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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6334
|
Posted - 2013.10.01 23:02:00 -
[1] - Quote
I watching some Battlefield 4 gameplay and saw this massive skyscraper that players were inside, and the guy playing looked down from the top and saw the entire battlefield. Also I recently saw the movie Dredd where the protagonist had to fight his way through various floors of skyscraper apartment. These gave me an idea. I would like something similar for Dust as an outposts. One outpost that has like 1/8 of the horizontal space of a regular outpost, but instead has more vertical space; about 10 floors (not quite a skyscraper, but asking for 70 floors seems unreasonable). Here is now it can work: Each floor should be labeled with a number on the wall so you know which floor you are on (useful for randomized elevators, will get to that below).
Each floor could have about various large rooms to act as gameplay areas. Some should have CRUs, and supply depots.Each floor could have 2 or more sets of stairs to the next floor, this way the enemy above can't just easily camp and block the only way up.
In addition to stairs, there should be an elevator or lift. The elevator should have the option of going up or down 1, 2, or 3 floors; whether the elevator takes you 1 floor, 2 floors, or 3 floors should be randomized. This is to prevent predictability and easy camping of elevators. Imagine all the stairs are blocked by enemies, so you take the elevator to 2 floors up, and go downstairs and kill the enemies that are blocking the stairs from behind.
One team start with a CRU on the bottom, while the other starts with a CRU on the top. Objectives are spread out throughout various floors. There should only be a wall one side (to protect a ladder to the top), pillars should primarily be what is holding each floor up. This is so mercs can escape the building, and others can get in by dropping from a dropship at the correct angles.
Ground floor can be accessible from outside by a door. Top floor can be accessible by climbing a ladder (covered by the wall) to the top, or using a dropship to land on top.
CCP Logicloop, can be done in the foreseeable future? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6349
|
Posted - 2013.10.02 19:06:00 -
[2] - Quote
Anyone else want? |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
2540
|
Posted - 2013.10.02 20:26:00 -
[3] - Quote
I do but only if I can get mechs in there. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6412
|
Posted - 2013.10.04 23:28:00 -
[4] - Quote
True Adamance wrote:I do but only if I can get mechs in there. I would like mechs as well |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6428
|
Posted - 2013.10.06 03:35:00 -
[5] - Quote
If moving parts like elevators aren't possible, then the elevator could just teleport the player to the other floor when the door closes. |
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CCP LogicLoop
C C P C C P Alliance
1065
|
Posted - 2013.10.08 00:45:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:
Each floor should be labeled with a number on the wall so you know which floor you are on (useful for randomized elevators, will get to that below).
You already know the answer to elevators. (This is a topic not totally clear yet. We can't do them now, but it seems possible in the future as with anything really).
KAGEHOSHI Horned Wolf wrote:
Each floor could have about various large rooms to act as gameplay areas. Some should have CRUs, and supply depots.
Each floor could have 2 or more sets of stairs to the next floor, this way the enemy above can't just easily camp and block the only way up.[/b]
This is kind of what's going on with Production Facility. Not quite though. The CRU and SD's are not in this way. It's not really "rooms" but it is multi-floor objectives. B 1F 2F
KAGEHOSHI Horned Wolf wrote:
In addition to stairs, there should be an elevator or lift. The elevator should have the option of going up or down 1, 2, or 3 floors; whether the elevator takes you 1 floor, 2 floors, or 3 floors should be randomized. This is to prevent predictability and easy camping of elevators. Imagine all the stairs are blocked by enemies, so you take the elevator to 2 floors up, and go downstairs and kill the enemies that are blocking the stairs from behind.
The alternate way to solve this with out ladders is to find just purely different entrances. For example you may have noticed we have started using other in world objects as intended forms of travel. Pipes for stairs, cranes for bridges, etc. We could have all kinds of alternate ways to grant access to each floor or all floor in succession.
KAGEHOSHI Horned Wolf wrote:
One team start with a CRU on the bottom, while the other starts with a CRU on the top. Objectives are spread out throughout various floors.
I'm following so far.
KAGEHOSHI Horned Wolf wrote:
There should only be a wall one side (to protect a ladder to the top), pillars should primarily be what is holding each floor up. This is so mercs can escape the building, and others can get in by dropping from a dropship at the correct angles.
Possibility, but we currently are still trying to veer from using ladders. They have some technical issues and it can be a large task for QA to ensure a single ladder works as intended. It has nothing to do with the setup of the ladders. It's more about how the ladders react in new terrains when socketed in different places and rotations. Sometimes they do not work and we have not found a solution to that as far as I know.
KAGEHOSHI Horned Wolf wrote:
Ground floor can be accessible from outside by a door. Top floor can be accessible by climbing a ladder (covered by the wall) to the top, or using a dropship to land on top.
Any vehicle accessibility inside at all? A Garage level maybe? Like underground. (just thinking outloud in text format)
KAGEHOSHI Horned Wolf wrote: CCP Logicloop, can be done in the foreseeable future? Could this be done after the production facility and cargo hub?
I don't know about the foreseeable future. But they are ideas that I could take into consideration on the beginning stages of the designs for a new outpost or even medium sockets.
KAGEHOSHI Horned Wolf wrote: EDIT: There could also be 2 towers instead that are connected by various brides/stairs on multiple levels; 2nd floors, 4th floors, and 6th floors can connect for example. It woul also be cool if the connection was done with with a player-activated hackable drawbridge.
This gives me an idea for the new design I am working on actually. Some concept and ideas exist similar to this for medium sockets. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6475
|
Posted - 2013.10.08 00:50:00 -
[7] - Quote
CCP LogicLoop wrote: Stuff
I was thinking of this as just infantry only interior, but the garage idea sounds pretty awesome. I'm actually sort of excited about the production facility now. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2631
|
Posted - 2013.10.08 04:08:00 -
[8] - Quote
What would be cool about a tower outpost is if it had important objectives at the ground floor and top floor, then you could great cool landing pads around the middle floor for dropships to drop people off. Basically avoiding the chaos at ground level and top level, you know? But something like this would probably need at least 5 floors with these landing pads at the 3rd. |
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CCP LogicLoop
C C P C C P Alliance
1078
|
Posted - 2013.10.08 04:10:00 -
[9] - Quote
Aero Yassavi wrote:What would be cool about a tower outpost is if it had important objectives at the ground floor and top floor, then you could great cool landing pads around the middle floor for dropships to drop people off. Basically avoiding the chaos at ground level and top level, you know? But something like this would probably need at least 5 floors with these landing pads at the 3rd.
Or in-between 2f/3f with stairs leading to either floor. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2631
|
Posted - 2013.10.08 04:49:00 -
[10] - Quote
CCP LogicLoop wrote:Aero Yassavi wrote:What would be cool about a tower outpost is if it had important objectives at the ground floor and top floor, then you could great cool landing pads around the middle floor for dropships to drop people off. Basically avoiding the chaos at ground level and top level, you know? But something like this would probably need at least 5 floors with these landing pads at the 3rd. Or in-between 2f/3f with stairs leading to either floor. Do it! |
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Xaviah Reaper
Nyain San EoN.
84
|
Posted - 2013.10.08 09:03:00 -
[11] - Quote
small compact areas will make death almost unavoidable. and with proto massdrivers, plasma cannons, heavies, flaylocks, grenades etc etc.. it will become a very expensive map to play and therefore will put players off using their good stuff. not sure if that's positive or not tbh ... |
crazy space 1
Unkn0wn Killers
1808
|
Posted - 2013.10.08 09:27:00 -
[12] - Quote
CCP LogicLoop wrote:Aero Yassavi wrote:What would be cool about a tower outpost is if it had important objectives at the ground floor and top floor, then you could great cool landing pads around the middle floor for dropships to drop people off. Basically avoiding the chaos at ground level and top level, you know? But something like this would probably need at least 5 floors with these landing pads at the 3rd. Or in-between 2f/3f with stairs leading to either floor. Hey will you please put the massive depot map you created in the map pool already : ( it's a 3 floor place to fight but you never let us fight in it! why!? |
crazy space 2100046106
Unkn0wn Killers
1917
|
Posted - 2013.10.08 09:27:00 -
[13] - Quote
CCP LogicLoop wrote:Aero Yassavi wrote:What would be cool about a tower outpost is if it had important objectives at the ground floor and top floor, then you could great cool landing pads around the middle floor for dropships to drop people off. Basically avoiding the chaos at ground level and top level, you know? But something like this would probably need at least 5 floors with these landing pads at the 3rd. Or in-between 2f/3f with stairs leading to either floor. Hey will you please put the massive depot map you created in the map pool already : ( it's a 3 floor place to fight but you never let us fight in it! why!? |
crazy space
Unkn0wn Killers
1932
|
Posted - 2013.10.08 09:27:00 -
[14] - Quote
CCP LogicLoop wrote:Aero Yassavi wrote:What would be cool about a tower outpost is if it had important objectives at the ground floor and top floor, then you could great cool landing pads around the middle floor for dropships to drop people off. Basically avoiding the chaos at ground level and top level, you know? But something like this would probably need at least 5 floors with these landing pads at the 3rd. Or in-between 2f/3f with stairs leading to either floor. Hey will you please put the massive depot map you created in the map pool already : ( it's a 3 floor place to fight but you never let us fight in it! why!? |
crazy space 1
Unkn0wn Killers
1808
|
Posted - 2013.10.08 09:31:00 -
[15] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:
Each floor should be labeled with a number on the wall so you know which floor you are on (useful for randomized elevators, will get to that below).
You already know the answer to elevators. (This is a topic not totally clear yet. We can't do them now, but it seems possible in the future as with anything really).
Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps?
Or is this more about people wanting one they can control?
In which case you should settle for requesting a level where multiple elevators, I'd say 2 or 3 of them. Side by side with enough room to fight inside or to drive an LAV into. This way squads can all fit. And have them going up and down at all times stopping for 5 seconds at each floor. With forcefield that doesn't let you run in until the lift is there.
Also have 2 small ladder shafts via those little hallways that were in starterk. But just the vertical ones. Also make sure there are helipad landing spots on the roof and maybe the 2 floor Or have the ladders on the outside of the building. Via escape route but you can use it to get in as well. ? |
crazy space 2100046106
Unkn0wn Killers
1917
|
Posted - 2013.10.08 09:31:00 -
[16] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:
Each floor should be labeled with a number on the wall so you know which floor you are on (useful for randomized elevators, will get to that below).
You already know the answer to elevators. (This is a topic not totally clear yet. We can't do them now, but it seems possible in the future as with anything really).
Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps?
Or is this more about people wanting one they can control?
In which case you should settle for requesting a level where multiple elevators, I'd say 2 or 3 of them. Side by side with enough room to fight inside or to drive an LAV into. This way squads can all fit. And have them going up and down at all times stopping for 5 seconds at each floor. With forcefield that doesn't let you run in until the lift is there.
Also have 2 small ladder shafts via those little hallways that were in starterk. But just the vertical ones. Also make sure there are helipad landing spots on the roof and maybe the 2 floor Or have the ladders on the outside of the building. Via escape route but you can use it to get in as well. ? |
crazy space
Unkn0wn Killers
1932
|
Posted - 2013.10.08 09:31:00 -
[17] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:
Each floor should be labeled with a number on the wall so you know which floor you are on (useful for randomized elevators, will get to that below).
You already know the answer to elevators. (This is a topic not totally clear yet. We can't do them now, but it seems possible in the future as with anything really).
Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps?
Or is this more about people wanting one they can control?
In which case you should settle for requesting a level where multiple elevators, I'd say 2 or 3 of them. Side by side with enough room to fight inside or to drive an LAV into. This way squads can all fit. And have them going up and down at all times stopping for 5 seconds at each floor. With forcefield that doesn't let you run in until the lift is there.
Also have 2 small ladder shafts via those little hallways that were in starterk. But just the vertical ones. Also make sure there are helipad landing spots on the roof and maybe the 2 floor Or have the ladders on the outside of the building. Via escape route but you can use it to get in as well. ? |
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CCP LogicLoop
C C P C C P Alliance
1099
|
Posted - 2013.10.09 00:07:00 -
[18] - Quote
crazy space 1 wrote: Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps?
I will have to reconfirm this information, but the last I spoke with some one about it I heard it mainly had to do with issues of syncing between the client and server. However, I will have to follow up on that.
crazy space 1 wrote: Also have 2 small ladder shafts via those little hallways that were in starterk. But just the vertical ones. Also make sure there are helipad landing spots on the roof and maybe the 2 floor Or have the ladders on the outside of the building. Via escape route but you can use it to get in as well. ?
Jefferies tubes?
I have explained earlier here that ladders have issues. Just adding one to a small socket means the QA team currently has to test that one ladder in every possible small socket it will be placed (until we nail down the problem I mentioned, that we don't know why some randomly do not work). |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3305
|
Posted - 2013.10.09 02:18:00 -
[19] - Quote
CCP LogicLoop wrote:crazy space 1 wrote: Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps?
I will have to reconfirm this information, but the last I spoke with some one about it I heard it mainly had to do with issues of syncing between the client and server. However, I will have to follow up on that. crazy space 1 wrote: Also have 2 small ladder shafts via those little hallways that were in starterk. But just the vertical ones. Also make sure there are helipad landing spots on the roof and maybe the 2 floor Or have the ladders on the outside of the building. Via escape route but you can use it to get in as well. ?
Jefferies tubes?I have explained earlier here that ladders have issues. Just adding one to a small socket means the QA team currently has to test that one ladder in every possible small socket it will be placed (until we nail down the problem I mentioned, that we don't know why some randomly do not work).
Lol, Jeffries tubes.. Because having a network of man-sized tubes running through a ship wouldn't weaken it's structural integrity what-so-ever...
...but on a side note, this would actually be a really cool addition. Maybe an Amarr Research Lab? Seems like something that would fit their forte, them or Gallente. |
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CCP LogicLoop
C C P C C P Alliance
1101
|
Posted - 2013.10.09 07:24:00 -
[20] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:crazy space 1 wrote: Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps?
I will have to reconfirm this information, but the last I spoke with some one about it I heard it mainly had to do with issues of syncing between the client and server. However, I will have to follow up on that. crazy space 1 wrote: Also have 2 small ladder shafts via those little hallways that were in starterk. But just the vertical ones. Also make sure there are helipad landing spots on the roof and maybe the 2 floor Or have the ladders on the outside of the building. Via escape route but you can use it to get in as well. ?
Jefferies tubes?I have explained earlier here that ladders have issues. Just adding one to a small socket means the QA team currently has to test that one ladder in every possible small socket it will be placed (until we nail down the problem I mentioned, that we don't know why some randomly do not work). Lol, Jeffries tubes.. Because having a network of man-sized tubes running through a ship wouldn't weaken it's structural integrity what-so-ever... ...but on a side note, this would actually be a really cool addition. Maybe an Amarr Research Lab? Seems like something that would fit their forte, them or Gallente.
On a space ship... that requires at most 1 atmosphere of pressure support? I don't think that's an issue myself haha. Futurama did a funny bit on that in the Deep South episode.
Edit: On the other hand, in a building or structure on a planet... then yes... tubes like that would probably mess up integrity hehe. |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3307
|
Posted - 2013.10.09 07:54:00 -
[21] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:crazy space 1 wrote: Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps?
I will have to reconfirm this information, but the last I spoke with some one about it I heard it mainly had to do with issues of syncing between the client and server. However, I will have to follow up on that. crazy space 1 wrote: Also have 2 small ladder shafts via those little hallways that were in starterk. But just the vertical ones. Also make sure there are helipad landing spots on the roof and maybe the 2 floor Or have the ladders on the outside of the building. Via escape route but you can use it to get in as well. ?
Jefferies tubes?I have explained earlier here that ladders have issues. Just adding one to a small socket means the QA team currently has to test that one ladder in every possible small socket it will be placed (until we nail down the problem I mentioned, that we don't know why some randomly do not work). Lol, Jeffries tubes.. Because having a network of man-sized tubes running through a ship wouldn't weaken it's structural integrity what-so-ever... ...but on a side note, this would actually be a really cool addition. Maybe an Amarr Research Lab? Seems like something that would fit their forte, them or Gallente. On a space ship... that requires at most 1 atmosphere of pressure support? I don't think that's an issue myself haha. Futurama did a funny bit on that in the Deep South episode. Edit: On the other hand, in a building or structure on a planet... then yes... tubes like that would probably mess up integrity hehe.
What I'm saying is that if you had a choice between a bunch of tubes that allowed easier access to certain tinker bits on the ship and filling all of that extra space with polycrystalline plating... well, bear in mind, I'm thinking as a Gallente would. |
crazy space 1
Unkn0wn Killers
1813
|
Posted - 2013.10.09 08:02:00 -
[22] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:[quote=crazy space 1] Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps? I will have to reconfirm this information, but the last I spoke with some one about it I heard it mainly had to do with issues of syncing between the client and server. However, I will have to follow up on that. Lol, Jeffries tubes.. Because having a network of man-sized tubes running through a ship wouldn't weaken it's structural integrity what-so-ever... ...but on a side note, this would actually be a really cool addition. Maybe an Amarr Research Lab? Seems like something that would fit their forte, them or Gallente. On a space ship... that requires at most 1 atmosphere of pressure support? I don't think that's an issue myself haha. Futurama did a funny bit on that in the Deep South episode. Edit: On the other hand, in a building or structure on a planet... then yes... tubes like that would probably mess up integrity hehe. What I'm saying is that if you had a choice between a bunch of tubes that allowed easier access to certain tinker bits on the ship and filling all of that extra space with polycrystalline plating... well, bear in mind, I'm thinking as a Gallente would.
well duh that's why they only put them in minmatar maps |
crazy space 2100046106
Unkn0wn Killers
1917
|
Posted - 2013.10.09 08:02:00 -
[23] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:[quote=crazy space 1] Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps? I will have to reconfirm this information, but the last I spoke with some one about it I heard it mainly had to do with issues of syncing between the client and server. However, I will have to follow up on that. Lol, Jeffries tubes.. Because having a network of man-sized tubes running through a ship wouldn't weaken it's structural integrity what-so-ever... ...but on a side note, this would actually be a really cool addition. Maybe an Amarr Research Lab? Seems like something that would fit their forte, them or Gallente. On a space ship... that requires at most 1 atmosphere of pressure support? I don't think that's an issue myself haha. Futurama did a funny bit on that in the Deep South episode. Edit: On the other hand, in a building or structure on a planet... then yes... tubes like that would probably mess up integrity hehe. What I'm saying is that if you had a choice between a bunch of tubes that allowed easier access to certain tinker bits on the ship and filling all of that extra space with polycrystalline plating... well, bear in mind, I'm thinking as a Gallente would.
well duh that's why they only put them in minmatar maps |
crazy space
Unkn0wn Killers
1932
|
Posted - 2013.10.09 08:02:00 -
[24] - Quote
Aeon Amadi wrote:CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:[quote=crazy space 1] Can you explain whats holding a feature like that back? I'm not talking about one you have to press a button, but moving rails and platforms that just go up and down? Whats going on in your version of UDK that s giving you guys so much trouble. Does it just take a lot more memory for moving objects and it's too much for the engine to handle while keeping 30fps? I will have to reconfirm this information, but the last I spoke with some one about it I heard it mainly had to do with issues of syncing between the client and server. However, I will have to follow up on that. Lol, Jeffries tubes.. Because having a network of man-sized tubes running through a ship wouldn't weaken it's structural integrity what-so-ever... ...but on a side note, this would actually be a really cool addition. Maybe an Amarr Research Lab? Seems like something that would fit their forte, them or Gallente. On a space ship... that requires at most 1 atmosphere of pressure support? I don't think that's an issue myself haha. Futurama did a funny bit on that in the Deep South episode. Edit: On the other hand, in a building or structure on a planet... then yes... tubes like that would probably mess up integrity hehe. What I'm saying is that if you had a choice between a bunch of tubes that allowed easier access to certain tinker bits on the ship and filling all of that extra space with polycrystalline plating... well, bear in mind, I'm thinking as a Gallente would.
well duh that's why they only put them in minmatar maps |
Doyle Reese
OSG Planetary Operations Covert Intervention
442
|
Posted - 2013.10.09 17:01:00 -
[25] - Quote
Is it possible to perhaps bridge a Large and Medium Socket together? An example would be a Medium Socket having a connecting that links into the Large Socket not unlike a bridge that allows access to areas that is not normally accessible by ground troops in the larger socket.
Though I suppose this would be map/terrain specific due to the locations of the sockets and such |
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CCP LogicLoop
C C P C C P Alliance
1101
|
Posted - 2013.10.10 00:09:00 -
[26] - Quote
Doyle Reese wrote:Is it possible to perhaps bridge a Large and Medium Socket together? An example would be a Medium Socket having a connecting that links into the Large Socket not unlike a bridge that allows access to areas that is not normally accessible by ground troops in the larger socket.
Though I suppose this would be map/terrain specific due to the locations of the sockets and such
"Technically" speaking it is possible. However, the amount of possible variations in the future means doing such a thing is prone to high bugs and a lot of testing and an incredible deal of planning. We would have to account for nearly every possible variation of each race to ensure that the connections worked, or looked / worked fine with out the connections.
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