[Suggestion] How to bring back CR, and improve team gameplay

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Thesweet, Jul 31, 2014.

  1. Thesweet

    **command improvements**

    -Command points only awarded to people in a squad leader role or higher. Battalion commanders offered the position by highest command level with most time played in battalion command(BC). If it is not accepted then it rolls on down the line for PUGs. If it is an outfit group then BC is offered to the highest ranking individual of the outfit. Battalions can be designated an outfit or pug battalion on the creation of a squad.

    -Command structure for infantry only, up to 12 squad leaders, 3 platoon leaders, 2 company leaders and one battalion commander with second in command.

    -command structure for air and tank squadrons only. 4 pilots per wing, 2-3 wings per squadron and one squadron commander with second in command.

    -The higher command the more resources and firepower available. Maybe even have 3-4 generals per side based on command time played to co-ordinate between battalions and squadrons.

    -battalion/squadron commanders and 2ic get the command module option for gal, sundy or mbt.

    -modules could have things like AWACS for long range radar guided missile accuracy within the AWACS operational range, thermal imaging or UAV launch and control for the commander to get intel or view battles.

    -squad leaders could have access to request a small airstrike on target where as BC could order in a gal bombing run.

    -if a mortar/air strike is approved by a BC then it is passed on to the nearest air/tank command for the highest ranking officer to assign a ESF, lib, gal, tank or lighting to strike the position.

    -if the air/armour squadron has a squadron leader the can also pass on vital information collected by the battalions recon on things like AA or AT emplacements.

    -The target is assigned to the pilot/armour, they have a certain amount of time given to complete the strike.

    -targets can be given by recon laser spot or by a leader using a command uplink device (CUD) to give co-ordinates.

    **counters for targeting or dumb fire missiles**

    -counters for laser targeting are, own teams recon using jamming UAV to stop Laser target information getting back to their commanders.

    -tank laser defence system. Detects enemy laser acquisition, then fires a missile at the location destroying the recon if he does not move. (Only 37% accurate)

    -laser detection warning with the option of releasing IR smoke.

    -ballistic counter measures. Fires a small missile out of the tank with a flat steel nose to intercept projectile. 5 counters before a reload from a ammunition point is needed.(Only works with infantries smaller missiles)

    -laser defence. When activated shoots lasers to intercept infantry missiles. 2 intercepts before it deactivates for re-charging. Does not need to be reapplied with more ammunition.

    -counter for CUD selected targets is that smoke will land on the site to be bombed before the strike occurs giving10-15 seconds to move.

    **changes for vehicles**

    -increase in vehicle spawn times and cost.

    -tanks should receive more armour, HP and weapon and gadget slots. This means they can support and work with infantry better.

    -tanks main guns should do more damage for infantry based weapons, however, their main guns should only have a 90 degree range of movement to their front. The turret rotation should be slowed down meaning they are horrible in built up environments, but dominate in open areas. The gunners should have more damage and accuracy against infantry but smaller magazines meaning more reloads making them better at range but horrid in built up or urban environments.

    -Recon can laser targets for nearby tanks giving a type of target on their huds with a range and bearing to shoot at. Infantry can also designate for tanks main or secondary guns but their range is only 50-100m max.

    -tanks should have the option of two types out of 3 ammunition. They can swap between them with a long unload then reload time.

    -Lightnings guns should be reworked into making them useful. Weapon options could include missile locked AA, mortar system along with 4x30mm AA IR smoke, HE, flack or gas and main cannon with HE or SABOT.

    -gadgets for the lightning could be air radar that allows for a lock on air over the horizon for its AA missiles and extended altitude lock but with only 25% accuracy for both options, jamming system that disables any nearby radar guided missiles up to a range of 3-400m or a radar system that helps detects enemy mortar/artillery fire and uses the mortar or AA missile system for counter fire.

    -harasses should have less armour and HP but have more recon abilities like long range thermal camera, ground/air radar. Maybe a Small air missile system, mortar system etc.

    -air should be revamped with less armour, accuracy and HP but more speed and firepower. They should be utterly useless without ground targeting support unless they are doing counter air. Also need to reload after a couple of strafe runs.

    -esf should have the option of ground bombing build with high speed AGM with little splash damage but more directed at armour penetration. AA build with speed and radar guided missiles main cannon or satellite guided missiles that works with the AWACS or Lightnings air radar. Lastly, SEAD ESF build with a good top speed but good counter measures with a stealth coating for long lock on times, it has a SEAD missile system that automatically locks onto ground radar based AA locking onto the ESF, does not work on flack or AA cannons.
    All ESF should have the option of radar missiles and main cannon, but choosing between AGM and satellite missile will mean the ESF with the sat missile with have a much better advantage in an air fight.

    -libs should get a variety of load outs jdams, smaller free fall bombs, nose cannon that is controlled by the gunner for a10 like gun runs. The lib should have a pilot and a gunner and the damage from libs should be moderate splash, having the gunner allows for the lib to fly the best path without having to line up a bomb/missile.

    -Gals should get a dalton like gun along with a zephyr on the side with a 3 man crew. Other options should be available like cluster bombs or 1000kg free fall bombs.

    -free fall bombs still need a target designation for targeting data like when to drop at what altitude and speed on the HUD, where as jdams ect just lock onto the smoke or laser target.

    **summary**

    These ideas increase team play and co-operation between infantry and vehicles. It also gives vehicles, command and recon more if a purpose in the game. air can no long just sit at a base and farm, they will need to get in and out before since they will be easy to shoot down, yet valuable to the fight for the firepower.

    I think this will reduce air just hanging above a spawn and farming yet still be effective and fun. It gives tanks a role for open combat.

    Finely there will be a reason to bring back the CUD and CR.

    All ideas are just concepts with missing ideas since I don't want to be typing all day.
  2. SpartanPsycho

    Holy mother of awesome ideas implement this and take my money. THIS is a great idea(s) and add them all