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Jadek Menaheim
WarRavens League of Infamy
145
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Posted - 2013.10.17 16:50:00 -
[1] - Quote
In thinking about the new changes to PC biomass sales, an idea came to mind this morning that might encourage more dynamic battles. All with the power of greed.
Biomass Harvesters are installations that are dropped from space onto a map much like other 'deployed' installations. At the moment, their placements are random until such time when teams are given control of their placement. The simple function that a harvester serves is to absorb clone biomass from fallen mercenaries in a given radius from the collection node (45 to 60 meters). Harvesters are hack-able by either team and the team which holds control over that node at the conclusion of the match receives a large isk bonus to all biomass collected by that particular node during the battle.
To clarify, not all nodes are valuable to a team. Players must have a battlefield awareness to pick out which major kill spots are overlapping with a particular harvester's range. A harvester located near an objective may be more enticing to hold due to the fact that many clones died trying to capture that point. However, it's important to note that clones are harvested equally by the harvester regardless of team control over the collector node. This means nodes themselves can become primary kill spots as teams fight for control over the nodes increasing the value they hold to the team which controls that point at the end of the match.
Harvesters can also be destroyed, in turn negating any collection that node made during the match. These installations have a similar shield/health composite to CRUs.
Biomass Harvesters can have an application in any game mode. With ambush especially, harvesters would add a degree of complexity to matches as teams try to defend particular regions.
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Jadu Wen
Xer Cloud Consortium
1
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Posted - 2013.10.17 16:56:00 -
[2] - Quote
Oh that's really cool! I like to imagine the possibilities that teams in planetary conquest might come up with for deploying harvesters when a battle commander has the ability to pick deploy spots.
I do have a question. What happens when node collection areas overlap?
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Jadek Menaheim
WarRavens League of Infamy
145
|
Posted - 2013.10.17 17:01:00 -
[3] - Quote
Jadu Wen wrote:Oh that's really cool! I like to imagine the possibilities that teams in planetary conquest might come up with for deploying harvesters when a battle commander has the ability to pick deploy spots.
I do have a question. What happens when node collection areas overlap?
Well, in that scenario the biomass is divided equally between nodes. So if a clone dies in a the center of a three way vein diagram of death, the clone's biomass is separated equally in three parts the to respective nodes. |
Jadu Wen
Xer Cloud Consortium
1
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Posted - 2013.10.17 17:04:00 -
[4] - Quote
Alright, that makes sense. |
Jadek Menaheim
WarRavens League of Infamy
145
|
Posted - 2013.10.17 17:09:00 -
[5] - Quote
The mechanic of overlapping nodes offers the benefit of a wider collection potential, however it comes with the risk of having to be able to defend multiple points from enemy incursion. |
Jadu Wen
Xer Cloud Consortium
1
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Posted - 2013.10.17 17:13:00 -
[6] - Quote
If a team did have the ability to set up their own harvesters it'd seem they would do it in spots which have a capacity to collect and could be covered by friendly snipers.
You didn't really talk much to the extent of what these harvesters would like and how exposed a player would be that is hacking the point. |
Jadek Menaheim
WarRavens League of Infamy
146
|
Posted - 2013.10.17 17:39:00 -
[7] - Quote
In my head I was imagining a Dyson sphere with stabilizing legs to anchor it to the ground. Additionally, I was thinking that once it was either hacked or called it by a particular team, the only way to hack the sphere for the opposing side would be to harvest yourself to the sphere, terminating your clone. |
Jadu Wen
Xer Cloud Consortium
1
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Posted - 2013.10.17 17:42:00 -
[8] - Quote
Jadek Menaheim wrote:In my head I was imagining a Dyson sphere with stabilizing legs to anchor it to the ground. Additionally, I was thinking that once it was either hacked or called it by a particular team, the only way to hack the sphere for the opposing side would be to harvest yourself to the sphere, terminating your clone.
Suiciding yourself to make a hack?! Damn, that's wicked. I really like that idea, however I have feeling it won't go over well at all with the KDR Bros.
Still, are terminal going to be exposed for snipers to pick off approaching players, regardless it the end goal is death of the clone? |
Jadek Menaheim
WarRavens League of Infamy
146
|
Posted - 2013.10.17 17:49:00 -
[9] - Quote
Jadu Wen wrote:Jadek Menaheim wrote:In my head I was imagining a Dyson sphere with stabilizing legs to anchor it to the ground. Additionally, I was thinking that once it was either hacked or called it by a particular team, the only way to hack the sphere for the opposing side would be to harvest yourself to the sphere, terminating your clone. Suiciding yourself to make a hack?! Damn, that's wicked. I really like that idea, however I have feeling it won't go over well at all with the KDR Bros. Still, are terminal going to be exposed for snipers to pick off approaching players, regardless it the end goal is death of the clone?
Well if shield bubbles were going to be a thing in this game I would opt for leaving the terminals exposed. |
Jadu Wen
Xer Cloud Consortium
1
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Posted - 2013.10.17 17:55:00 -
[10] - Quote
Alrighty, I can work with the shield bubble idea.
Jadek Menaheim wrote:The sacrificial clone would be further rewarded at the end of the match if the friendly team held onto that node in which the player processes themselves to capture. I am glad you added in that bit about the additional reward. I wonder if it should be a percentage of the biomass price of all clones collected by that harvester. |
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Draco Cerberus
Hell's Gate Inc
399
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Posted - 2013.10.17 18:02:00 -
[11] - Quote
This fits with the upcoming changes in Eve (new moon goo siphon available when Rubicon deploys). |
Jadek Menaheim
WarRavens League of Infamy
146
|
Posted - 2013.10.17 18:10:00 -
[12] - Quote
Jadu Wen wrote:Alrighty, I can work with the shield bubble idea. Jadek Menaheim wrote:The sacrificial clone would be further rewarded at the end of the match if the friendly team held onto that node in which the player processes themselves to capture. I am glad you added in that bit about the additional reward. I wonder if it should be a percentage of the biomass price of all clones collected by that harvester.
I think the system should work like this. The first sacrificial clone should take a 15% cut of all clones biomassed by the harvester (again pending that this player's team hold's the harvester at the end of the match). If another player has to harvest themselves to change ownership of the harvester, both players now share a 7.5% cut of biomass sales. Each further player sacrifice reduces the biomass sacrifice bonus by half. This system encourages more end of match offensives on collection nodes in order to keep individual player bonuses high. |
Jadu Wen
Xer Cloud Consortium
1
|
Posted - 2013.10.17 18:12:00 -
[13] - Quote
Seems like that would favor clever scouts who speedily sneak up and change the alignment of the sphere last second before a match ends. Sounds fine to me. |
Jadu Wen
Xer Cloud Consortium
1
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Posted - 2013.10.17 18:17:00 -
[14] - Quote
This would also be a cool look for the sphere. |
Jadek Menaheim
WarRavens League of Infamy
146
|
Posted - 2013.10.17 18:19:00 -
[15] - Quote
Jadu Wen wrote:This would also be a cool look for the sphere.
YES! I definitely agree. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.17 18:31:00 -
[16] - Quote
Jadek Menaheim wrote:In my head I was imagining a Dyson sphere with stabilizing legs to anchor it to the ground. Additionally, I was thinking that once it was either hacked or called in by a particular team, the only way to hack the sphere for the opposing side would be to harvest yourself to the sphere, terminating your clone. The sacrificial clone would be further rewarded at the end of the match if the friendly team held onto that node in which the player processes themselves to capture.
Ouch, that's some major risk vs. reward right there. I wouldn't want to risk having to terminate a protosuit fit in order to clear the area around a harvester. However, a part of me thinks that's what it might take if you're rushing a heavy siege of that point. The big thing I am wondering is how much of a payout a heavily stocked harvester would grant.
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Jadek Menaheim
WarRavens League of Infamy
146
|
Posted - 2013.10.17 18:39:00 -
[17] - Quote
MySpaceTom wrote:Jadek Menaheim wrote:In my head I was imagining a Dyson sphere with stabilizing legs to anchor it to the ground. Additionally, I was thinking that once it was either hacked or called in by a particular team, the only way to hack the sphere for the opposing side would be to harvest yourself to the sphere, terminating your clone. The sacrificial clone would be further rewarded at the end of the match if the friendly team held onto that node in which the player processes themselves to capture. Ouch, that's some major risk vs. reward right there. I wouldn't want to risk having to terminate a protosuit fit in order to clear the area around a harvester. However, a part of me thinks that's what it might take if you're rushing a heavy siege of that point. The big thing I am wondering is how much of a payout a heavily stocked harvester would grant.
Well, going by the biomass numbers CCP FoxFour talked about. A single biomassed clone would run 160,000 isk. If say 35 clones died within a harvester's collection zone you are 5.6 million isk in biomass sales. The cut a sacrificing clone would take is 15% of that which amounts to 840,000 isk. Yet, there's no guarantee that you'll be the only clone to sacrifice themselves from your team, unless you are on a team that designates you as the point man to die for the Dyson sphere. |
Jadu Wen
Xer Cloud Consortium
1
|
Posted - 2013.10.17 18:52:00 -
[18] - Quote
I've got a feeling you might be mixing up the current mechanics of how biomassing clones from PC battles works. I think it has to do with the destruction of the MCC and additional clones left over from the match.
However, I think I like what your collection system might be getting at. Instead of biomass sales dictated entirely by left over clones, a new factor is biomass collected during matches through harvesters. A team my win a match however their payout is a bit lower because they did not hold the harvesters at the end of the match. On the flipside a team might lose their PC battle, but instead of taking zero isk from the battle they still come away with an decent isk return because they held key harvesters which collected a tremendous amount of biomass during a heavy battle.
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Jadek Menaheim
WarRavens League of Infamy
147
|
Posted - 2013.10.17 20:49:00 -
[19] - Quote
Jadu Wen wrote:Seems like that would favor clever scouts who speedily sneak up and change the alignment of the sphere last second before a match ends. Sounds fine to me. Well, in order for it to favor scouts and low ehp suits, the hacking mechanic would have to work where hack time depends on current shield and health strength. Attaching to the harvester sphere doesn't immediately kill the sacrificing player. What does occur is the sphere deconstrcts the player at a constant rate of 60 hp/sec. A player in a deconstruction phase cannot be 'killed' technically by small arms, as such fire only speeds up their deconstruction process. This includes headshots.The only way to prevent a player from successfully changing control of a harvester is to forceably dislodge their husk from the terminal via a one hit kill consussive explosion. This can be done with remote explosives, grenades, and forge guns for example. |
Jadu Wen
Xer Cloud Consortium
1
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Posted - 2013.10.17 21:16:00 -
[20] - Quote
It would look something like this?
[Warning: Mass Effect 3 Spoiler] |
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MySpaceTom
Holdfast Syndicate Amarr Empire
1
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Posted - 2013.10.17 21:29:00 -
[21] - Quote
A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. |
Jadek Menaheim
WarRavens League of Infamy
147
|
Posted - 2013.10.17 21:40:00 -
[22] - Quote
MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere.
I guess you could see that as a problem. It may speed up match times. However, I don't see it as being a widespread problem as players would utterly destroy their KDR by constantly sacrificing themselves. And they'd hardly get any sacrifice bonus for their efforts.
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Jadu Wen
Xer Cloud Consortium
2
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Posted - 2013.10.17 21:49:00 -
[23] - Quote
I got the impression that if a single player is the team's sole Dyson sacrifice that they would still receive the 15% bonus no mater how many times they entered the spheres. If that works in the context of having to share a sacrifice bonus with other team members who harvest themselves, the lowest your bonus would be is 1/16th of the 15%. Even that example of 35 clones perishing within range of the harvester would net a player about 52,000 isk if all members of team harvested themselves at one point during the game.
Remember, any death, even sphere suicides add to the biomass capacity of a harvester. More deaths around them equate to a more valuable harvester at the time of match extraction. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.17 21:55:00 -
[24] - Quote
Jadu Wen wrote:I got the impression that if a single player is the team's sole Dyson sacrifice that they would still receive the 15% bonus no mater how many times they entered the spheres. If that works in the context of having to share a sacrifice bonus with other team members who harvest themselves, the lowest your bonus would be is 1/16th of the 15%. Even that example of 35 clones perishing within range of the harvester would net a player about 52,000 isk if all members of team harvested themselves at one point during the game.
Remember, any death, even sphere suicides add to the biomass capacity of a harvester. More deaths around them equate to a more valuable harvester at the time of match extraction.
It feels like a system like that should only work in planetary conquest. Otherwise, you're turning out too much isk after a match. There would have to be some kind of change to the value of biomassed merc in public contracts and faction warfare versus PC battles. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
11
|
Posted - 2013.10.17 21:56:00 -
[25] - Quote
Jadek Menaheim wrote:Jadu Wen wrote:Alrighty, I can work with the shield bubble idea. Jadek Menaheim wrote:The sacrificial clone would be further rewarded at the end of the match if the friendly team held onto that node in which the player processes themselves to capture. I am glad you added in that bit about the additional reward. I wonder if it should be a percentage of the biomass price of all clones collected by that harvester. I think the system should work like this. The first sacrificial clone should take a 15% cut of all clones biomassed by the harvester (again pending that this player's team hold's the harvester at the end of the match). If another player has to harvest themselves to change ownership of the harvester, both players now share a 7.5% cut of biomass sales. Each further player sacrifice reduces the biomass sacrifice bonus by half. This system encourages more end of match offensives on collection nodes in order to keep individual player bonuses high.
This is a good Idea and supports the creativity of the player base but that fifteen percent is a lot , in comparison to how long the game plays out and how many clones have to sacrifice them selves divided by how many clones die. That would be a great deal of a bonus. If they take your ideal and put it to use they just might cut your percentages in half and increase the division , because now not only are the launch pods important , now this becomes of strategic importance , even more so because you get a cut of the gross , so it's like money in the biomass bank so to say. This is a great idea though and I hope CCP looks into this. |
Jadu Wen
Xer Cloud Consortium
2
|
Posted - 2013.10.17 22:01:00 -
[26] - Quote
MySpaceTom wrote:Jadu Wen wrote:I got the impression that if a single player is the team's sole Dyson sacrifice that they would still receive the 15% bonus no mater how many times they entered the spheres. If that works in the context of having to share a sacrifice bonus with other team members who harvest themselves, the lowest your bonus would be is 1/16th of the 15%. Even that example of 35 clones perishing within range of the harvester would net a player about 52,000 isk if all members of team harvested themselves at one point during the game.
Remember, any death, even sphere suicides add to the biomass capacity of a harvester. More deaths around them equate to a more valuable harvester at the time of match extraction. It feels like a system like that should only work in planetary conquest. Otherwise, you're turning out too much isk after a match. There would have to be some kind of change to the value of biomassed merc in public contracts and faction warfare versus PC battles.
The biomass value may change depending on the combined metalevel of the suit that is harvested. That way harvester become more valuable in PC matches where players run more powerful equipment. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
13
|
Posted - 2013.10.17 22:03:00 -
[27] - Quote
MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere.
You can make it work in a way where , once the harvester excepts your DNA , so to speak , you can't "hack it" anymore , to prevent any double dipping. You have already registered your DNA , so to speak , so your entry has been excepted into the database. One time and that's it. And the planetary conquest issue would be good for starters to test and see how players react to this. Then if it goes over they can move it to the factional warfare because like the clones this tec has to spread through out the system.
This will make it all the more important too because now there is something at stake and a personal interest as well. As long as the "CUT" is split among the collective. |
Jadek Menaheim
WarRavens League of Infamy
148
|
Posted - 2013.10.17 22:12:00 -
[28] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. You can make it work in a way where , once the harvester excepts your DNA , so to speak , you can't "hack it" anymore , to prevent any double dipping. You have already registered your DNA , so to speak , so your entry has been excepted into the database. One time and that's it. And the planetary conquest issue would be good for starters to test and see how players react to this. Then if it goes over they can move it to the factional warfare because like the clones this tec has to spread through out the system. This will make it all the more important too because now there is something at stake and a personal interest as well. As long as the "CUT" is split among the collective.
That adds an interesting bit of strategy to the mix. I know it would certainly make the end of match moments more intense. Players would have to weigh the choices of 1.) do I use a suit to get an additional cut of the harvest, 2.) when do I go about harvesting myself if I only have one opportunity to do so.
In consideration of choice two, if you expend yourself too early in the match you may run the risk of being unable to counter hack the sphere it the opposing team mounts a zerg rush of the spheres in the final moments of the match. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
13
|
Posted - 2013.10.17 22:16:00 -
[29] - Quote
Jadu Wen wrote:I got the impression that if a single player is the team's sole Dyson sacrifice that they would still receive the 15% bonus no mater how many times they entered the spheres. If that works in the context of having to share a sacrifice bonus with other team members who harvest themselves, the lowest your bonus would be is 1/16th of the 15%. Even that example of 35 clones perishing within range of the harvester would net a player about 52,000 isk if all members of team harvested themselves at one point during the game.
Remember, any death, even sphere suicides add to the biomass capacity of a harvester. More deaths around them equate to a more valuable harvester at the time of match extraction.
You also have to take the clone limit to account. The harvester doesn't grant the limit a stay , if I'm correct , it just recycles the clones. So I can't see people running in droves to sacrifice themselves , because there is still a team limit and if you don't win the game then it doesn't matter. So in introducing this new tec , there must be lessons , so to say so that people won't misunderstand this new tec and what their goals should be in accordance. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
13
|
Posted - 2013.10.17 22:27:00 -
[30] - Quote
Jadek Menaheim wrote:Shinobi MumyoSakanagare ZaShigurui wrote:MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. You can make it work in a way where , once the harvester excepts your DNA , so to speak , you can't "hack it" anymore , to prevent any double dipping. You have already registered your DNA , so to speak , so your entry has been excepted into the database. One time and that's it. And the planetary conquest issue would be good for starters to test and see how players react to this. Then if it goes over they can move it to the factional warfare because like the clones this tec has to spread through out the system. This will make it all the more important too because now there is something at stake and a personal interest as well. As long as the "CUT" is split among the collective. That adds an interesting bit of strategy to the mix. I know it would certainly make the end of match moments more intense. Players would have to weigh the choices of 1.) do I use a suit to get an additional cut of the harvest, 2.) when do I go about harvesting myself if I only have one opportunity to do so. In consideration of choice two, if you expend yourself too early in the match you may run the risk of being unable to counter hack the sphere it the opposing team mounts a zerg rush of the spheres in the final moments of the match.
That's right and like most things that are a part of this game , which I love , choices have a great deal to do with outcomes. Now you have to think about what you do and when to do it. And like the example you gave , what if that same said person was the only one at the end who would be able to do so , but in doing it earlier in the game he has exhausted his chances. Now that's irony. |
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DiGreatDestroyer
Conspiratus Immortalis Covert Intervention
29
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Posted - 2013.10.18 01:27:00 -
[31] - Quote
MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere.
I can alredy see the feed: "daaoaod suicides... x 50"
How are we gonna prevent people from suiciding to make the thing more valuable? I think suicides shouldnt count towards the biomass rewards |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
14
|
Posted - 2013.10.18 01:30:00 -
[32] - Quote
DiGreatDestroyer wrote:MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. I can alredy see the feed: "daaoaod suicides... x 50" How are we gonna prevent people from suiciding to make the thing more valuable? I think suicides shouldnt count towards the biomass rewards
True. The suicide is the hack. And how would we deal with that for instance..???... not reward for the hack...???...the points come when the team controls for the win???? Else you get the hacking bonus and the split from the collective , so to say. |
Jadek Menaheim
WarRavens League of Infamy
151
|
Posted - 2013.10.18 02:59:00 -
[33] - Quote
DiGreatDestroyer wrote:MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. I can alredy see the feed: "daaoaod suicides... x 50" How are we gonna prevent people from suiciding to make the thing more valuable? I think suicides shouldnt count towards the biomass rewards
On the contrary, I definitely think suiciding in public areas should count toward the biomass value of the harvester. Technically, hacking the harvester is suicide, however leaving the opportunity for players to chose the location and time of death in the context of adding value to harvester only opens up new ways of thinking about the war economy and value of life in the New Eden universe.
When you go into a battle you still have the ability to choose warpoint-centric options which net you additional experience in matches. On the other hand, you have the choice to boost your bank by securing control of biomass harvesters and adding to their value with your own body (Remember: this action of suicide to the harvester does not net warpoints, and in turn faster skill progression). Sometimes the goals associated with these choices overlap and sometimes they don't. The key point is the choice exists. I see novel potential here. Possibility to warp a lot of the conventions of win states we've come to understand in many first person shooters.
Sure it may subvert public contracts and faction warfare making their outcomes far more volatile. However, if you are concerned with the behavior of the other players on your team, go ahead and join or start a corporation that shares your ideals.
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Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 03:02:00 -
[34] - Quote
Suicide in Public Areas....ooh we're playing with fire.
I agree that a player shouldn't get warpoints for a suicide hack of a harvester. The points that they get in return come in the form of isk bonuses. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.18 03:13:00 -
[35] - Quote
Jadek Menaheim wrote:DiGreatDestroyer wrote:MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. I can alredy see the feed: "daaoaod suicides... x 50" How are we gonna prevent people from suiciding to make the thing more valuable? I think suicides shouldnt count towards the biomass rewards On the contrary, I definitely think suiciding in public areas should count toward the biomass value of the harvester. Technically, hacking the harvester is suicide, however leaving the opportunity for players to chose the location and time of death in the context of adding value to harvester only opens up new ways of thinking about the war economy and value of life in the New Eden universe. When you go into a battle you still have the ability to choose warpoint-centric options which net you additional experience in matches. On the other hand, you have the choice to boost your bank by securing control of biomass harvesters and adding to their value with your own body (Remember: this action of suicide to the harvester does not net warpoints, and in turn faster skill progression). Sometimes the goals associated with these choices overlap and sometimes they don't. The key point is the choice exists. I see novel potential here. Possibility to warp a lot of the conventions of win states we've come to understand in many first person shooters. Sure it may subvert public contracts and faction warfare making their outcomes far more volatile. However, if you are concerned with the behavior of the other players on your team, go ahead and join or start a corporation that shares your ideals. Oh God, a person would have to stay out of public matches and FW completely if they wanted to keep their KDR and win/loss record untarnished.
I've got to hand it to you though, your system really helps militia fit newberries if they want to make some fast money throwing themselves at the machines. Man, that's just too twisted for me. Scarily, I can still see the sense in it.
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Jadek Menaheim
WarRavens League of Infamy
151
|
Posted - 2013.10.18 03:21:00 -
[36] - Quote
Hold on, we already clarified that you can only sacrifice your clone one time per harvester. As a harvester is reconstituting you it reads your neural network and rejects further hack attempts from your bodies. This introduces strategic choices as to when and if you should harvest yourself to maintain control of nodes against enemy attempts during various points in battle.
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Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 03:43:00 -
[37] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Jadek Menaheim wrote:Jadu Wen wrote:Alrighty, I can work with the shield bubble idea. Jadek Menaheim wrote:The sacrificial clone would be further rewarded at the end of the match if the friendly team held onto that node in which the player processes themselves to capture. I am glad you added in that bit about the additional reward. I wonder if it should be a percentage of the biomass price of all clones collected by that harvester. I think the system should work like this. The first sacrificial clone should take a 15% cut of all clones biomassed by the harvester (again pending that this player's team hold's the harvester at the end of the match). If another player has to harvest themselves to change ownership of the harvester, both players now share a 7.5% cut of biomass sales. Each further player sacrifice reduces the biomass sacrifice bonus by half. This system encourages more end of match offensives on collection nodes in order to keep individual player bonuses high. This is a good Idea and supports the creativity of the player base but that fifteen percent is a lot , in comparison to how long the game plays out and how many clones have to sacrifice them selves divided by how many clones die. That would be a great deal of a bonus. If they take your ideal and put it to use they just might cut your percentages in half and increase the division , because now not only are the launch pods important , now this becomes of strategic importance , even more so because you get a cut of the gross , so it's like money in the biomass bank so to say. This is a great idea though and I hope CCP looks into this.
You're right on the bonus being too high. Halving the bonus does sound like a better option. In the hypothetical situation that a clone biomass was worth 160,000 isk and 200 clones died within range of a harvester you'd be looking at a 32 million isk VAT of gold. In the best case scenario that I was the only clone from my team to process a harvester hack I would walk away from the match with about 2.5 million isk at that high end 8% cut. I could certain run some nice tanks from that haul. Again, this is best case scenario with terribly high clone death count. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.18 05:37:00 -
[38] - Quote
Jadek Menaheim wrote:Hack time depends on current shield and health strength at the moment a player connects with the harvester. Attaching to the harvester sphere doesn't immediately kill the sacrificing player. What does occur is the sphere deconstructs the player at a constant rate of 60 hp/sec. A player in a deconstruction phase cannot be 'killed' technically by small arms, as such fire only speeds up their deconstruction process. This includes headshots. The only way to prevent a player from successfully changing control of a harvester is to forceably dislodge their husk from the terminal via a one hit kill concussive explosion. This can be done with remote explosives, grenades, and forge guns for example.
So those lucky heavies are going to have to listen to blood curdling moans and cries as they are erased from existence. Are you purposefully wanting to make this game a torture simulator? There's another AAA game that has already got that covered. |
Jadek Menaheim
WarRavens League of Infamy
151
|
Posted - 2013.10.18 06:30:00 -
[39] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:You also have to take the clone limit to account. The harvester doesn't grant the limit a stay , if I'm correct , it just recycles the clones. So I can't see people running in droves to sacrifice themselves , because there is still a team limit and if you don't win the game then it doesn't matter. So in introducing this new tec , there must be lessons , so to say so that people won't misunderstand this new tec and what their goals should be in accordance. But with this being said the limit should be increased by ten to compensate for the adjustment. Ten should be enough for a whole game duration.
Right, a suicide harvest hack does lower the clone counter, but that clones value is deposited into the machine. Raising the normal clone counter by a marginal amount for public and faction warfare matches is fine.
An extension to the harvester idea came up that I'd like to run by everyone. What if it was possible to siphon off clone biomass into LAV/Dropship transport container modules? These would be used to refill Biomass levels in CRUs, raising clones counts by very small levels per successful transport. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 13:10:00 -
[40] - Quote
Jadek Menaheim wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You also have to take the clone limit to account. The harvester doesn't grant the limit a stay , if I'm correct , it just recycles the clones. So I can't see people running in droves to sacrifice themselves , because there is still a team limit and if you don't win the game then it doesn't matter. So in introducing this new tec , there must be lessons , so to say so that people won't misunderstand this new tec and what their goals should be in accordance. But with this being said the limit should be increased by ten to compensate for the adjustment. Ten should be enough for a whole game duration. Right, a suicide harvest hack does lower the clone counter, but that clones value is deposited into the machine. Raising the normal clone counter by a marginal amount for public and faction warfare matches is fine. An extension to the harvester idea came up that I'd like to run by everyone. What if it was possible to siphon off clone biomass into LAV/Dropship transport container modules? These would be used to refill Biomass levels in CRUs, raising clones counts by very small levels per successful transport.
That system might get a little dicey if players are allowed to place harvesters next to their CRU's. Then again if the enemy sees that is what the opposing team is doing it would be in their best interest not to battle in that focused collection area, denying their potential to either earn biomass isk bonuses or clones to siphon and transport.
I also like that this system works well with the one clone hack rule you established. The harvester has to be under your control in order to siphon from it. If everyone on a team spent their body to hack the harvester throughout the match, in order to transport clones, that team runs the risk of not being able to rehack the node for extraction in the final moments of the round. |
|
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.18 13:11:00 -
[41] - Quote
So how many clones are we talking about for this siphoned transport container business? |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 13:19:00 -
[42] - Quote
MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example.
|
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 13:28:00 -
[43] - Quote
Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. I'd actually be interested in seeing foot solider couriers added into that mix. I would be similar to the Mass Effect Multiplayer retrieval objectives. A merc picks of a vat and it highly diminishes their walking and running speed. Vehicles would most likely be needed to assist mercs in travel time.
I would also argue from some type of HUD notification to identify when clone containers are on the move. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.18 13:33:00 -
[44] - Quote
Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. Would you make the canisters explosive, making them more dangerous to carry? Chalk it up to some way in which the container refrigerant works. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 13:37:00 -
[45] - Quote
MySpaceTom wrote:Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. Would you make the canisters explosive, making them more dangerous to carry? Chalk it up to some way in which the container refrigerant works. I'm not a fan of that. Also, refrigerants are usually inert gasses. Sure you might get a pressure explosion and a toxic vapor cloud, but no flame. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.18 13:39:00 -
[46] - Quote
Jadu Wen wrote:MySpaceTom wrote:Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. Would you make the canisters explosive, making them more dangerous to carry? Chalk it up to some way in which the container refrigerant works. I'm not a fan of that. Also, refrigerants are usually inert gasses. Sure you might get a pressure explosion and a toxic vapor cloud, but no flame. I like the toxic cloud idea from an damaged canister. It's a temporary area of denial after effect. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 13:44:00 -
[47] - Quote
MySpaceTom wrote:Jadu Wen wrote:MySpaceTom wrote:Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. Would you make the canisters explosive, making them more dangerous to carry? Chalk it up to some way in which the container refrigerant works. I'm not a fan of that. Also, refrigerants are usually inert gasses. Sure you might get a pressure explosion and a toxic vapor cloud, but no flame. I like the toxic cloud idea from an damaged canister. It's a temporary area of denial after effect. I imagine our suits would have some type of re-breather. It still seems possible with refrigerant leaks that you'd run into problems with corrosive burns. That could work for you area of denial point. |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 16:39:00 -
[48] - Quote
This is an illustration on Border Gulch Skirmish of what the range of a harvester looks like. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
413
|
Posted - 2013.10.18 17:04:00 -
[49] - Quote
Jadek Menaheim wrote:Snip. As cool as this sounds, I don't think it makes sense. Why does this machine arbitrarily decide to payout after one team has retreated/been killed off? Wouldn't the surviving team "rehack" it after the enemies have been defeated and thus collect the end match reward?
I think it would make more sense if it gave the controlling team the ISK as it collected each body. In other words, the machine collected the remains as they appeared and was wired to give the controlling team a "recycling refund" and hacking it would be changing where the money was being routed to.
|
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 17:19:00 -
[50] - Quote
That makes sense. I guess I glossed over the whole logic behind the extraction of harvesters when hammering out these other details.
In terms of lore, the biomass could be transported instantly once collected via localized wormholes to the MCC or a space platform. |
|
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 17:25:00 -
[51] - Quote
Jadek Menaheim wrote:That makes sense. I guess I glossed over the whole logic behind the extraction of harvesters when hammering out these other details.
In terms of lore, the biomass could be transported instantly once collected via localized wormholes to the MCC or a space platform.
Yep, I agree with Krom. So, Jadek as for this transport via wormholes, you'd definitely be destroying some of the value of the cellular matter as it undergoes decay and cancer formation with that process. I guess it could still work for recycling purposes.
I would like to see the Biomass transported to the MCC in this scenario. If you lose the MCC you lose your clone recycle bonus. Ideally, a ticker at the bottom of your screen would show the value of recycled cargo building up on your MCC as the match goes on. This promotes a greater incentive to win for that bonus profit. |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 17:26:00 -
[52] - Quote
Alright, I'm going to change the OP to reflect this new discussion. I like where it's developing. |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 17:51:00 -
[53] - Quote
Krom Ganesh wrote:Jadek Menaheim wrote:Snip. As cool as this sounds, I don't think it makes sense. Why does this machine arbitrarily decide to payout after one team has retreated/been killed off? Wouldn't the surviving team "rehack" it after the enemies have been defeated and thus collect the end match reward? I think it would make more sense if it gave the controlling team the ISK as it collected each body. In other words, the machine collected the remains as they appeared and was wired to give the controlling team a "recycling refund" and hacking it would be changing where the money was being routed to. I don't think it's entirely realistic to have recycled cloned refuned in real time. Instead, I think it would work better if clones are sent to the MCC as the are much closer to the battlefield for short range uplink tethers to 'feasibly' work. Here on the MCC they exist a bonus isk bank that is rewarded to the victor because they did not lose their ship. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 17:55:00 -
[54] - Quote
Alright. This is shaping up Jadek. The major choice conflict is now do I risk my defense of the null canons in order to protect the clone recyclers which add to my bonus isk bank, or do I defend the null canons in order to protect my MCC and the profits on-board? |
Krom Ganesh
Holdfast Syndicate Amarr Empire
418
|
Posted - 2013.10.18 17:57:00 -
[55] - Quote
Jadek Menaheim wrote: I don't think it's entirely realistic to have recycled cloned refuned in real time. Instead, I think it would work better if clones are sent to the MCC as the are much closer to the battlefield for short range uplink tethers to 'feasibly' work. Here on the MCC they exist a bonus isk bank that is rewarded to the victor because they did not lose their ship.
But the biomass can't be sent to the MCC. Or at least not if tankers are going to be able to run biomass from the harvester to the CRUs.
Also, it's realistic for there to be an instant refund because the machine is paying you for what the biomass will be worth. I think of the harvester as a recycling center for the workers who are normally at the areas we fight at. Considering that, think of how real world recycling works. If I take a bag of glass bottles to a recycling center, they pay me for the bottles then and there. They then take those bottles and recycle it later. |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 18:10:00 -
[56] - Quote
Krom Ganesh wrote:Jadek Menaheim wrote: I don't think it's entirely realistic to have recycled cloned refuned in real time. Instead, I think it would work better if clones are sent to the MCC as the are much closer to the battlefield for short range uplink tethers to 'feasibly' work. Here on the MCC they exist a bonus isk bank that is rewarded to the victor because they did not lose their ship.
But the biomass can't be sent to the MCC. Or at least not if tankers are going to be able to run biomass from the harvester to the CRUs. Also, it's realistic for there to be an instant refund because the machine is paying you for what the biomass will be worth. I think of the harvester as a recycling center for the workers who are normally at the areas we fight at. Considering that, think of how real world recycling works. If I take a bag of glass bottles to a recycling center, they pay me for the bottles then and there. They then take those bottles and recycle it later.
I made a change to the OP which tries to address that point.
Jadek Menaheim wrote:Normally biomass will be transported to the MCC, however when a vehicle or foot solider is in range with the correct transport module the Harvester's protocols change and divert incomming biomass to that player. The harvester does not hold reverse biomass, so a player must wait near the harvester while soliders are dying within its range.
As for the payment upfront recycling, the problem I have with it is the biomass can't be transported much further than the distance of drop uplinks. That means the biomass is going to generally stay near by the contested region or district. In that case it would make more sense for the victor of the battle to be able to transport to those recycled reverses off planet to Genolution. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.18 18:24:00 -
[57] - Quote
Jadek Menaheim wrote:Normally biomass will be transported to the MCC, however when a vehicle or foot solider is in range with the correct transport module the Harvester's protocols change and divert incomming biomass to that player. The harvester does not hold reverse biomass, so a player must wait near the harvester while soliders are dying within its range. If a vehicle or merc has to wait by the harvester while is fills up as the action is going on around, I could go for raising the amount of clones it can carry by 5 to 10. They're taking a large risk there in being stationary. It's open season for AV. |
Jadek Menaheim
WarRavens League of Infamy
153
|
Posted - 2013.10.18 21:11:00 -
[58] - Quote
The additional 10 clone carrying capacity could be a skill tree investment benefit. You receive +2 clones to overall capacity per level. I would bundle this in with the current mobile CRU operation. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 21:19:00 -
[59] - Quote
Jadek Menaheim wrote:TL:DR Battle Paradigm
Do you risk a lowered defense of the null canons in order to protect harvesters which add high potential isk cargo to your MCC, or do you defend the null canons in order to protect the MCC and the biomass profits on-board?
Essentially, your system isn't changing the mechanics of an MCC destruction and the biomass that is normally collected from that downed ship. You are increasing the rewards to the victor for being able to save their MCC and the cargo it carries. |
Jadek Menaheim
WarRavens League of Infamy
153
|
Posted - 2013.10.18 21:23:00 -
[60] - Quote
Technically the victor gets a small percentage of the spoils of recycled biomass + left over clones onboard the enemy MCC. The quality and value of that recycled biomass is particularly low after undergoing cellular deterioration from wormhole travel and a ship being obliterated. |
|
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 21:24:00 -
[61] - Quote
Fair enough.
In other news how would you work this system in the context of distributing Loyalty Points with harvesters in factional warfare matches? |
Jadek Menaheim
WarRavens League of Infamy
153
|
Posted - 2013.10.18 21:55:00 -
[62] - Quote
Well, I was thinking about a five tier capacity system for that.
Depending on the amount of recycled biomass brought aboard the MCC (nominal, low, medium, high, and very high capacity) I could see 5 LPs being awarded to each member of the team per tier. If your team filled the MCC to 'very high' capacity each player would receive +25 LPs in addition to the proposed +75 from a district defended. A perfect match would earn 100 LPs. Pretty simple. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 21:56:00 -
[63] - Quote
Would you do anything about the suicide harvest bonus you talked about earlier? |
Jadek Menaheim
WarRavens League of Infamy
153
|
Posted - 2013.10.18 22:01:00 -
[64] - Quote
I might consider letting that go for factional warfare because percentages become a little more difficult to meaningfully disperse with single digit LP numbers.
I still wonder if your willingness to sacrifice your body could still impact your standing with a faction. |
Azri Sarum
BurgezzE.T.F Public Disorder.
100
|
Posted - 2013.10.18 22:49:00 -
[65] - Quote
I'm still not sure what you are trying to achieve by creating an entirely new hacking mechanic. I think using the existing mechanic would help keep things simple and familiar, and let you focus on the other aspects of your idea which are really cool. Its just that you have some solid gold in your idea, but some parts of it are more complex than i think they need to be.
I really like the idea of mid-battle clone harvesting, being able to effect clone reserves using this. Have you considered just focusing on that aspect (ignoring the isk for now). I think the additional dynamic of clone warfare sounds very appealing. They could decrease clone count in battles to account for biomass being recycled, and now we have a very interesting two aspect war, focusing on both control points and clones.
While the isk idea is nice, i think ultimately the play we could get from making clones a second front in battles would prove to be far more interesting in the long run. Plus from just a logistics standpoint, I don't think mercs would have a need to recycle biomass mid battle for isk when they could just do it afterwards.
As a thought to the aesthetics, instead of the Biomass Harvester just hoovering up the biomass, it should be more like a drone depot. Once deployed it builds and sends out drones to collect bodies and bring them back for harvesting. Bonus points if they have hitpoints and can be shot down . Higher meta levels have longer drone control range, more drones, more drone hitpoints, drones shooting back etc. |
Jadek Menaheim
WarRavens League of Infamy
153
|
Posted - 2013.10.19 01:27:00 -
[66] - Quote
The driving thought process behind incorporating a suicide hacking mechanic with the harvester was to play up strategic move-making and limit how often a harvester would change hands. As stated before, a player can only hack each available harvester one time per game. Additionally, this also changes the dynamics of how squads and teams communicate and organize in order to maintain placement of the right people to hold control over harvesters throughout a battle. That would be a third aspect of war, with control points, clone counts, and squad organization. Agreeably, that might just be overload. I would still like to see it nonetheless.
As for anything with drones, I love it! However, it's going to be more difficult to create roaming AI that play nice with a game system and connection speeds that are already strapped for resources. The benefit of the system I've lain out is it only introduces minimal static art assets to the mix.
|
Magpie Raven
ZionTCD
227
|
Posted - 2013.10.19 03:41:00 -
[67] - Quote
Love this Idea!!! +1 I had some ideas to improve on it but just about all of it has already mentioned.
I hope CCP sees this and does something about it |
Jadek Menaheim
WarRavens League of Infamy
155
|
Posted - 2013.10.19 04:03:00 -
[68] - Quote
Azri Sarum wrote:IWhile the isk idea is nice, i think ultimately the play we could get from making clones a second front in battles would prove to be far more interesting in the long run. Plus from just a logistics standpoint, I don't think mercs would have a need to recycle biomass mid battle for isk when they could just do it afterwards.
I was thinking that clones would be recycled for isk after the game. I'm on the same page with you there. As for the isk ticker counter in the bottom corner of your screen--I was borrowing that mechanic from GTA 5's heists. In the context of Dust, those ticker values would continue to rise or stop depending on how many harvesters you had pumping biomass back to your team's MCC. The visual indicator of an isk figure equivalent for your current cargo load would be a pressing reminder of what is on the line if you don't win this match. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.19 04:06:00 -
[69] - Quote
There's where that greed angle came from. Hey, it works for me. |
Jadek Menaheim
WarRavens League of Infamy
155
|
Posted - 2013.10.19 17:15:00 -
[70] - Quote
Azri Sarum wrote:I really like the idea of mid-battle clone harvesting, being able to effect clone reserves using this. Have you considered just focusing on that aspect (ignoring the isk for now). I think the additional dynamic of clone warfare sounds very appealing. They could decrease clone count in battles to account for biomass being recycled, and now we have a very interesting two aspect war, focusing on both control points and clones. If we are going to focus on mid-battle clone harvesting, the mechanic that clones can only be harvested while dying in range is essential. It makes the task of refilling clone reserves a real challenge and squad based venture. The transport courier needs the help of their team to defend them while restocking in the the midst of a heavy fire encounter that is necessary to completing the job. The more clones a squad or team can kill in that zone, the faster the courier can leave with a full tank.
Jadek Menaheim wrote:Normally biomass will be transported to the MCC, however when a vehicle or foot solider is in range with the correct transport module the Harvester's protocols change and divert incoming biomass to that player. The harvester does not hold reverse biomass, so a player must wait near the harvester while soldiers are dying within its range. This also benefits teams that become redlined, and actually encourages teams to lure opposing sides out of the redline into range of the harvester so they can continue to earn bonus money or resupply troop reserves. |
|
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.19 17:23:00 -
[71] - Quote
Jadek Menaheim wrote:This also benefits teams that become redlined, and actually encourages teams to lure opposing sides out of the redline into range of the harvester so they can continue to earn bonus money or resupply troop reserves. I could see where that suicide mechanic could work out here sometimes in favor of a team being temporarily redlined. If the assaulting force has used up all their opportunities to hack harvester, the redlined team still has some uncontested footholds on the field to resupply clone numbers again if they can mount a counter strike. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.19 17:32:00 -
[72] - Quote
Jadek Menaheim wrote:The additional 10 clone carrying capacity could be a skill tree investment benefit. You receive +2 clones to overall capacity per level. I would bundle this in with the current mobile CRU operation. Honestly, I don't think I'd go anymore than 12 total capacity. That creates and incentive for multiple supply runs with multiple players, and having a medium container size conditions player not to wait terribly long next to a harvester in order to try an fully supply the canister. The obvious goal players will have is to fill a container to capacity. That might not always be for the best. If they die while carrying such a load it becomes a sizable loss to their team in the form of isk bonus that was lost.. |
Jadek Menaheim
WarRavens League of Infamy
155
|
Posted - 2013.10.19 17:36:00 -
[73] - Quote
Jadu, do you think that every additional clones should encumber the players speed slightly more? That is if we are talking about foot solider speed and not vehicles. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.19 17:45:00 -
[74] - Quote
Certainly, the weight of additional biomass should slow a player down. I don't think it should slow vehicles down. With vehicles I am thinking that certain classes of vehicles have a certain number of attachment slots to which the containers are affixed to while in transport. Logistics based vehicles would obviously have more open slots.
Containers would be exposed for the most part and have decent level of hit points before being destroyed. With what I talked about with MySpaceTom, destroyed canisters would damage a vehicle over a period of time with corrosive based attributes. That means the more biomass that container the longer contents would leak out and corrode the vehicle's integrity. This could be a 1 to 1 sec relationship, meaning a full 12 clone can would provide a 12 second area burn.
The amount of damage the corrosive burn does is up from discussion. |
Jadek Menaheim
WarRavens League of Infamy
155
|
Posted - 2013.10.19 17:57:00 -
[75] - Quote
Jadu, with the corrosive area burn thing I could see that being used toward some unintended but clever purposes. If a canister can be set down or dropped if a player runs, like it does in Mass Effect's Multiplayer, I could see a squad setting it down on an enclosed domination objective with a remote explosive placed on top of it. If an enemy red dot picks it up to move it out of the way of the terminal or tries to deactivate the RE setting on top of the canister with a bullet, both items are destroyed and the objective is now temporarily encased in a cloud of corrosive gas. This would make a hack attempt briefly perilous as stepping into the cloud would immediately begin to eat away your health.
Oh this would be amazing! |
deepfried salad gilliam
Sanguine Knights
81
|
Posted - 2013.10.19 18:50:00 -
[76] - Quote
Neat idea but seems like an extreme amount of coding Shouldn't be a priority till atleast all weapons are implemented |
Lanius Pulvis
Osmon Surveillance Caldari State
18
|
Posted - 2013.10.19 19:03:00 -
[77] - Quote
Well ****, I read the title and thought I was going to read about an idea for a match played inside a Dyson Sphere, as in a sphere encompassing a sun. This is a well thought out idea, +1 for that...but **** you for getting my hopes up... |
Jadek Menaheim
WarRavens League of Infamy
155
|
Posted - 2013.10.19 19:40:00 -
[78] - Quote
Lanius Pulvis wrote:Well ****, I read the title and thought I was going to read about an idea for a match played inside a Dyson Sphere, as in a sphere encompassing a sun. This is a well thought out idea, +1 for that...but **** you for getting my hopes up...
Hot damn, I want to see that too. Yes, that's what a Dyson sphere really is, but I just wanted to apply the energy absorption concept to a miniature installation. |
Jadek Menaheim
WarRavens League of Infamy
155
|
Posted - 2013.10.19 19:44:00 -
[79] - Quote
deepfried salad gilliam wrote:Neat idea but seems like an extreme amount of coding Shouldn't be a priority till atleast all weapons are implemented
Agreed. The amount of programming voodoo involved with this idea is massive. The art asset of the harvester itself is a static mesh so that helps. However, branching out with the transportable biomass container cells gets a lot more tricky, especially if you can drop them off and pick them back up. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.19 19:49:00 -
[80] - Quote
Jadu Wen wrote:Certainly, the weight of additional biomass should slow a player down. I don't think it should slow vehicles down. With vehicles I am thinking that certain classes of vehicles have a certain number of attachment slots to which the containers are affixed to while in transport. Logistics based vehicles would obviously have more open slots.
Containers would be exposed for the most part and have decent level of hit points before being destroyed. With what I talked about with MySpaceTom, destroyed canisters would damage a vehicle over a period of time with corrosive based attributes. That means the more biomass that container the longer contents would leak out and corrode the vehicle's integrity. This could be a 1 to 1 sec relationship, meaning a full 12 clone can would provide a 12 second area burn.
The amount of damage the corrosive burn does is up from discussion.
Some maps already use damage hazards; think the green goo you can stand in or if you land on top of the research facility reactor core. Basically, just carry over those hazard damage figures to the gas cloud. |
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Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.19 19:51:00 -
[81] - Quote
MySpaceTom, do you know how much that damage is off hand? It seems standing on the reactor core was more damaging than standing in that goo. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.19 19:51:00 -
[82] - Quote
Give me some time to go check that. |
Artificer Ghost
Bojo's School of the Trades
1121
|
Posted - 2013.10.19 20:08:00 -
[83] - Quote
This is Ghost-Approved. I feel like it really add some tactical awareness and a reason to kill yourself.
I couldn't understand the OP very well, but I got the gist of it. When the person goes up and hack the thing, and starts the suicide process, what is the clones killed in the "harvest" were transferred to the friendly team?
Example: TeammateLover123 hacks the thingy. 6 people die. And now 6 clones are added to the friendly team. It would prolong battles, and if you're able to get in behind a team and activate one, it would be a game-changer in gamemodes like Ambush, and even Skirmish, it'd be quick to clear an objective.
Also, maybe afterwards, there'd be a "Radiation Period", where enemies that enter the area start losing a set amount of HP per second, and the HP/s decreases per second? |
Jadek Menaheim
WarRavens League of Infamy
156
|
Posted - 2013.10.19 21:00:00 -
[84] - Quote
Artificer Ghost wrote:I couldn't understand the OP very well, but I got the gist of it. When the person goes up and hack the thing, and starts the suicide process, what is the clones killed in the "harvest" were transferred to the friendly team?
Example: TeammateLover123 hacks the thingy. 6 people die. And now 6 clones are added to the friendly team. It would prolong battles, and if you're able to get in behind a team and activate one, it would be a game-changer in gamemodes like Ambush, and even Skirmish, it'd be quick to clear an objective.
Also, maybe afterwards, there'd be a "Radiation Period", where enemies that enter the area start losing a set amount of HP per second, and the HP/s decreases per second?
Clones are not stored within the harvester themselves. Clones are either diverted to the MCC or if a transport container courier is within range (5m) then the clones are diverted there.
What I love about your idea is the radiation period tied to a hacked harvester. What I would love to see from that is an initial high intensity gamma burst of about 450hp damage that fires out about 10m from a harvester once a hack is complete. There would be an audible rising tone signal that lets players know in the immediate area of a harvester when a suicide hack is about to complete. Opposing players and friendly teammates have the indication to abandon the area or stay and fight. However, in doing so they are likely going to die from the blast and fallout (this fallout damage being equivalent to ~50hp/s damage in the 15m radius zone).
What works about that scenario is you can have a friendly high EHP tanked suit holding the transport container next to harvester scooping up players that die from the gamma burst and the immediate fallout. The reason this tanked suit has the ability to survive the fallout is with the help of a long beam repair tool person on the periphery of the fallout zone healing the courier of most radiation damage.
|
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.19 21:04:00 -
[85] - Quote
Jadek, that's really complicated. There would definitely need to be some kind of visual indication to let you know exactly how far away you are from the various kill zones. Maybe if the HUD temporarily displayed a virtual projection of colored concentric circles on the ground letting you know how close you are to this sphere of death. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.19 22:42:00 -
[86] - Quote
Still, you have a 'controlled' aspect of greifing with the blast and radiation system on harvesters. A friendly squad moving in to secure an enemy harvester, or a null canon objective next to a harvester by could be wiped out or crippled by the inopportune timing of a random blueberry doing a suicide hack with a very low ehp suit. At the same time, that blueberry can hack that terminal once in the match. If there are five harvesters on the battlefield, a player can only hack five times if they spread their bodies around to all five terminals.
It could simply be a case of.... LLLEEEEEERRRROOOOOYYYYY JJJJEEEEENNNNKKKINNNNNSS!!!!!!
Damn it Leroy, stick to the plan. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.19 22:46:00 -
[87] - Quote
Hey, how does a suicide hacks and their potential greifing play into a player team kill counter? That might end particularly badly in the new factional warfare if you kill a bunch of friendlies in the initial blast wave while trying to capture that harvester. |
Jadek Menaheim
WarRavens League of Infamy
156
|
Posted - 2013.10.19 22:53:00 -
[88] - Quote
Jadu Wen wrote:Hey, how does a suicide hacks and their potential greifing play into a player team kill counter? That might end particularly badly in the new factional warfare if you kill a bunch of friendlies in the initial blast wave while trying to capture that harvester.
Yeah, that could be an issue. You could draw a comparison to how friendlies killed in precision strikes count against your friendly fire count. An argument could be made that while both systems give you warning sound before their area of effect damage takes effect, harvesters are stationary objects that you approach at your own risk. You have a better sense of battlefield awareness with a harvester's when a gamma blast is likely to occur. The two main red flags are the solider approaching a terminal and the subsequent sound of a player in deconstruction phase building up to a gamma blast. That should give you enough warning if you are vigilant to get out of the blast area. |
Jadek Menaheim
WarRavens League of Infamy
156
|
Posted - 2013.10.19 22:55:00 -
[89] - Quote
So I am saying that harvester blasts should not count against you in factional warefare. |
Jadu Wen
Xer Cloud Consortium
4
|
Posted - 2013.10.19 23:11:00 -
[90] - Quote
There's some good points there, but I guess I'm still torn about this license to TK in this context. Anyhow, going back to Ghost's post on the radiation period, I could see it being set anywhere between 20 and 30 seconds. Catching that theorycrafting bug from Jadek, I'd like to play around with the idea of radiation buildup. This means that if an enemy player rehacks a harvester while in the radiation period, and subsequently another friendly player rehacks the harvester the gamma blast and radiation fallout damage increases exponentially. Also each hack adds an additional 5m - 10m to the radiation fallout zone and 20 to 30 seconds while the radiation damage cools down to zero.
With this mechanic teams involved in a violent rally of switching control of a harvester would temporarily make a section of the map no mans land.
Lore wise it makes a bit of sense that you're getting all of this radiation when fluxing around with a micro wormhole generator. |
|
Jadek Menaheim
WarRavens League of Infamy
156
|
Posted - 2013.10.19 23:14:00 -
[91] - Quote
That's gold right there Jadu. Like you said earlier it would be tremendously helpful and necessary to have a high quality virtual range finder (expanding circles on the ground plane) when 'working' near and around these dangerous but necessary battle harvesters. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.19 23:17:00 -
[92] - Quote
Hey are you forgetting about spawning in? The smart spawn mechanic might not sit well with players when it's sending them into irradiated regions. |
Jadu Wen
Xer Cloud Consortium
4
|
Posted - 2013.10.19 23:24:00 -
[93] - Quote
MySpaceTom wrote:Hey are you forgetting about spawning in? The smart spawn mechanic might not sit well with players when it's sending them into irradiated regions. It wouldn't be very smart then. I guess to alleviate problems of spawning in blind to 'death zones,' a current visual status of an irradiated area should be visable from the spawn map. I do have to say that an irradiated zone would certainly affect how players choose where to place their spawn pads. The usefulness of a spawn pad becomes next to null if it is located in a death trap radiation zone.
Hey, there's your fix to spawn pads being thrown down en-mass around an objective. Just place a harvester near an objective CCP. |
Jadek Menaheim
WarRavens League of Infamy
156
|
Posted - 2013.10.20 00:05:00 -
[94] - Quote
Jadu Wen wrote:There's some good points there, but I guess I'm still torn about this license to TK in this context. Anyhow, going back to Ghost's post on the radiation period, I could see it being set anywhere between 20 and 30 seconds. Catching that theorycrafting bug from Jadek, I'd like to play around with the idea of radiation buildup. This means that if an enemy player rehacks a harvester while in the radiation period, and subsequently another friendly player rehacks the harvester the gamma blast and radiation fallout damage increases exponentially. Also each hack adds an additional 5m - 10m to the radiation fallout zone and 20 to 30 seconds while the radiation damage cools down to zero.
With this mechanic teams involved in a violent rally of switching control of a harvester would temporarily make a section of the map no mans land.
Lore wise it makes a bit of sense that you're getting all of this radiation when fluxing around with a micro wormhole generator.
So exponential damage growth would looks like this for the radiation fallout. Hack 1: 30hp/s , 15m radius zone , 30 seconds Hack 2: 60hp/s , 25m radius zone , current timer + 30 seconds Hack 3: 120hp/s , 35m radius zone , - - Hack 4: 240hp/s , 45m radius zone , - -
I think there has to be some type of damage dropoff as you move farther from the harvester. These radiation figures should be representative of the damage a player would take standing right next to the harvester during this radiation period. This would give daisy chained repair healers a better chance of getting a player up to the controls of a harvester while in radiation cool down. |
Jadu Wen
Xer Cloud Consortium
4
|
Posted - 2013.10.20 00:11:00 -
[95] - Quote
Daisy chained logibros. That's sight to imagine, lolz! Technically, if they get a guy attached to the harvester control panel, they don't need to keep a repair beam on him anymore. Radiation does wonders to speed up the deconstruction phase process. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
19
|
Posted - 2013.10.20 03:05:00 -
[96] - Quote
Jadu Wen wrote:Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. I'd actually be interested in seeing foot solider couriers added into that mix. It would be similar to the Mass Effect Multiplayer retrieval objectives. A merc picks up a vat and it highly diminishes their walking and running speed. Vehicles would most likely be needed to assist mercs in travel time. Object Retrieval ObjectiveI would also argue for some type of HUD notification to identify when clone containers are on the move.
You guys have been at work since the last time I seen this post . I love it when a plan comes together and I loved Mass Effect. You guys have been at work with great ideals might I add and I hope that CCP will roll with this. This could be the " Other " game mode that people have been asking for. It could be the training ground , a place to work on one's tactics because this sounds like that type of mode with all you have to think about and the strategic importance of the Biomass Sphere coupled with the fact that now YOU HAVE TO WORK AS A TEAM to achieve a goal because everyone has an interest. You guys are on to something !!!!
I have to catch up and read more. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
21
|
Posted - 2013.10.20 03:24:00 -
[97] - Quote
Jadek Menaheim wrote:Artificer Ghost wrote:I couldn't understand the OP very well, but I got the gist of it. When the person goes up and hack the thing, and starts the suicide process, what is the clones killed in the "harvest" were transferred to the friendly team?
Example: TeammateLover123 hacks the thingy. 6 people die. And now 6 clones are added to the friendly team. It would prolong battles, and if you're able to get in behind a team and activate one, it would be a game-changer in gamemodes like Ambush, and even Skirmish, it'd be quick to clear an objective.
Also, maybe afterwards, there'd be a "Radiation Period", where enemies that enter the area start losing a set amount of HP per second, and the HP/s decreases per second? Clones are not stored within the harvester themselves. Clones are either diverted to the MCC or if a transport container courier is within range (5m) then the clones are diverted there. What I love about your idea is the radiation period tied to a hacked harvester. What I would love to see from that is an initial high intensity gamma burst of about 450hp damage that fires out about 10m from a harvester once a hack is complete. There would be an audible rising tone signal that lets players know in the immediate area of a harvester when a suicide hack is about to complete. Opposing players and friendly teammates have the indication to abandon the area or stay and fight. However, in doing so they are likely going to die from the blast and fallout (this fallout damage being equivalent to ~50hp/s damage in the 15m radius zone). What works about that scenario is you can have a friendly high EHP tanked suit holding the transport container next to harvester scooping up players that die from the gamma burst and the immediate fallout. The reason this tanked suit has the ability to survive the fallout is with the help of a long beam repair tool person on the periphery of the fallout zone healing the courier of most radiation damage.
Not to be late on the issue , but I think you gave the reason that the person survived the blast who was equipped with the transporter container as being helped by a long beam repair tool , but why not have that type of equipment added to the container as an extra incentive to carry such a heavy tool that prohibits movement. It not only transports the mass that is collected but it protects the wearer from the blast.
Is that too far off ???? Bad ideal ???? |
Jadu Wen
Xer Cloud Consortium
10
|
Posted - 2013.10.20 03:37:00 -
[98] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Not to be late on the issue , but I think you gave the reason that the person survived the blast who was equipped with the transporter container as being helped by a long beam repair tool , but why not have that type of equipment added to the container as an extra incentive to carry such a heavy tool that prohibits movement. It not only transports the mass that is collected but it protects the wearer from the blast.
Is that too far off ???? Bad ideal ????
Shinobi, you've got something good there. I think what should happen is the container unit has some type of integrated bubble shield that activates when the user is stationary and has a certain amount of protective charge. |
Jadek Menaheim
WarRavens League of Infamy
160
|
Posted - 2013.10.20 03:38:00 -
[99] - Quote
I'm glad to have you guys here to keep the ball rolling on expanding these ideas. It's amazingly helpful! |
Jadu Wen
Xer Cloud Consortium
10
|
Posted - 2013.10.20 03:41:00 -
[100] - Quote
Jadek Menaheim wrote:I'm glad to have you guys here to keep the ball rolling on expanding these ideas. It's amazingly helpful! Now you just need a Dev or CPM tag to draw some more attention to the topic.
Just be careful with talking about lasers around CCP Mintchip. She can take you off on quite a tangent. |
|
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.20 03:43:00 -
[101] - Quote
Jadu Wen wrote:Jadek Menaheim wrote:I'm glad to have you guys here to keep the ball rolling on expanding these ideas. It's amazingly helpful! Now you just need a Dev or CPM tag to draw some more attention to the topic. Just be careful with talking about lasers around CCP Mintchip. She can take you off on quite a tangent.
LAZoRZ!!!!
inb4 Mintchip
lol |
pyramidhead 420
Carbon 7 CRONOS.
116
|
Posted - 2013.10.20 03:50:00 -
[102] - Quote
MySpaceTom wrote:Jadu Wen wrote:Jadek Menaheim wrote:I'm glad to have you guys here to keep the ball rolling on expanding these ideas. It's amazingly helpful! Now you just need a Dev or CPM tag to draw some more attention to the topic. Just be careful with talking about lasers around CCP Mintchip. She can take you off on quite a tangent. LAZoRZ!!!! inb4 Mintchip lol you're a blast from from the past
|
Jadek Menaheim
WarRavens League of Infamy
160
|
Posted - 2013.10.20 03:57:00 -
[103] - Quote
Getting back on topic. I want to address a point Shinobi brought up about this being the "other" game people are asking for. I think its important to strive for integration of game modes rather than their separation by dividing the available player base and making match making more difficult.
Shinobi MumyoSakanagare ZaShigurui wrote: You guys have been at work since the last time I seen this post . I love it when a plan comes together and I loved Mass Effect. You guys have been at work with great ideals might I add and I hope that CCP will roll with this. This could be the " Other " game mode that people have been asking for. It could be the training ground , a place to work on one's tactics because this sounds like that type of mode with all you have to think about and the strategic importance of the Biomass Sphere coupled with the fact that now YOU HAVE TO WORK AS A TEAM to achieve a goal because everyone has an interest. You guys are on to something !!!!
I have to catch up and read more.
To offer an initial stepping block I would suggest these installations be incorporated into a game mode like ambush initially. The installation would be placed in an area that is normally the focal point of battle engagements. Players would fight for control of the unit in order to restock clones. In Ambush every clone counts for securing a win, and being able to boost up those numbers with recycled biomass would be huge. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
22
|
Posted - 2013.10.20 04:09:00 -
[104] - Quote
I know right. Then you guys might get snatched up and become part of the team. NEVER TO HEAR FROM YOU AGAIN. MMMMMMUUUUUHHHHOOOOOHHHAAAAA !!!!!!!!!!!!. Don't forget about the little guys. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
|
Posted - 2013.10.20 12:42:00 -
[105] - Quote
Jadek Menaheim wrote:Jadu Wen wrote:Hey, how does a suicide hacks and their potential greifing play into a player team kill counter? That might end particularly badly in the new factional warfare if you kill a bunch of friendlies in the initial blast wave while trying to capture that harvester. Yeah, that could be an issue. You could draw a comparison to how friendlies killed in precision strikes count against your friendly fire count. An argument could be made that while both systems give you warning sound before their area of effect damage takes effect, harvesters are stationary objects that you approach at your own risk. You have a better sense of battlefield awareness with a harvester's when a gamma blast is likely to occur. The two main red flags are the solider approaching a terminal and the subsequent sound of a player in deconstruction phase building up to a gamma blast. That should give you enough warning if you are vigilant to get out of the blast area.
Not having those harvesters count toward your TK meter in faction warfare would have to be the case. Besides the harvester gamma blast, that cloud of radiation would be too damn ripe for players to intentionally suicide TK themselves into. Instead, deaths would simply read, clone died. You do make a good point that a player should have the awareness to recognize that approaching a harvester is dangerous business. On the same coin, if that clone dies, they're simply recycled. That's not always going to be the case with an intentional orbital death.
I've got to say that adding a new suicide greifing technique is going to be risky with overall forum disposition. On the other hand, some people are going to love that freedom of choice. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.20 13:43:00 -
[106] - Quote
The single suicide hack per unit per match reduces a lot of that potential for team griefing. Also any players that die are added to the MCC cargo bank if they are not being diverted to a transport canister. The means the team is having a potential isk bonus added to battle's profits if they can win and keep their MCC.
At the same time, if that team loses a percentage of the cargo on board the MCC can now picked up by the enemy team. This allows for a more subtle type of AWOXing where you sway the flow of battle if your timing and placement of hacks is just right. |
Jadu Wen
Xer Cloud Consortium
11
|
Posted - 2013.10.20 13:58:00 -
[107] - Quote
Jadek Menaheim wrote: So exponential damage growth would looks like this for the radiation fallout. Hack 1: 30hp/s , 15m radius zone , 30 seconds Hack 2: 60hp/s , 25m radius zone , current timer + 30 seconds Hack 3: 120hp/s , 35m radius zone , - - Hack 4: 240hp/s , 45m radius zone , - -
I think there has to be some type of damage dropoff as you move farther from the harvester. These radiation figures should be representative of the damage a player would take standing right next to the harvester during this radiation period. This would give daisy chained repair healers a better chance of getting a player up to the controls of a harvester while in radiation cool down.
I wanted to experiment a little with how average suit meta levels affected both the size of radiation zones and how much the biomass is worth when recycled.
I was thinking the meta level would act as a multiplier, where meta 1 would = 1.0x, meta 5 = 1.5, and meta 10 would = 2.0x. In the context of radiation fallout ranges, this score would impact the original radius number. The original value of Hack 1 would also be 15m, and Hack 2 would be 25m, and likewise with other values. A meta 9 suit hack would follow as 15m x 1.9 = 28.5m. If another meta 9 hacked the terminal again it would be 25m x 1.9 = 47.5m.
However, as you go higher it will be possible to overcharge the range of the harvester with the radiation fallout if one's team is savvy enough to get a player that far into the radiation zone. After hack 3 with a meta 8 suit you've broken the harvester's collection range.
As before there is a falloff to the level of radiation damage as you move further from the harvester. That could mean that on the very periphery of the fallout zone a player would be taking at most 1hp/s second of damage. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.20 14:02:00 -
[108] - Quote
I don't see anybody getting past a hack 5 with 480hp/s of radiation damage at the minimum 55m range. I see no worry in being able to irradiated the whole battlefield. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.20 22:40:00 -
[109] - Quote
Jadu I think it might be helpful to introduce a new Gallente designed module type here. One of us brought up the usefulness before to use repair modules to increase survivability in the radiation zone. What if there was a module that provided radiation resistance up to certain levels. For example std modules would protect against 16hp/s fallout. The proto version would fully protect against 47 hp/s og fallout. Stacking penalties do not occur. This mean if you stacked all five proto radiation protection modules on a prototype Gallente logistics they would have a full protection buffer of 225 hp/s. This means that a properly fitted prototype Gallente logistics would have room for longer surviability in a hack 4 radiation zone when they are taking 5hp/s of damage per second. With 210hp of based armor this would give a solider 42 seconds of livable time in a hack 4 zone. |
Jadu Wen
Xer Cloud Consortium
11
|
Posted - 2013.10.20 22:43:00 -
[110] - Quote
Woah that last bit, so you're saying radiation only damages armor then? Not shields? That might be more unfortunate for Gallente armor tankers. |
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Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.20 22:55:00 -
[111] - Quote
Jadu Wen wrote:Woah that last bit, so you're saying radiation only damages armor then? Not shields? That might be more unfortunate for Gallente armor tankers.
Sure, armor tanker might be more receptive to damage, but at least Gallente soldiers would have the greatest ability to resist radiation levels for longer if they changed their fitting schema. That fits with their lore goals for preservation of the solider in harmful scenarios.
I would image that radiation modules would be bundled in with the armor repair skill. |
Jadu Wen
Xer Cloud Consortium
11
|
Posted - 2013.10.21 02:14:00 -
[112] - Quote
At least for armor-centric fitting styles, you're proposing a very niche fitting role. It still useful if it gets to the point where key battle objectives lay in irradiated zones. I'm glad you offered the idea of putting these modules in the same category as armor repair modules. Double dipping into the skill tree here is a nice thing. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.21 17:21:00 -
[113] - Quote
Jadu I brought his up in your topic. How do you think Caladari players are going to manage if their armor levels are low to begin with? |
Jadu Wen
Xer Cloud Consortium
12
|
Posted - 2013.10.21 17:26:00 -
[114] - Quote
Well they still have the shield buffer to protect them in small battle engagements and enough low slot potential to make use of radiation modules. The players I worry about are commandos, and Minmatar assaults who hardly have any useful low slot capabilities to remain viable in radiation zones. I guess duct tape is a poor substitute for real protection. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.21 17:30:00 -
[115] - Quote
Ouch, that's low. I run Winmatar, and I take that strike against me as a badge of resolve. I'll find a way to survive and thrive despite going up against invisible particles which will kill me without hesitation or feeling.
|
Jadu Wen
Xer Cloud Consortium
12
|
Posted - 2013.10.22 01:10:00 -
[116] - Quote
deepfried salad gilliam wrote:Neat idea but seems like an extreme amount of coding Shouldn't be a priority till atleast all weapons are implemented
Probably won't see any Dev or CPM attention at all to this topic with community attention on BPOs, core mechanics, and FanFest content. |
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