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Thread Statistics | Show CCP posts - 7 post(s) |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1139
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Posted - 2013.08.11 07:20:00 -
[1] - Quote
So and interesting phenomenon I have noticed and I wonder if other have noticed it as well.
Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compound. More often than not where we see the Orbital Cannon Complex, when one team dominates the outer areas including the bridge they face the odd challenge of besieging the main compound.
This sees players run the gauntlet of open ground only to face concentrated fire from two levels, with ample cover, and a bridge, while throwing tanks against a fortified emplacement.
Something I would like to suggest with outposts that we see more defensible out posts, gates, ramparts, built in turrets, and or trenchlines, or better placement of pill boxes so that players can lay siege and be besieged in such structures.
A game mode could even be developed from this concept like a Rush Map. Three Complexes with a destroyable and hackable objectives and a rolling red line that pushes combat from instance to instance.... but that's not the point.
What we fight over in Dust are industriall complexes and while these are great concepts I feel like the odd military out post and defended fuel depot of the like would not be out of place in new eden.
While these things ever be possible? |
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CCP LogicLoop
C C P C C P Alliance
368
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Posted - 2013.08.16 00:51:00 -
[2] - Quote
True Adamance wrote:So and interesting phenomenon I have noticed and I wonder if other have noticed it as well.
Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compound. More often than not where we see the Orbital Cannon Complex, when one team dominates the outer areas including the bridge they face the odd challenge of besieging the main compound.
This sees players run the gauntlet of open ground only to face concentrated fire from two levels, with ample cover, and a bridge, while throwing tanks against a fortified emplacement.
Something I would like to suggest with outposts that we see more defensible out posts, gates, ramparts, built in turrets, and or trenchlines, or better placement of pill boxes so that players can lay siege and be besieged in such structures.
A game mode could even be developed from this concept like a Rush Map. Three Complexes with a destroyable and hackable objectives and a rolling red line that pushes combat from instance to instance.... but that's not the point.
What we fight over in Dust are industriall complexes and while these are great concepts I feel like the odd military out post and defended fuel depot of the like would not be out of place in new eden.
While these things ever be possible?
A previous game mode known as Skirmish 1.0 was a bit similar. We hope to bring a similar game mode back in the future. No real time estimate, but I regularly push and ask about moving forward with that.
For defensible outposts, we have at least been directed to put more focus on defensible gates. Research outpost should be an improvement to this but it may not be perfect. Turrets should always be at large outposts unless they were destroyed. Our requirements are two turrets per gate in each surface infrastructure, so that would be a total of 6 turrets.
Our terrain certainly could use a bit more work in the outpost maps, however we have a large blend area for the sockets into the main gameplay area, and at times it is not large enough to support something like trench lines. But I do like the idea, especially with adding more pill boxes (we have a pill box object, but I believe it is Caldari). |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1292
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Posted - 2013.08.16 01:08:00 -
[3] - Quote
CCP LogicLoop wrote:True Adamance wrote:So and interesting phenomenon I have noticed and I wonder if other have noticed it as well.
Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compound. More often than not where we see the Orbital Cannon Complex, when one team dominates the outer areas including the bridge they face the odd challenge of besieging the main compound.
This sees players run the gauntlet of open ground only to face concentrated fire from two levels, with ample cover, and a bridge, while throwing tanks against a fortified emplacement.
Something I would like to suggest with outposts that we see more defensible out posts, gates, ramparts, built in turrets, and or trenchlines, or better placement of pill boxes so that players can lay siege and be besieged in such structures.
A game mode could even be developed from this concept like a Rush Map. Three Complexes with a destroyable and hackable objectives and a rolling red line that pushes combat from instance to instance.... but that's not the point.
What we fight over in Dust are industriall complexes and while these are great concepts I feel like the odd military out post and defended fuel depot of the like would not be out of place in new eden.
While these things ever be possible? A previous game mode known as Skirmish 1.0 was a bit similar. We hope to bring a similar game mode back in the future. No real time estimate, but I regularly push and ask about moving forward with that. For defensible outposts, we have at least been directed to put more focus on defensible gates. Research outpost should be an improvement to this but it may not be perfect. Turrets should always be at large outposts unless they were destroyed. Our requirements are two turrets per gate in each surface infrastructure, so that would be a total of 6 turrets. Our terrain certainly could use a bit more work in the outpost maps, however we have a large blend area for the sockets into the main gameplay area, and at times it is not large enough to support something like trench lines. But I do like the idea, especially with adding more pill boxes (we have a pill box object, but I believe it is Caldari).
Thanks for responding Mr CCPLogibro. I was just wondering if the Dev's were considering Siege styled warfare since it is such and integral part of our own historical warfare, and since CCP opens up such a grand scope of besieged defenders and attacking siege battalions that I just had to ask. |
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CCP LogicLoop
C C P C C P Alliance
370
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Posted - 2013.08.16 02:52:00 -
[4] - Quote
True Adamance wrote:CCP LogicLoop wrote:True Adamance wrote:So and interesting phenomenon I have noticed and I wonder if other have noticed it as well.
Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compound. More often than not where we see the Orbital Cannon Complex, when one team dominates the outer areas including the bridge they face the odd challenge of besieging the main compound.
This sees players run the gauntlet of open ground only to face concentrated fire from two levels, with ample cover, and a bridge, while throwing tanks against a fortified emplacement.
Something I would like to suggest with outposts that we see more defensible out posts, gates, ramparts, built in turrets, and or trenchlines, or better placement of pill boxes so that players can lay siege and be besieged in such structures.
A game mode could even be developed from this concept like a Rush Map. Three Complexes with a destroyable and hackable objectives and a rolling red line that pushes combat from instance to instance.... but that's not the point.
What we fight over in Dust are industriall complexes and while these are great concepts I feel like the odd military out post and defended fuel depot of the like would not be out of place in new eden.
While these things ever be possible? A previous game mode known as Skirmish 1.0 was a bit similar. We hope to bring a similar game mode back in the future. No real time estimate, but I regularly push and ask about moving forward with that. For defensible outposts, we have at least been directed to put more focus on defensible gates. Research outpost should be an improvement to this but it may not be perfect. Turrets should always be at large outposts unless they were destroyed. Our requirements are two turrets per gate in each surface infrastructure, so that would be a total of 6 turrets. Our terrain certainly could use a bit more work in the outpost maps, however we have a large blend area for the sockets into the main gameplay area, and at times it is not large enough to support something like trench lines. But I do like the idea, especially with adding more pill boxes (we have a pill box object, but I believe it is Caldari). Thanks for responding Mr CCPLogibro. I was just wondering if the Dev's were considering Siege styled warfare since it is such and integral part of our own historical warfare, and since CCP opens up such a grand scope of besieged defenders and attacking siege battalions that I just had to ask.
LogicLoop. LogiBro is some one else. =)
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1293
|
Posted - 2013.08.16 03:14:00 -
[5] - Quote
CCP LogicLoop wrote:True Adamance wrote:CCP LogicLoop wrote:True Adamance wrote:So and interesting phenomenon I have noticed and I wonder if other have noticed it as well.
Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compound. More often than not where we see the Orbital Cannon Complex, when one team dominates the outer areas including the bridge they face the odd challenge of besieging the main compound.
This sees players run the gauntlet of open ground only to face concentrated fire from two levels, with ample cover, and a bridge, while throwing tanks against a fortified emplacement.
Something I would like to suggest with outposts that we see more defensible out posts, gates, ramparts, built in turrets, and or trenchlines, or better placement of pill boxes so that players can lay siege and be besieged in such structures.
A game mode could even be developed from this concept like a Rush Map. Three Complexes with a destroyable and hackable objectives and a rolling red line that pushes combat from instance to instance.... but that's not the point.
What we fight over in Dust are industriall complexes and while these are great concepts I feel like the odd military out post and defended fuel depot of the like would not be out of place in new eden.
While these things ever be possible? A previous game mode known as Skirmish 1.0 was a bit similar. We hope to bring a similar game mode back in the future. No real time estimate, but I regularly push and ask about moving forward with that. For defensible outposts, we have at least been directed to put more focus on defensible gates. Research outpost should be an improvement to this but it may not be perfect. Turrets should always be at large outposts unless they were destroyed. Our requirements are two turrets per gate in each surface infrastructure, so that would be a total of 6 turrets. Our terrain certainly could use a bit more work in the outpost maps, however we have a large blend area for the sockets into the main gameplay area, and at times it is not large enough to support something like trench lines. But I do like the idea, especially with adding more pill boxes (we have a pill box object, but I believe it is Caldari). Thanks for responding Mr CCPLogibro. I was just wondering if the Dev's were considering Siege styled warfare since it is such and integral part of our own historical warfare, and since CCP opens up such a grand scope of besieged defenders and attacking siege battalions that I just had to ask. LogicLoop. LogiBro is some one else. =) Crap my bad. Sorry seen Logibro's name all over Dust OOC and General Section.
Thanks anyway. |
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CCP LogicLoop
C C P C C P Alliance
370
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Posted - 2013.08.16 03:39:00 -
[6] - Quote
Haha not to worry. When I saw his name I knew there would eventually be mix-ups. |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1294
|
Posted - 2013.08.16 05:22:00 -
[7] - Quote
Anywho thanks for the Dev response I think this is my first blue tagged thread.
Anywho just letting you guys know there might be some players who feel the same as me and in the future may well like to see a bit o the old IRON WITHIN IRON WITHOUT "lets besiege their bases" style game modes. |
steadyhand amarr
Imperfects Negative-Feedback
1098
|
Posted - 2013.08.16 07:23:00 -
[8] - Quote
Smooth true :-P. Just to chip in. Has it ever been considered to have objectives that can be destroyed. Like in skim 1.0 some of the maps are quite well suited to last stand at the objective moments :-) |
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CCP LogicLoop
C C P C C P Alliance
371
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Posted - 2013.08.16 08:13:00 -
[9] - Quote
steadyhand amarr wrote:Smooth true :-P. Just to chip in. Has it ever been considered to have objectives that can be destroyed. Like in skim 1.0 some of the maps are quite well suited to last stand at the objective moments :-)
"I've" wanted destructible objectives. It's a common example I use for my ideal skirmish mode when we discuss the topic internally. I know one of the game designers is in a "high level" concept of a new game mode. It may or may not come to pass, but if it's being designed / written up by a game designer then it's more serious than just us talking. Suffice to say, be aware we thinking, discussing, and wanting more game modes, and not just alternate modes of current ones. |
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CCP Logibro
C C P C C P Alliance
480
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Posted - 2013.08.16 10:49:00 -
[10] - Quote
I would just like to confirm that I am not CCP LogicLoop. For one, I'm not as smart as he is. CCP Logibro // EVE Universe Community Team // Distributor of Nanites // Patron Saint of Logistics
@CCP_Logibro |
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steadyhand amarr
Imperfects Negative-Feedback
1098
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Posted - 2013.08.16 13:27:00 -
[11] - Quote
CCP LogicLoop wrote:steadyhand amarr wrote:Smooth true :-P. Just to chip in. Has it ever been considered to have objectives that can be destroyed. Like in skim 1.0 some of the maps are quite well suited to last stand at the objective moments :-) "I've" wanted destructible objectives. It's a common example I use for my ideal skirmish mode when we discuss the topic internally. I know one of the game designers is in a "high level" concept of a new game mode. It may or may not come to pass, but if it's being designed / written up by a game designer then it's more serious than just us talking. Suffice to say, be aware we thinking, discussing, and wanting more game modes, and not just alternate modes of current ones.
Day made. I think destructive objectives open ups a lot more possabilys foucse down the game play and stops ring a round roses we have now. It's good to know it's been actively considerd :-) r Even if it's a way off :-D |
crazy space 1
Unkn0wn Killers
1557
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Posted - 2013.08.16 18:51:00 -
[12] - Quote
CCP LogicLoop wrote:steadyhand amarr wrote:Smooth true :-P. Just to chip in. Has it ever been considered to have objectives that can be destroyed. Like in skim 1.0 some of the maps are quite well suited to last stand at the objective moments :-) "I've" wanted destructible objectives. It's a common example I use for my ideal skirmish mode when we discuss the topic internally. I know one of the game designers is in a "high level" concept of a new game mode. It may or may not come to pass, but if it's being designed / written up by a game designer then it's more serious than just us talking. Suffice to say, be aware we thinking, discussing, and wanting more game modes, and not just alternate modes of current ones.
I've bourhgt up muliple times the idea that when you invade a district It should be MCC vs. MCC untill the other team in on it's last leg *since dust is a muliple battle capture system.
Then why not have the final battle be skirmish 1.0 *or similar* ??
It gives the defenders an advantage *good* The red line moves *epic* the MCC hacks the outpost *makes sense for capturing a district* and you could add in the option if your losing to call in battleship sized OB support to "nuke it from orbit" meaning you get the district but no outpost have to rebuild.
Then make it so eve players build the outposts so they can also send in team to blow them up thus creating more demand. and making the eve players more profits. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1308
|
Posted - 2013.08.16 23:03:00 -
[13] - Quote
steadyhand amarr wrote:CCP LogicLoop wrote:steadyhand amarr wrote:Smooth true :-P. Just to chip in. Has it ever been considered to have objectives that can be destroyed. Like in skim 1.0 some of the maps are quite well suited to last stand at the objective moments :-) "I've" wanted destructible objectives. It's a common example I use for my ideal skirmish mode when we discuss the topic internally. I know one of the game designers is in a "high level" concept of a new game mode. It may or may not come to pass, but if it's being designed / written up by a game designer then it's more serious than just us talking. Suffice to say, be aware we thinking, discussing, and wanting more game modes, and not just alternate modes of current ones. Day made. I think destructive objectives open ups a lot more possabilys foucse down the game play and stops ring a round roses we have now. It's good to know it's been actively considerd :-) r Even if it's a way off :-D Agreed it would like to see Remote Explosives become more of a real demolitions tool that just a point defence item. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1308
|
Posted - 2013.08.16 23:05:00 -
[14] - Quote
crazy space 1 wrote:CCP LogicLoop wrote:steadyhand amarr wrote:Smooth true :-P. Just to chip in. Has it ever been considered to have objectives that can be destroyed. Like in skim 1.0 some of the maps are quite well suited to last stand at the objective moments :-) "I've" wanted destructible objectives. It's a common example I use for my ideal skirmish mode when we discuss the topic internally. I know one of the game designers is in a "high level" concept of a new game mode. It may or may not come to pass, but if it's being designed / written up by a game designer then it's more serious than just us talking. Suffice to say, be aware we thinking, discussing, and wanting more game modes, and not just alternate modes of current ones. I've bourhgt up muliple times the idea that when you invade a district It should be MCC vs. MCC untill the other team in on it's last leg *since dust is a muliple battle capture system. Then why not have the final battle be skirmish 1.0 *or similar* ?? It gives the defenders an advantage *good* The red line moves *epic* the MCC hacks the outpost *makes sense for capturing a district* and you could add in the option if your losing to call in battleship sized OB support to "nuke it from orbit" meaning you get the district but no outpost have to rebuild. Then make it so eve players build the outposts so they can also send in team to blow them up thus creating more demand. and making the eve players more profits. This is partly why I started the thread. I feel like if we are going to be fighting over districts we really should feel like we are laying siege to the planet itself, dropping out of MCC's, attacking complexes held by the enemy, blowing their junk up, and then having amazing last stand moments as the attacker finally breach the walls to cut your three remaining clones down. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2521
|
Posted - 2013.08.17 06:15:00 -
[15] - Quote
CCP LogicLoop wrote:True Adamance wrote:So and interesting phenomenon I have noticed and I wonder if other have noticed it as well.
Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compound. More often than not where we see the Orbital Cannon Complex, when one team dominates the outer areas including the bridge they face the odd challenge of besieging the main compound.
This sees players run the gauntlet of open ground only to face concentrated fire from two levels, with ample cover, and a bridge, while throwing tanks against a fortified emplacement.
Something I would like to suggest with outposts that we see more defensible out posts, gates, ramparts, built in turrets, and or trenchlines, or better placement of pill boxes so that players can lay siege and be besieged in such structures.
A game mode could even be developed from this concept like a Rush Map. Three Complexes with a destroyable and hackable objectives and a rolling red line that pushes combat from instance to instance.... but that's not the point.
What we fight over in Dust are industriall complexes and while these are great concepts I feel like the odd military out post and defended fuel depot of the like would not be out of place in new eden.
While these things ever be possible? A previous game mode known as Skirmish 1.0 was a bit similar. We hope to bring a similar game mode back in the future. No real time estimate, but I regularly push and ask about moving forward with that. For defensible outposts, we have at least been directed to put more focus on defensible gates. Research outpost should be an improvement to this but it may not be perfect. Turrets should always be at large outposts unless they were destroyed. Our requirements are two turrets per gate in each surface infrastructure, so that would be a total of 6 turrets. Our terrain certainly could use a bit more work in the outpost maps, however we have a large blend area for the sockets into the main gameplay area, and at times it is not large enough to support something like trench lines. But I do like the idea, especially with adding more pill boxes (we have a pill box object, but I believe it is Caldari).
On the subject of Turrets, they're really not as useful as they probably should be. Considering they can survive -MAYBE- three shots from any HAV and LAVs are durable enough to close the distance on them they're only really good for Dropships, but to that end everything is good against Dropships.
They're mostly used as free WP either by hacking or destruction. If not that, leave them be and let the AI do all the killing since it's so OP.
IMO, ditch the Large Turrets and bring back Small Turrets to place inside of the outpost on those gates - make them more feasible for choke points and the like.
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CCP LogicLoop
C C P C C P Alliance
441
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Posted - 2013.08.26 00:41:00 -
[16] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:True Adamance wrote:So and interesting phenomenon I have noticed and I wonder if other have noticed it as well.
Occasionally on Iron Delta, Map with the Central Bridge, and the secondary compound. More often than not where we see the Orbital Cannon Complex, when one team dominates the outer areas including the bridge they face the odd challenge of besieging the main compound.
This sees players run the gauntlet of open ground only to face concentrated fire from two levels, with ample cover, and a bridge, while throwing tanks against a fortified emplacement.
Something I would like to suggest with outposts that we see more defensible out posts, gates, ramparts, built in turrets, and or trenchlines, or better placement of pill boxes so that players can lay siege and be besieged in such structures.
A game mode could even be developed from this concept like a Rush Map. Three Complexes with a destroyable and hackable objectives and a rolling red line that pushes combat from instance to instance.... but that's not the point.
What we fight over in Dust are industriall complexes and while these are great concepts I feel like the odd military out post and defended fuel depot of the like would not be out of place in new eden.
While these things ever be possible? A previous game mode known as Skirmish 1.0 was a bit similar. We hope to bring a similar game mode back in the future. No real time estimate, but I regularly push and ask about moving forward with that. For defensible outposts, we have at least been directed to put more focus on defensible gates. Research outpost should be an improvement to this but it may not be perfect. Turrets should always be at large outposts unless they were destroyed. Our requirements are two turrets per gate in each surface infrastructure, so that would be a total of 6 turrets. Our terrain certainly could use a bit more work in the outpost maps, however we have a large blend area for the sockets into the main gameplay area, and at times it is not large enough to support something like trench lines. But I do like the idea, especially with adding more pill boxes (we have a pill box object, but I believe it is Caldari). On the subject of Turrets, they're really not as useful as they probably should be. Considering they can survive -MAYBE- three shots from any HAV and LAVs are durable enough to close the distance on them they're only really good for Dropships, but to that end everything is good against Dropships. They're mostly used as free WP either by hacking or destruction. If not that, leave them be and let the AI do all the killing since it's so OP. IMO, ditch the Large Turrets and bring back Small Turrets to place inside of the outpost on those gates - make them more feasible for choke points and the like.
We have small turrets, but I believe we ran out of animation memory to put them in. Swapping all the ones out for small would be a lot of work as well. At some point they should be coming back though. The reason they went out to begin with was because they detached the actual turrets from the base, because we added a feature to specify whether or not our installations have those spikes on the bottom or not. "Fixed location" "Stand on terrain" "fall to terrain". Fixed location removes the spikes.
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1328
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Posted - 2013.08.26 20:11:00 -
[17] - Quote
Because of that issue where aiming at an enemy at a null cannon is tricky because the reticule turns red when looking at the null cannon and you get hit markers when hitting the null cannons, the thought of them being destructible, or even assets like everything else, came to mind and would indeed be awesome. Imagine having 8 or so variants of cannons (2 per race, Amarr pulse and beam lasers, Caldari missile and rail, etc) that you deploy onto the battlefield wherever you want and the enemy then either hacks them or destroys them. Perhaps what you could do is have a separate hacking terminal somewhere in the sockets that gives you an area of control for where you are permitted to drop in a cannon, that way it still works with the socket system. Just a collection of thoughts, maybe for PS4. |
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CCP LogicLoop
C C P C C P Alliance
447
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Posted - 2013.08.27 00:24:00 -
[18] - Quote
Aero Yassavi wrote:Because of that issue where aiming at an enemy at a null cannon is tricky because the reticule turns red when looking at the null cannon and you get hit markers when hitting the null cannons, the thought of them being destructible, or even assets like everything else, came to mind and would indeed be awesome. Imagine having 8 or so variants of cannons (2 per race, Amarr pulse and beam lasers, Caldari missile and rail, etc) that you deploy onto the battlefield wherever you want and the enemy then either hacks them or destroys them. Perhaps what you could do is have a separate hacking terminal somewhere in the sockets that gives you an area of control for where you are permitted to drop in a cannon, that way it still works with the socket system. Just a collection of thoughts, maybe for PS4.
Interesting idea on the last one. I mainly think so because I would "imagine" it's not hard to code. Though since I am not programmer I can't really say. It would be a matter of swapping the owner of a volume on the flip basically.
We can "kind" of do this right now, but not with an "area". Something we discovered on accident was that in a socket, if you set all the installations to the same index as the console they will all flip at the same time. |
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