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Old 2005.08.05   #1
firestormrct
New BASE ideas and changes

These are ideas for two new types of bases; the Power Refinery and Air Base. However, first, to compensate for them, a few changes need to be made:


All aircraft: Re-order timers will be increased by one minute, and armor will be increased by roughly 7 percent.


All bases: It will take a base about 2/3 the time to drain NTU as it does now; this means an increase in the amount of NTU used to create vehicles, repair base items, etc.


Technology Plant: The aircraft bib on top needs to be smaller and contain only one aircraft creation pad. Also, it will no longer be the pre-requisite base for Reavers and Liberators.


Dropship Center: The dropship creation pad will no longer allow the creation of Reavers, Liberators, or Mosquitos. Instead, they must be purchased at the regular vehicle pad. However, Galaxies and Lodestars will now be able to load passengers when created at the pad. For this, the following changes will be made:

-When a Galaxy or Lodestar is created, it will stay landed on the pad, instead of lifting off.
-When a Galaxy or Lodestar is landed at the pad, vehicles (which can board) will be able to press the Action Key at the base of the creation structure (where the big door is); just like they would if they were boarding a Galaxy or Lodestar as normal. The gate would then open and allow their vehicle through the "shield". Once the vehicle is on the incline, an auto-pilot would drive them into the Galaxy or Lodestar.
-While a Galaxy is docked, passengers or gunners can board or unload as if the Galaxy were landed normally.
-When a Galaxy or Lodestar wants to take off from the pad, they press the Action Key to engage the auto-pilot which will fly them above the pad (a Galaxy or Lodestar pilot cannot exit the vehicle while it is "docked").
-If a person were to purchase a Galaxy or Lodestar while one was docked, the pilot of docked Galaxy/Lodestar as well as anyone on the pad will be given, after the vehicle-incline is clear, a 10 second count-down on screen (think big red numbers with the pain-field sound) to press the Action Key and lift off. During this time, vehicles will not be allowed to board. If they do not lift off in that time, the Galaxy or Lodestar will de-construct and eject its occupants (including the pilot). These occupants will then be given another 5 seconds to clear the pad.
-If a vehicle leaves the Galaxy/Lodestar while it is docked (either from being ejected due to de-construction or pressing the Action Key to exit) the auto-pilot will drive them down the incline and out the door.

(NOTE: The same changes made to the dropship center dropship pad should be made to the sanctuary dropship pads.)


Finally, here are descriptions for the new facilities/bases:


Air Base:
Benefits- The air base will allow the construction of Reavers and Liberators at linked bases. Also, it will decrease the re-order timers for all aircraft by 2 minutes (so it would be one minute less than it currently is). ALSO, if someone is in the SOI of a linked air base, their OS will charge exactly 1.5 times faster.

Base Layout- The base would be arranged like a Technology Plant. However, the generator will be on top and the CC on bottom like the Bio Lab. The base would have 8 aircraft re-arm/repair pads. Also, it will have two aircraft purchase terminals under-ground. Each terminal will have a separate "shaft" that goes to the surface, and would be wide but not tall, so they would piggy-back each other (with two separate doors). The shafts would be at a rough 45 degree angle (like the current vehicle tunnel for the tech plant), however, they would not level out at the surface, and instead the doors would be angled with the shaft. The doors would also be elevated about 10 meters off the ground, and would not be hack-able. They will also be protected with shields (basically, nothing can go in the shaft but aircraft being created). Underground, the Terminals would be arranged side by side with glass windows looking at the creation pads: one which is directly in front of the terminals and one which is vertical and above and slightly back from the terminals. Also, there will be a sattelite uplink dish where a bio lab would normally have radar uplinks.

Special Traits- Aircraft, when ordered, would speed up inside the shafts so they would be going top-speed or near top-speed when they reach the doors/outside. This is to make them less vulnerable and make it seem more like an air field (aircraft going fast come out of the doors, sometimes one after the other).


Power Refinery:
Benefits- Makes all connected bases more efficient in using NTU; things will repair faster are require less NTU than normal (so it would be about the current NTU consumption rate; if a little slower).

Base Layout- Fairly unique. It would be the regular rectangle-shape, but two corners that are linked by an adjacent wall are angles at 45 degrees. One of these angled corners will have an entrance and a wall opposite it will also have an entrance. The top of the base would be Amp Station-esque, with the CC in a circular room with 2 entrances. However, the basement of the base would house two extra-spiffy generators. They would be like normal generator rooms, but the generators would have a slim base and larger top, as well as three supporting poles (like the two on regular generators).

Special Traits- The dual-generators make this base an interesting base to attack/sabotage. Dropping one generator will stop the benefits THE BASE GIVES (reduced NTU drain), however, the spawn tubes, all other base functions, and link benefits from other bases (including hack rights) will stay on until both generators are destroyed.


Ill try to get some concept images out. Tell me what you think.
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Last edited by firestormrct : 2005.09.03 at 1823.
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Old 2005.08.06   #2
thephenyxrising
Re: New BASE ideas and changes

My biggest question is why? I understand the biggest reason (to get more base designs), but not the 'nerfs.' 75% of the changes are just that... nerfs to Air. Now, I hate to get skeeter sniped and reaver spammed as much as the next guy (I'm Support, btw), but I don't see Aircraft being powerful enough to warrant a 1 minute increase to their timer - even with the dubious posession of a Air Base decreasing that time by a minute.

Here's another thing - Air Superiority is important in any battle (if poorly used in PS). Giving that much of a benifit to one side in any battle... well, from what I've seen the base benifits these days are well balanced. They give a small bonus - but, not one that makes that side overpowering. I think a two minute difference would do that.

Consider - As more and more of the side w/out the Air Base die... the greater and greater the difference between the two groups is going to become so far as A/C goes.

------------------------------------------------------------------------------

Same with the NTU drain. I think it is simply too much. Anyways, my biggest question remains: Why. You explained the changes well enough, but not why. :)
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Old 2005.09.03   #3
firestormrct
Re: New BASE ideas and changes

Proposed armor boost to aircraft and OS recharge boost with an air base.
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