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Jadek Menaheim
WarRavens League of Infamy
156
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Posted - 2013.10.20 02:17:00 -
[1] - Quote
Nicely put Jadu. I think this is a really, really novel idea. It doesn't prevent people from placing uplinks right on the objective, because at the end of the cool-down period people are perfectly safe to spawn into those areas without worry. |
Jadek Menaheim
WarRavens League of Infamy
156
|
Posted - 2013.10.20 02:25:00 -
[2] - Quote
That's an interesting defensive strategy. Nice! |
Jadek Menaheim
WarRavens League of Infamy
161
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Posted - 2013.10.21 02:49:00 -
[3] - Quote
Jadu, remember that point about radiation damage only affecting armor. After thinking about, that's going to be mighty disruptive to Caldari players if they've got really low armor hit points.
Also from a lore standpoint, which race would you say created the harvester recycler? Amarr? Gallente? It seems to being favoring one of those two with their armor repping abilities and large low-slot capacity. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.21 02:57:00 -
[4] - Quote
Jadu Wen wrote: The average suit meta level used to hack the device will also affect the size of radiation zones.
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.
Let me see if I've got this straight. You could have two opposing militia grunts push a harvester into hack two stage, then still have a meta 9 at stage push the radiation field distance to 47.5 meters at hack 3? |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.21 16:59:00 -
[5] - Quote
Jadu Wen wrote:SponkSponkSponk wrote:Drop uplinks should damage other drop uplinks when used, too. I wasn't originally saying that radiation damages equipment. Maybe it should. As for drop uplinks damaging other uplinks there's a way this could work. Every spawn in creates a micro gamma blast or emp pulse which progressively damages surrounding equipment each time a person spawns to that pad. I would opt more for an emp pulse. The major problem I for see with this approach is item placement synchronization between clients and the server. Right I think there is a technical problem with them being accurate amongst all players in a match. Jadu, I think it's important to recognize that types of radiation (gamma and beta particles) do affect electronic devices with semiconductors and crystalline structures. A lot of this is dependent upon the level of insulation and designed in radiation resilience a device is built with and the exposure level. It is possible for radiation exposure to cause operational errors but not permanent damage. In this way I would recommend that for gameplay sake, items caught in a fallout zone are not destroyed, instead they experience usability errors such as longer deployment times on uplinks or fewer nanohive clusters and diminished range.
This equipment effect could be persistent even after the radiation levels have subsided. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.21 17:13:00 -
[6] - Quote
Sounds great. We just have to hammer out a reasonable error multiple would be. 1.5x or 1.6x. That means a std 10sec drop uplink would now take 16 seconds to spawn in. A prototype drop uplink would still be proportionally better because it has a lower spawn timer to begin with. The improvement could be chalked up to a higher military grade radiation insulation. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.21 17:19:00 -
[7] - Quote
Jadu Wen wrote:low genius wrote:I think you can just drop an emp strike and get rid of them.
(but I like the idea of an uplink jammer, or something like that) Sure you can have an EMP strike. I like the idea of persistent and dynamic hazards zones rather than a point and activate weapon.
Yes, I am a bit biased here, but I would have to agree with Jadu. More dynamic and emergent gameplay that is accessible to more players (rather than squad strikes) feels more interesting, especially in a FPS. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.21 20:23:00 -
[8] - Quote
Jadu, it you wanted to add more interaction with hack levels and "Persistent Errors in Irradiated Equipment" I would suggest this system.
Each hack state raises the error modifier by 0.3. This means: Hack 1: 1.3x Hack 2: 1.6x Hack 3: 1.9x Hack 4: 2.2x Hack 5: 2.5x
At Hack 4 radiation, a std spawn pad that takes 10 seconds to spawn a player in now takes 22 seconds. This highly discourages players from using that beacon if they want to get back quickly into the fight.
I am considering whether this modifier should continue to rise, or if after hack 5 radiation, all equipment in that zone ceases to function. On the other hand, it's incredibly improbable that players would be able to push a system past Hack 5. Even throwing down Wirikomi Triage Hives and hoping between life bubbles would be ineffective because the radiation is impacting the functionality of the hives severely. |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.22 14:46:00 -
[9] - Quote
That's a good point. Plus, we haven't particular discussed the effects that radiation exposure will have on vehicles. Should it have a persistent error effect like equipment or be repairable damage? Also for that matter, do you think vehicles should have their own (high/low slot) radiation insulation modules? |
Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.22 15:09:00 -
[10] - Quote
Don't forget you're getting a lot more out of this installation than radiation zones.
Installation Idea: Biomass Harvester Dyson Sphere
For starters you get: -Dynamic Area Denial -Refilling clone counters while mid-game -Major Isk Bonuses to the winning team |
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Jadek Menaheim
WarRavens League of Infamy
161
|
Posted - 2013.10.22 21:00:00 -
[11] - Quote
Crimson Judgment wrote:i would prefer if uplinks damaged you upon spawn or something like that my reason for this being the description of the drop uplink i can't remember it and im not on the game right now so is someone could post tht here it would be much appreciated
No you're right. The process of wormhole travel is incredibly painful and causes rapid cellular deterioration. If uplinks damage you upon spawn what would be the safe version of battlefield incursion. SkySpawningGäó? |
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