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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!