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#1 |
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Deployable spawn point and equipment station
Basically allow some kind of advanced engineer to deploy AMS style equipment terminals (no MAXs) and spawn points out in the field, without hauling a vehicle around to do the job. No shields, no cloak, just the abilities to spawn and equip.
Thoughts?
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DviddLeff/Vindicore The Vindicators Planetside Upgrade Project Generation Ship MMO |
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#2 |
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Re: Deployable spawn point and equipment station
My first thought would be, why? Again, it's a matter of need and a question of who, if anyone, would anyone use it and what part of combat it would affect.
An AMS provides more much cover and probably is as fast to place somewhere. I'm also concerned about the interference radius, I'd predict a lot of TKing of random tubes. Also, why would you spend x amount of certs in a tree on something you could do with just two basic certs? So how, when and where would they be used? The only place I could imagine these would be used would be to shorten the travel time during a base assault, where you already hold the CY - otherwise they'd just be destroyed instantly by Reavers and Mossiecamped since as you say you can see them from miles away. Thus people would probably deploy these behind rocks, next to base walls (especially in a CY under the little overhangs). You'd also see these used by the attackers the moment the vehiclepad is dead in an assaulted base (provided you can place them in an enemy SOI) and the only terms left are base terms. But doesn't this interfere with the need of defenders to HAVE THE ABILITY TO KICK SOMEONE by removing spawnpoints? This is hard enough as is what with the radar virus and the amount of AMSes people have. So again, it's questionable if it's needed, yet when 'temporarily needed' (as in, too lazy to organise AMSes from a distance) really wanted in these situations. The question then is though, what can this do, what an AMS can't do better? IMO it is more likely they would hinder AMS placement and is more a lazy man's convenience than anything else. Note that people already objected to the Aegis Shield having a full fledged equipment term, which is why it can only be upgraded with ammo. (Why it drains out of ammo so fast as so little people use it (death is more likely than running out of ammo) or takes so darn long to upgrade that bit is beyond me though). Besides, let people pick their equipment before they go to war? That's the rock paper scissor element of PlanetSide: bring the wrong gear, prepare to suffer the consequences or change the situation to your advantage. Having Equip Terms everywhere makes logistics easier, but that includes medkits, glue and healing juice. Do you really want to give people more options to access these and give less thought to setting up their favourite slots because they can always replenish it? I mean there's a big difference between having a Router-AMS combi to defend a Generator, or no access to resources. The same is true in the field. The reason the Aegis Shield did not get the ability to hold weapons was logistics. It's also why you can not acquire ACEs or FDUs there: with one glue gun and a FDU, you'd get an unlimited supply in your backpack. |
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#3 |
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Re: Deployable spawn point and equipment station
Good argument, just a quick idea; basically I want to be able to set up field bases, and with the AMS you can already start rolling infantry, all it needs is some kind of heavy AMS to grab MAXs and a vehicle pad in the field (my lodestar overhaul).
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DviddLeff/Vindicore The Vindicators Planetside Upgrade Project Generation Ship MMO |
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#4 |
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Re: Deployable spawn point and equipment station
Nah AMS is better. Teh Agies can serve as an upgrade ammo terminal but it is easier just to get an AMS and cost less certs.
Now if we could have some adaptation of an Agies to make an AMS a more permenant spawn point as it won't decon to loss of owner that would be interesting.
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battle is only a prayer... ...BETTER START PRAYING!!! if Everquest can have Everquest 2 then Planetside should have Planetside 2 fight for whole planets and the stars around them instead of a few islands and a couple of caves |
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#5 |
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Re: Deployable spawn point and equipment station
A good example of 'field terminals' is probably the Ancient Tech Terms spread throughout the caves. You see a lot of people dig in around terms, where they're much harder to take out thanks to access to unlimited ACEs, medkits and repairs.
The main difference there is that logistics (as in travel time) are a major headache to both defenders and attackers. Still, you can hold out quite long with just a few people if you've got a good vantage point, where in the field or say up in a tower, you would not be able to do the same thing as attrition would take you out eventually. |
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#6 |
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Re: Deployable spawn point and equipment station
Do you guys support the idea of having AMS style equipment terminals in bunkers?
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DviddLeff/Vindicore The Vindicators Planetside Upgrade Project Generation Ship MMO |
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#7 |
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Re: Deployable spawn point and equipment station
On one hand I wouldn't mind one in the bunkers with a tunnelsystem. As long as there's no MAXes to be pulled, it wouldn't be a big deal and could actually make them more attractive and fought over - also by attackers. On the other, there shouldn't be too many - would probably also make drains faster (unless you don't connect the term to the base drain, just to the side that holds the nearby base). It would however, make bunkers a better form of defense. (Note that infils would love these terms).
If you would attach this to an engineering cert like Assault or Fortification Engineering (have both to place in enemy SOIs), could be okay since it would not be that widely used or competing with AMSes. What I'd like to see for bunkers is allowing some upgrades by Fort and Assault Engineers. For example fixed Anti-Tank or MA Anti-Infantry weapons and/or a BFR like bunker shield (with a lot of hitpoints) that blocks heavy missile fire but allows small arms fire, fire and nades to pass through. Aiming a Vanguard or Prowler shell into a bunker is just too easy. Perhaps Wall Turrets on top of some others. |
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#8 |
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Re: Deployable spawn point and equipment station
Good ideas, especially the heavy shield to stop large calibre weapons passing through.
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DviddLeff/Vindicore The Vindicators Planetside Upgrade Project Generation Ship MMO |
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#9 |
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Re: Deployable spawn point and equipment station
in a smaller scale battle
bunker with mounted weapon seems to be effective both way (defending or attacking) not sure how effect it will be in a bigger battle. I've had similar ideas ages ago and even had draw out some sketches lol anyhow do you think we need to redesign the bunker as it is now? |
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