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141. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
ADAM-OF-EVE wrote: not at all. infact it raises more concerns. what about the small corps...there are a lot of reasons in the current system that make players not want to play it and your idea just makes them worse. All your idea does is pr...
- by 137H4RGIC - at 2014.05.05 08:29:00
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142. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
Grimmiers wrote: My suggestion was to have a mechanic that would allow you to "end" the match. A sandbox pc battle needs to have a resting period of some sort to keep the game from becoming a second job (or a first one) Don't sign up for wh...
- by 137H4RGIC - at 2014.05.05 07:08:00
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143. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
ADAM-OF-EVE wrote: Nice ideas but im against any mechanic that makes us owners instead of mercs for hire. This is the issue of the current system. Those who want to fight get nothing while those who want to own get heavily rewarded. i also di...
- by 137H4RGIC - at 2014.05.05 06:57:00
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144. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
Grimmiers wrote: 137H4RGIC wrote: Grimmiers wrote: -snip Thats just the thing, you don't need MCCs, your Districts come with clones. The enemy uses an MCC. You could call an MCC if you wanted for backup clones... but... I think that m...
- by 137H4RGIC - at 2014.05.05 06:40:00
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145. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
Grimmiers wrote: Nice Ideas, I'll look over it in more detail later. I was going to suggest a gameplay mechanic that's currently used in archage that allows you to prevent your district from being attacked. In Archage, your guild can purchase ...
- by 137H4RGIC - at 2014.05.04 23:19:00
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146. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
Sinboto Simmons wrote: interesting ideas here, should update as new gameplay machanics (spelling?) are released. Thank you Sinboto! :D
- by 137H4RGIC - at 2014.05.04 21:07:00
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147. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
CONCLUSION Well I think that about covers it. Imagining having to launch a massive assault, or place it under siege, keep attacking it until everything is destroyed over the course of a few days or even weeks, depending on how many you have an...
- by 137H4RGIC - at 2014.05.04 06:25:00
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148. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
MAX PLAYER COUNT PER MATCH/MAP Command Districts are intended to be large battles that are grand and the last bastion of the defending entity. So hopefully this could be a 32+ vs. 32+ (once again depending on the size of the Command District) ...
- by 137H4RGIC - at 2014.05.04 06:23:00
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149. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
CLONE DEPLOYMENT Preparation Time: This is the time it takes for the assets to be in position to deploy your assault. The enemy will be given notice of said time. So if you have an RDV, your enemy has 5 minutes to assemble a team to counter ...
- by 137H4RGIC - at 2014.05.04 06:22:00
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150. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
SUBDISTRICTS : Typically, there will be some subdistricts that you can apply to all district installations, such as a Med Lab, which could increase your clone count, a NULL Cannon (which is used for shooting at MCCs attacking the district inst...
- by 137H4RGIC - at 2014.05.04 06:20:00
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151. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
DISTRICT INSTALLATIONS As mentioned earlier, Districts function as the "Modules" Providing bonuses to the Command District, Other Districts and their subdistricts. The following examples will be included (which you can always add more for more...
- by 137H4RGIC - at 2014.05.04 06:19:00
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152. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
DISTRICT COMMAND CENTERS District Command Centers are the Hub of District Compounds which supply Powergrid, CPU and Shields, much the same way Control Towers do in EVE Online. The difference is, they can be assaulted. If a team so wishes, the...
- by 137H4RGIC - at 2014.05.04 06:15:00
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153. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
It was asked in "DUST 514: More Sand in the Box" on what PC needs. In the following posts I will Illustrate an epiphany of what my vision of PC Looks like, with detailed information that provides an outlet for strategy, intense team based Combat a...
- by 137H4RGIC - at 2014.05.04 06:13:00
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154. [Legion Idea] Planetary Conquest - in Feedback/Requests [original thread]
DISTRICT TIMERS: Should be changed. The notion that you have to start an attack with 24 hours notice at the minimum allowed the defending team to plan ahead, thus leaving no room for Surprise attacks whatsoever thus - limiting tactical manuev...
- by 137H4RGIC - at 2014.05.04 06:13:00
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155. [Petition] Full Character Transfers to Project:Legion - in Feedback/Requests [original thread]
Draco Cerberus wrote: Closed Beta player since the beginning, Signed. Eve player before during and after, Signed. Pissed off without character transfer, Signed! /quote /sign I expected more from CCP. Financially and Logisically, I can unders...
- by 137H4RGIC - at 2014.05.02 16:18:00
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156. [Request] Heavy Machine Guns lower damage at medium-long distances - in Feedback/Requests [original thread]
Have you tried using an hmg at twenty meters? I have. Because when hmgs were super nerfed our optimal wasn't optimal. Your suggestion would once again make heavies useless in anything but shotgun range. You were probably hit by someone with an ass...
- by 137H4RGIC - at 2014.04.21 00:18:00
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157. remote explosives - in Feedback/Requests [original thread]
DEZKA DIABLO wrote: Well first off your exaggeration is over the top, does your suit not have the ability to carry flux nades? Do your squad members not carry flux nades, do you not have nano hives for more flux nades, do you get tunnel vision...
- by 137H4RGIC - at 2014.04.16 00:08:00
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158. remote explosives - in Feedback/Requests [original thread]
Additionally, just because the have strategy abd good team work they should be allowed to spam a weapon that instakills Abby players within range again and again without so much as firing a shot? Leaving no risk to the user? Sounds a bit unbalanced.
- by 137H4RGIC - at 2014.04.15 13:46:00
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159. remote explosives - in Feedback/Requests [original thread]
TheEnd762 wrote: 137H4RGIC wrote: Be that as it may, we are supposed to out flank and out smart the re user. That's great. But you don't know whether someone is our not until it's too late. And for slower classes like the heavy, we can't dod...
- by 137H4RGIC - at 2014.04.15 13:38:00
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160. remote explosives - in Feedback/Requests [original thread]
Be that as it may, we are supposed to out flank and out smart the re user. That's great. But you don't know whether someone is our not until it's too late. And for slower classes like the heavy, we can't dodge REs very well. All someone has to do ...
- by 137H4RGIC - at 2014.04.15 06:48:00
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