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| Huxley Vehicles Forum for talking about the vehicles in Huxley. |
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#41 (permalink) |
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Member
![]() Join Date: Mar 2006
Location: Xen of Onslaught Headquarters
Posts: 77
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Planes would be nice, but like in another thread about "unique" weapons, they should be relitivly rare
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#44 (permalink) |
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Training Grounds
![]() Join Date: Mar 2006
Location: pensacola fl.
Posts: 6
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Aircraft should have a cost proportional to thier effectivness.
Using the right aircraft in the right situation should be effective. Their has to be a counter measure. Troops going open field with no anti air deserves to be blown away. A pilot with skill or luck that evades these counter measures should inflict heavy damage. Thus making anti air even more important. Thus making aircraft even harder to use. And making pilot skill more important than the aircraft itself. counter measures would be cheap, aircraft expensive. The expense vs the effectivness, with the skill of pilot making a difference. Counter measures should be fire and forget, any noob should be able to pick up shoulder weapon and fire when a light is go go go. One drawback to this scheme is noobies taking off in your super exspensive fighter or bomber. Ways around this is aircraft being gained thru rank(air rank) or assigned by officers. Maybe you have cheap aircraft less damage and capabilties,noobs gain air rank flying these. An example of this type of rank for materials is world war 2 online a fpsmmo. It works very well. A fighter flying low over city deserves to eat some flak. A bomber making it alive to a city and is over head should have an advantage. The bomber take-off spot should be a great distance or bombers should be slow. Thus making bombing runs a dangerous task,I.E. lots of flak and fighter patrols. If Bomber fields are not a long flight time away then bomber fields will always be targeted first and most likly destroyed. Two sides with bomber fields with short flight time to each others citys/production? Then side with last bomber field standing wins. The game will devolve into a fight for bomber fields.
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#45 (permalink) |
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Training Grounds
![]() Join Date: Mar 2006
Posts: 23
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Long as the Anti-Air is measurable to the crafts flying over head I dont care. Would be nice to snipe the pilot of vehicles, be it air or ground.
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#46 (permalink) |
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Senior Member
![]() Join Date: Mar 2006
Location: 305,Florida
Posts: 308
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Yes an aircraft needs limitations....without limitations we woudlnt call it huxley it would just be playing Star Wars or something cause everyone would be in a plane....however if they dont(most likely wont happen) they can make aircraft easily destroyable my any types of guns...
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#47 (permalink) |
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Training Grounds
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a limitation i could see, looking at huxley "talent" and level wise, i can see aircrafts being at lvl 50 and with a cetain horizontal talent lenght. If that makes sense, im just going by what i've looked and reviewed in the game reviews by gamespy and stuff. Because i dont think everyone should start of knowing how to fly but make it a skill and work for it just like the RL. Atleast then we wont have all the n00bs hogging the planes like BF and BF2.
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#48 (permalink) |
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Training Grounds
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My main concern is aircraft will be similar to the H.A.R.T. in planetside where you really cant fly it, your just in for the ride.
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#49 (permalink) | |
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Member
![]() Join Date: Mar 2006
Location: Unknown
Posts: 55
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Quote:
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#51 (permalink) |
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Training Grounds
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if theres a ranking system were your either good with weapons or vehicles dont you think youd be a highly prized merc if u specd in anti aircraft weaponary. just as a highly skilled pilot would b. so stupid noobs would get fried and rich noobs would b toast. hopefully its left down to skill and gd management. |
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#52 (permalink) |
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Training Grounds
![]() Join Date: Apr 2006
Posts: 1
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Not sure how viable a solution this is ... but if you recall that oh-so-addictive-thriller GTA San Andreas - there was a distinct way of keeping aircraft from flying over locked air space.
The possibility arises where when your aircraft crosses airspace (possibly that is out of your level bounds, not sure how the terrain will be subdivided) a NPC controlled "police" vehicle will follow in tow and rail you with an appropriate weapon (also proportionate to their level/zone restriction). So, theoretically you could drop into a newb zone and wreak havoc, but the second you cross into a zone where you're relatively low level by comparison, you get knocked out of the sky. Again, dropping into a location that houses exclusively lower level players is unlikely, as most would be in the vicinity of a gathering/marketplace area where there are higher levels dwelling (or even just plain other factions) waiting to send you to hell. Anyways, that's my opinion. If anyone has posted these sentiments earlier sorry for biting on your idea :? In addition, it would only make sense that other aircraft in the area have open season on your flight. So, your survival rate is threatened greatly when you're outnumbered in rival airspace.
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#53 (permalink) |
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Training Grounds
![]() Join Date: Apr 2006
Posts: 20
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Aircraft if implemented properly will be fine. Armor and Ammo is sacrificed for Mobility and Firepower. Aircraft are also FRIGGIN EXPENSIVE and require massive amounts of training to use.
Added to the fact that if they are hit by 1 Stinger Missle, most aircraft go down. Granted we are talking about Sci-fi so the weapons are going to post-apocoliptic varriations of such yet reasonable. Air Superiority is a deciding factor in most if not all Modern conflicts. Why risk ground troops if you can drop a bomb on the enemy army to kill them that much easier? Or even blow up their supply convoys. outnumbered 10 to 1? no problem, they don't have any bullets. And yes aircraft won't be all powerful but should be close in the right conditions and useless in the wrong conditions. You put a pilot over a city and the grunts have all kinds of cover from an airborne attack. You put him in a flat open field with a huge AA gun, the plane/chopper will be shredded unless it has a better range or the element of suprise. You put a grunt in an open town square or just outside of a city where the pilot of an aircraft can effectivly use cover and still get a bomb or strafing run into the face of the grunt, then yes an aircraft should win, but if the grunt uses the city's walls for effective cover and has a good AA weapon then it's up to whoever's the best at aiming/evading. the way it should be. Hell if Huxley implements weather that's another balancing factor. I have yet to see aircraft that function perfectly in all weather. Combat is about finding your weapon's most effective killing zone and engaging your enemies in that zone. Line of enemies coming down a long narrow hallway? Chaingun them in the face. Enemies camping in a small room with no other exit? toss a few grenades in their laps. You see my point. A balanced game incorperates many weapons with many specific killing zones but an unbalanced game incorperates atleast one weapon with a killing zone that is too large or too narrow. as to n00bs with planes raiding the "newbie zones": NPCs should do a majority of the gruntwork in Huxley. This is supposed to be a War game, meaning the armies should be MASSIVE. NPC's with AA turrets guarding the borders of cities/newbie zones. NPC's with chainguns and rocket launchers guarding the "Instance portals". NPC's with BFGs guarding the cities and zones themselves. Without this the game becomes a barren fighting game on par with a few linked BF2 servers with stat tracking. The game is about war, and every army has a base camp and every army has a garrison at each of its bases. Players don't want to stand around guarding a base that might see action once a week, so we need NPC's to do it because it is needed. If there were no guards who's to stop a platoon of enemy grunts(or even 1 enemy player) from being droped right at the entrance to a city to camp other players? somewhere that's supposed to be safe since it's miles away from combat? (aka griefing) If Huxley decides to go with a skill system similar to planetside, and aircraft are even able to be piloted by players, the skill cost should be massivly more than say a rifle. I'm also wondering how they'll handle countermeasures, ECM and the like for aircraft, vehicles AND for grunts. Backpack mounted radar jamming ftw. |
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#54 (permalink) |
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Training Grounds
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The way is see it is that they need to be powerful, but if they are TO powerful everyone will just grab them FTW and not bother with anything else, things that may help are
1. Refueling, Every 10 minutes or so the aircraft must refuel or perish 2. Ammo, if rockets, have 2 six rocket payloads, must re-arm once spent if a minigun/chaingun type weapon, limit rounds to 1000-5000, add overheating etc. 3. Armor, Have weakspots, Propellers/Blades, Engines etc. Also cockpit galss could pe penetratable if a powerful enough weapon is used. These are just some of my ideas, i have many more but i'm tired and hungry :wink:
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#55 (permalink) |
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Training Grounds
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saying that this is the future and so the aircraft should have beter defences etc is wrong. while they may have better defences against weapons of OUR time they will still be as vulnerable to weapons of THEIR time. Every new defence they come up with a weapon that can bypass it will be created thus the aircraft and ground veichles will be just as vulnerable as now. you could argue that the US airforce owns everything but everything they fight has out dated equipment. obviously the game will need to give both teams an equal chance so the opposing army will have effective AA weapons. i agree that BF2 has done a good job with the damage and the border ristrictions (auto killing the player if they spend too long away from the battle).
I think player created upgrades would be great this would enable both sides to create their own defences against the others latest missile for example. im not sure how this would be implemented because i dont know much about the game yet.
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#56 (permalink) |
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Member
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Well, i say, keep the air fights in the sky! as in, if aircraft fly's to low ground forces will tear them to shreds with should launched missiles and such. Since getting as raped by an airplane that floats down behind you at a 2 meter distance and then executes you with a chaingun gets really annoying (thinking of PS), hopefully there wont be too many easy flown hover craft as in PS.
And...lets all pray that Huxley doesnt add BFR's! xD
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#57 (permalink) |
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Member
![]() Join Date: Apr 2006
Posts: 48
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Well i am personally a pilot/slash gunner so i love the flying aspect of the game. Yet i do want some challenge in the mix so i think there should be some restrictions put on if they do implement it.
For instance i would love to have a overheating/cooldown feature so i know i must use my bullets wisely. Also i would wish to have atleast a few payloads but they would take forever to reload or i would have to purchase them as mentioned before. For the armor i would like to be bulky and strong yet slow. Or light armored and agiled. Now i personally think the pilot in his cockpit should have a better chance of survival than say about 5 grunts or else getting into this vehicle would be pointless. Yet i dont want a super powered fleet coming up on my ass. Now also i dont think a ship should be handed to you as easily as a gun. I personally it should be a high level quest or you would have to meet the nsspecifications or something or another. I personally liked how they did transportation in the game MU also made by Webzen. Those are hard to find and rare yet effective. So when you saw someone with a horse or whatever you knew they were good or atleast waited long enough for one. Your future friendly pilot SolidSnake-Alp |
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#58 (permalink) | |
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Training Grounds
![]() Join Date: Apr 2006
Posts: 21
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Quote:
PS doesn't really count as the BFRs are terrible and I don't feel the PS devs have a good understanding of mechs in general to have added them into the game. Vechicles and Aircraft should have limitations. Ammo, Space and anything else you could possible think of doing that don't follow basic concepts of the real world and the machines themselves. |
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#59 (permalink) |
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Training Grounds
![]() Join Date: Apr 2006
Posts: 20
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oh for the love of god no mechs PLEASE. POST apocolyptic POST, if anything the vehicles should be mad max style and "simple" and yes if hover vehicles existed before the apocolypse they will after. Hover bikes ARE simple. but the diff |