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Jadu Wen
Xer Cloud Consortium
4
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Posted - 2013.10.20 02:09:00 -
[1] - Quote
Yes, the title is very strange, but I think I've stumbled onto an interesting way we could change player tactics regarding throwing down uplinks en-mass and camping on an objective in domination modes.
The idea is an installation located near an objective, emits great radiation damage when hacked multiple times. I doing so, players would be discouraged from placing drop uplinks on an objective because of the dangers associated with spawning to that location are much higher and in some cases lead to nearly instant death.
The idea is inspired from a new installation concept found in this thread.
Basically, these biomass collectors use micro wormhole tethers to send biomass back to the controlling MCC. However, when a player switches the alignment of the collector they change the trajectory dynamics of the wormhole releasing a burst of radiation over an area for a given period of time. However, if the alignment of the collector is switched again within the radiation cool down period, the radiation damage begins to compound on an exponential scale along with changes to other factors of cool-down time and greater area of affect.
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.
As was discussed in that forum, the irradiated zone would be indicated on the spawn map (similar to this image) in order to inform players that certain spawn pads lay within the irradiated zone and you spawn there at your own risk. Additionally, smart deploy functions would be retuned so that players are not dropped within range of these installations. |
Jadu Wen
Xer Cloud Consortium
4
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Posted - 2013.10.20 02:23:00 -
[2] - Quote
Jadek the only thing I would recommend I would recommend right now is toning down the radiation damage of the first hack by 5 or 10hp/s and re-configuring from there. I would like to see the ability of Logibros with full stacks of armor repair modules to be able to tank a good deal if not all of that radiation damage, at least for the first tier. After that they would have to be standing on top of several high grade repair nanohives in order to stay alive in the area. |
Jadu Wen
Xer Cloud Consortium
11
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Posted - 2013.10.21 01:44:00 -
[3] - Quote
Does anyone have any additional input on this idea?
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Jadu Wen
Xer Cloud Consortium
11
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Posted - 2013.10.21 02:42:00 -
[4] - Quote
I made some additions to the original post to reflect growing feedback in the discussion. |
Jadu Wen
Xer Cloud Consortium
11
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Posted - 2013.10.21 16:36:00 -
[5] - Quote
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 Wen
Xer Cloud Consortium
11
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Posted - 2013.10.21 16:41:00 -
[6] - Quote
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. |
Jadu Wen
Xer Cloud Consortium
11
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Posted - 2013.10.21 17:02:00 -
[7] - Quote
Another great point! Jadek, I'm going to add that idea to the OP. |
Jadu Wen
Xer Cloud Consortium
12
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Posted - 2013.10.21 20:32:00 -
[8] - Quote
That sounds excellent! Following along in that vein of introducing progressive error protocols in electronic, I wonder if shields should experience a similar. With exposure to varying levels of radiation, shield recharge rate and time delay are impacted respectively. I would also add in lowered resistance to weapons damage, but that would already make shields more glass than they already are. There needs to be some kind of stationary beacon or pylon similar to these harvester that increase shield resistance when you stand nearby. |
Jadu Wen
Xer Cloud Consortium
12
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Posted - 2013.10.21 23:19:00 -
[9] - Quote
You're right. It was an unnecessary additional descriptor. |
Jadu Wen
Xer Cloud Consortium
13
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Posted - 2013.10.22 01:22:00 -
[10] - Quote
Chalk it up to highly advanced space magic. If we have the power to create micro-wormhole tethers, I don't see why we can't have air scrubber tech that traps gamma particles on specialized 'dust' and transfers them to radioactive waste containers for later use in high grade munitions. |
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Jadu Wen
Xer Cloud Consortium
14
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Posted - 2013.10.22 13:46:00 -
[11] - Quote
Yep. |
Jadu Wen
Xer Cloud Consortium
15
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Posted - 2013.10.22 14:43:00 -
[12] - Quote
While I was scouring the uplink forums someone brought up a tangential point that a system like this would dramatically increase the tactical value of logistics dropships and mCRUs. These vehicles can easily avoid and pass above these temporary radiation zones. However, because a point source radiation emitter creates an area of effect bubble, pilots may begin to damage their equipment and slowly kill their passengers if they fly through the bubble. |
Jadu Wen
Xer Cloud Consortium
15
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Posted - 2013.10.22 15:05:00 -
[13] - Quote
CLONE117 wrote:im a bit confused. so is this something that creates a deadly field of radiation?
a field of radiation with the possibillity of making uplink spam areas a no go zone because this radiation would be around alot of the objectives.
im just confused but this is what im getting from this..
Yes, you're getting a deadly field of radiation that discourages spawning into objective uplink spammed areas for a.) radiation damage begins to take effect immediately upon spawn, and b.) spawns take longer and continue to take longer in irradiated areas.
However, players with the proper fitting of radiation insulation modules have a greater ability to work and carry out battle objectives within irradiated zones. |
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