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Thread Statistics | Show CCP posts - 7 post(s) |
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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 -
[1] - 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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CCP LogicLoop
C C P C C P Alliance
370
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Posted - 2013.08.16 02:52:00 -
[2] - 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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CCP LogicLoop
C C P C C P Alliance
370
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Posted - 2013.08.16 03:39:00 -
[3] - Quote
Haha not to worry. When I saw his name I knew there would eventually be mix-ups. |
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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 -
[4] - 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 LogicLoop
C C P C C P Alliance
441
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Posted - 2013.08.26 00:41:00 -
[5] - 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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CCP LogicLoop
C C P C C P Alliance
447
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Posted - 2013.08.27 00:24:00 -
[6] - 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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