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Thread Statistics | Show CCP posts - 2 post(s) |
Valto Nyntus
SVER True Blood Public Disorder.
21
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Posted - 2013.08.30 01:28:00 -
[1] - Quote
Instead of shrinking the red line, what about extending it to the point that any decent former red line sniper/rail tank has to be inside the new non-red line zone.This way we solve the red line problem without making unreasonable nerfs.This will also make dropships more important than ever.
But then another issue arises, and it's that traveling all the way to the objective would be overkill for the non-dropship mercs.That's why i propose a double base idea, the first base will be the old base in the former red line, and the second base will be away from the first base.In both the first and the second base will be a ground spawn area, giving you the option to spawn in either area.As for what you plan for the second base i'll leave that to your imagination, whether you chose to make it a more defensive building or just minor changes, i can't wait to see what you do.
Let's not stop there though, why not add the Jump Gate to the second base that links it to the first, there is also the added benefit of being able to jump to a drop uplink.The only mod i would make to the Jump Gate is that when you jump to the first base you can't jump back.This mod will be a variation to the normal jump gate and i don't mean to alter the original idea any further.
So, what you think? |
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CCP LogicLoop
C C P C C P Alliance
497
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Posted - 2013.08.30 01:38:00 -
[2] - Quote
At this time red lines are not changing. I am not sure where you got the impression that we are changing red lines.
As for the nerfing. Those are "design" decisions made by the game design team.
It's not a bad idea. But to implement this would mean an entire revamp of the current maps along with internal testing and game balancing. "IF" it is something we ever decided to do, it would take a bit of time. |
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crazy space 1
Unkn0wn Killers
1591
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Posted - 2013.08.30 02:14:00 -
[3] - Quote
CCP LogicLoop wrote:At this time red lines are not changing. I am not sure where you got the impression that we are changing red lines.
CCP LogicLoop wrote:Cross Atu wrote:I've seen countless threads relating to redline issues, I can not go into details at this time, but I can assure you we are making changes to address most of the issues you have covered.
CCP LogicLoop wrote:Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena. We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately.
[FEEDBACK/REQUEST] Change the Redline/Spwan zones for hi-sec/low-sec Update: The dev team are looking at solutions to this in a future release. In the meantime we welcome your comments to help us ID specific locations that are problematic on the map feedback forums. |
Valto Nyntus
SVER True Blood Public Disorder.
21
|
Posted - 2013.08.30 02:30:00 -
[4] - Quote
I remember during the closed beta, the red line was altered in some way.That's why I suggested this idea that follows the same approach, but at the same time adds new features and fixes old problems we have now; like how snipers and rail tanks can aim at key points from an unfair position in the red line.I also wanted to recycle the skirmish 2.0 while making it better, and I wanted to save skirmish 2.0 and all the hard work that was put into potentially good game mode(this is where my ideas come in). |
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CCP LogicLoop
C C P C C P Alliance
498
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Posted - 2013.08.30 02:31:00 -
[5] - Quote
crazy space 1 wrote:CCP LogicLoop wrote:At this time red lines are not changing. I am not sure where you got the impression that we are changing red lines.
CCP LogicLoop wrote:Cross Atu wrote:I've seen countless threads relating to redline issues, I can not go into details at this time, but I can assure you we are making changes to address most of the issues you have covered. CCP LogicLoop wrote:Mika Astrates wrote:I think the best fix would be not to allow damage in or out of the red line area. Thusly pushing people in to the arena. We have actually been discussing an option similar to this. More it would be that you gain no points for killing inside of or into each sides safe zones. Our areas are determined by volumes. Attacker, Defender, All. So we can use those volumes determine who is in them. Also we should be able to represent on the map those areas separately. [FEEDBACK/REQUEST] Change the Redline/Spwan zones for hi-sec/low-sec Update: The dev team are looking at solutions to this in a future release. In the meantime we welcome your comments to help us ID specific locations that are problematic on the map feedback forums.
Again, the zone lines wouldn't be changing in size. The new 1.4 update has the fix I was mentioning. Their are things we could do to the redzones that affect each team, as each area is a separate zone. All players, Team A, Team B. For example internally I had suggested that for drop uplinks from opposing teams do not function inside the opposing teams playable area. Things like that.
But any "size" adjustments to the zones will likely not happen unless it is something critical or a strict design decision that was for the best solution to a problem. |
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crazy space 1
Unkn0wn Killers
1591
|
Posted - 2013.08.30 02:43:00 -
[6] - Quote
ahhhhhh sweet I'm excited
edit* gives me a fun idea for a game mode 24 people FFA, every time someone dies the redzone gets smaller :P no respawns |
crazy space 1
Unkn0wn Killers
1591
|
Posted - 2013.08.30 02:45:00 -
[7] - Quote
Valto Nyntus wrote:I remember during the closed beta, the red line was altered in some way.That's why I suggested this idea that follows the same approach, but at the same time adds new features and fixes old problems we have now; like how snipers and rail tanks can aim at key points from an unfair position in the red line.I also wanted to recycle the skirmish 2.0 while making it better, and I wanted to save skirmish 2.0 and all the hard work that was put into potentially good game mode(this is where my ideas come in).
yeah skirmish 1.0 , was fun, but Id rather see red line fixes 1st. I love the no points for kills in the redzone. You can still help push a point by MCC sniping but its not a good way to grind exp.
moving redlines are fun but a far way off at this point. |
Valto Nyntus
SVER True Blood Public Disorder.
22
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Posted - 2013.08.30 02:50:00 -
[8] - Quote
of course i understand that the idea i came up with will be far in the future and there are more important stuff for ccp to work on, all i'm really trying to do is just give them a nice idea i though up. |
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