Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6412
|
Posted - 2013.10.05 00:13:00 -
[1] - Quote
http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png
I want it. |
Mobius Kaethis
Molon Labe. RISE of LEGION
852
|
Posted - 2013.10.05 01:07:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png
Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash.
I want it.
I love it gameplay wise but what would be the lore? Would it be some sort of logistics hub? A high speed transit depot? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6414
|
Posted - 2013.10.05 01:15:00 -
[3] - Quote
Mobius Kaethis wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png
Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash.
I want it. I love it gameplay wise but what would be the lore? Would it be some sort of logistics hub? A high speed transit depot? A giant sucrose accelerator to make cotton candy... or some Amarr particle accelerator laser research station. |
Mobius Kaethis
Molon Labe. RISE of LEGION
853
|
Posted - 2013.10.05 01:30:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:Mobius Kaethis wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png
Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash.
I want it. I love it gameplay wise but what would be the lore? Would it be some sort of logistics hub? A high speed transit depot? A giant sucrose accelerator to make cotton candy... or some Amarr particle accelerator laser research station.
Yea. A huge particle accelerator would be excellent. They are typically underground though and CCP has said they are going to avoid fully interior maps since they are too resource intensive. Too bad though since it would be really cool.
The LHC (Large Hadron Collider) looks like a great backdrop for a DUST battle. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6414
|
Posted - 2013.10.05 01:36:00 -
[5] - Quote
Mobius Kaethis wrote:KAGEHOSHI Horned Wolf wrote:Mobius Kaethis wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png
Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash.
I want it. I love it gameplay wise but what would be the lore? Would it be some sort of logistics hub? A high speed transit depot? A giant sucrose accelerator to make cotton candy... or some Amarr particle accelerator laser research station. Yea. A huge particle accelerator would be excellent. They are typically underground though and CCP has said they are going to avoid fully interior maps since they are too resource intensive. Too bad though since it would be really cool. The LHC (Large Hadron Collider) looks like a great backdrop for a DUST battle. Well this is just an outpost to for a large map, not the map itself. There would still be a lot of open space outside the ring, and other objectives as well. |
Mobius Kaethis
Molon Labe. RISE of LEGION
853
|
Posted - 2013.10.05 01:40:00 -
[6] - Quote
I hear ya. I was just day dreaming about a map that was in a particle accelerator that was actually LHC sized. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6414
|
Posted - 2013.10.05 01:42:00 -
[7] - Quote
Mobius Kaethis wrote:I hear ya. I was just day dreaming about a map that was in a particle accelerator that was actually LHC sized. That would be huuuuuuuuuuuuuuuge, and awesome http://scienceblogs.com/startswithabang/files/2011/05/lhc-sim.jpeg |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6414
|
Posted - 2013.10.05 07:00:00 -
[8] - Quote
Anyone else want? |
zibathy numbertwo
Nox Aeterna Security
187
|
Posted - 2013.10.05 08:48:00 -
[9] - Quote
I do. lol |
Mobius Kaethis
Molon Labe. RISE of LEGION
859
|
Posted - 2013.10.05 09:44:00 -
[10] - Quote
Apparently only three of us think this would be amazing. That is so sad. |
|
Talos Vagheitan
King Slayers
53
|
Posted - 2013.10.06 05:28:00 -
[11] - Quote
Dust is completely lacking a symmetrical arena style map. It would be an interesting experiment to see how this would turn out.
But as a game that sells itself as a strategic grand-scale battlefield-esque shooter, you'd have to wonder how certain things would work.
Vehicles? Orbitals?
Some people Spec strictly into tanks for example, they would be pooched on a map like this. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
998
|
Posted - 2013.10.06 12:44:00 -
[12] - Quote
I want a 4 point square map where the MCCs are on opposite sides from each other...say on the Y axis
BUT, the other spawns are on the X axis. Something like:
----------MCC 1 --------I................I --------I...A.....B...I Spawn-I................I Spawn 2 --------I...C.....D...I --------I................I ----------MCC 2
That way, one MCC is close to A and B, the other C and D. One spawn is close to A and C, while the other B and D. Team 1 is closest to A, team 2 is closest to D.
This means that from the initial spawn you have 3 completely different directions for where to go. This makes it much harder for redlines to occur as you don't have one direction to go out of your starting area. Instead of being confined to one side of the map, you have two sides to attack from.
Not only is this more balanced, but it introduces the idea of rushing the opponents base from the start as your spawn areas are much closer together. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3279
|
Posted - 2013.10.06 12:52:00 -
[13] - Quote
Game really does need some more close quarters area's. ANONYMOUS got into a fight with War Ravens not too long ago in the new Gallente Research Facility at the Supply Depot at I-5 : http://web.ccpgamescdn.com/dust/news.control/65110/1/OP_GA_Research01L.jpg
That was some of the most intense fighting we've ever had as a corporation and it was in Faction Warfare. The hallways leading between the supply depot to the two silos (or whatever they are) was chock full of our guys and the War Ravens and randoms had set up the most solidified grid lock I'd ever seen since Operation Metro in Battlefield 3.
Suffice to say, one of their guys (sssabal I think his name is) had 5,400 War Points from how much Logi work he had done for his team. We were constantly running out of ammo and every time we'd get a nanohive down it would just get eaten up as quickly as it went down. Got to the point where I had to start meleeing people with my active scanner because if we had left the hallways they'd expand out from their foot hold.
I can only imagine what would happen if someone had thought to bring a mass driver or a shotgun to that fight.
But yes. +1 if only because it looks like it'd be -ridiculously- awesome to fight in what with the building's shape providing for bother med/long range engagements (A to B to C) or close range by flanking through the building. |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6470
|
Posted - 2013.10.07 23:50:00 -
[14] - Quote
Still want |
Xaviah Reaper
Nyain San EoN.
83
|
Posted - 2013.10.07 23:53:00 -
[15] - Quote
sounds like Dom battles but in multiple areas, at once.. not quite skirmish, but close. there's a thin line. |
|
CCP LogicLoop
C C P C C P Alliance
1068
|
Posted - 2013.10.08 00:52:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash. I want it. Another outpost idea: vertical tower https://forums.dust514.com/default.aspx?g=posts&m=1354251#post1354251
Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point you just hacked got hacked, so you move to the next in the circle and continue the process. It get's a bit tedious.
However, I like the idea of a circular outpost. I would rather design the circular game flow out of it though. |
|
The-Errorist
Mannar Focused Warfare Gallente Federation
267
|
Posted - 2013.10.08 00:56:00 -
[17] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash. I want it. Another outpost idea: vertical tower https://forums.dust514.com/default.aspx?g=posts&m=1354251#post1354251 Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point you just hacked got hacked, so you move to the next in the circle and continue the process. It get's a bit tedious. However, I like the idea of a circular outpost. I would rather design the circular game flow out of it though. So what, it can be very fun though. |
Avinash Decker
Seykal Expeditionary Group Minmatar Republic
72
|
Posted - 2013.10.08 01:30:00 -
[18] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash. I want it. Another outpost idea: vertical tower https://forums.dust514.com/default.aspx?g=posts&m=1354251#post1354251 Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point you just hacked got hacked, so you move to the next in the circle and continue the process. It get's a bit tedious. However, I like the idea of a circular outpost. I would rather design the circular game flow out of it though.
Maybe have a underground section. |
hgghyujh
Expert Intervention Caldari State
124
|
Posted - 2013.10.08 02:09:00 -
[19] - Quote
BAH!!!! A ring?? I want a mobius outpost, or maybe a hypercube outpost. |
Zat Earthshatter
Ghosts Of Ourselves
371
|
Posted - 2013.10.08 02:24:00 -
[20] - Quote
CCP LogicLoop wrote:Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point you just hacked got hacked, so you move to the next in the circle and continue the process. It get's a bit tedious.
However, I like the idea of a circular outpost. I would rather design the circular game flow out of it though. I have also noticed that. I also noticed how ironic it is that the dev that brought it up is named LogicLoop
I would propose a disc-shaped outpost, put multiple objectives on the edge, then one in the middle. Then the options pour in:
>Conical: Basically, the floor slopes from the edges to the center. If it slopes upward, the central point becomes a king-of-the-hill battle. If the slope is downward instead, that same point is now a killbox for those at the edges. If you had... say, 16 times the RAM to use, then the map could be made to shift from one to the other, making a tactical advantage into a slaughterfest.
>Spinning: Self-explanatory. Might make Orbital Strikes more difficult to call in.
>Multi-Team: Imagine having at least 3 teams fighting on this sort of disc. "chaotic" would be an understatement. |
|
lithkul devant
Legions of Infinite Dominion
97
|
Posted - 2013.10.08 02:56:00 -
[21] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash. I want it. Another outpost idea: vertical tower https://forums.dust514.com/default.aspx?g=posts&m=1354251#post1354251 Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point you just hacked got hacked, so you move to the next in the circle and continue the process. It get's a bit tedious. However, I like the idea of a circular outpost. I would rather design the circular game flow out of it though.
Give better incentives to those that actually bother to defend objectives then, instead of always focussing on just the attacker and ridelin CoD kiddies. This bias can be plainly seen with how long it takes to counter hack something and it giving 0 points, not only does it give 0 it takes twice as long to counter hack. Now I know this issue is being fixed, but how many months did people have to basically beg for it to happen? When you give incentives/wp for doing things that help the team more instead of just the circle jerk off we have currently most times with the objectives, people will actually start helping the team, especially if you made wins more valuable. What you have right now is not a player problem but a design built into the WP that is wrong if you want people to actually help defend objectives and to actually win matches. |
|
CCP LogicLoop
C C P C C P Alliance
1082
|
Posted - 2013.10.08 06:34:00 -
[22] - Quote
Zat Earthshatter wrote:CCP LogicLoop wrote:Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point you just hacked got hacked, so you move to the next in the circle and continue the process. It get's a bit tedious.
However, I like the idea of a circular outpost. I would rather design the circular game flow out of it though. I have also noticed that. I also noticed how ironic it is that the dev that brought it up is named LogicLoop I would propose a disc-shaped outpost, put multiple objectives on the edge, then one in the middle. Then the options pour in: >Conical: Basically, the floor slopes from the edges to the center. If it slopes upward, the central point becomes a king-of-the-hill battle. If the slope is downward instead, that same point is now a killbox for those at the edges. If you had... say, 16 times the RAM to use, then the map could be made to shift from one to the other, making a tactical advantage into a slaughterfest. >Spinning: Self-explanatory. Might make Orbital Strikes more difficult to call in. >Multi-Team: Imagine having at least 3 teams fighting on this sort of disc. "chaotic" would be an understatement.
I dunno... I'm kinda digging on the mobius idea up above. Though it could make heads explode. |
|
Omareth Nasadra
Qcgold
122
|
Posted - 2013.10.08 07:54:00 -
[23] - Quote
Mobius Kaethis wrote:Apparently only three of us think this would be amazing. That is so sad. count me in, also i think it would be great if B was a small underground complex |
Thurak1
Psygod9 D.E.F.I.A.N.C.E
258
|
Posted - 2013.10.08 08:56:00 -
[24] - Quote
Zat Earthshatter wrote:[quote=CCP LogicLoop] >Spinning: Self-explanatory. Might make Orbital Strikes more difficult to call in.
. Or totally awesome if planned correctly so the spinning ends up feeding more people right into the orbital! :) |
crazy space 1
Unkn0wn Killers
1808
|
Posted - 2013.10.08 08:57:00 -
[25] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash. I want it. Another outpost idea: vertical tower https://forums.dust514.com/default.aspx?g=posts&m=1354251#post1354251 Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point you just hacked got hacked, so you move to the next in the circle and continue the process. It get's a bit tedious. However, I like the idea of a circular outpost. I would rather design the circular game flow out of it though.
How about something interesting like having the middle of the whole outpost be a huge radioactive pit *minmatar something obviously* Or a huge powercore with huge whirling blades. Whatever the point is you can't drive tanks across it and you can't walk across it. Then you have two levels to the outpost, indoors and the roof. On the roof you have 4 large dropship pads mostly open but with a few supply depots and infrastructure for some cover.
The point is to promote the use f dropships and air control as a way to get from point to point.
Another idea is to simply have a bridge that crosses over the middle and draw bridge that opens and closes. So every 5 minutes the reactor turns on and they have to draw the bridge back. Once it's over it become a place to cross by foot. |
Zat Earthshatter
Ghosts Of Ourselves
372
|
Posted - 2013.10.08 09:35:00 -
[26] - Quote
CCP LogicLoop wrote:I dunno... I'm kinda digging on the mobius idea up above. Though it could make heads explode. Not quite sure how one would create a Mobius-strip outpost, and my head would hurt if I tried to figure it out Maybe it would be something like a weird spiral-shape with a common middle?
I suppose gravity-manipulation technology (Nova Knives supposedly use it) could allow one to create a one-sided outpost. Maybe something like this? I'm sure somebody could come up with a tactical advantage to making something a fortified mind-blower. Maybe an ability to intercept attacks from any imaginable angle?
Alternatively, what I originally meant was just to have the disc floor change shape to/from a particular sloping over time or based on a trigger event. I'd imagine this to be something like the top of a Gallentean oil pump, with a control console in the center and military objective-hack points along the edge. |
ghjl ghjkl
Patriotic Investment Group Inc.
10
|
Posted - 2013.10.08 12:16:00 -
[27] - Quote
CCP LogicLoop wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash. I want it. Another outpost idea: vertical tower https://forums.dust514.com/default.aspx?g=posts&m=1354251#post1354251 Huh. An almost anti king of the hill. The one problem with circular flow is... circles. We tend to notice internally that once you hack a point and move to the next and start hacking it, the point you just hacked got hacked, so you move to the next in the circle and continue the process. It get's a bit tedious. However, I like the idea of a circular outpost. I would rather design the circular game flow out of it though. what if the outpost had connecting infantry-only bridges and tunnels, it would allow for plenty of random hack point approaches, alot of cqc, and a little love for other skills. I would love to see tunnel death matches... Imagine the carnage and strategy through long tight corridors to try to shortcut to another hack point. |
Mac Dac
Wraith Shadow Guards
274
|
Posted - 2013.11.23 03:08:00 -
[28] - Quote
KAGEHOSHI Horned Wolf wrote:Mobius Kaethis wrote:KAGEHOSHI Horned Wolf wrote:http://i737.photobucket.com/albums/xx12/KAGEHOSHI-/outpostidea_zps03084cd0.png
Team 1 can easily get A, team can easily take C. Both teams can then head toward the center to fight over B. Also, the circular nature allows for one team to attack each objectives inside the building at the same time if they both attack clockwise or counterclockwise; as team 1 tries to take C, team 2 tries to take A, and it makes a nice circular flow in one direction. If both teams attack each other's objectives from different directions (one clockwise, the other counterclockwise) there would be a nice clash.
I want it. I love it gameplay wise but what would be the lore? Would it be some sort of logistics hub? A high speed transit depot? A giant sucrose accelerator to make cotton candy... or some Amarr particle accelerator laser research station. i was thinking an observatory.
"We should take care not to make intellect our god; it has, of course, strong muscles, but no personality" Albert Einste
|
|
|
|
Pages: 1 :: [one page] |