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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
crazy space 1
Unkn0wn Killers
1895
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Posted - 2013.10.23 14:57:00 -
[1] - Quote
why not make PC battles mulestage? It already requires two battles to win a PC match. Make those two matches different game modes within the same match
You know... like skirmish 1.0 pulled off successfully. Multiple game modes per round was really addictive... Just increase the clone count to 300 and make PC an hour long match with 3 zones, each a different type of game mode
skirmish 2.0, highway defend/attack the shield generators match, final build MCC hacking attempt mode.
god do I want skirmish 1.0 so bad. I came to this game , played that game mode and thought, yes. CCP you have released me in I will support this amazing game. And the dust that I played in beta isn't the game I'm playing now. And it makes it hard to find a reason to log in when you're only logging in because of a feature that disappeared. |
crazy space 1
Unkn0wn Killers
1897
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Posted - 2013.10.23 20:56:00 -
[2] - Quote
also I'd like to add that I like the idea of the warbarges in FW being owned by the NPC faction. However I think the fight over the Orbital artillery should play a larger role and help teach players how PC battles work. Since they will be more complex and require more input from both eve and dust. *flying warbarges to planets*
So here is my proposal, it's not going to be perfect I'm sure CCP could do it better but I hope it helps CCP with some of it's direction in this part of the feature.
So each FW planet has a Warbarge in orbit. This Warbarge will be spawned based on which factions own the system during release. Having a warbarge in space should give your team an advantage but it shouldn't be a bonus % per level that's boring and complex to the game. Instead the advantage of having your factions warbarge is in the mechanics.
I'm going to explain this from the point of view of the team doing the attacking.
So a dust corp gets together a 16 man squad and wants to take some planets in system A in order to help their allies. Being able to keep the planets under control makes the system easier to flip in eve online. They enter the FW lobby where they can wait for successful battles to be opened and join them. The 1st thing standing in their way is that enemy Warbarge in orbit. So in order to start an attack an eve player must drop a beacon over a district to start a battle there. This pops up a battle to join for dust players.
Once the attacking team joins a 5 minute timer is started and the district beacon is now lit up on the eve side overview so eve people know there is a battle going on as well.
Now from the defenders point of view, how do they get to the battle? what does the warbarge do exacttly?
So you are a defending team. You as well get together a 16 man squad and enters the FW window. There is a second tab for defence contracts. In this tab you can see any battles opened up and join them to defend. Now the nice thing about this system is teams can see where the planet is and eve support can very quickly react. People want fights, adding the beacon system and adding LP and large rewards for ground strikes is genius. Make sure the beacons are cheap we'll need a lot of dust side battles so keep them under 1 million isk.
So simple having the warbarge puts that planet in the defence contract tab and not having a warbarge puts that planet onto the invasion orders tab. There is a bit more to this in regards to districts changing hands but you can control the whole planet and not have control of the warbarge yet which means they could freely send in attacks at each district.
Now here's where I think my idea gets fun. To take down the Warbarge and turn the planet to your side you must attack and fight over the orbital artillery. If you control the orbital artillery map it starts a 10 hour cooldown. During this cooldown the district can be attacked normally, but once the timer reaches 0 the warbarge gets shot down and your team gets a warbarge in orbit automatically placed by NPCs, giving you free range to attack the remaining districts freely without eve assistance. And now it's a planet that defence contractors can take when the other side attacks to take the planet back.
Now the real question is, should dust players somehow be able to set up a contract that asks for an eve player to take and place a beacon? As in let us pay for the beacons so it costs the eve players nothing. I know that's asking us to pay more isk for a game mode that doesn't even reward isk though so maybe have it as an option. A tight group of dust and eve players can have the eve players covering the cost, but rich dust corps that have 4 billion isk don't have to depend on eve players to start battles and attack whoever they damn well please. |
crazy space 1
Unkn0wn Killers
1898
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Posted - 2013.10.23 21:33:00 -
[3] - Quote
Phazoid wrote:also i could give the chance after each battle for the defenders to deploy instalations, but this is just a wild idea
why not? if you lose you get pushed back to the next battle zone, I mean it might sound wierd but, why not make the attacking team have to bring in LAVs and dropship to travel 1-2 mins to the next battle zone? I mean that's shorter than the time between being booted at the end of the game to the 2nd PC match. Maybe I'd be fun to move the MCC across the map and in a no combat phase of the game.
installations where a market section during beta after all. So instead of random poorly placed turrets, let the defending team use that 2 mins to set up defences since it's now MCC vs. No-MCC over the planetary installation building. |
crazy space 1
Unkn0wn Killers
1903
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Posted - 2013.10.24 07:45:00 -
[4] - Quote
DoomLead wrote:Best post I have seen in 2 months 70 plus likes hopefully something real close to this gets implemented remember it used to be implemented in the past |
crazy space 1
Vherokior Combat Logistics Minmatar Republic
1998
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Posted - 2013.11.24 23:07:00 -
[5] - Quote
what about maps that are 4 6v6 battles that end in a larger 24v24 battle?
So you deploy as a team and each team gets a chance to take out 25% of the other teams MCC shields in a smaller shorter battle. Then the redzones shift so the players move into the middle and have a larger match. |
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