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Fox Gaden
Immortal Guides
1356
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Posted - 2013.10.22 19:28:00 -
[1] - Quote
Great idea!
However, I think 1) Ambush, 2) Ambush OMS, and 3) Skirmish should take place on the same map. Ambush starts with a very small portion of the map. That area is opened up for Ambush OMS, and then opened up further and objectives are added for Skirmish. For immersion purposes they can include the Null CannonGÇÖs and Terminals, but just not have them active in the Ambush stages. At those stages you are not trying to kill MCCGÇÖs anyway.
Then the Domination would be moving onto another area close by to take the controlling objective. |
Fox Gaden
Immortal Guides
1356
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Posted - 2013.10.22 19:32:00 -
[2] - Quote
Kain Spero wrote:This is definitely an interesting idea that is worth exploring. +1
I really like the idea of progression on this "train" across a planet and maybe even from system to system. It would help give players an idea of how the different areas in New Eden are connected together. Kain, we are counting on you to make sure a Dev sees this. We canGÇÖt let this one slip away.
Of course the FW Dev team are the most active Dev team on the forums, so they will likely see it anyway, but this is a uniquely good idea. |
Fox Gaden
Immortal Guides
1360
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Posted - 2013.10.23 12:41:00 -
[3] - Quote
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. I favour this, but with a short War Barge intermission between matches. Gives people time to leave; gives new people time to join; and gives the rest a chance to run to the bathroom, run to the fridge, have a quick smoke, or adjust their fittings.
I think using the same map throughout will make it feel like one long battle. It also explains the significance of Ambush and Ambush OMS as beach-head fights, and then Skirmish and finally Domination to take over the District.
Also, by having all the battles for the same district on one map, with just the redline changing (expanding as you progress) after the Ambush and Ambush OMS maps, you will know which map you will be spawning into for Skirmish and can make plans before the match starts. |
Fox Gaden
Immortal Guides
1364
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Posted - 2013.10.23 13:44:00 -
[4] - Quote
Monkey MAC wrote:Not bad, Not bad!
A few tweaks/suggestions if I may? I like the train idea but not necessarily the match types! If you want to make it feel more inclusive try
1) skirmish 1.0 (renamed "ground war") Enemy has to move mcc succesfully to point for win condition 2) standard skirmish, they are approaching the district null cannon 3) domination
If you really want you could add an ambush in their somewhere.
Also to make it a little fairer on the defenders, if at any point during stages 1 + 2 the attackers mcc is destroyed, they loose period! Ambush is the beach-head. The landing in an enemy district. Trying to get a foothold.
Although it might work better if the Attackers had a limited number of clones, and the defenders had a limited amount of time. Basically it would be the Attackers trying to hold ground long enough for a CRU to be delivered, which would result in the Ambush OMS match to follow. If the Defenders can clone out the attackers they can prevent the Attackers from setting up a CRU and getting a foothold. |
Fox Gaden
Immortal Guides
1364
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Posted - 2013.10.23 13:50:00 -
[5] - Quote
RydogV wrote:+0.5 Well the biggest flaw in the OP plan is using Ambush and Ambush OMS lol Domination I could deal with but not any form of Ambush. In my opinion they are not objective based game modes and have no place in Dus...I mean Faction Warfare. Love the multi-stage idea (a lot like Killzone Warzone which is the best FPS mode ever IMO). Just need some new modes for it. Some kind of Breach mode combined with a Demolition type mode would be ideal. I dream of the day a corporation can attack a District and move through a couple of stages of defense...hack and capture a space elevator and take that baby to the top...fight our way through a space station....overload the reactor and set it to blow...steal a ship....and then escape back to the planet. Can you deal with that?! Ambush is the beach-head. The landing in an enemy district. Trying to get a foothold.
Although it might work better if the Attackers had a limited number of clones, and the defenders had a limited amount of time. Basically it would be the Attackers trying to hold ground long enough for a CRU to be delivered, which would result in the Ambush OMS match to follow. If the Defenders can clone out the attackers they can prevent the Attackers from setting up a CRU and getting a foothold. |
Fox Gaden
Immortal Guides
1366
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Posted - 2013.10.23 14:15:00 -
[6] - Quote
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 |
Fox Gaden
Immortal Guides
1366
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Posted - 2013.10.23 14:28:00 -
[7] - Quote
Kazeno Rannaa wrote:Aero Yassavi wrote:Raskutor 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 rather like the idea that it could possibly take hours, or longer, for control of a district to change. To me, then, winning the district would be a much greater accomplishment than just a 15 minute skirmish. Agreed. I also think the probability of fighting over a single district for a day or longer would be very slim and practically non-existent. Aero, I think that may, more than likely be true, yet the possibility still remains. If you have several teams of highly motivated crews participating in the contest for the district it could possibly go for hours, i.e., Hamburger Hill moments that turn into ULTRA-meat grinders. Keep in mind that, though many players may become disenfranchised in a district due to consistent red-lining, you may get a number of people that will become stubborn and tough it out to the bitter end. If the Defenders are Red Lining the attackers, then a District Battle could be over in 1 match. If the attackers are Red Lining the defenders, then the Battle will be over in 4 or 5 matches.
For a District Battle to go on for a full Day, both teams would have to be very evenly matched. Think about that. Any battle that went on for that long would be EPIC!!! |
Fox Gaden
Immortal Guides
1366
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Posted - 2013.10.23 14:36:00 -
[8] - Quote
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. |
Fox Gaden
Immortal Guides
1366
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Posted - 2013.10.23 14:54:00 -
[9] - 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. :) This idea has got me more excited than any thread I have read on the forums thus far.
- It gives significance to each FW battle and makes it easy for a merc to know how they impacted the bigger picture. What you do in this fight has a meaningful impact on a galactic battle involving two games. IsnGÇÖt that roughly what one of the promotional catch phrases for dust says?
- It would set DUST apart from other FPS games. It would help to define the niche which DUST fills on the Gaming market.
- It uses what we have now, so should not be a huge programming undertaking.
- It is a good solid foundation that works as presented, but also can be expanded on in many ways for future iterations.
- It improves the EVE/DUST interaction, and has a lot of room for further integration.
I think most of us understand that you canGÇÖt drop everything and implement this for 1.6 or 1.7, but you could definitely put this on your roadmap for the not too distant future. Maybe the next expansion?
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013. |
Fox Gaden
Immortal Guides
1366
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Posted - 2013.10.23 14:58:00 -
[10] - Quote
Booker DaFooker wrote: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? Good point.
FoxFour, do you see any potential challenges in implementing this? Maybe we can come up with ideas or work arounds? |
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Fox Gaden
Immortal Guides
1370
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Posted - 2013.10.23 15:07:00 -
[11] - Quote
Kain Spero wrote:Fox Gaden wrote: 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. I do like the idea of potentially using War Barges in FW as well to direct fights. It seems like a good fit, but at the same time I wouldn't want to outright limit the other things that may be possible as well (spending LP, etc.). First, this suggestion was to be an iteration implemented as a future upgrade to the original suggestion.
I was thinking of having parallel systems, at least initially. Have NPC War Barges starting district battles according to criteria similar to what spawns FW battles now, but also give FW Corps the chance of looking at the larger tactical picture and influencing the course of the war by initiating their own strategic battles. Once a battle is started, it would proceed the same as an NPC initialized battle.
I donGÇÖt see there being any need to alter the LP system that they are currently working on. I would think it would fit nicely with these suggestions. |
Fox Gaden
Immortal Guides
1370
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Posted - 2013.10.23 15:24:00 -
[12] - Quote
IgniteableAura wrote:Fox Gaden wrote:Kazeno Rannaa wrote:Aero Yassavi wrote: I rather like the idea that it could possibly take hours, or longer, for control of a district to change. To me, then, winning the district would be a much greater accomplishment than just a 15 minute skirmish.
Agreed. I also think the probability of fighting over a single district for a day or longer would be very slim and practically non-existent. Aero, I think that may, more than likely be true, yet the possibility still remains. If you have several teams of highly motivated crews participating in the contest for the district it could possibly go for hours, i.e., Hamburger Hill moments that turn into ULTRA-meat grinders. Keep in mind that, though many players may become disenfranchised in a district due to consistent red-lining, you may get a number of people that will become stubborn and tough it out to the bitter end. If the Defenders are Red Lining the attackers, then a District Battle could be over in 1 match. If the attackers are Red Lining the defenders, then the Battle will be over in 4 or 5 matches. For a District Battle to go on for a full Day, both teams would have to be very evenly matched. Think about that. Any battle that went on for that long would be EPIC!!!
Let me explain. The old mechanics in PC, where you had to grind and grind and grind for 4 or 5 days to take a district was not fun. Also having to grind for 5 hours to take a district is equally terrible for the same reasons.
Having a progression is nice, but I don't want it to feel like its a grind to get there. If the teams are equally matched you could end up with a perpetual state of stalemate and its just a matter of which team burns out faster. A great example would be a corp that is great at Ambush game mode but can't manage to hold objectives in skirmish.
I also don't want casual groups who can't play consistently every day for 4 hours to get the wide end of the stick. They should be able to drop into a battle and be able to "finish" in a couple hours. Reducing the number of consecutive battles from 4, to 3 would make a big difference in that aspect. Even just two would probably be a good starting place and they could add, subtract from there.
Having different districts have different number of battles could also be a neat idea...similar to how many players can be deployed as well (8v8, 16v16, 32v32 etc)[/quote] So have different districts have different conquering criteria. Maybe some districts only have 1 Null Cannon and other Districts have more, for instance.
Possibilities:
Ambush > Domination Ambush > Skirmish Ambush > Ambush OMS > Skirmish Ambush > Ambush OMS > Domination Ambush > Ambush OMS > Skirmish > Domination
Maybe make the ones that include Skirmish more common, as there are some that donGÇÖt like Domination.
You could also vary the number on each side for different Districts.
You would be more likely to get EVE support for the longer maches, but not all the battles have to be long, and if conquering one District started a battle in the next district for the eventual capture of the planet, then EVE players may stick around for more than one District Battle and be able to provide support even in the short ones. Of course different planets have different numbers of districts, so the time to take a planet will vary greatly. |
Fox Gaden
Immortal Guides
1370
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Posted - 2013.10.23 15:39:00 -
[13] - Quote
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.
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Fox Gaden
Immortal Guides
1370
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Posted - 2013.10.23 16:21:00 -
[14] - Quote
Booker DaFooker wrote: 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
That would be an interesting iteration on the original idea that could be added in later to add additional dynamics to the battle. |
Fox Gaden
Immortal Guides
1370
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Posted - 2013.10.23 17:12:00 -
[15] - Quote
Tweaking the way current game match mode mechanics work to make it more cohesive:
I am in favour of implementing the system as stated in the Original Post initially, without additional modifications, in order to get it in place faster. However, once it is in place, there are things that could be done to improve the experience that could come as future iterations. One of these is tweaking match mechanics to make them flow more cohesively, so they work in a logical progression.
Ambush (the Beach-Head)
- The Attackers have to hold their ground for 5 minutes until a CRU is deployed. - Defenders have to clone out the Attackers before the 5 minutes is up so that they can prevent the CRU from being deployed. - Defenders have 2 or 3 times more clones available than the Attackers have, but the Attackers only have to hold their ground for 5 minutes. The Defenders have the resources, but the Attackers have time on their side.
Ambush OMS (Getting a Foothold)
- The Attackers are attempting to clear out the defenders in the immediate area so that they can setup a base of operation. This base will be their Red Zone in the following Domination and Skirmish matches, but the Defenders need to be cleared out so that a base camp can be setup. - This stage works like a current Ambush OMS with both sides trying to clone out their opponents.
Domination (Shutting Down the DistrictGÇÖs Automated Defences) - The objective is the terminal which accesses the Automated District Defences. All Null Cannons are operated by the District Defence Computer and are targeting the Attacking Dropship. - The Attacking team must hack the District Defence Computer to shut it down before their MCC is destroyed. But the Virus upload on the District Defence Computer takes 5 minutes. This means the Attackers must take the objective and hold it for 5 minutes before their MCC is destroyed. - When the Virus upload is successful, the District Defence Computer is compromised and control of the Null Cannons reverts to the targeting computers linked to the individual Null Cannons. With the Automated defences compromised the Attacking MCC has time to repair armour and regenerate shields. The Defenders must bring in their own MCC in a last ditch effort to defend their district, which results in a Skirmish match.
Skirmish (Taking the District)
- With the District Defence Computer taken down and the Attacking MCC repaired, the Defenders must bring in their own MCC in a last ditch effort to defend their district. - Since the two MCCGÇÖs are evenly matched, both sides are vying for control of the individual Null Cannons to help take out the enemy MCC. - If the Defending MCC is destroyed it gives the Attackers time to repair the District Defence computer and take control of the District. The Defenders are driven completely out of the District. - If the Attacking MCC is destroyed, the attackers will have to bring in another MCC and in the time that takes the Defenders will have repaired the District Defence Computer, setting it back to Domination mode.
This setup requires a slight modification to Ambush, and a more substantial modification to Domination, but I think it would make the progressions make sense. Ambush OMS and Skirmish would be unchanged. |
Fox Gaden
Immortal Guides
1387
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Posted - 2013.10.23 23:18:00 -
[16] - Quote
Aero Yassavi wrote:Phazoid wrote:a total clone count could work as a safe measure to avoid perpetual stalemate, if x team lost 75 of 100 clones on the 2 first battles, the team would be left with 25 clones for skirmish, instead of a clone count per battle, a total clone pool that doesnt regenerates after battle That's actually a pretty good idea. So basically there is a very large clone count at first that is representative of how long it should take to capture or defend the single district through these multiple battles, and then number gets stored and carried from match to match until a new attack on a new district begins. A finite number of clones on each side yes, but not all clones would be available for each match. There are the logistical issues of getting the clones to the section of the district where the battle is taking place.
So in the initial Ambushes the defenders only have the Clones available for quick deployment to that area, and the Attackers only have access to the clones they are able to land in the enemy District.
Once it progresses to the main areas and the MCCGÇÖs get there, then both sides would have access to more of their clones.
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Fox Gaden
Immortal Guides
1387
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Posted - 2013.10.23 23:26:00 -
[17] - Quote
Goric Rumis wrote: Something else with respect to these progressions: If you lose, do you just get knocked back to the previous step? I like Fox Gaden's thematic progression, but say you establish a base with an Ambush OMS game, but you lose the subsequent Domination match to shut down the defense systems. Do you then play another Ambush OMS, or do you play another Domination where you're defending your base from being shut down? The progression might look more like one of those old Wing Commander storyline maps rather than a straight line. Just a thought.
My thought was that after blowing up the attackerGÇÖs MCC, the Defenders would then try to clear out the attackers Base Camp, resulting in another Ambush OMS. If the Defenders won in the Ambush OMS, they would then fight the last pocket of resistance who are trying to hold out long enough to get a CRU reinforcement brought in (Ambush). But you could leave out the last Ambush. |
Fox Gaden
Immortal Guides
1391
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Posted - 2013.10.24 15:46:00 -
[18] - Quote
Kazeno Rannaa wrote:Fox Gaden wrote: Ambush is the beach-head. The landing in an enemy district. Trying to get a foothold.
Although it might work better if the Attackers had a limited number of clones, and the defenders had a limited amount of time. Basically it would be the Attackers trying to hold ground long enough for a CRU to be delivered, which would result in the Ambush OMS match to follow. If the Defenders can clone out the attackers they can prevent the Attackers from setting up a CRU and getting a foothold.
Fox I am liking where that idea is going. If you start out an Ambush match with both a 15 minute timer for the defenders to clone the attackers and the attackers having the equivalent of 8 full squad complements of clones (which turns out to be 48 clones, so the current number of 50 is a good base) and the objective to either last till the timer runs out or they, themselves, take over one of the defender's CRU's, eliminate the defending troop element, or push past a certain geographic marker with minimal contact to place a beacon for the friendly force's CRU, that could be a good beach head assault. But then the question comes in whether or not the vehicles (specifically I am thinking of an air assault operation using multiple dropships, which would work better in skirmish 1.0 - ground war) should be allowed and what are we to do about the redline? Personally I think the redline in FW should be removed and some lateral movement should be allowed for the sake of simulating a more accurate and functional military operation. But this brings to question; what is the purpose of this particular beachhead assault? Is it to harass the enemy into shifting their forces to open gaps in other districts, is it an attempt at logistical disruption, or is it blitzkrieg? If it is the last, why would it start in assault, when en-mass zergs would throw everything they have at the enemy? This seems to point towards strategic operational planning which means the player should have a functional and accurate map int he war barge. Without a basic understanding of the terrain of the district, mind you no the exact placement of installations rather the sockets and buildings, would allow for the commanders of the ground operation to choose between a couple of modes per-say: hit&run harassment, logistical disruption (sabotage), or full-scale military operational push (i.e., taking the district). This I feel would add to the complexity of the meta game. While I generally agree with your suggestions, they are at least an order of magnitude more complicated from the development perspective than what I had suggested. Your suggestion could very well be a future iteration on what I suggested, but it would likely be a year or two out.
For my suggestion assume that an NPC General is doing the planning and deciding were to drop us. (Because this allows CCP to control where they put us, rather than having to make sure the early stages could work anywhere on the map.)
In the Ambush round we are being dropped in from a small Atmospheric Insertion Vehicle (they showed one in one of the DUST trailers) that is small enough to slip through planetary defences and drops the clones over the battlefield. That is why you get random spawns in Ambush. Once Drop Uplinks are deployed it can use the wormhole in the Drop Uplinks to deliver clones to the ground, but the Drop Uplinks donGÇÖt have the range to get clones from the War Barge in orbit, so during the Ambush you are restricted to the clones in the Atmospheric Insertion Vehicle.
You donGÇÖt see any of this, meaning CCP does not have to create it, because your consciousness is not transmitted to clone until it is on the ground. While Uplinks donGÇÖt have the range to transfer a clone body from orbit, your consciousness is just data and can be transferred much farther. When you die on the ground your consciousness is transferred to a clone on the War Barge that is interfaced with the War BargeGÇÖs Computer. That is where you are physically when you are looking at the spawn screen. Then when you spawn you consciousness is transmitted to a clone on the ground.
The purpose of Ambush is to simple secure a small area of ground where a CRU containing a larger number of clones can be landed. If the original incursion party are cloned out before the CRU is landed, the Defenders will be able to sabotage the CRU before it can activate, or prevent it from landing in the first place. |
Fox Gaden
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Posted - 2013.10.24 16:07:00 -
[19] - Quote
True Adamance wrote: Why not simply have a rush style game called Beach head.... Ground war could be the escorting of the MCC when it gets locked to the district, to the main combat zone, then Skirmish, we the combat over the outlying points is fought, and then to domination where the central command structure of the district is fought over.
The question here is: Do you want to wait months to get this implemented, or do you want to wait years to get this implemented?
The OPGÇÖs suggestion uses current game modes, so the development effort to implement it is much less. Once it is implemented, the order of the game modes can be changed up, the individual game modes can be tweaked, and new game modes can be added, but all of that would be in future iterations.
My vote is to implement the OPGÇÖs suggestion so we can have it in months. Your suggestion is good for a future iteration, but would require a lot of development work as you are suggesting a completely new game mode. |
Fox Gaden
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Posted - 2013.10.24 17:36:00 -
[20] - Quote
Laurent Cazaderon wrote:
Not fan of the idea as it's using game modes that are broken. I'd rather see a brand new staged game mode being developped to have longer battles with a real feeling of "conquest". WHy ? because Dust desperately needs such a game mode. And because such a pattern of different rounds for the same battle, with difference game modes poses the issues of going from lobby to lobby, server to server, etc..
I'd rather have one game mode that lasts around 30-40 minutes with fail safe in case of major redlining\crushing.
1) I would like to have this months from now, not years from now. New Game modes take time!
2) I like the idea of being able to participate when I only have time to get on for half an hour, or have the option to stick with it for 2 hours if I have time. The intermissions gives time for bathroom breaks, grabbing snacks, and messing with your fittings.
3) As long as you donGÇÖt leave you only go back to the War Barge, not back to your Merc quarters, and the teams only change as players leave or join, so there will be some continuity. |
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Fox Gaden
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Posted - 2013.10.24 17:43:00 -
[21] - Quote
Laurent Cazaderon wrote:Individual matches in dust are quite short when you think of it. If they seem long it's only due to most games being boring out of lack of activity \ enemy dropping the ball. Overall, i'd love to know what makes you so sure people dont want longer matches as in longer action packed fights. On the contrary, i tend to think there is a tremendous wait for a bigger game mode, with larger player count, and a more attack\defense feel. You know... That conquest game mode we hear about now and then since the last 2 years. Bottom line. I wouldnt want to play more FW if i had to be forced to play an ambush game mode, then an OMS , then a skirmish and then a domination. In the end, such a process would probably take 1 hour and a half. And i'm being gentle with all the loadings, lobbies, server starting that would require. I'd rather see a game mode that lasts 30+ minutes in general. that features a real conquest feeling with different stage (defense relay to multi hack, unlocks access to the main outpost, hack central mainframe, game over.) with several fail safe (defense relay not took after 15 minutes = loss / tickets exhausted = Loss). With installations dropping etc. Oh but Wait... Aint that skirmish 1.0 with minor changes ? Could it be the answer was here all along ? That is very cool, but I donGÇÖt want to wait for them to develop it. Add it in a later iterations.
Laurent Cazaderon wrote: Or let's be totally crazy. Why not a game mode that lasts VERY long. Something you could jump in and out when you want knowing the fight will keep on going. People would still benefit from participating without seeing the end (time relative ISK and SP). That would feel like conquest ! You could be sending message during the fight to get people you know because a squad had to leave the fight.
The longer the game also, the better the chance to see Capsuleers jump in and provide orbital strikes as the event will have more visibility in EVE where the moment to moment gameplay is very much slower.
You just described what the OP is proposing. |
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Posted - 2013.10.24 17:51:00 -
[22] - Quote
You know, provided that holding districts has enough benefit to a faction for EVE pilots to care about it, this would lead to some EPIC battles for orbital supremacy in EVE.
Since District battles would normally take anywhere from an hour to several hours, and then the fight moves on to the next district, possibly rolling back if the defenders get the upper hand, the battle for a planet will take days. During that entire time there will be opportunities for EVE pilots to do Orbital Bombardments every 5 to 10 minutes. Often even more frequently.
So you will have both factions fighting in EVE to deny the apposing faction access to Orbitals. It could be the most exciting thing added to EVE faction warfare PVP in a while. |
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Posted - 2013.10.24 22:01:00 -
[23] - Quote
IgniteableAura wrote: 15 minutes is not near long enough for most eve pilots to get to the district unless you have extended warbarge time between battles. You likely would not even get a orbital strike in....which we don't have metrics yet for exactly "how long" the beacon has to be held to earn one.
An EVE pilot might not make it to the fist 15 minute match on a planet, but they will likely make it in time to catch one of the 20 to 150 matches that will take place on the planet before it is conquered.
Minimum of 4 matches to take a district, ranging in length from 5 minutes (Ambush) to 30 minutes (Long Skirmish), but if the defenders put up a good fight and there is some back and forth it could take much more than 4 matches.
5 to 24 districts on a planet.
So flipping a planet would take at least 20 battles for a 5 district planet, and at least 96 to flip a 24 district planet. Realistically there will be some back and forth, so probably closer to 30 matches for a 5 district planet up to 150 matches to take a 24 district planet.
With an average match length of 15 minutes + a 5 minute intermission:
A 5 District Planet would take at least 6.6 hours to flip.
A 24 District planet could take at least 1.3 Days to flip.
A 24 District planet could easily remain in combat for 2 full days.
That being said, I think there should be a 15 minute warning before the first battle on a new planet, to allow EVE pilots time to get there for the first match.
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Posted - 2013.10.24 23:03:00 -
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Forlorn Destrier wrote:Aero Yassavi wrote: But isn't that what CCP wants? Full fleets actually caring about Dust? And then fleet battles occurring over Dust districts? As for why they would want to, that's for CCP to figure out. I'm sure throwing LP at them can solve some of it. In fact, don't most EVE players only plex for LP? So yeah, just give them enough LP to make it worthwhile.
This - PvP players will be happy to do this - the fight won't just happen in orbit - they will happen at stations in the hot system, they will happen at stargates leading into the hot system - you just have to look at the very patient pirates in Eve to gatecamp for hours to know they have the patience for it, and that is when there is no promise of reward. Add to that LP for those pilots that is guaranteed on top of the potential for loot drops, and you have a very dynamic and attractive mix for different kinds of PvP pilots in Eve from pirates to null sec to FW, to the casual PvPer. This can work, I can virtually promise you it will. This! |
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Posted - 2013.10.24 23:43:00 -
[25] - Quote
Forlorn Destrier wrote: Unrelated note - Fox Gaden please ask your CEO to respond to the email about Legacy Rising :)
My CEO is my EVE Character. I had not realized that was you. I was going to get around to responding to it, but it slipped my mind after I spent all morning in meetings.
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Posted - 2013.10.26 11:03:00 -
[26] - Quote
When waiting on the War Barge between battles CCP needs to make sure that Local Chat is set to the system the War Barge is in, and not the MercGÇÖs home system.
This would mean that the MercGÇÖs on both sides in the conflict, as well as all the EVE pilots in the system, would be in the same chat channel.
It would give a chance to say GÇ£Good FightGÇ¥, or to do some trash talking.
I think it would help to make DUST feel just a little less like GÇ£just a lobby shooterGÇ¥, and give a little more of an MMO feel. Besides, technically this is how it is supposed to work. Admittedly, I have not checked Local during a battle to see if I am in that systemGÇÖs local. |
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Posted - 2013.10.28 15:00:00 -
[27] - Quote
Implementation Phase 1:
1. Ambush. The attackers are trying to gain a foothold in the district. If the defenders win, then the district is successfully defended and temporarily locked up. If the attackers win, proceed to case (2). 2. Ambush OMS. The attackers gained some ground and opened up the battlefield to off map support. If the defenders win, return to case (1). If the attackers win, proceed to case (3). 3. Skirmish. The attackers have made their presence known and are trying to seize as much territory as possible. If the defenders win, return to case (2). If the attackers win, proceed to case (4). 4. Domination. The attackers are going in for the finishing blow on the critical objective. If the defenders win, return to case (3). If the attackers win, the district is successfully captured and temporarily locked up.
When a District is taken the process would start over on the closest district belonging to the side that just lost their district, as the attackers press the assault, until one side or the other conquers the whole planet.
When all the Districts on a planet are taken by one side the planet is locked for a period and the battle moves to another planet. This is to give the impression that conquering a planet has significance.
Between the battles the participants return to their respective War Barges, not their merc quarters, and are automatically put in the que for the next battle, until the planet is taken. The intermission on the War Barge is 5 minutes in direction. This gives people a chance to leave, and a chance for new players to join. It also gives people who are staying a chance to adjust fittings, grab a snack, or run to the bathroom. This way, when you join Faction Warfare you are joining a team, and you remain with that team for as many battles as you have time for.
Depending on the number of people queing for Factional Warfare (the number of teams) there could be disputed districts on several planets, or even multiple disputed districts on one planet.
Implementation Phase 1a:
Give the Attackers and Defenders a finite number of clones, so that if it goes back and forth enough, one side or the other will get cloned out after maybe 6 to 10 games. The max number of clones per game would be the same as normal until the total clone count drops below the normal match count.
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Posted - 2013.10.28 15:01:00 -
[28] - Quote
Reserved for Implementation Phase 2 summery |
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Posted - 2013.10.28 15:02:00 -
[29] - Quote
Reserved for Implementation Phase 3 summery |
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Posted - 2013.10.28 15:04:00 -
[30] - Quote
Reserved for Implementation Phase 4 summery |
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Fox Gaden
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Posted - 2013.11.01 12:17:00 -
[31] - Quote
Ambush OMS modification, Implementation Phase 3
Premiss: A CRU is a larger form of Drop Uplink, able to create an artificial wormhole powerful enough to deliver a clone from the War Barge in orbit. It can then spawn the clone, or redirect the clone to a nearby Drop Uplink. However, delivering a clone from orbit takes a massive amount of power, so a CRU will run out of power after delivering 50 clones. If the spare clones are housed in a nearby MCC, then the power use is much less and a CRU can deliver over a thousand clones (meaning clone count would be based on available cones rather than power usage).
Modified Ambush OMS: - No MCC, so the clones are coming from orbit. - Each team starts with 1 CRU = 50 clones. - A CRUGÇÖs remaining clone delivery charges become available to the team that controls it. - 3 or 4 CRUGÇÖs are dropped in randomly throughout the match. - Each CRU has a clone delivery charge count, starting at 50. - Uplink clones will always be delivered through the last CRU your team hacked. - When a CRU has delivered 50 clones it becomes inactive and goes dark. - Wining conditions are the same as current Ambush OMS. - The difference is that you can clone the opponents by hacking all their CRUGÇÖs. - Also a nearly cloned out team can make a comeback if they hack a CRU.
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Fox Gaden
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Posted - 2013.11.07 17:06:00 -
[32] - Quote
Putting them in sequence and fitting them into the context of the district takeover gives game modes such as Ambush, which seems pointless to some people, a greater meaning. If it is about securing ground to setup a base camp and gain a beachhead, then people will probably be more willing to tolerate it.
I think my suggested modifications to the Ambush, Ambush OMS, and Domination modes, for future iterations on your original suggestion, will make those game modes more engaging and more popular, as well as fitting them into the context of a District takeover better.
Modified Ambush and Modified Domination
Modified Ambush OMS
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Posted - 2013.11.16 21:25:00 -
[33] - Quote
I did my best to compile the ideas in posts #237, #238, #239, and #240. I think I only got as far as the ideas on the 7th page though.
Later I had an idea to improve Ambush OMS in post #250. |
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