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Nguruthos IX
Vagina Bombers
1296
|
Posted - 2013.09.02 21:18:00 -
[1] - Quote
or some usefulness tied into them. At least in ambush people typically just run around the map trying to find the next enemy spawn point. There's little incentive to play in or around the nice buildings, towers, and holes we have scattered around.
What if each socket had a capturable point which enabled certain passive bonuses to units within the vicinity of that location.
Example: Capture small city socket in manus peak. ground units gain slightly faster shield/armor regen and a SLOW trickle of ammo. This could also apply to vehicles on inside the city or it's airspace. |
Nguruthos IX
Vagina Bombers
1296
|
Posted - 2013.09.02 21:22:00 -
[2] - Quote
Line harvest is another good example. Lots of nice sockets around the ends of the map. Nothing goes on there. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1444
|
Posted - 2013.09.02 21:27:00 -
[3] - Quote
Actually you may be onto something here! I am a strong believer in giving objectives secondary importance so you may value one over the other instead of all being the same. Perhaps it could vary on the size and the SI type? So like say you control the Minmatar Cargo Hub (not yet out), your team would receive a slight passive bonus to ammo regen. Meanwhile if you control a medium socket of the Cargo Hub set, you'd receive the same bonus but it would be smaller. And then holding a small socket of that set would still give you the bonus but barely noticeable.
For this upcoming Research Lab, perhaps a bonus for how much SP you gain? Though then again that may make this the overly favorite outpost by a landslide, but there's several other options for a bonus surely.
This would also encourage people to be more familiar with identifying socket types which is a good thing in my opinion. |
Nguruthos IX
Vagina Bombers
1297
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Posted - 2013.09.02 21:38:00 -
[4] - Quote
What would be some other good incentives to control sockets outside of MCC null cannons in dom/skirm?
Are there any good reasons not to implement something along these lines? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1447
|
Posted - 2013.09.02 21:40:00 -
[5] - Quote
Nguruthos IX wrote:Are there any good reasons not to implement something along these lines? There's the good ole fashion argument of "the winning teams keeps getting better" and whatnot, but again if you keep the bonuses small it would be fine and add a lot more dynamic. |
Patrick57
GunFall Mobilization Covert Intervention
113
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Posted - 2013.09.02 21:42:00 -
[6] - Quote
Yeah, this sounds like an interesting idea. I definitely would like to try it out. |
Forlorn Destrier
Bullet Cluster
1517
|
Posted - 2013.09.02 21:49:00 -
[7] - Quote
+1 |
Bittersteel the Bastard
WarRavens League of Infamy
479
|
Posted - 2013.09.02 21:54:00 -
[8] - Quote
This seems like a good idea but I feel like it could sort of fall victim to uplink spam and then just making a heavily fortified camp. |
Operative 1171 Aajli
Bragian Order Amarr Empire
208
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Posted - 2013.09.02 21:57:00 -
[9] - Quote
Yeah, I'd like to see areas that grant bonuses in ambush by just being in that area. No need to hack. The more ppl are there, the quicker you get the bonuses |
Nguruthos IX
Vagina Bombers
1299
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Posted - 2013.09.02 21:58:00 -
[10] - Quote
Might cut down on the death-matchy-ness of ambush
Perhaps holding a socket gives your team an additional clone, as per some timer defined by the size of the socket.
~So holding an installation gives your team an extra 3 clones for every minute held. ~Holding a medium gives you two ~and a small gives you 1.
This coupled with higher ISK payouts for the winner of the match would incentive both winning and playing more tactically inside structures, or strategically as to whether you're better going for different sockets or not.
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Nguruthos IX
Vagina Bombers
1300
|
Posted - 2013.09.02 22:01:00 -
[11] - Quote
Bittersteel the Bastard wrote:This seems like a good idea but I feel like it could sort of fall victim to uplink spam and then just making a heavily fortified camp.
Fair if anyone could do it, I assume. You'd have to place the uplinks in key areas. Where you need defense faster, or where they won't be destroyed.
Of couse the enemy might give up and decide to capture their own socket just to hold that and have a range stand off.
But if there's always an odd number of socket, or a good mix of large/medium/low. So maybe holding the city alone does not benefit you as much as another team that captured 4 small sockets all around you.
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Bittersteel the Bastard
WarRavens League of Infamy
480
|
Posted - 2013.09.02 22:09:00 -
[12] - Quote
Nguruthos IX wrote:Bittersteel the Bastard wrote:This seems like a good idea but I feel like it could sort of fall victim to uplink spam and then just making a heavily fortified camp. Fair if anyone could do it, I assume. You'd have to place the uplinks in key areas. Where you need defense faster, or where they won't be destroyed. Of couse the enemy might give up and decide to capture their own socket just to hold that and have a range stand off. But if there's always an odd number of socket, or a good mix of large/medium/low. So maybe holding the city alone does not benefit you as much as another team that captured 4 small sockets all around you.
Holding 4 large sockets like that would do much benefit because they'd be spread too thin. Sorry for being too nitpicky.
I like the idea I honestly do but it just seems like a very abusable mechanic.
Maybe there should be a cool down where if you hold an area for 3 minutes and received a bonus for 3 minutes then the bonus goes down for 2 minutes and coolsdown.
If you really wanted to reduce camping you could even have it destroy uplinks/equipment within a certain range of the center so that strategic uplinks at the edge of the socket would do better than to just throw a bunch in the center. |
Baal Roo
Subdreddit Test Alliance Please Ignore
2451
|
Posted - 2013.09.02 22:15:00 -
[13] - Quote
Bittersteel the Bastard wrote:This seems like a good idea but I feel like it could sort of fall victim to uplink spam and then just making a heavily fortified camp.
If they would remove the objective spawning, and limit total number of team uplinks available, then this would actually cut back on uplink spam because it would give teams more different areas of the map to control.
Right now, with objective spawning and teams only needing to care about 2 or 3 points on the entire map, you end up with 10 spawn points at each objective.
If there were 5 objectives (all needing to be uplinked like in Domination), and 5 sockets to control, you would have 10 different things that a team might want to uplink. If there's a cap of say, 16 uplinks per team, then that would be 1.6 uplinks per control point. Even if you split it in half (assuming each team owns half the control points), you're still left with just over 3 uplinks per control point.
I don't know about you, but to me that sounds infinitely more fun and interesting than the current uplink spamfest. |
Nguruthos IX
Vagina Bombers
1302
|
Posted - 2013.09.02 22:15:00 -
[14] - Quote
Bittersteel the Bastard wrote:Nguruthos IX wrote:Bittersteel the Bastard wrote:This seems like a good idea but I feel like it could sort of fall victim to uplink spam and then just making a heavily fortified camp. Fair if anyone could do it, I assume. You'd have to place the uplinks in key areas. Where you need defense faster, or where they won't be destroyed. Of couse the enemy might give up and decide to capture their own socket just to hold that and have a range stand off. But if there's always an odd number of socket, or a good mix of large/medium/low. So maybe holding the city alone does not benefit you as much as another team that captured 4 small sockets all around you. Holding 4 large sockets like that would do much benefit because they'd be spread too thin. Sorry for being too nitpicky. I like the idea I honestly do but it just seems like a very abusable mechanic. Maybe there should be a cool down where if you hold an area for 3 minutes and received a bonus for 3 minutes then the bonus goes down for 2 minutes and coolsdown. If you really wanted to reduce camping you could even have it destroy uplinks/equipment within a certain range of the center so that strategic uplinks at the edge of the socket would do better than to just throw a bunch in the center.
You mean holding 4 small sockets?
I was thinking this might happen, in response to what someone else said, if team A holds the city and spams uplinks all over it.
Then team B is not facing much offensive opposition against the holding of their several smaller sockets. Of course larger ones would be easier to defend and smaller ones are easier for anyone to capture or recover quickly. (Because of where the hackable point is placed inside, its more or less accessible) |
Knight Soiaire
Better Hide R Die
2191
|
Posted - 2013.09.02 22:17:00 -
[15] - Quote
I'd like to see dynamic objectives put into Domination.
Halfway through a match a Hacking Console drops somewhere randomly on the map, this console, when hacked improves the hacking speed of the team that is holding it, allowing them to get the main letter quicker.
Or another one that gives a set boost to clones, and dissappears when hacked, so if a team has 50 Clones, they hack this and gain +20 Clones with 70 left.
Another letter that drops, when hacked by a team, it sends out an EMP blast, knocking out the AI Turrets, any equipment (Active Scanners are temporarily disabled) and slows the recharge time of shields for a short amount of time, of course the hacking team are not affected.
Would be more of an incentive for players to use the whole map, instead of camping one area, which leads to dull, repetitive combat, in which the tactics of the players in control do not change.
#1. Cap Letter #2. Spam Uplinks #3. Camp Letter until game finishes #4. Collect Rewards
Of course it will have to be balanced so the players in control have a worse chance of getting the bonuses, to prevent a complete redline. |
Monkey MAC
killer taxi company General Tso's Alliance
63
|
Posted - 2013.09.02 22:18:00 -
[16] - Quote
You need to be careful, bonuses should apply only to the match not to you sp gain or anything, but prehaps ewar etc could work!!
Say you take control of the gallante comms outpost, you could get an improved radar so jamjing wont work and anyone within a certain radius get shared squad vision like we are loosing tommorow!!
An amarr outpost could include jumo gates, and then whatever else you could think of, its important they give powerful perks if you capture them but not anything that gives an unfair advantage!! |
Vyzion Eyri
The Southern Legion The Umbra Combine
1247
|
Posted - 2013.09.02 22:23:00 -
[17] - Quote
Shouldn't spread forces too thin, though. Part of the fun in DUST is the hectic situations you can get into when you're fighting those 10v10 battles because the whole game revolves around one location.
Perhaps start with 1-2 locations which can be captured to give bonuses to focus battles around those points. In Skirmish I'd say make these locations away from NULL cannons and give that location a bonus to movement speed and a movement penalty to enemies, because in Skirmish movement is everything.
Then we can expand as games get bigger than 16v16 and maps get bigger. Longer games means much more SP per game too, if we stick with the 5SP per second model. |
Bittersteel the Bastard
WarRavens League of Infamy
481
|
Posted - 2013.09.02 22:23:00 -
[18] - Quote
Baal Roo wrote:Bittersteel the Bastard wrote:This seems like a good idea but I feel like it could sort of fall victim to uplink spam and then just making a heavily fortified camp. If they would remove the objective spawning, and limit total number of team uplinks available, then this would actually cut back on uplink spam because it would give teams more different areas of the map to control. Right now, with objective spawning and teams only needing to care about 2 or 3 points on the entire map, you end up with 10 spawn points at each objective. If there were 5 objectives (all needing to be uplinked like in Domination), and 5 sockets to control, you would have 10 different things that a team might want to uplink. If there's a cap of say, 16 uplinks per team, then that would be 1.6 uplinks per control point. Even if you split it in half (assuming each team owns half the control points), you're still left with just over 3 uplinks per control point. I don't know about you, but to me that sounds infinitely more fun and interesting than the current uplink spamfest.
What about one person running 3 or 4 different types of uplinks like they do now and just spam those everywhere, depleting a teams supply of uplinks? |
Bittersteel the Bastard
WarRavens League of Infamy
481
|
Posted - 2013.09.02 22:25:00 -
[19] - Quote
Nguruthos IX wrote:Bittersteel the Bastard wrote:Nguruthos IX wrote:Bittersteel the Bastard wrote:This seems like a good idea but I feel like it could sort of fall victim to uplink spam and then just making a heavily fortified camp. Fair if anyone could do it, I assume. You'd have to place the uplinks in key areas. Where you need defense faster, or where they won't be destroyed. Of couse the enemy might give up and decide to capture their own socket just to hold that and have a range stand off. But if there's always an odd number of socket, or a good mix of large/medium/low. So maybe holding the city alone does not benefit you as much as another team that captured 4 small sockets all around you. Holding 4 large sockets like that would do much benefit because they'd be spread too thin. Sorry for being too nitpicky. I like the idea I honestly do but it just seems like a very abusable mechanic. Maybe there should be a cool down where if you hold an area for 3 minutes and received a bonus for 3 minutes then the bonus goes down for 2 minutes and coolsdown. If you really wanted to reduce camping you could even have it destroy uplinks/equipment within a certain range of the center so that strategic uplinks at the edge of the socket would do better than to just throw a bunch in the center. You mean holding 4 small sockets? I was thinking this might happen, in response to what someone else said, if team A holds the city and spams uplinks all over it. Then team B is not facing much offensive opposition against the holding of their several smaller sockets. Of course larger ones would be easier to defend and smaller ones are easier for anyone to capture or recover quickly. (Because of where the hackable point is placed inside, its more or less accessible)
It just seems like king of the hill to me then at that point. I dunno. |
Nguruthos IX
Vagina Bombers
1303
|
Posted - 2013.09.02 22:27:00 -
[20] - Quote
Monkey MAC wrote:You need to be careful, bonuses should apply only to the match not to you sp gain or anything, but prehaps ewar etc could work!!
Say you take control of the gallante comms outpost, you could get an improved radar so jamjing wont work and anyone within a certain radius get shared squad vision like we are loosing tommorow!!
An amarr outpost could include jumo gates, and then whatever else you could think of, its important they give powerful perks if you capture them but not anything that gives an unfair advantage!!
I agree SP bonus would be OP and leave others ignored. Ewar could be very fun. If each socket offered some extra ability for Ewar
Like an orbital-call style area scan. (Reminiscent of StarCraft) Or allows team to charge up an EMP or gain a new resources which can later be used to call in installations and turrets (to help defend the area) |
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