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Old 2012-06-09, 01:11 PM   [Ignore Me] #16
Talek Krell
Lieutenant Colonel
 
Re: Annihilator Heavy Airship


One more poorly balanced super unit thread that figures it can get away with it because there will only be X at a time. There's probably a dozen of these by now and this one doesn't fix or offer anything new.


Originally Posted by MightyMan View Post
@Figment: Shut up and go to your dark corner, it is an idea.
Great rebuttal. I especially like the part where you demand he support his position with arguments while not rebuking any of his arguments. Classic master stroke, that.

Last edited by Talek Krell; 2012-06-09 at 01:12 PM.
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Old 2012-06-10, 04:29 AM   [Ignore Me] #17
MedicDude
Private
 
Re: Annihilator Heavy Airship


Originally Posted by Ohanka View Post
I think you have either misunderstood the concept or completely ignored 90% of the post. This is not just "one unit". In essence it is an extremely costly, slow moving. flying firebase with the speed of a severely handicapped tortoise that only the most organised of outfits will be able to operate correctly.
No I think he understood perfectly.
Uh, yes, it IS exactly 'one unit'; "an extremely costly, slow moving. flying firebase with the speed of a severely handicapped tortoise" aka flying Biffer.

NO, do not want.

I would like to see a smaller gunship return (Maximum 4-5 person crew fully gunned), but NOT a flying biffer. Nothing should have more hitpoints than the galaxy. Also it shouldn't have any anti-air capability, that's the job of escort fighters.
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Old 2012-06-10, 04:37 AM   [Ignore Me] #18
Zekeen
Major
 
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Re: Annihilator Heavy Airship


Really, if an aircraft bigger than the Galaxy was going to be added into the game, the best it would be is a max of 3x bigger, as a super expensive outfit cruiser or sorts made to hold a platoon, but not carry on the entire war of all the factions together.

You could fit it in, and it could be fun with all the weapons systems on it, but really it'd be more fun working to take it down than piloting it. Which is why something should be added later, but nothing overkill.

60-80 meters, aka, 196-262 feet. Or roughly larger than a football field. Or, the size of a capturable base in length. It's overkill no matter how you look at it.

For something to hold 3x the troops as a Galaxy though, 2x the size of a normal Galaxy would work more than perfect and already cover the sky. No need to go out of this world yet. Save that for when they add in space combat, THEN we get our big vehicles!
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Old 2012-06-10, 06:46 PM   [Ignore Me] #19
maskedskull
Sergeant
 
Re: Annihilator Heavy Airship


I have to say that something about that idea just doesn't sit right with me.

Even with a lot of the restrictions being suggested it still sounds incredibly overpowered and has potential to be exploited.

The main problem with restricting the number of ANY kind of unit is that there is potential that an Outfit will camp it and not allow anyone else to use it which makes people not in the Outfit feel A: Unneeded and B: Cheated.

As said before, if there is anything bigger than a Galaxy it should only be 2 or 3 times bigger and even that is a stretch.
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Old 2012-06-11, 09:40 AM   [Ignore Me] #20
MightyMan
Corporal
 
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Smile Re: Annihilator Heavy Airship


Originally Posted by Talek Krell View Post
Great rebuttal. I especially like the part where you demand he support his position with arguments while not rebuking any of his arguments. Classic master stroke, that.
Thanks for the cynicism....
What I meant is that rather then being a total douche about the fact that he does not like the idea, he should say his idea nicely without being an ass.
I am perfectly aware of his arguments.
Just state why do you think the idea will not feat into the game without that all "being an asshole" thing of yours.
"Classic master stroke" HAW-HAW-HAW
Less judgement, more being nice please.
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Old 2012-06-11, 02:29 PM   [Ignore Me] #21
tazelhoff
Private
 
Re: Annihilator Heavy Airship


I'm liking this idea, but it does seem like it would get in the way of normal combat instead of enhancing it, being a giant powerful gunship.

What if it was more of a mobile base than a gunship? It would only have a few guns, relying on a more conventional defense. It would still be a super powerful unit, seeing as it's a giant ship with tons of hitpoints that can be used as a spawn point (and perhaps spawn light aircraft) and can be used as a sort of constant hot-drop. I think this would be a more tactical solution that leaves the enemy feeling threatened, but not farmed, like some said the gunship would do.

I really love the ideas about dropping into it and destroying it from the inside. That sounds so incredibly epic.
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Old 2012-06-11, 04:39 PM   [Ignore Me] #22
berzerkerking
Second Lieutenant
 
Smile Re: Annihilator Heavy Airship


Originally Posted by Ohanka View Post
I love the idea in that topic you linked

anyway. This thing is designed to be in the air, and thats it. It can never land. The only time it'll be on the ground is when it is initally launched and the only way it'll go to the ground will be in a fireball. The only way on or off is through Galaxy transport or Escape Pods (a one way thing). I have the idea for this thing to be one per faction on each continent. Once it is destroyed it has an insane respawn timer before it can be called in again.
I like the idea of this heavy airship but this was touched upon in the other thread as there would be levels of power Each Module System comes in Six Levels:

Basic
Mark I
Mark II
Mark III
Mark IV
Mark V

All hulls are equipped with Basic Modules when purchased.

Module Key words:

Code:
Standard = 100%
Enhanced = 125%
Advanced = 150%
HAWT = High Altitude Warrior Transfer
Basic Module Overview: No Upgrade Point

Code:
Engineering - One Standard Power Generator, One Standard NTU Storage Tank, One Standard Engine
Defensive - One Standard Shield Generator (100,000 HP), Standard Armor Plating
Offensive - One Forward Heavy Weapon Hardpoint, Two Lateral Point Defense Hardpoints
Spawn - One 60 Second Spawn Tube, One Non MAX Access Equipment Terminal, One HAWT Drop tube
Hangar - One Small Aircraft Hangar Bay (hangar door not large enough for Liberators or Galaxies)
Cargo - One Ventral Heavy Lift Platform (One MBT or Two Lightnings per Platform)
Mark I Module OVerview: One Upgrade Point

Code:
Engineering - One Enhanced Power Generator, One Large Capacity NTU Storage Tank, One Enhanced Engine
Defensive - One Enhanced Shield Generator (125,000 HP), Enhanced Armor Plating (increases damage mitigation of hull, adds mass)
Offensive - Two Forward Heavy Weapon Hardpoints, Four Lateral Point Defense Hardpoints
Spawn - Two 60 Second Spawn Tubes, Two non MAX Access Equipment Terminals, Two HAWT Drop Tubes
Hangar - One Large Aircraft Hangar Bay (large enough for one Galaxy)
Cargo - Two Ventral Heavy Lift Platforms
Mark II Module Overview: Two Upgrade Points

Code:
Engineering - One Advanced Power Generator, One Advanced NTU Storage Tank, One Advanced Engine
Defensive - One Advanced Shield Generator (150,000 HP), Advanced Armor Plating
Offensive - Two Forward Heavy Weapon Hardpoints, One Aft Heavy Weapon Hardpoint, Four Lateral Point Defense Hardpoints
Spawn - Three 60 Second Spawn Tubes, Three Non MAX Access Terminals, Three HAWT Drop Tubes
Hangar - One Large Aircraft Hangar Bay, One Small Aircraft Hangar Bay
Cargo - Four Ventral Heavy Lift Platforms
Mark III Module Overview: Four Upgrade Points (Max for Light Cruiser)

Code:
Engineering - Two Standard Power Generators, Two Standard NTU Storage Tanks, Two Standard Engines
Defensive - Two Standard Shield Generators (200,000 HP), Advanced Armor Plating, Standard Armor Plating for Weapon Hardpoints
Offensive - Two Forward Heavy Weapon Hardpoints, Two Aft Heavy Weapon Hardpoints, Four Lateral Point Defense Hardpoints
Spawn - Three 45 Second Spawn Tubes, Three MAXable Terminals, Three HAWT Tubes
Hangar - Two Large Aircraft Hangar Bays
Cargo - Six Ventral Heavy Lift Platforms
Mark IV Module Overview: Eight Upgrade Points (Max for Heavy Cruiser)

Code:
Engineering - Two Enhanced Power Generators, Two Enhanceded NTU Storage Tanks, Two Enhanced Engines
Defensive - Two Enhanced Shield Generators (250,000 HP), Advanced Armor Plating, Enhanced Armor Plating for Hardpoints
Offensive - Three Forward Heavy Weapon Hardpoints, Two Aft Heavy Weapon Hardpoints, Six Lateral Point Defense Hardpoints
Spawn - Three 30 Second Spawn Tubes, Three MAXable Terminals w/ 25% discount, Three HAWT Tubes
Hangar - Small Flight Deck (large enough to comfortably handle three Galaxies; Flight Decks are all through deck designs)
Cargo - Eight Ventral Heavy Lift Platforms
Mark V Module OVerview: Sixteen Upgrade Points

Code:
Engineering - Two Advanced Power Generators, Two Advanced NTU Storage Tanks, Two Advanced Engines
Defensive - Two Advanced Shield Generators (300,000 HP), Advanced Armor Plating, Advanced Armor Plating for Hardpoints
Offensive - Three Forward Heavy Weapon Hardpoints, Three Aft Heavy Weapon Hardpoints, Six Lateral Point Defense Hardpoints
Spawn - Three 15 Second Spawn Tubes, Three MAXable Terminals w/ 50% discount, Three HAWT Tubes
Hangar - Large Flight Deck (five Galaxies comfortably)
Cargo - Twelve Ventral Heavy Lift Platforms
As you can see, even with a Battle Cruiser, you can't max out every module, you have to consider a balance or even a specialization for your Air Cruiser, no one setup to rule them all.,to outfit ships. Your suggestion would have to be the last level of armor and customization. There could only be one per faction per continent to prevent total domination from low altitude warships, and as usual a stealth team of liberators and galaxies could land on the cruiser to capture it, or a fleet of liberator could concentrate sustained fire of several weak points to destroy in in a prolonged attack. This really should be added to the other thread as both a suggestion and a bump(partially because I forgot to bump it yesterday) Once again great Idea but it needs to be placed under the original topic. Instead of competing with it.
Once again see here:http://www.planetside-universe.com/s...ad.php?t=41198
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Old 2012-06-11, 05:34 PM   [Ignore Me] #23
GhettoPrince
Staff Sergeant
 
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Re: Annihilator Heavy Airship


I'm kind of OK with the idea of a superweapon, but only if it costs stupid amounts of resources, like you would have your entire outfit contributing tons of resources.

The idea fits in with the epic scale of the game, but honestly it's just giving a squad of people a way to punch way above their weight and doesn't fit with the other focus of the game, teamwork.

You can already fit 2 squads into a fully specced galaxy, why do you need the flying carrier from The Avengers?
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Old 2012-06-12, 07:48 AM   [Ignore Me] #24
KILLFACE
Sergeant
 
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Re: Annihilator Heavy Airship


2 things. As a CO of a Air Cavalry Platoon that sounds pretty cool. And also, you played a fair bit of BF2142 didn't you?
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