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Old 2012-06-19, 11:37 AM   [Ignore Me] #91
berzerkerking
Second Lieutenant
 
Re: Outfit Air Cruisers Redux


Originally Posted by Sobekeus View Post
I'm just glad I didn't have to do it lol, nothing makes an idea look worse than the OPoster bumping it incessantly.
I'm guilty to the worst degree. Check out my looting thread here:http://www.planetside-universe.com/s...ad.php?t=41403
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Old 2012-06-23, 04:01 PM   [Ignore Me] #92
berzerkerking
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Re: Outfit Air Cruisers Redux


REBORN
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Old 2012-06-24, 03:08 PM   [Ignore Me] #93
berzerkerking
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Re: Outfit Air Cruisers Redux


this thread is a zombie
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Old 2012-06-24, 08:15 PM   [Ignore Me] #94
Baneblade
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Re: Outfit Air Cruisers Redux


There isn't really anything new to add to the idea, everything I've come up with to modify it only makes it worse... lol.
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Old 2012-06-25, 06:21 AM   [Ignore Me] #95
Greenthy
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Re: Outfit Air Cruisers Redux


Kinda like the idea but:

They would have to be very slow.
Taking them over an enemy base should be near suicide.
Stacking multiple friendly ones in a single hex should not be allowed (one per hex orso).
Tanks should be able to spawn there and be hotdropped down (like when u carry them in a loady)
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Old 2012-06-25, 06:26 AM   [Ignore Me] #96
Knotz
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Re: Outfit Air Cruisers Redux


The thing is... anyone can make an outfit... so you might have 50 of these 1 player outfits making these huge ships :/
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Old 2012-06-25, 07:32 AM   [Ignore Me] #97
Baneblade
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Re: Outfit Air Cruisers Redux


Yay, more feedback!

Originally Posted by Greenthy View Post
Kinda like the idea but:

They would have to be very slow.
They are, I imagine them going a max of 40 kph with the fastest possible configuration. Which is considerably slower than real world ocean based ships.


Taking them over an enemy base should be near suicide.
With all the one way damage (ground to air), it will definitely be a serious error to overcalculate the survivability od these OACs.

Stacking multiple friendly ones in a single hex should not be allowed (one per hex orso).
No invisible walls, but perhaps some kind of stacking penalties: such as increased respawn timers, greater resource consumption... etc

Tanks should be able to spawn there and be hotdropped down (like when u carry them in a loady)
I agree, but even so we can't literally make these flying bases, they need to be dependent on the ground for important things like vehicle spawning.

Originally Posted by Knotz View Post
The thing is... anyone can make an outfit... so you might have 50 of these 1 player outfits making these huge ships :/
Not likely since they are extremely cost prohibitive and frankly, a lone ranger or even an ultra small outfit will lose their OAC in short order. These aren't BFRs.
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Old 2012-06-25, 02:53 PM   [Ignore Me] #98
Lumberchuk
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Re: Outfit Air Cruisers Redux


I'm not sure how this can be at all compared to a bfr because from what I understand this is not an assault vehicle but serves more of a logistical role. Your not going be flying it over a base and hot dropping like a galaxy, rather its going be parked nearby and used to spawn/transport large numbers of tanks. If they are weak to sustained fire and have limited offensive capabilities then how the hell can they be OP? The purpose of the point defence from what I understand is so that it will take a few squads to take it down instead of just 1 guy. And if they fly too close to the zerg...you know they won't last long as every single person will see a giant flying ship will want to shoot it down.
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Old 2012-06-25, 03:07 PM   [Ignore Me] #99
Baneblade
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Re: Outfit Air Cruisers Redux


Originally Posted by Lumberchuk View Post
I'm not sure how this can be at all compared to a bfr because from what I understand this is not an assault vehicle but serves more of a logistical role. Your not going be flying it over a base and hot dropping like a galaxy, rather its going be parked nearby and used to spawn/transport large numbers of tanks. If they are weak to sustained fire and have limited offensive capabilities then how the hell can they be OP? The purpose of the point defence from what I understand is so that it will take a few squads to take it down instead of just 1 guy. And if they fly too close to the zerg...you know they won't last long as every single person will see a giant flying ship will want to shoot it down.
Pretty much, they have a lot of hit points, but considering they will be taking much more damage than they are dishing out, they need large hitpoint pools. It will take a lot of strategic thinking to keep an Air Cruiser alive and viable at the same time.

I have been rethinking the vehicle spawn thing that people keep bringing up. Something like this maybe:

No Basic Vehicle Spawn
Mark I: ATVs Only
Mark II: Lightning
Mark III: MBT and Mosquito/Reaver/Scythe
Mark IV: Liberator and Sunderer
Mark V: Galaxy

Last edited by Baneblade; 2012-06-25 at 03:40 PM. Reason: Added Sunderer
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Old 2012-06-25, 03:21 PM   [Ignore Me] #100
Lumberchuk
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Re: Outfit Air Cruisers Redux


Ya i think vehicle spawn would be a good idea, otherwise its kinda just a slow galaxy, why not just drive all the tanks across the map? If you can't spawn them again from the base, you'll have to re spawn at an actual base anyway. maybe they could cost more though if you get them from the ship
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Old 2012-06-26, 08:32 AM   [Ignore Me] #101
Baneblade
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Re: Outfit Air Cruisers Redux


50% more cost to purchase vehicles from the OAC is probably reasonable. Perhaps have a discount built into higher tiers of vehicle spawn.

Last edited by Baneblade; 2012-06-26 at 08:44 AM.
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Old 2012-06-26, 03:59 PM   [Ignore Me] #102
berzerkerking
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Re: Outfit Air Cruisers Redux


Originally Posted by Knotz View Post
The thing is... anyone can make an outfit... so you might have 50 of these 1 player outfits making these huge ships :/
I doubt that because their destructibility is high, and they can be captured. We've already seen the giant target the galaxies are so these will be like sitting ducks until they're upgraded, and even then they will need an escort of fighters at all times to guard them. They are also unable to bomb or attack ground vehicles in anyway.

Last edited by berzerkerking; 2012-06-27 at 10:05 AM.
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Old 2012-06-26, 05:58 PM   [Ignore Me] #103
Talek Krell
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Re: Outfit Air Cruisers Redux


Originally Posted by Baneblade View Post
50% more cost to purchase vehicles from the OAC is probably reasonable. Perhaps have a discount built into higher tiers of vehicle spawn.
Bear in mind that we're likely going to be able to spawn vehicles at various towers this time around, rather than just bases.

What occurs to me is that having these for a support role may be kind of redundant if battlefield logistics are already well in hand.
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Old 2012-06-26, 11:20 PM   [Ignore Me] #104
Baneblade
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Re: Outfit Air Cruisers Redux


True enough, we won't know till we get our hands on the game. Then the idea could be refined more.
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Old 2012-06-27, 10:08 AM   [Ignore Me] #105
berzerkerking
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Thumbs up Re: Outfit Air Cruisers Redux


Originally Posted by Baneblade View Post
True enough, we won't know till we get our hands on the game. Then the idea could be refined more.
My goal is just to keep this thread alive ling enough to find out
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