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Cosgar
ParagonX
4175
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Posted - 2013.08.13 17:17:00 -
[31] - Quote
Killar-12 wrote:Make it so People cannot spawn on objectives in skirmish
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Skihids
Bullet Cluster
1870
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Posted - 2013.08.13 17:17:00 -
[32] - Quote
Taking that idea further, you would actually need to declare just where those clones are if you have a fixed number of them.
How many are in that particular CRU? How many are in your warbarge and available for DU wormhole placement?
Then you get into the fun of being able to steal clones in battle by hacking CRUs or being able to destroy multiple enemy clones by blowing up a MRCU.
Oh, the strategic implications of being forced to conform to your lore... |
Zero Notion
Red Star Jr. EoN.
193
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Posted - 2013.08.13 17:20:00 -
[33] - Quote
Skihids wrote:Taking that idea further, you would actually need to declare just where those clones are if you have a fixed number of them.
How many are in that particular CRU? How many are in your warbarge and available for DU wormhole placement?
Then you get into the fun of being able to steal clones in battle by hacking CRUs or being able to destroy multiple enemy clones by blowing up a MRCU.
Oh, the strategic implications of being forced to conform to your lore...
I'm not sure this is how clones work but that would make for a fairly interesting addition to tactical consideration; at least, on a PC level. This would be terrible for pubs. |
Cosgar
ParagonX
4175
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Posted - 2013.08.13 17:22:00 -
[34] - Quote
Skihids wrote:Taking that idea further, you would actually need to declare just where those clones are if you have a fixed number of them.
How many are in that particular CRU? How many are in your warbarge and available for DU wormhole placement?
Then you get into the fun of being able to steal clones in battle by hacking CRUs or being able to destroy multiple enemy clones by blowing up a MRCU.
Oh, the strategic implications of being forced to conform to your lore... What if CRUs had a set number of respawns or added to the number of available clones over time to what team had control over it? |
Skihids
Bullet Cluster
1871
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Posted - 2013.08.13 17:31:00 -
[35] - Quote
Cosgar wrote:Skihids wrote:Taking that idea further, you would actually need to declare just where those clones are if you have a fixed number of them.
How many are in that particular CRU? How many are in your warbarge and available for DU wormhole placement?
Then you get into the fun of being able to steal clones in battle by hacking CRUs or being able to destroy multiple enemy clones by blowing up a MRCU.
Oh, the strategic implications of being forced to conform to your lore... What if CRUs had a set number of respawns or added to the number of available clones over time to what team had control over it?
You would have to eliminate physical clone bodies as the limiting factor and substitute some non-physical limit in its place, akin to the BPC concept.
The problem with that is CCP has already specified physical clones as the limit in PC and I don't see an easy way to reconcile the two.
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Zero Notion
Red Star Jr. EoN.
193
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Posted - 2013.08.13 17:40:00 -
[36] - Quote
Skihids wrote:Cosgar wrote:Skihids wrote:Taking that idea further, you would actually need to declare just where those clones are if you have a fixed number of them.
How many are in that particular CRU? How many are in your warbarge and available for DU wormhole placement?
Then you get into the fun of being able to steal clones in battle by hacking CRUs or being able to destroy multiple enemy clones by blowing up a MRCU.
Oh, the strategic implications of being forced to conform to your lore... What if CRUs had a set number of respawns or added to the number of available clones over time to what team had control over it? You would have to eliminate physical clone bodies as the limiting factor and substitute some non-physical limit in its place, akin to the BPC concept. The problem with that is CCP has already specified physical clones as the limit in PC and I don't see an easy way to reconcile the two.
There could exist a mechanical variable that allows for a bonus of X amount of clones based on retaining a CRU for a period of time; if you successfully keep and defend your CRU, you gain 25 clones. Hack and retain an enemy CRU, you gain 10, for a potential total of 35 extra clones. There is only one chance on each timer, as soon as it is disrupted there is no chance to regain the bonus clones.
The timer could be 5 minutes on each CRU.
I think this would also mean that each team would have no 'starting' CRU (as in already owned) and would have to hack it at the beginning of the match to begin the timer. |
Dr Stabwounds
Molon Labe. League of Infamy
75
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Posted - 2013.08.13 17:48:00 -
[37] - Quote
OP's idea's are terrible.
Mobile CRU's just need WP's added to them. No changes needed for Uplinks. |
Skihids
Bullet Cluster
1871
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Posted - 2013.08.13 17:55:00 -
[38] - Quote
Zero Notion wrote:Skihids wrote:Cosgar wrote:Skihids wrote:Taking that idea further, you would actually need to declare just where those clones are if you have a fixed number of them.
How many are in that particular CRU? How many are in your warbarge and available for DU wormhole placement?
Then you get into the fun of being able to steal clones in battle by hacking CRUs or being able to destroy multiple enemy clones by blowing up a MRCU.
Oh, the strategic implications of being forced to conform to your lore... What if CRUs had a set number of respawns or added to the number of available clones over time to what team had control over it? You would have to eliminate physical clone bodies as the limiting factor and substitute some non-physical limit in its place, akin to the BPC concept. The problem with that is CCP has already specified physical clones as the limit in PC and I don't see an easy way to reconcile the two. There could exist a mechanical variable that allows for a bonus of X amount of clones based on retaining a CRU for a period of time; if you successfully keep and defend your CRU, you gain 25 clones. Hack and retain an enemy CRU, you gain 10, for a potential total of 35 extra clones. There is only one chance on each timer, as soon as it is disrupted there is no chance to regain the bonus clones. The timer could be 5 minutes on each CRU. I think this would also mean that each team would have no 'starting' CRU (as in already owned) and would have to hack it at the beginning of the match to begin the timer.
Are you talking about a physical variable, or just a ticket system? I can't see how you can shift from a ticket system to one that conforms to physics without significantly altering clone counts during the match. |
Zero Notion
Red Star Jr. EoN.
193
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Posted - 2013.08.13 17:57:00 -
[39] - Quote
That was poor wording. The mechanic I was referring to would be the timer to achieve the bonus clones. |
Dusters Blog
Galactic News Network
401
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Posted - 2013.08.13 18:03:00 -
[40] - Quote
as seen in pc, a small mobile spawn has the ability to break the game. would like to see uplinks cost most cpu/pg as well as be limited to one per player [it is a mini wormhole after all] they should be separated by how many spawns they allow not by allowing them to be spammed.
5 for blue print, 8 for std, 15 for adv and 20 for proto. |
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Skihids
Bullet Cluster
1871
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Posted - 2013.08.13 18:09:00 -
[41] - Quote
Zero Notion wrote:That was poor wording. The mechanic I was referring to would be the timer to achieve the bonus clones.
That wouldn't do anything to rationalize physical constraints of clones as you can't grow any inside a CRU. |
Skihids
Bullet Cluster
1871
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Posted - 2013.08.13 18:14:00 -
[42] - Quote
Dusters Blog wrote:as seen in pc, a small mobile spawn has the ability to break the game. would like to see uplinks cost most cpu/pg as well as be limited to one per player [it is a mini wormhole after all] they should be separated by how many spawns they allow not by allowing them to be spammed.
5 for blue print, 8 for std, 15 for adv and 20 for proto.
A DU is not a wormhole, it is simply a target for a wormhole opening.
And that gets to the question of why a piece of equipment requires suit CPU and PG after it is tossed on the ground. How does it get suit power after I take a LAV ride to the other end of the battlefield? |
Zero Notion
Red Star Jr. EoN.
193
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Posted - 2013.08.13 18:17:00 -
[43] - Quote
Skihids wrote:Zero Notion wrote:That was poor wording. The mechanic I was referring to would be the timer to achieve the bonus clones. That wouldn't do anything to rationalize physical constraints of clones as you can't grow any inside a CRU.
I didn't assume that clones would be growing within the CRUs.
My line of thought would be that during an emergency situation (a district under attack), the activation of a CRU would signal Genolution that the mercenary corporation may have need for 'emergency clones' (produced in a Genolution lab). Use of these clones would have an ISK equivalent due to the short notice need (the five minute timer) and providing the wormhole transport of the clones (through the CRU). Payout would be taken from the corporate wallet with each clone used or taken from the total payout at the end of the match, an overall percentage that each player would lose. |
Leovarian L Lavitz
Better Academy.
531
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Posted - 2013.08.14 17:22:00 -
[44] - Quote
Zero Notion wrote:Skihids wrote:Zero Notion wrote:That was poor wording. The mechanic I was referring to would be the timer to achieve the bonus clones. That wouldn't do anything to rationalize physical constraints of clones as you can't grow any inside a CRU. I didn't assume that clones would be growing within the CRUs. My line of thought would be that during an emergency situation (a district under attack), the activation of a CRU would signal Genolution that the mercenary corporation may have need for 'emergency clones' (produced in a Genolution lab). Use of these clones would have an ISK equivalent due to the short notice need (the five minute timer) and providing the wormhole transport of the clones (through the CRU). Payout would be taken from the corporate wallet with each clone used or taken from the total payout at the end of the match, an overall percentage that each player would lose.
Clone reanimation units may also have a built in uplink for people to drop in. |
Vrain Matari
ZionTCD
686
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Posted - 2013.08.15 00:09:00 -
[45] - Quote
If I was building a CRU for my Minmatar brothers and sisters in arms, i'd:
Give it accurate long-range sensors.
Put an extended umbrella shield on it, and spawn my precious warriors behind the protection of the shield.
Build in armor and shield regenerators for friendlies.
Put autoturrets on top.
GIve it automatic flashbang and smoke generators.
I'm not saying it's balanced, but f*ck balanced, these are my people we're talking about here.
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