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Thread Statistics | Show CCP posts - 1 post(s) |
Booker DaFooker
Seraphim Auxiliaries
101
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Posted - 2013.10.21 20:33:00 -
[1] - Quote
Top stuff, evenly matched teams could pit themselves for hours in nail biting seesaw battles over a district, meanwhile eve pilots can remain over one planet and fight for dominance of the connection point (whatever it's called). Very glad a CPM has spotted this one already |
Booker DaFooker
Seraphim Auxiliaries
101
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Posted - 2013.10.21 20:48:00 -
[2] - Quote
Aero Yassavi wrote:Maken Tosch wrote:I like it a lot.
Although, can I add in a suggestion?
How about instead of returning to the warbarge waiting to proceed to the next case (ie: case 1 to case 2) how about introduce a dynamic redline just as what was once featured in Skirmish 1.0 in closed beta (Replication Build)?
Case 1: Ambush-like redline which is small and constricted as usual. Case 2: Ambush-OMS redline which is still small but more expanded to accommodate the installations. Case 3: Redline in Ambush OMS will expand outward to the nearest outpost to include the objectives. Case 4: Redline in Skirmish expands further to include a final objective to fight over.
Note: Just like Skirmish 1.0, the default spawns move closer to the objectives with each case and the MCC slowly moves in. It's a cool idea no doubt, but the problem with this in my opinion is it makes the individual matches too long and gives the players no convenient opportunity to leave. I know some of us can have massive gaming sessions, but not everyone always has that much time. To me, it is important that individual matches still last about the same length. Again, just my opinion.
Good point, matches need that natural break, we all like the idea of committing to hours of battle but in reality many like to have quicker chunks or you may just need a bio break etc etc. Don't forget the need to restock and maybe put together a new fit for a situational issue |
Booker DaFooker
Seraphim Auxiliaries
101
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Posted - 2013.10.21 20:55:00 -
[3] - Quote
Aero Yassavi wrote:Booker DaFooker wrote: maybe put together a new fit for a situational issue Actually, that is an amazing point in favor of having these breaks. In this scenario, you're going to be playing against relatively the same people each match. So why not give you an opportunity to make fits based on what you learned about the enemy?
precisely, you get a few minutes to discuss how the previous round went, decide on tactics now that you have a feel for your opposition, eat little segments of oranges your mum sent.......oh sorry wrong game! lol
you get my drift |
Booker DaFooker
Seraphim Auxiliaries
104
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Posted - 2013.10.21 21:03:00 -
[4] - Quote
Aero Yassavi wrote:Booker DaFooker wrote:Aero Yassavi wrote:Booker DaFooker wrote: maybe put together a new fit for a situational issue Actually, that is an amazing point in favor of having these breaks. In this scenario, you're going to be playing against relatively the same people each match. So why not give you an opportunity to make fits based on what you learned about the enemy? precisely, you get a few minutes to discuss how the previous round went, decide on tactics now that you have a feel for your opposition, eat little segments of oranges your mum sent.......oh sorry wrong game! lol you get my drift I don't actually "laugh out loud" often when reading, but this cracked me up. I am going to get the addresses of all my regular squad mates and order them nicely packed orange slices for the breaks!
hehe! all part of the service!
The exciting thing about this idea is that there is not a lot of new stuff that CCP would need to get into the game, it feels like it could be achieved relatively easily, this is of course said from a position of extreme ignorance when it comes to games programming! |
Booker DaFooker
Seraphim Auxiliaries
106
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Posted - 2013.10.21 21:10:00 -
[5] - Quote
Aero Yassavi wrote:Booker DaFooker wrote: The exciting thing about this idea is that there is not a lot of new stuff that CCP would need to get into the game, it feels like it could be achieved relatively easily, this is of course said from a position of extreme ignorance when it comes to games programming!
Yes, that was exactly the foundation for my brainstorming: "How can CCP make Dust FW infinitely better without needing to actually create anything new?"
love the idea of investing myself into a battle for a planet for an evening, it would really start to matter. Not sure how LP or ISK rewards would be handled with the possible to and fro of the "trains" although am I right in remembering they said isk is disappearing from FW matches in vegas? |
Booker DaFooker
Seraphim Auxiliaries
106
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Posted - 2013.10.21 21:16:00 -
[6] - Quote
Maken Tosch wrote:Well, if it's better to have breaks in between matches, then fine by me. I just threw in my suggestion to see if others like it.
and that is the way good ideas become great ones |
Booker DaFooker
Seraphim Auxiliaries
109
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Posted - 2013.10.22 17:38:00 -
[7] - Quote
Takahiro Kashuken wrote:Aero Yassavi wrote:Takahiro Kashuken wrote:Aero Yassavi wrote:Takahiro Kashuken wrote:Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? Exactly, yes. Defenders win through Ambush, like they are pushing the attackers off their land. Attackers win by Domination, like they are taking over the critical infrastructure. It tug-of-wars back and forth between the modes. Get ready for games which last hours You must of missed the part where all individual battles are still the normal length and there's a 5 minute warbarge intermission between stages of the overall mission. Still hours for one district if it goes back and forth
This is a good thing, you can leave during beaks if you need to and take the LP you have earned to that point I would presume |
Booker DaFooker
Seraphim Auxiliaries
110
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Posted - 2013.10.22 19:07:00 -
[8] - Quote
True Adamance wrote:Atiim wrote:You should go ask people in FW Channels and get their opinions too. Just don't make the same mistake I did Aero. Otherwise you'll have idiots thinking that player owned corps should have territory in FW. Player corps do somewhat have territory in FW, they base out of certain systems, which effectively become home systems, I don't see why Dusters cannot make use of Militia constructed facilities in those systems. But Aero's point stands, its using in game content in a new way, to make the battles much more dynamic. The only issue I see with it is who will stay for 3+ Matches when they are redlining to opposite team every time.
those who want easy LP
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Booker DaFooker
Seraphim Auxiliaries
123
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Posted - 2013.10.23 14:33:00 -
[9] - Quote
Fox Gaden wrote:IgniteableAura wrote:The only problem I see with this set-up is the time involved. IT could take hours and hours to finish a set of matches....OR days if that's what separates the battles. I would stick with just 3 total battles as opposed to 4. Otherwise great concept, but I would still prefer skirmish 1.0....which apparently won't ever happen again cause its "old tech" I donGÇÖt see a problem with a battle for a district taking hours or even days, as long as the individual matches are the normal length. Players can rotate in and out of the conflict as their time allows. You could wake up the next day and check your star map to see how the battle went after you logged off. The battle for a planet might take days or even weeks. With that train idea, once a district is conquered the battle moves to the adjacent district, and then the next until that planet is taken, but if the attackers are pushed out of the next district, than it goes back to the previous district and the side that lost it the first time become the attackers. If a full planet is taken it should be locked until some condition is met, possibly in EVE, causing the side that lost the planet to counter attack. Meanwhile the same thing would be happening on other planets. It would be a real never ending war, with each battle having a meaningful impact in both games
it is this sort of potential game play that got me excited about DUST pre-beta over 2 years ago. We need this in our game!!!!! The biggest surprise for me is why it wasn't obvious to CCP in the first place.
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Booker DaFooker
Seraphim Auxiliaries
124
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Posted - 2013.10.23 14:39:00 -
[10] - Quote
CCP FoxFour wrote:Hey guys,
I just wanted to let you know that we have been reading this thread and staying on top of it. The discussion is really very good. Right now though we are focused on getting the current iteration of factional contracts out the door, iterating on it after launch, and then a laundry list of other things we need to get done.
We have been have serious discussion internally however about how we slow down the flipping of districts and this thread along with what you guys have been talking about has come up often. So please keep the discussion going and I apologize for the lack of dev response, as I said we are just trying to stay focused on our current goals. :)
appreciate the acknowledgement, nice to know the idea has been noticed
As a matter of interest, do you have any idea how technically difficult/easy such a system of play would be to instigate in-game? |
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Booker DaFooker
Seraphim Auxiliaries
124
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Posted - 2013.10.23 14:41:00 -
[11] - Quote
Fox Gaden wrote:Kazeno Rannaa wrote:What I would like to see implemented with this style of persistence is the ability to not only target a planet or jump into a targeted district that is chosen for us by the Battlefinder and Scotty, rather having Players be more of an active and determining component in the strategic process of designing the battle plan and implementing the invasion.
This would allow for the expansion of these ideas to allow a multi-concerted attack (i.e., hitting several districts at once). EX: district 5 is a production facility along with district 8 (all part of a 12 district planet). Initiating the attack on both would make more sense. But for those pushes to work, it would also make sense to initiate ambushes on Districts 3, 2, 9, &10 since they are all storage facilities. This would spread the forces holding the planet thinly, making the effort on the two production facilities easier and less organized on the side of the defenders.
The attacks on the storage facilities don't have to actually win, they just have to dwindle down the the clone counts and work as a distraction, on that is large enough and successful enough that it divert energy and resources to it.
Again, a meta-game approach to FW.
Aero, by far one of the better discussion I have had the recent pleasure of being involved with on here in a long while. Thanks. I think this is possibly where FW could go. AeroGÇÖs idea is something that can be implemented with what we have today, but would also fit very well into any number of advanced scenarios that could be developed later. They are talking about having EVE pilots fly the War Barge to the planet and anchor over the district to start PC battles in Planetary Conquest 2.0. They could easily adapt that to allow EVE players to start district battles in FW in this manner. Then EVE/DUST Alliances that specialize in FW can do as you suggest and plan their attacks at the meta level.
of course! Eve FW corps could buy and transport clones to where they wanted them used then put out merc contracts for the districts required, maybe your available clone count is dependent on how many are bought? |
Booker DaFooker
Seraphim Auxiliaries
128
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Posted - 2013.10.23 15:12:00 -
[12] - Quote
Kain Spero wrote:Aeon Amadi wrote: Varying levels of player groups, much like in Faction Warfare in Eve Online. Have some districts restricted to 6v6, another for 10v10 and a final, full-on district which encompasses 16v16. I'm sure the community would froth at the mouth for the opportunity to play in a game mode where there is less likeliness of being ganked by large organized teams, just as well they would appreciate the ability to field entire teams for themselves. I do think that Team Deploy is part of the puzzle and could really add a lot to Faction Warfare. On the matter of district size you would think that 6 v 6 may help against less organized teams but it can have the opposite effect at times allowing a larger force to actually cover more ground. Maybe the smaller fights happen alongside the main district conflict?
been thinking about this. How about if each district had several "support mission". Vehicle free 6 man infiltrations to other smaller areas of a district to a target defended by a small 6 man team. For example the target could be a CRU and controlling it would reduce available clone reinforcement in the main district battle. I'm sure there would be a whole load of viable side mission ideas that would work then give tangible advantages to the progress of the battle as a whole. The support mission are available for each match but if not filled then so be it no problem, but if small teams do fill them then off they go. If it is too difficult to apply bonuses to main battle in real time then maybe they can set improved conditions for the next rouind |
Booker DaFooker
Seraphim Auxiliaries
128
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Posted - 2013.10.23 16:25:00 -
[13] - Quote
Fox Gaden wrote:Victor889 wrote:What about the possibility of people taking advantage of this - like two factions decide to win one round and lose the next - if the prizes are cumulative, they could use this to their advantage and get a crap ton of salvage..
And what if the rounds never end - if one side wins round 2, but then loses round 3 and repeat ad infinitum..
Some cool *initial* ideas but need fleshing out - which is why we're here.
Not trolling - just my opinions. The District battles will eventually end. If two sides are balanced it may go on for a while, but as players leave and new players join the battle the balance will change. It would require a great deal of cooperation and coordination to have a battle last days. Players on both sides would have to cooperate to drag it out.
support missions may in fact ensure longer drawn out battles aren't so drawn out if they are allowed to effect conditions in main battle. if the support missions are played then one side will always play with an advantage or handicap depending on support mission outcome |
Booker DaFooker
Seraphim Auxiliaries
129
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Posted - 2013.10.23 19:44:00 -
[14] - Quote
Greasepalms wrote:+1
corporate and factional warfare should be the core of this game
if this kind of play mode was adopted then it certainly would be |
Booker DaFooker
Ancient Exiles
140
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Posted - 2013.10.25 16:10:00 -
[15] - Quote
been away for a day but so glad this has become the threadnaught it deserves to be!
Love some of the additional ideas coming up and the enthusiasm for potential capsuleer involvement, BUT don't lose sight of the fact that for a speedy implementation only the bare bones idea is good for us right now, the rest would need to come later. The beauty of this idea is that it feels like it is do-able very quickly and that is what we all want
That said, keep the ideas flowing!! |
Booker DaFooker
Ancient Exiles
140
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Posted - 2013.10.25 16:14:00 -
[16] - Quote
And hey Devs, how about a sticky for the best thread in town! |
Booker DaFooker
Ancient Exiles
143
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Posted - 2013.10.26 09:06:00 -
[17] - Quote
Kazeno Rannaa wrote:Aero Yassavi wrote:Kazeno Rannaa wrote:Llast 326 wrote:CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation. I think that is a really goods suggestion for the implementation of this particular thread. I guess the next question comes as to when we can get some detailed input from the DEVGÇÖs, and on a side note; when are we going to be getting some detail on the new suits an weapons coming in 1.7 so that we can begin to discuss them?? Final models?? I agree, some updates on 1.7 content would be nice, but let's try to stay on topic here. Fair. I just had to throw that one out since I am feeling really good about the fact that the DEVs are watching this thread. AS for the ideas, I think it is time to compile a listing of those initial features we are looking at presenting with it working down to the more advanced ones that can be implemented after the basic structure is inserted. We have created quiet the mountain for the DEVS to sort through and climb. IF we are going to get this implemented, WE should take the initiative to sort through the content presented and create something that the DEVs can actually work with, i.e., a road map of sorts. If we can do that, what it will do is shine the light on specific features and the DEVGÇÖs would have an easier time of identifying the means of coding and getting them out to us that much faster since a mass majority of the work in conceiving the scaffolding is just waiting to be assembled. No cut pile necessary in carpenter like analogies. It is almost a prefab house. Pick up the pieces and put them together. Fine tuning being of an absolute necessity, but the major lifting that is conceptualizing the building is done. Also this thing we call being recognized for the mass amounts of brain power that we are putting to work or the only payout as being the enjoyment of this game and the escape from our own existences for portions of our existence. I will start to work on one version, if I can get Booker, Aero (but of course the OP) and all of the other major contributors to do the same. Then we could at least arrange a time to meet online in squad and talk this over on coms or something of the like. What do you think?
Hi mate, yes would be great to see a primary list and a secondary list of features for this mode in one place, I am working or attending christening most of the weekend but if no-one else gets a chance to do it I will try to read through and pick out what we need whenever I get the chance over next couple of days |
Booker DaFooker
Ancient Exiles
143
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Posted - 2013.10.26 13:31:00 -
[18] - Quote
Dust players trash talking? surely you are mistaken sir!! lol! |
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