Pages: 1 2 3 4 5 [6] 7 8 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
pink FLUFF
Goonfeet Top Men.
44
|
Posted - 2013.08.17 01:16:00 -
[151] - Quote
What do you think about removing war barge strikes from FW and PC? - This should have been brought in a long time ago. Why? FW / PC should be player generated. Instant battles are done by the NPC.
What do you think about EVE players earning the orbital strike? - Of course. But not with only one ship.
What do you think about who should earn calling in the orbital strike? - The Squad Leader with the most WP. OR INTRODUCE THE BATTLE COMMANDER. Give him the ability to drop in turrets and facilities (Instead of them just dropping in randomly). You can use them to destroy enemy vehicles by dropping them upon them. Which gives them the ability to give out the Orbital Strikes (But not to the same player multiple times).
Now for FW. Let dust mercs join FW corps and give them the priority in FW battles. Let FW corps start FW battles in systems. Let FW Corps put up contracts in advance for planets. Make FW for FW players ONLY. (I do not do anything FW in EVE or in DUST. however, if you want to do it in EVE you have to join a FW group. It should be the same system in dust.) |
Lady MDK
Kameira Lodge Amarr Empire
20
|
Posted - 2013.08.17 08:29:00 -
[152] - Quote
This might be a bad idea... dunno, thought id stick it in anyway (feel free to flame)
What if NPC strikes were a smaller attack that came from the MCC rather than the war barge? When/If we have a warbarge commander this could give him something else to do and means the team has to coordinate with him not just him telling people what to do.
The strikes would be lower power and have a small cooldown time and maybe they would require a player to target paint an area for the commander to lock onto.
Then you move onto true orbitals which we have now and the heavier ones when/if bigger eve ships can do them .
..runs for cover..
Just a though as this then offers up another objective in board the enemy MCC to disrupt its strike capacity? |
medomai grey
WarRavens League of Infamy
106
|
Posted - 2013.08.17 09:42:00 -
[153] - Quote
I think the EVE pilots should call in the orbital strikes. If I was an EVE pilot, I would feel cheated if some random guy tells me where to fire my guns after I spent my fuel, time and effort to fire down on a planet.
This is just a suggestion on how to implement this:
- Eve pilots capture a beacon that will takes a snap shot of the district map.
- In the district below, the squad leaders receive a notification that the beacon is about to take a snap shot of the district. The squad leaders have a limited amount of time to mark the map where they recommend the pilot should fire the orbital.
- The beacon takes a snap shot of the marked district map which includes all the map information available to the friendly team below.
- The beacon displays the snap shot to the Eve pilot who then selects where they would like to drop their orbital.
|
Vrain Matari
ZionTCD
697
|
Posted - 2013.08.17 20:44:00 -
[154] - Quote
I'd like to see action above and below in order for Eve-side OB to take place, and for instant battles it would be nice if we could re-purpose the same mechanic:
- Eve pilot needs to earn OB via what ever mechanics works to make the gameplay interesting in EVE. It would be nice if we could tie that into plausible lore, like hacking an orbital-side communications beacon, etc. For instant battles this would be a moot point.
- What if squad-generated warpoints went into a pool that the squad leaders could spend? Spend the WP on Orbitals or hoard them until the end of the match at which point they get converted to sp for the squad. The warpoints that go into the 'squad WP pool' could be all the WP earned by the squad or maybe better just the bonus SP earned because peeps are operating in a squad. WP cost for Orbitals would have to be recalibrated ofc. In PC there would be no SP rewards anyway, so squad leads would just 'buy' OBs when needed.
- Who gets to call in the OB? First come, first serve - it's something for the team to work out. If OBs are going to be strictly PC-based then no worries. If they're going to apply to FW with mixed team composition it'll prolly work out too, depends if the bottleneck is Eve-side or Dust-side.
One question that comes to mind about this scheme is how much can squads stockpile SP? - without limit, or until they have enough for one strike, or some compromise in-between? Do WP get de-rated if you have too many?I like the without limit option, so long as the bottleneck is EVE-side. |
Vrain Matari
ZionTCD
697
|
Posted - 2013.08.17 21:12:00 -
[155] - Quote
One other very-probably-goofy idea.
What if the difference between being defender and attacker is a single anti-missile array(or control console for multiple installations. EDIT: the launcher installations themselves should be destructable)?
Something along the lines of defender missiles in EVE but relatively weaker. So that if PS and OBs never came into play in a match, the anti-missile array would reduce MCC-to-MCC incoming damage for the defending team.
It would be hackable ofc, so the only guaranteed benefit to the defenders would be a slight advantage in MCC damage at the beginning of the match. Situate it towards the back of the defender's side.
The puts the attackers in the position of having to make an extra decision about what to go for early in the match, but also forces the defenders to decide what kind resources they're going to dedicate to defending the array.
Off the top of my head i would set the effectiveness of the anti-missile array such that if the attackers hold one more Null Cannon than the defenders for the majority of the match the attacker wins anyway.
That's the scenario without OBs or PSs. The effect of the anti-missile array on PS and OBs would be to reduce the incoming damage globally over the entire impact area of the strike. Or, if you want to get fancy and make it interesting, random spots within the blast radius take much less damage, as if that particular missile or projectile had been eliminated by the anti-'missile' array.
This way, if a squad lead want's to call down an OB they can do so anytime the Eve pilot has hacked the beacon and the squad has earned the points. But if the squad lead wants a 100% damage perfect strike, they'll need to have control of the defense array also.
I'm imagining it would be an interesting in-match gameplay element, and one more way to win or lose the match by a whisker. |
SILENTSAM 69
SONS of LEGION RISE of LEGION
525
|
Posted - 2013.08.19 06:36:00 -
[156] - Quote
Getting rid of the War Barge strike is an obviously good idea. Making it something that goes to those that both with having a link with EVE is a far better reward than giving it to the team that is winning. Having air superiority matter, so why not orbital superiority? |
SILENTSAM 69
SONS of LEGION RISE of LEGION
525
|
Posted - 2013.08.19 06:38:00 -
[157] - Quote
I am shocked anyone is against this idea at all. |
Dante Kretschmer
D3LTA ACADEMY Inver Brass
76
|
Posted - 2013.08.19 16:31:00 -
[158] - Quote
Jack Vanus wrote:Dante Kretschmer wrote:This are great ideas indeed.
The fact that we can always call a warbarge OB makes the OB itself less awesome because of repetition. Giving total control of that feature to EvE pilots is definetly a step forward in improving the EvE/Dust link.
FW OB are the most troublesome. I favor the idea that the best should be the ones calling the strikes. However, in order to make every eligible squad leader have a chance, you could generate a random number between 0 and 1, and assing each SL an interval (chance) based on total WP, so the ones with more WP have a greater chance to earn the strike. Say the best squad leader will have the interval [0, 1/2], the second (1/2,1/2+1/3] and the third and subsequent squads will have equal chances in the interval (1/2+1/3, 1].
These are just figures, i'd probably give the best squad leader more than 1/2.
For PC battles let us handle ourselves.
This is a simple idea, easy to implement, and some tweaking required at the numbers, but much more than making a contract system for orbitals Why not just let the squad commanders get the OBs as they are now and whomever calls it in first gets it to encourage full squads to form in support of FW? Right now, we rarely see a full cohesive squad from the same alliance much less corp form on the opposing lines. The problem with FW battles at this point is there isnt enough reward to encourage corps to really get involved and build up full squads consistently. Our FW ground teams rarely have issues getting OB support from FW pilots as we work specifically with our FW allies to coordinate with them and make it happen. If your corp is struggling to get OB support in FW join VTS Pub channel and ask for a diplo and we will help you find FW corps to coordinate with even if they are on the opposing side. In the mean time working some mathematical formula for something which is already suffering from a lack of manpower only puts a mechanic in place for the sympton and isnt the answer for what the root problem is. If anything it will further discourage cohesive team play. Make FW rewards for fighting in the battles more interesting and you will see more full squads and fight the wars.
I'm not sure I fully understand you. It's not a problem about corps not filling FW battles, it's a problem on how to select which squad leaders get to use the OB earned from EvE. That's why I spoke about a random number algorithm, giving more chances to squads with more wps.
It's more difficult to implement your idea of "everyone gets it and the first to call it in is the lucky guy" (from a programming perspective). It needs more code for "what happens if I'm aiming the OB and suddently it's not available" and such things, whereas programming a method for awarding OB's its not. You can use the same code you have now for calling OBs. Besides your method isn't fair to people who play better, nor gives tactical choices. Imagine a random blueberry calling an OB right away and not saving it for a crucial moment later when it will be more useful.
Thanks for the chat invites but I don't speak for my corp. Anyway we do play FW for winmatar and the Federation
|
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
159
|
Posted - 2013.08.19 19:40:00 -
[159] - Quote
It's a nice idea to let EVE pilots earn orbital strikes by timing down a timer to start with. It causes a timer for both parties fighting on the ground to get settled in the match and take there precautions/actions to make it work in their favor. With added planetary equipment (shooting down spaceships from planets) this would get even nicer, since now defenders can really defend the space above their planets.
As it stand now you can solve it in a simple way:
The eve pilot gets to choose who gets it using a menu which lists all squad leaders, the total amount of WP earned this battle per squad and the amount of WP's earned this battle and Corp or Alliance ticker. This gives the pilot an informed choice who to grant this power. FW and PC give the same menu.
Why limit the info you give to the pilot by game mode? the more relevant stuff he knows about the battle below, the better the choice will be, no matter if it's PC or FW.
Making the EVE pilot chose who gets it also adds another layer of gameplay (at least in FW battles) in which Militias working on the ground and in the sky gain an tangible advantage over some random button orbiter. |
fragmentedhackslash
KILL ORDERS
3
|
Posted - 2013.08.20 06:37:00 -
[160] - Quote
If you nerf the Orbital out of DUST and only have it as an option to initiate from EVE then
Samahiel wrote:I think the following chat sums up my opinion on the matter succinctly Quote:
(8:06:52 PM) Paradox: The average player is [redacted].
WE NEED ORBITALS, they can turn a match, or squad a full squash, or that HAV that is camping over a Null Cannon, but I will say one thing more... WE ALSO NEED TO GET PAID MORE FROM OUR DEPLOYMENTS, breaking up a lump sum on the map an giving it out to the blueberrys sitting in the MCC is just [redacted] - how about paying MERCANARYS' FOR SERVICES RENDERED!
My FPS motto is Screw the stats, take the fk'n objective... you do that in DUST get 12 kills to 3 and your broke and [redacted] |
|
azzkikr 619
EXILES and ELITES
0
|
Posted - 2013.08.24 22:06:00 -
[161] - Quote
Rewarding people for pub stomping - as it is now - is one of the must unfriendly, unbalanced things you have introduced and left in. You're killing retention every time some poor new player comes out of the laughable "Battle Academy", only to get orbital struck 2-3 times in a match by a bunch of tryhards in a squad.
I can't believe that you're even bothering with the sections of the game that people aren't really playing(You know, because they aren't worth anyones time?). FW rewards are pathetic, and it's ridden with multi-queue teams. PC is dead because there's no incentive.
Protip: Fix the sections that attract/retain players - you know, so we can have more than 3k max on at any given time - then worry about the (currently laughable) fringe game modes that a relatively few players actually play.[/quote]
I think its fine the way it is, we all got pubstomped in the beginning, this game isnt supposed to be beginner friendly, if it was , i would just go back to call of duty. the difficulty in this game is to encourage people to improve skill and teamwork. seek out squads and corps. i understand that theres problems that need to be addressed, but orbits isnt one of them. (it rewards teamwork, ive only managed to earn orbits 4 times by myself. so i rarely lonewolf) its simply of squading up and getting organized with your fellow mercs, and if you ever go up against tryhards just do what we do. give them a fight and show them that you will always cost them millions of isk to kill. Or let them underestimate you and rain down 3 -4 orbits on them. your choice |
Exionous
Abandoned Privilege General Tso's Alliance
23
|
Posted - 2013.08.24 22:52:00 -
[162] - Quote
I wouldn't trust an EVE player with my planetary conquest orbitals, where they are 10x more important anyway.
I wouldn't trust an EVE player with an overheated laser rifle... |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3308
|
Posted - 2013.08.24 23:21:00 -
[163] - Quote
Exionous wrote:I wouldn't trust an EVE player with my planetary conquest orbitals, where they are 10x more important anyway.
I wouldn't trust an EVE player with an overheated laser rifle... And see, this is the problem.
You play a game where the point is the connection with EVE, and then insist on being able to avoid anyone who plays EVE.
Unless this is a troll post, in which case I just ate it. |
Monkey MAC
killer taxi company General Tso's Alliance
13
|
Posted - 2013.08.25 17:04:00 -
[164] - Quote
Orbitals Need to be more eve side than dust side. This will strengthen the link between the two games tenfold.
On the dust side we can request the location by a laser targeter, prehaps underslung on the squad leaders weapon. You should be capable of "lazing" a target.market Depending on what ypu laze will affect the information.
An example you assaulting a pointand your pinned down by a tank, you laze the tank, this sends a request for the tank to be destroyed. The eve pilot would then likely use a high prescion stike ( cover that in a min) to completly destroy the tank. Or you could laze a location on the ground which would show the numer of infantry in the surrounding area, a pilot would use a wide area stike for maximum affect.
When the pilot approaches the satilite, they would be required to connect in order to get the accuracy required to make the strike. The longer you are connected the more likely you strike will hit where you put. This will mean there is no cooldown timer but using a short strike means you could miss the map entierly. A screen should appear showing strike requests for all sides and both teams tacnet info. A way of indentifying "allied" team should be made.
The eve pilot is then at liberty to strike at any point on the map, allowing him to awox (note should have a slight snap to function, so he doesn't accidentaly strike his own team) .
This will chane both games unbelievably, dust mercs will be forced to consider air superiority and beed to ally or hire eve players to achieve this, wherever a dust battle happens an impromptu eve battle will ensue, and when skyfire batteries are introduced thiss should work in the same way!! |
Monkey MAC
killer taxi company General Tso's Alliance
13
|
Posted - 2013.08.25 18:13:00 -
[165] - Quote
Orbital Strikes need to have multiple ammo types and affects. While the warbage should be capable of giving operable support such as electronic warfare and the like.
Each space craft should be able to use any one of their weapons to drop a strike, however to make sure its not overpowered only spacecraft of a specific size or lower should be able to connect to the satilite. This adds the idea of going for a smaller ship for quicker weaker strike, or put in something a little bigger.
Laser weapons are all about prescion and range, so a laser strike will have a very small area of effect but carry a lethal total damage capable of destroying any vehicle or installation, but serves very little purpose against infantry. While plasma strike will be purely infantry based, even llav have chance to survive, the guy inside nit so much.
As for contracts for providibg support a faction should be capable of issue merc contracts which means for the length of the contract the affected parties will be shown as allies, information should be given via communications once the contract is accepted. Mercs should be able to take out these contracts even if they intend to awox later on!! |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3328
|
Posted - 2013.08.25 18:25:00 -
[166] - Quote
Monkey MAC wrote:Orbital Strikes need to have multiple ammo types and affects. While the warbage should be capable of giving operable support such as electronic warfare and the like.
Each space craft should be able to use any one of their weapons to drop a strike, however to make sure its not overpowered only spacecraft of a specific size or lower should be able to connect to the satilite. This adds the idea of going for a smaller ship for quicker weaker strike, or put in something a little bigger.
Laser weapons are all about prescion and range, so a laser strike will have a very small area of effect but carry a lethal total damage capable of destroying any vehicle or installation, but serves very little purpose against infantry. While plasma strike will be purely infantry based, even llav have chance to survive, the guy inside nit so much.
As for contracts for providibg support a faction should be capable of issue merc contracts which means for the length of the contract the affected parties will be shown as allies, information should be given via communications once the contract is accepted. Mercs should be able to take out these contracts even if they intend to awox later on!! Well, we already have multiple ammo types for EVE-delivered orbitals, and I actually addressed the size concern in an earlier post of mine.
Say that a frigate takes the same amount of time on the "beacon" to get a strike as it did in the FanFest tournament, so around 30 seconds.
For every size up, it takes longer.
60 for a cruiser. 90 for a Battleship. 120 for a Dreadnaught.
Like that. So you can wait for a bigger strike, but the enemy might use the delay to push up and wreck you. You have to take a calculate risk on larger assets. |
Monkey MAC
killer taxi company General Tso's Alliance
14
|
Posted - 2013.08.25 19:45:00 -
[167] - Quote
Mobius Wyvern wrote:Monkey MAC wrote:Orbital Strikes need to have multiple ammo types and affects. While the warbage should be capable of giving operable support such as electronic warfare and the like.
Each space craft should be able to use any one of their weapons to drop a strike, however to make sure its not overpowered only spacecraft of a specific size or lower should be able to connect to the satilite. This adds the idea of going for a smaller ship for quicker weaker strike, or put in something a little bigger.
Laser weapons are all about prescion and range, so a laser strike will have a very small area of effect but carry a lethal total damage capable of destroying any vehicle or installation, but serves very little purpose against infantry. While plasma strike will be purely infantry based, even llav have chance to survive, the guy inside nit so much.
As for contracts for providibg support a faction should be capable of issue merc contracts which means for the length of the contract the affected parties will be shown as allies, information should be given via communications once the contract is accepted. Mercs should be able to take out these contracts even if they intend to awox later on!! Well, we already have multiple ammo types for EVE-delivered orbitals, and I actually addressed the size concern in an earlier post of mine. Say that a frigate takes the same amount of time on the "beacon" to get a strike as it did in the FanFest tournament, so around 30 seconds. For every size up, it takes longer. 60 for a cruiser. 90 for a Battleship. 120 for a Dreadnaught. Like that. So you can wait for a bigger strike, but the enemy might use the delay to push up and wreck you. You have to take a calculate risk on larger assets.
Well yeah but if you say it takes 120 for a dreadnaught but your getting attacked you could rush an attack for lesser accuracy |
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3329
|
Posted - 2013.08.25 20:42:00 -
[168] - Quote
Monkey MAC wrote:Mobius Wyvern wrote:Monkey MAC wrote:Orbital Strikes need to have multiple ammo types and affects. While the warbage should be capable of giving operable support such as electronic warfare and the like.
Each space craft should be able to use any one of their weapons to drop a strike, however to make sure its not overpowered only spacecraft of a specific size or lower should be able to connect to the satilite. This adds the idea of going for a smaller ship for quicker weaker strike, or put in something a little bigger.
Laser weapons are all about prescion and range, so a laser strike will have a very small area of effect but carry a lethal total damage capable of destroying any vehicle or installation, but serves very little purpose against infantry. While plasma strike will be purely infantry based, even llav have chance to survive, the guy inside nit so much.
As for contracts for providibg support a faction should be capable of issue merc contracts which means for the length of the contract the affected parties will be shown as allies, information should be given via communications once the contract is accepted. Mercs should be able to take out these contracts even if they intend to awox later on!! Well, we already have multiple ammo types for EVE-delivered orbitals, and I actually addressed the size concern in an earlier post of mine. Say that a frigate takes the same amount of time on the "beacon" to get a strike as it did in the FanFest tournament, so around 30 seconds. For every size up, it takes longer. 60 for a cruiser. 90 for a Battleship. 120 for a Dreadnaught. Like that. So you can wait for a bigger strike, but the enemy might use the delay to push up and wreck you. You have to take a calculate risk on larger assets. Well yeah but if you say it takes 120 for a dreadnaught but your getting attacked you could rush an attack for lesser accuracy So you mean get that same attack, but it has less of a chance to land where you want if the timer's not up?
The issue is that if they go with the precedent set by Templar One, "danger close" would be 900 meters. I don't think a reduction in accuracy would stop you from pasting whatever you aimed that kind of firepower at. |
Monkey MAC
killer taxi company General Tso's Alliance
16
|
Posted - 2013.08.25 22:15:00 -
[169] - Quote
Mobius Wyvern wrote:Monkey MAC wrote:Mobius Wyvern wrote:Monkey MAC wrote:Orbital Strikes need to have multiple ammo types and affects. While the warbage should be capable of giving operable support such as electronic warfare and the like.
Each space craft should be able to use any one of their weapons to drop a strike, however to make sure its not overpowered only spacecraft of a specific size or lower should be able to connect to the satilite. This adds the idea of going for a smaller ship for quicker weaker strike, or put in something a little bigger.
Laser weapons are all about prescion and range, so a laser strike will have a very small area of effect but carry a lethal total damage capable of destroying any vehicle or installation, but serves very little purpose against infantry. While plasma strike will be purely infantry based, even llav have chance to survive, the guy inside nit so much.
As for contracts for providibg support a faction should be capable of issue merc contracts which means for the length of the contract the affected parties will be shown as allies, information should be given via communications once the contract is accepted. Mercs should be able to take out these contracts even if they intend to awox later on!! Well, we already have multiple ammo types for EVE-delivered orbitals, and I actually addressed the size concern in an earlier post of mine. Say that a frigate takes the same amount of time on the "beacon" to get a strike as it did in the FanFest tournament, so around 30 seconds. For every size up, it takes longer. 60 for a cruiser. 90 for a Battleship. 120 for a Dreadnaught. Like that. So you can wait for a bigger strike, but the enemy might use the delay to push up and wreck you. You have to take a calculate risk on larger assets. Well yeah but if you say it takes 120 for a dreadnaught but your getting attacked you could rush an attack for lesser accuracy So you mean get that same attack, but it has less of a chance to land where you want if the timer's not up? The issue is that if they go with the precedent set by Templar One, "danger close" would be 900 meters. I don't think a reduction in accuracy would stop you from pasting whatever you aimed that kind of firepower at.
Quite True, but considering the current size 900m is most of the active map!! However what is if you miss it might hit somewhere randomly hit anywhere on the map, or it'll just miss entirely the eve player will fire, but there will be nothing dust side, almost as if he fired a dud!!
|
low genius
the sound of freedom Renegade Alliance
359
|
Posted - 2013.08.26 07:08:00 -
[170] - Quote
1: love it 2: love it, but if you do so you MUST make the locations of the battles very clear to the eve players somehow. perhaps make the orbital satellite show up like a cyno while a battle is taking place. you also must give enough lp to the militia guys to make it worth their time. 3... is tough. |
|
SolusNothos
The Southern Legion The Umbra Combine
23
|
Posted - 2013.08.30 11:20:00 -
[171] - Quote
I'm late to this party and haven't read any of the other replies yet.
1: Yep remove warbarge strikes form FW/PC, or cut the WP needed for Orbitals. Either is fine by me.
So onto some thoughts and ideas for Orbitals and Eve-Dust Link in general.
1: Make orbitals more substantial. Currently it doesn't FEEL any better than a Warbarge strike. Hard to convince people to use the Orbital if they don't see the point. 2: Damage patterns. Allow the Capsuleer to set how the orbital strike lands, such as a line, a spread or all in one small cluster. 3: Intel map when connected. Give the Capsuleer a window that has a map with icons on it representing where all the Dust stuff is located. Only has to update with server tick's. GIves the capsuleer something to do while waiting. 4: Orbital repositioning. Nothing sucks more than an orbital that misses everything. Allow the capsuleer to adjust, up to a point, the precise strike location. 5: Allow the Capsuleer to deploy corp assets such as Tanks himself. Offload some of the strategic logistics. All assets dropped this way have to be donated to the Corp from Dust beforehand. 6: Indirect strikes. Split the map up into grids and allow the Capsuleer to bombard a section randomly. NO precision with these, they just drop haphazardly. Could force a certain minimum time bombarding a section, like say 45 seconds. A way to earn WP for a capsuleer. |
Alexander Dippel
The Malevolent Monkey Militia
0
|
Posted - 2013.08.30 13:32:00 -
[172] - Quote
Quote:1: Yep remove warbarge strikes form FW/PC, or cut the WP needed for Orbitals. Either is fine by me.
So onto some thoughts and ideas for Orbitals and Eve-Dust Link in general.
1: Make orbitals more substantial. Currently it doesn't FEEL any better than a Warbarge strike. Hard to convince people to use the Orbital if they don't see the point. 2: Damage patterns. Allow the Capsuleer to set how the orbital strike lands, such as a line, a spread or all in one small cluster. 3: Intel map when connected. Give the Capsuleer a window that has a map with icons on it representing where all the Dust stuff is located. Only has to update with server tick's. GIves the capsuleer something to do while waiting. 4: Orbital repositioning. Nothing sucks more than an orbital that misses everything. Allow the capsuleer to adjust, up to a point, the precise strike location. 5: Allow the Capsuleer to deploy corp assets such as Tanks himself. Offload some of the strategic logistics. All assets dropped this way have to be donated to the Corp from Dust beforehand. 6: Indirect strikes. Split the map up into grids and allow the Capsuleer to bombard a section randomly. NO precision with these, they just drop haphazardly. Could force a certain minimum time bombarding a section, like say 45 seconds. A way to earn WP for a capsuleer.
I agree with pretty much all of this, but might have one suggestion.
Why not allow player earned orbitals in both and ADD EVE earned orbitals. I also think the EVE player should have the option of dropping the orbital where they want. It may be a dream, but allowing them the option of looking at a minimap of the battle and sending a strike in on their own or contacting a dust squad via local. I feel that I would find it more satisfying to shoot and kill using my own descretion if I so choose then to require a squad lead to call it in.
One other change to orbitals would be to allow the squad leader the option to either call in the orbital via the map or a line of sight targeting. Meaning that he'd laze or otherwise hold a mark on a point he'd like the strike to come in. Some times it may be adventageous to actually aim at the target as opposed to try and determine where it is on the map. It's also much more tactical that way.
|
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3382
|
Posted - 2013.08.30 16:44:00 -
[173] - Quote
SolusNothos wrote:I'm late to this party and haven't read any of the other replies yet.
1: Yep remove warbarge strikes form FW/PC, or cut the WP needed for Orbitals. Either is fine by me.
So onto some thoughts and ideas for Orbitals and Eve-Dust Link in general.
1: Make orbitals more substantial. Currently it doesn't FEEL any better than a Warbarge strike. Hard to convince people to use the Orbital if they don't see the point. 2: Damage patterns. Allow the Capsuleer to set how the orbital strike lands, such as a line, a spread or all in one small cluster. 3: Intel map when connected. Give the Capsuleer a window that has a map with icons on it representing where all the Dust stuff is located. Only has to update with server tick's. GIves the capsuleer something to do while waiting. 4: Orbital repositioning. Nothing sucks more than an orbital that misses everything. Allow the capsuleer to adjust, up to a point, the precise strike location. 5: Allow the Capsuleer to deploy corp assets such as Tanks himself. Offload some of the strategic logistics. All assets dropped this way have to be donated to the Corp from Dust beforehand. 6: Indirect strikes. Split the map up into grids and allow the Capsuleer to bombard a section randomly. NO precision with these, they just drop haphazardly. Could force a certain minimum time bombarding a section, like say 45 seconds. A way to earn WP for a capsuleer. I'm going to add to this joining the Team channel. One of the biggest issues with trying to offer support is having to put everyone in a custom channel just so the EVE player can talk to them.
You can set up connecting to the district itself as a trigger that links you to your allies' Team channel. |
Garrett Blacknova
Codex Troopers
3388
|
Posted - 2013.08.31 00:40:00 -
[174] - Quote
I still stand by my original post in the thread, as quoted below. I'd want to edit a few typoes, but I'm half asleep and can't be bothered right now.
Garrett Blacknova wrote:For PC at least, I think it's worth keeping the NPC Precision Strikes. Not every PC-capable Corp in DUST is going to have EVE support on call. For now, most do, and in future, most will, but not all, and not forever. I understand (and agree with) encouraging the EVE-DUST link, but this isn't encouraging, it's forcing it. DUST-exclusive Corps need to be capable of functioning - if at a slight disadvantage - without the reliance on EVE players. Corps with limited EVE support need options when their Capsuleers are unreachable.
And on that note, for PC, I think there should be a WP limit on squads calling in Orbitals, AND a limit on EVE players being available for them. So you need to capture the beacon so your team has access to an Orbital Strike, AND the ground forces need to build up their WP to call it in. When a squad has called in their first strike, they need more WP before they can call in another, making it more likely that other squads will have the WP and that top squad won't any more. If it looks like the space battle is turning against you, Precision Strikes are still available. If your team can't capture the beacon and you need urgent support, you can also use a Precision Strike instead of waiting. The EVE support would be more effective/powerful, and ideally you want to wait for that opportunity, but that won't be the only option.
Faction Warfare is less likely to have these problems. You're automatically being targeted on areas in which there's an active space battle, which means there will usually be ships present fighting for both sides. In this situation, the elimination of Precision Strikes is more reasonable, and helps to make FW feel more like it's empire vs. empire combat rather than the player-owned Corporations or the regular NPC Corps going against one another.
Also for FW, it might work better to have sequential orbital requests. Availability could determined purely by EVE players controlling the beacon, and the highest WP count for a squad would mean they get priority on the strike. If a squad uses the strike, they become ineligible for another strike until all other squads have had a chance. Or they have their accumulated WP total reset for purposes of determining priority on an Orbital. The former option would mean that you guarantee to "cycle" through the squads during the course of the match, with the "best" players getting the first orbital, and the team's lesser-skilled players providing support later in the match. Using the other option would allow a particularly dominant squad to take all the orbital support themselves, but they would have to be performing a LOT better than the rest of the DUST Mercs on that side of the conflict.
|
Mobius Wyvern
Guardian Solutions DARKSTAR ARMY
3389
|
Posted - 2013.08.31 01:45:00 -
[175] - Quote
Garrett Blacknova wrote:I still stand by my original post in the thread, as quoted below. I'd want to edit a few typoes, but I'm half asleep and can't be bothered right now. Garrett Blacknova wrote:For PC at least, I think it's worth keeping the NPC Precision Strikes. Not every PC-capable Corp in DUST is going to have EVE support on call. For now, most do, and in future, most will, but not all, and not forever. I understand (and agree with) encouraging the EVE-DUST link, but this isn't encouraging, it's forcing it. DUST-exclusive Corps need to be capable of functioning - if at a slight disadvantage - without the reliance on EVE players. Corps with limited EVE support need options when their Capsuleers are unreachable.
And on that note, for PC, I think there should be a WP limit on squads calling in Orbitals, AND a limit on EVE players being available for them. So you need to capture the beacon so your team has access to an Orbital Strike, AND the ground forces need to build up their WP to call it in. When a squad has called in their first strike, they need more WP before they can call in another, making it more likely that other squads will have the WP and that top squad won't any more. If it looks like the space battle is turning against you, Precision Strikes are still available. If your team can't capture the beacon and you need urgent support, you can also use a Precision Strike instead of waiting. The EVE support would be more effective/powerful, and ideally you want to wait for that opportunity, but that won't be the only option.
Faction Warfare is less likely to have these problems. You're automatically being targeted on areas in which there's an active space battle, which means there will usually be ships present fighting for both sides. In this situation, the elimination of Precision Strikes is more reasonable, and helps to make FW feel more like it's empire vs. empire combat rather than the player-owned Corporations or the regular NPC Corps going against one another.
Also for FW, it might work better to have sequential orbital requests. Availability could determined purely by EVE players controlling the beacon, and the highest WP count for a squad would mean they get priority on the strike. If a squad uses the strike, they become ineligible for another strike until all other squads have had a chance. Or they have their accumulated WP total reset for purposes of determining priority on an Orbital. The former option would mean that you guarantee to "cycle" through the squads during the course of the match, with the "best" players getting the first orbital, and the team's lesser-skilled players providing support later in the match. Using the other option would allow a particularly dominant squad to take all the orbital support themselves, but they would have to be performing a LOT better than the rest of the DUST Mercs on that side of the conflict. A Corp that's trying to do PC with no EVE players should suffer for that.
Most Corps are forming alliances that also have EVE Corps, which was part of the intention of this game all along: to have us both cooperate.
If this has to wait until those orbital cannons can be finished, then fine, but NPC strikes just eliminate any interest in working with EVE players for orbitals. Even though our strikes do more damage, people will still gravitate toward the "easy" and "safe" option, even when it makes no sense to do so. |
SolusNothos
The Southern Legion The Umbra Combine
23
|
Posted - 2013.08.31 10:56:00 -
[176] - Quote
Oh and the big one I forgot.
CAN I PLEASE HAVE A WAY TO SEE WHAT PC BATTLES MY CORP IS FIGHTING IN EVE
Anyone who's chatted to Dust peeps knows that chat is delayed by them usually being in a match of some kind and is very slow due to typing with a controller. Trying to get this info relayed when a simple tab in the Corp > Wars window in Eve would do is painful.
Doesn't help when the fight lists how long away the fight is, such as 22h30m instead of Eve Time. I'm not a fan of doing head math to figure that out then head mathing it again into local time.
And yes to what Alexander Dippel and Mobius Wyvern said above me. Also that Ewar suggestion by a CPM guy who I'm too lazy to go look up was cool. Do that. Go crazy, grab that shiny Bastion Module and add Dust Super Bombardments even. There's nothing wrong with starting off overpowered then toning it back. Much better than useless.
Anywho, rant over due to me missing a PC fight as I DIDN'T KNOW ABOUT IT AS I CAN'T SEE THEM IN EVE... |
Jakobi Wan
Legions of Infinite Dominion
0
|
Posted - 2013.09.02 04:49:00 -
[177] - Quote
please keep the system balanced. i strongly feel we need new equipment or functionality. strike-beacons or active scanners for instance would be great as a lazer-target strike order that could be cordinated by whom-ever with a scanner device/module instead of just a squad leader.. the squad leaders key function is tactical leaders not enabling WP hording and orbital spamming.
i understand the EVE pilots or the rightful heros of the skies but to give them unchecked power with no concequence or even incentive to cordinate with MERCs is a bad idea. scan-beacons or lazer-targeters that would act like a spawn-beacons but instead of spawning obviously this would isntead give them a live feed into the DUST match with an over-head visual map like our own displays with enemy markers and scanner error risk so they ultimately have the final authority on where/when the strike goes down but only after a MERC on the ground has taken the liberty of prompting the EVE pilot with their beacon/lazer/scanner signal.
i apologize if i was unclear about anything, i just want to be clear that the bigger idea in my mind is to encourage EVE-DUST interplay and teamwork. by giving both sides necisary input to cordinate an orbital it would be exciting for both pilot and merc and then you could continue to expand on the targeting-system and incorperate a guardian bonus that would benifit the originator of the beacon giving them WP but controling orbital snowballing by cutting the link between WP and orbitals |
hgghyujh
Expert Intervention Caldari State
82
|
Posted - 2013.09.02 10:15:00 -
[178] - Quote
I know off point but i'm just gonna leave these here.
How about OB support cuts into your paycheck that way OBs are an act of necessity instead of opportunity. Of course then there would have to be some benefit to winning other then a minor increase in pay out and a bigger epeen.
The other thought I had is that WP are a persistent currency and calling any support, be they vehicles, OBs or, eventually, installations, pulls from this pool, although as OBs are a squad function its tricky figuring out how those WP should be supplied . Also if this were the case it should not apply to corp matches they should have something else. Also faction warfare WP should be 100% faction based.
These were written before I read this post and I really like what I am reading here.
Oh this is a little more relevant.... a little
crazy space 1 wrote:imo they should only be earned by controlling a radar station or the like. Right now it's so simple ugh. point A B C
What about defense relays?
Or Radar jammers?
Just have more stuff for us to fight over, for instance, you need to hold the jammer for 2 minutes in order to open a window for an eve strike.
If the jammer is taken out with heavy tank fire , or remote explosives on the console INSIDE then both teams can have orbital support every 2 minutes.
tho if this route is taken for anything the OB objective needs to be outof the way not right next to the majority of points. |
SolusNothos
The Southern Legion The Umbra Combine
23
|
Posted - 2013.09.02 10:26:00 -
[179] - Quote
hgghyujh wrote: How about OB support cuts into your paycheck that way OBs are an act of necessity instead of opportunity. Of course then there would have to be some benefit to winning other then a minor increase in pay out and a bigger epeen.
Remember, Eve players are already paying for Orbitals. Ammo isn't free up here. http://eve-central.com/home/quicklook.html?typeid=32799 |
hgghyujh
Expert Intervention Caldari State
82
|
Posted - 2013.09.02 10:28:00 -
[180] - Quote
shaman oga wrote:1) I agree with removing the warbarge OB from PC. FW is too casual, it's better to keep the warbarge precision strike, i suggest to raise the number of WP needed for an orbital, with a team of 6 is not that hard to gain one.
2) I have no experience of EVE, i suppose i have nothing against it.
3) You can let all squad leaders set an objective for the OB, then the EVE pilot will choose.
I believe the exact opposite, in FW we actually affect EVE in a meaningful way and our FW batttles are spawned by EVE players so the system should work best here.
In PC not all dust corps have EVE support and there is no meaningful way for a dust corp to get EVE support with out a lot of EVE side play(IE A dust corp can't issue contracts for eve side support, or really offer anything of value at all unless they are willing to participate in EVE in a major way).
that said I like. |
|
|
|
|
Pages: 1 2 3 4 5 [6] 7 8 :: one page |
First page | Previous page | Next page | Last page |