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Stefan Stahl
Seituoda Taskforce Command Caldari State
241
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Posted - 2013.09.05 18:02:00 -
[1] - Quote
Hello,
personally I'd like to see more racial differences in Dust in the future. The playstyle connected with each race should differ significantly.
I think this difference should apply to outposts and socket sets too.
Here's my idea of what playstyle is connected with each race: - Amarr: Medium to long range, high initial damage but low long time DPS, fights happen at rather large distances but only last for a short period, that's why Amarr soldiers don't need a lot of cover, but a good sight of their enemy so they deal that one decisive shot at a long range. - Caldari: Medium to long ranged weaponry, low DPS but the ability to maintain fire for a long duration, few hitpoints but quick regeneration, these people like popping in and out of cover at large ranges and whittling down their enemies. - Gallente: Very high DPS but short ranged weapons. High sprinting speed but slow strafing. These soldiers charge their enemies until they are at close range, soak up any damage on the way and then blast their outgunned enemy's faces in one short shootout. - Minmatar: Medium DPS and short range, low hitpoints but both quick sprinting and strafing. The main tactic here is to stay mobile and outmaneuver the enemy at short distances, popping in and out of cover and placing many small shots on the enemy until he is overwhelmed.
Now I believe that each faction's socket sets should support the adequate playstyle. For each race this means: - Amarr: Long range visibility and few corners. No winding stairs but rather long ramps, no complex interiors but rather long hallways, few obstacles and crates but rather galleries and watchtowers to shoot down from. - Caldari: Equally good long range visibility but many small obstructions. Crates, pillars, windows, embrasures provide cover and a good line of sight on anyone foolish enough to attempt an open assault. - Gallente: Many small and winding paths, corners and tightly packed containers provide good cover from enemy fire during the approach. Few small obstacles and a complete lack of embrasures or similar features allow the enemy no chance of getting into cover once the Gallente forces are in range. - Minmatar: Very complex architecture with many small obstacles and tons of little nooks, edges and secret pathways allow mobile Minmatar soldiers to get into any position they choose and get back into cover quickly after the initial barrage to reposition for the next attack.
Do you think the current maps reflect this? I don't think so. But that's fine because we don't have many maps yet and I wouldn't want to be forced into a specific playstyle until more socket sets are released. However in the long run I'd like to discuss with my squadmates what kind of equipment we would need to assault a specific type of racial infrastructure. Gallente specced mercs would switch their standard Assault Rifle for a Tactical Assault Rifle when attacking an Amarr outpost. Amarr mercs would fine-tune their fitting to work well with the Assault Scrambler Rifle when making an assault on a Gallente facility. This would nicely feed into factional warfare where the defenders of an Minmatar outpost would most likely choose Minmatar equipment as it provides the best synergy with the type of architecture that can be expected.
On the other hand, every outpost should support all playstyles to some degree. I just think that certain race's architecture should lend itself more to their own playstyle than other race's doctrine. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1552
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Posted - 2013.09.05 23:36:00 -
[2] - Quote
Kind of skimmed through this, but I was thinking the exact same thing when I first played the Gallente Research Lab, since it seems like it favors tight and close firefights which is also where Gallente weapons are supposed to shine. |
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CCP LogicLoop
C C P C C P Alliance
779
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Posted - 2013.09.06 00:04:00 -
[3] - Quote
I'll bring it up with game design and the creative director and see what their thoughts are on it. Thanks for the suggestions. |
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KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5778
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Posted - 2013.09.06 05:37:00 -
[4] - Quote
Doesn't really make sense for lore since outposts aren't designed to be battlefields, they are designed for things like research, or storage, or industrial procession, etc. I do like this idea anyway though, it adds variety. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1576
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Posted - 2013.09.06 08:14:00 -
[5] - Quote
KAGEHOSHI Horned Wolf wrote:Doesn't really make sense for lore since outposts aren't designed to be battlefields, they are designed for things like research, or storage, or industrial procession, etc. I do like this idea anyway though, it adds variety. Don't think of it as designed for battle, just very coincidental. At the end of the day many aspects of our outposts are indeed designed for battle by CCP by cleverly disguised as some sort of typical every-day facility. |
Patrick57
GunFall Mobilization Covert Intervention
200
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Posted - 2013.09.06 10:24:00 -
[6] - Quote
I don't like the Amarr idea, I really like the type of battle you're talking about with the Gallente though. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
247
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Posted - 2013.09.06 17:43:00 -
[7] - Quote
Let's go into more detail on the concept and look at what a Cargo Hub would look like for the different races:
Amarr: The requirement for long range makes it necessary to move the cargo out of the line of sight. Containers and boxes would most likely be neatly stacked in long files with alleys for e.g. cranes and lifts to operate in between. This would allow for engagements at the 60 meter range mark. Since Amarr battle doctrine doesn't ask for cover, but requires many fighters to have line of sight at once, there could be balconies and other raised platforms that overlook open spaces that would allow many Amarr mercs to shoot at the same time.
In this picture you can see a socket that can be defended more easily with an Amarr doctrine in mind. No obstacles outside disturb line of sight and the relative lack of solid obstructions at the second floor allow many weapons to be pointed at the same target at once.
Caldari: Similarly to the Amarr facility there needs to be good sight at medium to long ranges. However the lack of passive tank on their suits makes it necessary to get into cover quickly when need be. Therefor a Caldari Cargo Hub would have similar isles of Containers and a rather simple layout to allow long range fights, but pillars, small boxes and platforms with interrupted solid railings provide good cover at important choke-points.
Look at this screenshot and find the first and second story of the right hand part of this office. See the railings with those solid metal plates strewn across them? These give you perfect line of sight on anyone that approaches but give you a chance to get into cover as you like.
Gallente: With a preference for shorter range fights this facility has large crates strewn across the main paths that make it difficult to take long range shots. The relative lack of smaller boxes and other obstructions make it impossible to get into cover once the enemy has opened fire.
See this slick and empty staircase as an example of a place where you can't get into cover well once your enemy is upon you.
Minmatar: This Cargo Hub has many small obstructions all over the place. Vehicles, boxes, pillars, barricades, obstruct vision and create a maze of possible paths both horizontally and vertically. With quick movement Minmatar mercs can fire volleys at enemies and get back into cover before the enemy can react to the threat.
Take a look at this screenshot and notice how with proficient movement you can attack enemies in this hallway from six different positions (front, back, left, right, top of the "LAB-SC" sign and from the top of the metal supports). That place is practically an Amarr merc's nightmare. |
Severus Smith
Ikomari-Onu Enforcement Caldari State
305
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Posted - 2013.09.06 19:12:00 -
[8] - Quote
I like this idea a lot. Just like in EVE the different racial ships have different tactics and feel. This should be in DUST as well. |
Beforcial
REAPERS REPUBLIC
7
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Posted - 2013.09.07 22:29:00 -
[9] - Quote
the Amarr are supposed to be those heavily armored units so the idea for their type or structures are right on. Majestic looking!
the Minmatar on the other hand has to look very raw, every tech on the min side are build by the sebiastor and they build everything from scrapyards. One should loose him selfs fast in those districts!
but i thought that this was already on the design table.... this is scary man.
as for the Caldari and Gallente you hit the spot for them too. |
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