planetside, you can use equipment for things its supposed to be used for. Most of the time the equipment sucks for doing so. In this case we have an aircraft that does not stop, its not for dog fighting enemy aircraft, its turns in the radius of a liberator at 175kph (which btw is its max non AB speed) It can also slow down to the 100kph range and no lower. The afterburners are for escapes from AA maxs if your going slow (accel is very very low), getting to a target quickly, or escaping from a mosquito or reaver that got lucky. The afterburners push this thing to the 300 range (Is the mossy 200 or 300 on AB? If its 200 then the AB on this will go to 250, I want it to outrun a mossy) Anyways the only thing to dog fight in this thing would be an enemy interceptor. As for the interceptor bases it seems that Bio labs are set up like this. 1 on each end of a continent near a warpgate (from south and north warpgates). And one in the middle. Bio labs are by far the least cared about facility, making the north and south ones Inteceptor bases makes the center bio lab a highly contested target that is worth fighting over. (We will care if you drop a bio labs gens when it isnt under attack now) Not saying that we dont give to shits about them but no one has a particular intrest in keeping them because there are like 3 or 4 on each continent. Making two of them Inteceptor bases would make for better battles at bio labs and better battles at the new base. |
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2004-03-07, 04:55 PM | [Ignore Me] #21 | ||
Dogfighting does not equal shooting down enemy aircraft. Interceptors dont dog fight. They use quick passes on targets with guns or missles. They dont turn and out manuver an opponent (which is dog fighting). The point of it is that its an Anti Liberator/ Lodestar/ Galaxy weapon. Its not ment to turn around a mossy and shoot it down with its guns. If it gets lucky and spots an enemy mossy that isnt moving it can hit it. (same thing with a reaver) but it does all of this with its missles. The 25mm is more for hitting larger targets or OTHER interceptors.
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2004-03-07, 10:25 PM | [Ignore Me] #25 | |||||||||
Private
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Ok, there is a TON of stuff here, so the only way I can make sense out of it all is to address it per item. Here goes:
1 round per Decimator. Same size as existing. 625 Damage per round, for direct hit only. 2.5m radius splash damage for 200 points. 10m minimum arming range (impact at less than 10m results in 50 impact damage, zero splash, no detonation). User must be still/crouched for accurate COF. Standing/moving will result in COF approximately the size of Jackhammer secondary fire. In other words, as big as your whole screen.
Additionally, what about adding MA+ 4 round Sweeper to HA? would give you another neat option to fight with, and wouldn't negate the use of MA, HA, or the sweeper. Simple and elegant solution. And it adds value to HA.
<continued next post, I hit the 10K char limit> |
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2004-03-07, 10:26 PM | [Ignore Me] #26 | |||||||
Private
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One interesting note is that you have chosen the "Heavy Phoenix" to be unguided. This is a particularly poor design descision. If you change the phoneix as you have mentioned, then what you have is in fact, a Decimator, which we all know, is next to useless for hitting fast moving armored targets at extended ranges. What would be a better choice is to have the Heavy Phoenix be exactly that- double the damage, increase the range to 350m, and have it be operator guided. 1 shot per clip, and the vehicle can not move, or the guidance link will be broken. Anyway, I do agree that the vehicle selection and capabilities in PlanetSide needs a huge amount of work, but the ideas that you have put forth so far wouldn't have the proper tools for the roles that they need to fill. I suggest that you look at real vehicles and their capacities and capabilities, and then look at the prototype and near future ideas and concepts for land warfare, and then go from there. That would provide you with a better starting point.
<continued> |
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2004-03-07, 10:27 PM | [Ignore Me] #27 | ||
Private
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For future design ideas, consider these principles: Clearly define the required capability. Ensure that no other equipment (meaning anything in the game, weapons, vehicles, support items etc.) does not already fill this role, or overlap the design requirements by more than 10-20%. Keep it simple. If you have to add all sorts of little rules and special modifiers to make it work, it's not going to be good in the game. (force domes anyone?) Look at real world counterparts before designing your stuff. Not just the latest stuff, but the history of the equipment, and how it developed. If you don't study history, you are doomed to be a noob and repeat it. Consider everything from a players aspect: is there something they could do that they would rather be doing than using your item? Simply put: is this the best tool for the job? When people don't ask this, then stupid descisions get made and then stupid gameplay developes (mowing, Buster spam, Lancer sniping, etc.). The reason these things existed is because the intended tool for the task, whatever it was, was *worse* at it's intended job than the other activity, so the players resorted to using the most effective method possible. Don't blame the players, blame the designers.
One more thing. Never *ever* add arbitrary rules to a game to 'balance' it. if you have to do so, it's because you didn't design the game right in the first place. AV/AI damage is a prime example of this. Who ever heard of an anti-tank missile not doing as much if not more damage to a person? It's stupid, its absurd, and it doesn't need to be like that. These are the kinds of broken gameplay that ruins a gaming experience because it takes the player out of the immersion of the game. Games need to be consistant. If a huge gun would totally obliterate a player in real life, then it should do so in the game. It's up to the designers to maintain the consistancy, while designing in rules so that the game play is not broken, and is still fun and playable. |
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2004-03-08, 03:30 PM | [Ignore Me] #28 | ||
Halberd is a much needed weapon. We dont have an AT AV weapon. Plus its not hard to use at all. Point, click to fire the dart. The dart hits and acts as a beacon. The advantage it has over other things is that once its on the target you can fire the missle in one direction and it will go in another entirly.
The Stilleto is a cloakers weapon. The point of a non leathal mode is so you can basicly piss someone the hell off, or if you want stun them and knife them. The decimator change is nearly exactly what we need. It takes time for the infantry to change up the weapons meaning they cant kill a max in 3 seconds, also the present deci is nearly perfect (splash damage reduction being the exception). The over and under thing. WE NEED a 1 cert point deal. Theres no argument about it. Having one cert point left open is so damn annoying it insane. The squad leader cam could be hooked to a CUD. The Gunship fits the role that it needs. Like the camera idea tho. Its use would be for bombarding an infantry heavy base, tower, or AMS. Staying low would be a warm target for AA. The best idea would be to have it fly at max with someone lazing the target. Having one gunner at command of all of the weapons leaves the thing too easy to coordinate. Having more than one makes it harder to employ its full potential to the battle field. The "recoiless guns" in the game are exactly what they say they are. Watch the firing of the weapons in game. 3 pnuematic rods absorb the recoil for every shot. 75mm are underpowered weapons as is and require direct hits to be effective. The splash is low damaging. The AirDel as people refer to it has been thought about many times so calling it your own idea isnt really fair. I just got semi specific with it. Making it as manuverable as a reaver is too much. I can dogfight mossys with a reaver and crush them. Making it turn as quick as one and giving it 25mm rotary (best anti air gun in the game) and 2 12mm gunners would kill a fighter or enemy reaver in a couple seconds. It should be an aircraft that flys as fast as a reaver but is a little less manuverable than a lib. The interceptor is a large aircraft, almost as long as a galaxy and as wide as a lib. I can easily shoot down ABing mossys and reavers which are small targets that go VERY fast (faster than anything else) so the engine has no problem with vehicles just infantry. Plus the AB is just for escaping or getting to a target quickly, not for combat. The interceptors large size makes it easy to put on a map, thus the engine limits arnt a problem. The addition of an interceptor to the game is also a very good idea considering the other things that Id like in the game. It would be supurb at shooting down Libs, Galaxys, Gal Gunships, AirDels, an ECM aircraft, and Lodestars. The rearming method would make it hard to spam this weapon too. The idea of this thing is for defending a continent we would own. Not for destroying enemy fighters. Air Supiriority is a fake thing in planetside. This would make it real. Also making it a VTOL aircraft would make it too easy to spam b/c now it can be reloaded at any air tower. Saying something doesnt fit any role is foolish if you dont know what your talking about. I am a pilot and this is what I know about. PS lacks a good anti air aircraft. The idea of an interceptor (high speed weapon) is just what we need. The Command Aircraft is just a dream I thought would be cool. We do need an ECM aircraft though. AA in this game is overpowered no matter what side you fight for. An ECM aircraft coupled with a Gunship would be insanly effective. The IFVs are designed to get a half squad to a position and still beable to be REASONABLY effective against armor. These arnt tank killers. Also about the heavy phnx. I made it that way because its too easy to spam that damn thing. Maybe if it had its manuverability DRASTICLY cut down then it could be guided. Also slow it down. Making it twice as powerful is not a good idea either. The thing is already the hardest hitting. Hitting one max with it would nearly kill it. Maybe 30-40% more punch would be more acceptable. And hitting infantry would be 10 impact damage alone. The dont infring on other roles, they give another option. They are slower than buggies and faster than tanks. Not as armored as tanks but more armored than a buggy. Fact is PS is bland when it comes to empire specific stuff. We just need more of it. Heavy Tanks would just be fun. Making them slow and ineffective against light armor and infantry (slow rotating turrets) also hard to get in a base b/c of tank traps would even them out. The point of the game is to be fun. Not to be realistic or follow real life. Things like the IFV dont NEED to be the best at doing what their role is. They can be substitutes for things like the del. The harasser is a pile of shit compaired to the other Buggies but people use it to GASP HAVE FUN!!!! If the game was reduced to the most effective vehicles and weapons what we would have would be 2 teams. All would have JH's Cyclers, Dels, Enforcers, Skyguards, Starfire AA max, Quasar AA max, Pounder AV max, Deci, phnx, Vanguards, and reavers. Now how much fun is that? Its not fun at all. Lighten up a little and stop being so hyper criticle. You made maybe one positive comment about all of my ideas and it generaly set me in a defenive mode. Last edited by Peacemaker; 2004-03-08 at 03:35 PM. |
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