make hovercrafts go over water plz
Gliders are by far the most fun vehicles to use ingame. And while the sync bugs can still happen, its pretty rare (or at least was, when I tried last tried a glider).
I personally wouldnt mind hoverbombers being used more, so I could use the air to air glider (what ever its called).. And yes, I have been playing Planetside2 quite a lot lately...
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At first I didn't like gliders.
But after a few crashes.... I learned how to take off and land, and now the Doy Scout Glider is the only vehicle I use when hunting mobs.
Doy Scout Glider > Quad, as long as your computer doesn't sync crash a lot. Mine never does anymore. Go figure, I got lucky with my current set up. It must love Neocron's shitty net code.
Also... Pimping my older vehicle thread...
http://forum.neocron-game.com/showth...l-for-PE-Usage
Some good ideas in there I think. Get those creative juices flowing for this thead!
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Majestic_12 / Cold Steel Mercs / Phoenix LTD / P.I.M.P / Immune
my techs for trade
General comment - killing the quad won't on it's own make more vehicles be used - just less quads. To make vehicles be used more, they have to be more appealing, and less of a crazy money sink.
I'm a little perplexed as to who the combat chain would be vastly, vastly slower than the normal chain, or anything else for that matter... Other than that, those numbers mostly sggest that there isn't much difference between the vehicles.
Gliders should stay as they are (their control scheme is perfectly sensible) but something easier for the hover vehicles along these lines makes sense.
I like the idea of vehicle keys that can be reused when the vehicle is broken, but needing a repair job done to them. Keeps players in business, but stops making losing vehicles so expensive. Could make the repair need specialist tools, or use vehicle parts as well as lube or something too. At the moment, the ease of destroying vehicles, combined with having to just ditch them in random places is a big disincentive to use them.
This is genuinely one of the biggest parts of the problem. It's one thing to lose your vehicle because you get blown up while driving it, possibly even using it to fight someone. It's quite another to lose your vehicle because you had to leave it parked in the middle of nowhere. Simplest solution is to allow vehicle dismissal from anywhere. Stick a 60 or 120 second timer on it (interrupted by damage), so that it can't be done to avoid combat and done. Also, more ASGs would be great. Obvious points are somewhere out west, Escuador Oasis, also maybe a GR and a GoGo for that bunker/ASG combo in I-16 (or is it J-16)Originally Posted by William Antrim
New runners also climb off their quads sometimes - often in fact, if they drove to somewhere for leveling. As soon as the LEed player is off their vehicle, it is vulnerable. So that isn't really an answer. Also, it really shouldn't be possible to permanently lose something that can only be acquired once per character.
Those flying vehicles have serious issues with controls like controlling the camera and the thrusters with the mouse... stupid.
As for the OP the ideas are great.
Vehicles are used a lot. They are also not a "crazy moneysink", because money isn't really a problem in NC. Make 1 OZ-Storage-Run and loot the mobs --> You have a vehicle. Sell 1 UGS --> You have a vehicle. To make the Quad destructible does not mean to "kill" it. Other vehicles will be used instead, because time is money.
I was too, but it crawls like a snail in comparison to others - it really falls out of line. Maybe the chaincraft was upgraded once and the Combat Chaincraft was forgotten or the like.
The numbers suggest that, but as I saidf in the other comments - the driving feels very different. For example the vehicles are differently prone to get stuck - either because of the size of their hit box, or because of their turning behaviour. With some of the vehicles I needed three or four runs to get a more or less "perfect" run. Its just hard to crunch the turning behaviour into numbers, but if driving through the wastes it makes a difference if you can evade a tree or not. If someone has an idea how to make numbers out of turning behaviour I will gladly test numbers for that too.
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Ok so I've read through this thread and actually like some of the suggestions proposed.
Regarding the jones quad, while I'm ok with the speed being nerfed, handling/turning shouldn't. Infact other vehicles really need their handling improved.
I'm all for the idea that vehicles have durability like other items in the game, but I would have this only take affect when a vehicle is 'Wrecked', not when someone is repairing with a repair tool.
I also think that the requirements for all vehicles need lowering (as suggested in another thread) to promote more use of vehicles.
Maybe if weapon damage etc is balanced then people will be able to afford spending points in things like VHC.
When I was reading through the posts something like this came to my mind and I think this would really help. If a vehicle is just damaged you should still be able to repair at an ASG but once it's destroyed you have to take the key to a repairer to fix. I also like the suggestion of adding a condition to the key, that way it will eventually be removed from the economy.