- Ok, this is going to be
a very long thread containing anything and everything from mines to total base
changes.
Part 1. Regular PlanetSide
--General—
>Add a blood splatter feature (I understand this will increase FPS as it
requires a lot of coding)
>Reduce the amount of memory this game takes to run, so that it runs smoother
on 512 of RAM and you don’t need 1 gig of memory just to have it run at
minimum smoothness (this will increase the number of subscribers too! ;))
- **I have gotten a notice
that the blood splatter effect was already tested and SOE said they could not
do that (don’t know how…)**
--Base Turrets--
>They should have the ROF increased and the wait between bursts decreased to
avoid easy infiltration
>They should add Anti-Air Flak cannons on the roof
>>The AAF cannons would not be automatic, so they’d have to be manned
>>They’d be like the AT turrets, they have a set clip size that will run out
over time. But instead of reloading right away, the gunner has to get out and
leave for 20 seconds
>>The AAF cannons will be very effective, but not to efficient. Low armor too
>The existing turrets should have an armor raise, but then a decreased damage
to air (leaving that to the AAF cannons)
--Base Interior--
>Add moods to them. Make it dark with directional lights. This is too give
ninjas an advantage against the increased radar
>Add bottlenecks and chokepoints to allow a well setup defensive line to hold
off a semi large attack force
>Have mini-turrets (much weaker than the Spitfire Turrets) in the base to
defend the base. Low ROF, but high armor. Full 360 degree turning. Cannot see
ninjas with out a nearby Motion Sensor (has to be on same floor)
--Base CC—
> Have 2 small CCs that need to be hacked before the 15 min timer can be
activated
> Have one CC that has to be hacked for the hack to be canceled (the other 2
can’t be hacked to stop hack, just to start it)
>>This is so that it takes more that one ninja to hack into a base that’s
being guarded
>>Have either a voice (mentioned below) or a warning saying that one CC has
been hacked.
>>If one CC has been hacked, you can hack that CC as long as the other one has
not been hacked too.
>>If both CCs have been hacked, then you have to hack the mini-CC to resecure
the base.
>>Concept art here…
https://www.angelfire.com/ri2/psideas/dualcc.gif
--Base Courtyard--
>Have more "walls" to the gates to prevent easy mowing of CY dwellers. Have
JUST enough space to get in with a tank, but make it tight.
>Have the mini-turrets in the CY too. Can’t see Ninjas with out MSD (Motion
Sensor Detector) nearby
-
- --Generator—
- >Have a main power
switch in the Gen that is only accessible to a CR5 (thru an IFF system)
- >>This switch allows the
immediate shut down of the bases power.
- >>This is just as if Gen
is blow, except you can power it back up in 5 seconds instead of 5 mins
- >>Shutting down the Gen
disables: spawning, use of terminals, use of mods, ect…
- >>Any one can turn the
power back on, but only a CR5 can turn it off (this is so if no CR5s are
online, the bases power can be turned on)
- >>This saves the NTU so
you don’t just waste the power and have to make an unneeded ANT run, for an
unused base.
- >>The blow Gen symbol
appears if the power is shut down.
--Bunkers--
>Have all bunkers linked to the base thru underground tunnels
>Have all bunkers linked to one another thru underground tunnels
>Give all bunkers a force field that lets damage in, but reduces it to 1/3 of
its max damage.
>>All bunkers will have an external generator that can be destroyed
(dissolving the shield).
>>The generator will have 2 wires that span to the ground getting power from
the base. This uses the same amount of NTU as any terminal.
>>The shield will not cover the door, but it will lock it so it can only be
hacked open from the inside. Destroying the generator will get rid of the lock
and open the door (needs to be hacked tho)
>>If an enemy is in the shield with you, and he shoots at you, you receive
100% dmg.
>Concept art here…
https://www.angelfire.com/ri2/psideas/bunkers.htm
--Backdoor--
>The backdoors security lock is hackable from the outside and the inside.
>This should lead to a room that has a door that is only hackable from the
OTHER side (this is to prevent massive zergs from there, also to have someone
go in thru the front door to hack it.)
>The space outside the backdoor should have the same shield as the bunkers,
but denies access to vehicles (to prevent suicide wraith drivers to run people
over till their Wraith blows up... killing all in the area.)
>Like the bunker shield, this will have the same external generator (same
rules apply.)
>The shield only denies vehicles the right-thru, but does not stop any dmg.
(So they entire zerg doesn’t pack up in the shield.) It does stop all vehicle
damage. (This is because one light tank can clear out an entire section of
people who are grouped tightly together.)
--FLBs—
>I love the FLB idea, but I do have one idea about a change for one.
-Interlink Facility Benefit-
>Instead of showing where the enemy is all the time, have camera terminals
scattered all over the base that allow you to “peek in” on the enemy. These
terminals are in all bases, but are only functional if the base is linked to
an Interlink.
--Ground Troops—
>Give CR5s a CUD automatically in slot 6
>Make it possible to fit armor in lockers
>>Reinforced armor will be the size of 2 AA ammo boxes.
>>Agile is the size of one and ½ AA ammo boxes
>>Standard is one AA ammo box
>>Infiltration is ½ of an AA ammo box
>Increase AP rounds effectiveness against vehicles.
--Ground Vehicles—
I won’t even go here, there has been a ton of argument over this and I’m not
going to extend it…
--Continents—
>>Add more scenery to the conts, it’s to… blah. :p
--Aircraft—
-Galaxy-
>Since this is a huge transport vehicle, it should have more defense than it
does now
>Give it a top mounted Laser Cannon (Yes a Laser Cannon. VERY high damage, but
an insanely low ROF).
>>It should have 2 gunners
>>One to point and fire, one to reload (30 second reload time)
>>One hit kills, but the extremely low ROF balances this factor out. (Gives
attackers time to move)
>>360 degree turn radius
>>Does not stop on impact, continues on thru target
>>Does little damage to infantry and ground vehicles (solely for AA purposes)
>>This will require MASSIVE beta testing for obvious reasons
>Make the side mounted guns able to fire straight forward to prevent Reavers
to hover in front and pound away with rockets.
>Let the jets do damage to objects.
-Liberator-
>Add Afterburners
>Add a top recoilless machine gun (250 rounds)
-Reaver and Mosquito-
>Increase the trunk space so you don’t have just not enough space to fit one
more row of ammo in
>>Or decrease it so you can just fit 6 boxes of ammo in it, that extra space
that you cant fit any craft ammo in is annoying…
-Aircraft General-
>Make afterburners last longer on Gal and Lib (if you add them)
--Sounds—
>Add sounds to the shells hitting the floor *shiver* love that sound… :D
>Make the Sweeper sound more like a shotty and less like a… non-shotty. And
the sound with the shell going into the barrel. Like *boom* chick-chick *boom*
chick-chick… that sorta thing.
>Add the near hit whistle. Like when the bullet flies past your head, make a
whizzing sound
> Add that female voice announcing major events like low NTU, TOH, your base
has been hacked [Time remaining]. When someone does a /who teams, it’ll
announce the population percentage to them only (not everyone else, that would
get very noisy :S)
---Improved voice macros ---
> Remove the unnecessary voice macros (i.e. "I'm defending our medical
terminals".
> Add the following voice macros:
I will defend our backdoor. (With sub variants of defend/attack etc)
Enemies have breached our courtyard.
Enemies have breached our backdoor.
Drop drop drop! (For gal pilots).
Hold this position.
Stay together.
Group up at squad leader’s position.
Rally at wp[#] (have submenus having 1, 2, 3, and 4)
Enemy force advancing on my position.
Audio Amp Clear.
Enemies on Audio Amp.
I will take point.
MAXs take point.
Take cover!
Go! Go! Go! (Admit it, we need one)
--Chat system—
>add an away system where players can set an away message.
>>so, If someone sends a tell to that player it would display a message back
to them (ie, Eating, AFK. Or, Busy, afk, ect.)
>Make shortcuts to the chat options (ie. Make the keypad numbers them. 1 =
local, 2 = broadcast, 3 = squad, ect…)
>Make tell lists.
IE.
/makelist looneyman, thekingth, carra23 /1
>Would put looneyman, thekingth, and carra23 on list #1
/makelist would be the starting command
Then you list the names you want to add
Then you do front slash # (list number)
>>to send a message to all of them at once, you would type… /1 [message] and
that would send a message to all of the people you put on the list (max should
be 20 people)
>>The lists should apply to the 3 message per 10 secs rule to prevent massive
spamming
>>Ignores also ignore messages sent in a list.
>>typing /listdelete [name] would get rid of people in a list
--Squad Options—
>add an /order [message] command
>>This command would pop up like the VR TK warning. (making it so that they
read it)
>Allow the SL to appoint a second in command
>>This sergeant can use the /order command and also invite people to the
squad.
>Add an /slkick command to kick bad SLs out of a squad
>>This would bring up a voting screen that need 2/3 of the squads vote to kick
the SL out and make the #2 person the SL (or they can vote for who they want
to be SL)
>>The kicked SL would be banned from that squad for 24 hrs so he can’t rejoin
the squad
--Outfits—
>Add a second outfit leader rank
>>This is to help ensure the continuation of the outfit.
>>The 2nd outfit leader needs to gain ALL approval of the next 2 ranks to kick
the main OL out.
>>Add more rank slots
--Sanc—
>Add a training facility where players can work on their fighting strategies
with friendly empire mates.
>>This allows access to all vehicles and weapons for that empire
>>people enter the base and warp to a room where they can select from an
already made squad waiting for more people, or they can make one.
>>After they choose they are warped to an arena where they cannot move or fire
until two FULL squads are created.
>>Competitors are chosen at random
>>You have 2 mins before the match starts to chose your weapons/armor from the
on screen menu.
>>When you die, you respawn at an AMS like tube that cannot be camped since
this is for training only
>>When the entire squad quits the match is over and the other squad can either
wait for another squad to join up or quit themselves.
>>Concept art here…
https://www.angelfire.com/ri2/psideas/sancbattle.htm
--Grief System—
>Make it so that grief doesn’t go down over time, have it so that enemy kills
contribute to the nerfing of grief. Its such a pain having to keep you game
open over night because some asshole kept running you over and giving you
grief constantly >.<!
--Command Ranks—
>Tell what the Command Chat range for the CRs are, people need to know this.
>>I kind of know that CR2 has a command chat range of a tower SOI
>>CR3s have a range of about a base SOI
>>CR4s have a larger range than a CR3 WAY larger
>>And CR5s have Global range
--Maps—
>Add a height meter to the maps. This is to avoid dropping in that HUGE ditch
in Ceryshen or other places too. (Toggle with H)
>Allow CR3s to zoom in on the map even closer when writing on it to increase
precision.
>Make a thickness chooser for the drawer. From 1 pixel thick, to about 10.
>Put in an invisible grid system that has a window telling you the EXACT
coords where your mouse is.
>When you write on the map, let the "return/enter" button change lines instead
of completing the text. It's a pain to write on the map if you're gonna
outline a more detailed plan.
- *I myself am only CR2L,
but I like to talk to the SLs and they have told me everything about the
higher CR abilities*
--BR20+--
>Allow people to go above BR20 but don’t give them anymore cert points
>>Instead, allow them to customize their armor
>>Colors, size, look, ect…
>>The more BRs you get, the more changes you can make
>>You can edit any change at any time. Everyone will see these changes
--Vehicle Mods—
>Allow people to add extra guns and stuff like that the higher BR they get
>>This will start after BR20 (so n00bs don’t get supped up vehicles… scary
thought)
>>This will be the reward for their on going loyalty to the game
>>The extra weapons will not change in damage, but they will ad more damage as
you have, lets say, 2 sets of dual chain guns on the Basilisk instead of only
one.
>>When you hit BR21 you get Vehicle Points that you can spend on extra weapons
>>You can change the weapons on the vehicles, but only once every 24 hrs (like
certs)
>>This will require major beta testing
>Allow them to change the look of the vehicles (not the colors tho, since they
are empire specific)
>>If that vehicle is jacked, the changes will stay the same, just changes the
color.
- --Weapons—
- >Add a common pool
Flamethrower
- >Make the VS lasher orbs
faster
- >>That is the only
weapon that you can dodge out of an incoming round… *sigh*
Part 2. Core Combat
>This section is MUCH shorter than part 1
--Maps—
>Add the warp pads to the map
>>Also the link between them (make it a diff color than the zip lines)
--Router—
>Decrease the link up time between the pad and the router
> Have a 2 second delay between warps
>>If one person warps, no one else can warp with that pad for 2 seconds
>>This is to prevent telefrags
>>Telefrags are a griefers wonder… *sigh*
--Geowarps—
>Improve its splash damage resistance
>>I’ve gotten killed 4 times by a Flails slash damage while in a Geowarp… it’s
starting to get annoying
--Flail—
>Add a feature where an arch calculator appears on screen when someone creates
a wp with the Laze Pointer
>>This makes the Flail have pinpoint accuracy when targeting a WP
>>Only allow this to activate when targeting a Laze Pointer WP
>Add an burst fire mode where it fires 5 shots in a row (but you cant move the
reticule, and it takes 10 seconds to build up a beam). Except the 5 shots wont
be 5 shots, it’ll be one huge beam.
>>The beam will have a splash damage radius of 5 separate shots and also a
damage of 5 separate shots
>>The refire time is 3 seconds for the burst beam
>>But the refire rate for regular fire is normal (1-2 seconds)
>Decrease deployment time by 1 second
--Maelstorm—
>Decrease power to lightly armored targets (MAXs, Basilisks, Wraiths,
Lightings)
>Decrease its power to air
>Increase the amount of the capacitor the projectile takes (not fair that it
takes 1. Should take 5 minimum)
-
- --Crystals—
- >Put the crystals in the
bases… :D
- >Add the damage crystals
I’ve heard so much about…
- >Add a Stamina Recharge
crystal
-
- Part 3. Character
Additions
- --Normal Engineer—
- >Give them a DDD
(Defensive Deployable Device)
- >>This DDD has 4
defensive only deployables
- >>A barrier wall like
the ones in the gates of bases
- >>A mortar cannon that
is a auto-fire cannon only
- >>>This cannon cannot be
manned
- >>>It fires rounds much
like the TR Ground Pounder
- >>>Holds only 100 rounds
- >>>Non-reloadable
- >>A transport raft that
carries 6 people but has a semi-cloak field around it. No weapons, low armor.
- >>And last but not
least, Stasis Mines.
- >>>These mines can be
buried underground but they have a small trigger that pokes up out of the
ground
- >>>These mines don’t do
any damage but they stop the player in his tracks when s/he steps on it
- >>>The paralysis lasts
for 20 seconds (enough for someone to jump down and kill them)
-
- --Combat Engineer—
- >Allow CEs to repair
“dead” vehicles
-
- --Medic (both)—
- >Allow you to use the
med gun while running
- >>You're a sitting duck
when you're using the med gun on your self
- >Decrease the revive
timer by a fraction of a second
- >>Make the entire body
able to target for revival
-
- --Hacker (both)—
- >Give the REK a melee
attack like in Halo
- >>Where you use a
bottom-mounted blade to slash away at the enemy
- >>Takes to long to
switch from REK to weapon, you'll be dead before you whip out your Jackhammer,
MCG, or Pulsar
- >>Besides, it’ll be
cool.
- >>Allow Melee Booster to
affect the damage it causes
-
-
- Part Four. Weapon
Additions
-
- --Skills—
- >Allow players to wield
a pistol or knife when you have out a REK, Med Gun, or ARG (Armor Repair Gun).
- >>You can only hold
another weapon with the Med Gun and ARG if you are healing someone else, not
your self (because if you look at the way you're healing your self, you can’t
hold another weapon)
- >>Either that, or add
blades to them and give them a melee option
-
- --Heavy, Medium, Special
Assault—
- >No comment for Heavy
Assault (these ideas are common pool)
- >Boost power of
non-empire specific weapons
- >Add a common pool
Flamethrower and Tranquilizer Gun to Spec Asslt
- >> Tranquilizer gun
comes with two types of darts: Lethal and Paralysis
- >>>Lethal is what it
sounds like, DEADLY
- >>>Paralysis stiffens
the body muscles so that they cant move, they will die over time if you decide
not to kill them.
- >>The Flamethrower will
be fun, no?
-
- --The Sniper—
- >Allow the Bolt Driver
to hold two bolts (but the same RoF, this just helps bring down the annoying
reload sound annoyance)
-
- --Anti-Vehicle—
- >VS Lancer – No Changes
- >TR Striker – No Changes
- >NC Phoenix – No Changes
-
- --MAXs—
- -AI MAXs-
- >VS Quasar – Up the AP
damage to armor
- >NC Scattercannon – Up
the RoF for the 3rd increased zoom by ½ a second
- >TR Pounder – No changes
-
- -AV MAXs-
- >VS Comet – Increase the
damage to infantry
- >NC Falcon – Decreased
damage to infantry
- >TR Dual-Cycler –
Increased damage to vehicles
-
- -AA MAXs-
- >VS Starfire – Increase
clip size to balance out that you have to have a target for a while, 8 rounds
usually JUST dose it, but with rounds missing, you’ll need more
- >NC Sparrow – Decreased
damage to infantry
- >TR Burster – No Changes
-
- --Vehicles—
- -Common Pool-
- [Reaver]
- >Lower the damage
rockets do to infantry, keep clip size the same
- >Increase the RoF of the
guns
-
- [Mosquito]
- >No Changes
-
- [Liberator]
- >Add afterburners
-
- [Galaxy]
- >Add either a beam
cannon or dual flak cannons to provide AA support on the top of the Gal
- >Add a forward firing
35mm cannon on the front of the Gal that the pilot can fire
-
- [Mosquito and Reaver]
- >Make it feel like a
real fighter plane
- >>Allow it to go
horizontal (like this: | )
- >Allow players to press
a key to go like this: | , then they can use the mouse to turn.
- >>They just have to pres
it again to return back like this: -----
- >Totally remap the
controls so they can do mid-air barrel roles and loop-de-loops
- >The fighter jets don’t
allow enough maneuverability to have a real dog fight.
-
- [Basilisk and Wraith]
- >Increase the RoF for
the Bask
- >Decrease the visibility
for the Wraith so that they have to at least kinda look for you to see you.
- >Tone down the engine
noise for the Wraith
- >Allow the Bask and
Wraith to run more that 2 people over then blowing up… especially the Wraith,
it has no weapons. Only way to defend itself is to run em over.
-
- [AMS and Router]
- >Changes mentioned above
-
- [Lightning]
- >Decrease the damage of
the cannon rounds towards infantry
- >>Its becoming like the
Vanguard used to be, one hit kills
- >Get rid of its ability
to stop on a dime
-
- [Flail]
- >Decrease deployment
time
- >Allow players to fire
at the ground to prevent vehicles from hugging it and beating it to hell with
its guns and/or cannons
- >Advance the Laze
Pointer targeting system
- >>Have the game
calculate the arch of the weapon to the temp wp
-
- [ANT]
- >Make it have the most
armor since it has no weapons and no way of hiding it self (for those who are
saying the AMS has no weapons)
- >Make it faster
-
- [Skyguard]
- >No changes
-
- [Harasser]
- >Increase the RoF and
armor
-
- [Sunderer and Deliverer]
- >Let Sunderer float
- >No changes for
Deliverer
-
- [Empire Specific]
- >No comments
-
- Part Five. Future
Expansions
-
- --Space Combat—
- >You’d get up there by
teleporter
- >There would be a Space
Station “Sanc”
- >>This SSS would have an
Orbital Rail Beam Cannon (not to be confused with the OS of today, that is
untouchable) that is just like the OS but is hackable
- >>The SSS is just like a
base on land, but its really a sanc type thing
- >>It would have:
- -Lockers
- -Equipment Terminals
- -Implant Terminals
- -An internal transport
system
- -A teleport version of
the HART
- -Med Terminals
- -Cert Terminals
- -Space Vehicle terminal
- >>The only difference
between the ground sanc and SSS is that you can fire while in the SSS
- >>The SSS takes 1 hour
to capture since it is an orbiting sanctuary with a BFG (big fucking gun)
- >The ITS (Internal
Transport System) is a complex network of telepads, and ziplines (like CC now)
- >The ITS does not have
an IFF system so enemies can use it too
- >Detailed Space Combat
Expansion can be found
here
-
-
- Well, that’s it, hope
you like the ideas. Please throw out any comments you might have!
-
-