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Pipe Dream Quarantine

Leeko

there's a canonical Karnov gunship with a thumper
just sayin'


fire-hound

Leeko there is an canonical Dropship carrying LT artillery
just remindin'


Evan20k

Dual Thumper Fafnir. It would be sex and you all know it.


grog

Evan20k
"Dual Thumper Fafnir. It would be sex and you all know it."

But then the Fafnir would actually have a useful varient. Pipe dream indeed.

Tis the thread, so must Also add:
-C8 that sticks.
-A C3 scheme that makes sense (emitting to receive, wtf).
-Deletion of orphan weapons (am looking at you RACwhacker ERMBL).


PineapplePizza

Missiles that actually RELIABLY track against fast moving aircraft, even when they do a lazy listing turn.


haarp

PineapplePizza
even when they do a lazy listing turn lag


fire-hound

Piranha and Stingray sub-capital missiles and launcher (100t and 120t piece)


fire-hound

To have the SB2 editor able to load a file from command-line and the Launcher actually support it?


Fluffy_Destroyer

most fáfnir variants are pretty neat
c8 sticks to mechs
c3 makes sense
the machine guns on the racwacker are a bigger problem than the medium laser


grog

Fluffy_Destroyer

Re Faf. - Neat? I guess, but they're just overpriced novelty mechs currently. With the death of the cheese configs (thinking Powerglove, RACnir, Bellringer) they're always a poor choice relative to the other assaults.
C8: Aye, occasionally. Reliably would be nice but It's just one of those things that will never be.
C3: No, disagree. It really doesn't. Not in a gameplay sense and certainly not logically. But it won't change, so really, what does it matter.
RACwhaker: Just an example. They'll never go either.

Also, megaguns are as awesome as they are useless. More megaguns on everything. EVERYTHING.


Ressk

physics based energy dogfights.


Solaris_Vex

Land-air mechs

Big persistent maps a la planetside 2

More detail in cockpits

The ablity to look up, back, left, and right in an aerospace fighter


fire-hound

Rear-view mirrors
Camera-view on fired LRMs (MW2 style)
Rotating lights on walls
Horizontally sliding doors


Glarrg

replay feature


Fury9er

Targeting computer giving a lead computing gunsight. Selected AA units with a Garret D2J which also gives lead compute and ID's flying units on radar.


Tigrex

Here is something you guys could do JUST to brag it off that MWO doesnt even have.
Switching ammos.

Make ATM good again
Make LBX OP
Make normal AC usefull with usefull ammo

Make SRMs IMBA with tadem and inferno


BlackDragon

PineapplePizza What about making it simple in 'drop shipping' repairs and coolant? Spawn an APC object that drops from the sky, informs enemies via 'enemy supply drop nearby', since the apc driverless set it to 'disconnect' and erase itself after 3 minutes. Saves on all the hassles of a player or bot driven vehicle.

Otherwise think it would be a cool idea for a 'mobile pit-stop' even if it was slow to deploy but had just enough AA to scare off them pesky aeros. At minimum, perhaps the current APC can top your coolant off for maps like Inferno to be more useful along with ammo.

Though probably not a priority unless team sizes were much larger (joe player doesn't want to sit around), there was a mercenary component, or we could show that some maps are made better by sneaking in a base.

Which maps would really best benefit from a faster 'time to engagement' by having these in place? (e.g. maps which simply take >2 minutes to find any sort of repair base?)


Zweistein000

Here's more:
ASF that don't suck. Current ones are OK for what Cryengine offers, but they are far too slow, too tanky and fly too close to the ground. I'm thankful that Wandering Samurai studios went the extra mile and implemented them but I do believe the scale and limits of cryengine have since proven that ASF don't exactly fit into the game as well as other assets.

Mechlab is always a pipe dream. I always though MWLL mechlab would be a very limited with quite a bit of extra rules like some form of boating tax (probably monetary) and limitations based on bit model size of the weapon (small, medium, large, siege) as well as number of hard points, critical slots, type of vehicle (omni vs normal) and tonnage (and with ICE engines possibly power output as well). I expected it to be quite complex, but balanced.


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