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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2957
|
Posted - 2013.10.21 20:13:00 -
[1] - Quote
Faction Warfare right now has some flaws and CCP is addressing some flaws with the recent changes, mainly adding rewards. But even after these changes, faction warfare will still lack a sense of progression and EVE players trying to give support to their Dust players will still end up getting ping-ponged across New Eden. So why not knock out two birds with one stone?
Part of the progression issue is that it seems odd that a 15 minute skirmish is all that decides the outcome of a district. Instead of making the battles longer, I propose the following.
Say the Imperial Guard is attacking a district owned by the Republic Command. The battle will proceed as follows:
- 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).
- 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).
- 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).
- 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.
Here is a flow chart by everyone's favorite cat to help you visualize this, http://i.imgur.com/fnaa7RI.png
Each battle would happen on the same mega terrain, but would use different maps and moods as you are moving to different portions of the district (perhaps rotating moods between matches to give the illusion of a day/night cycle). After each map, players will be returned to the warbarge where they wait about 5 minutes for the next stage of the battle to happen. If players leave, new players queued for FW will replace them. Bonus rewards for players who stick from the beginning of the battle to the end if successful. This would also help solve the case of EVE players ping-ponging across the warzone, as they would spend more time sticking around the planet then flying several jumps to the next one.
Additionally, imagine you take all the districts that the Amarr and Minmatar fight over for example and string them together to form this circular track such that one district leads to the next nearby district and so on and so forth until the last district leads back to the first district. Now imagine you are on a GÇ£trainGÇ¥ following this track. Once the district you are fighting on gets GÇ£locked,GÇ¥ you advanced along the track to the next district. This will give an even deeper sense of progression for the Dust players as well as further help in keeping the EVE players localized. To accomodate for the large player base, new GÇ£trainsGÇ¥ will be created to follow this same track but be evenly spaced out. Also in this case, the district wouldnGÇÖt actually need to be GÇ£locked,GÇ¥ instead it simply wouldnGÇÖt be attacked again until the next GÇ£trainGÇ¥ arrives.
And even better, CCP wouldnGÇÖt have to create anything new as this uses entirely existing resources. |
Aisha Ctarl
PIE Inc. Praetoria Imperialis Excubitoris
1553
|
Posted - 2013.10.21 20:19:00 -
[2] - Quote
I love it.
This idea will also deepen the feel of a factional WAR and not factional pub matches. Hopefully this thread catches a DEV's eye. |
TechMechMeds
Swamp Marines Kleenex Inc.
818
|
Posted - 2013.10.21 20:20:00 -
[3] - Quote
Aero Yassavi wrote:Faction Warfare right now has some flaws and CCP is addressing some flaws with the recent changes, mainly adding rewards. But even after these changes, faction warfare will still lack a sense of progression and EVE players trying to give support to their Dust players will still end up getting ping-ponged across New Eden. So why not knock out two birds with one stone? Part of the progression issue is that it seems odd that a 15 minute skirmish is all that decides the outcome of a district. Instead of making the battles longer, I propose the following. Say the Imperial Guard is attacking a district owned by the Republic Command. The battle will proceed as follows:
- 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).
- 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).
- 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).
- 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.
Here is a flow chart by everyone's favorite cat to help you visualize this, http://i.imgur.com/fnaa7RI.pngEDIT: It came to my attention that a mod may mistake me for a Cat Merc alt. Obviously this is not the case, he simply helped me in collaboration of this idea over skype. Each battle would happen on the same mega terrain, but would use different maps and moods as you are moving to different portions of the district (perhaps rotating moods between matches to give the illusion of a day/night cycle). After each map, players will be returned to the warbarge where they wait about 5 minutes for the next stage of the battle to happen. If players leave, new players queued for FW will replace them. Bonus rewards for players who stick from the beginning of the battle to the end if successful. This would also help solve the case of EVE players ping-ponging across the warzone, as they would spend more time sticking around the planet then flying several jumps to the next one. Additionally, imagine you take all the districts that the Amarr and Minmatar fight over for example and string them together to form this circular track such that one district leads to the next nearby district and so on and so forth until the last district leads back to the first district. Now imagine you are on a GÇ£trainGÇ¥ following this track. Once the district you are fighting on gets GÇ£locked,GÇ¥ you advanced along the track to the next district. This will give an even deeper sense of progression for the Dust players as well as further help in keeping the EVE players localized. To accomodate for the large player base, new GÇ£trainsGÇ¥ will be created to follow this same track but be evenly spaced out. Also in this case, the district wouldnGÇÖt actually need to be GÇ£locked,GÇ¥ instead it simply wouldnGÇÖt be attacked again until the next GÇ£trainGÇ¥ arrives. And even better, CCP wouldnGÇÖt have to create anything new as this uses entirely existing resources.
An amarrian came up with this? How?
I support this. |
Kain Spero
MoIden Heath PoIice Department EoN.
2131
|
Posted - 2013.10.21 20:21:00 -
[4] - Quote
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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2961
|
Posted - 2013.10.21 20:22:00 -
[5] - Quote
TechMechMeds wrote: An amarrian came up with this? How?
I support this.
I had a little help revising it with people from the CPM's FW Discussion channel on Skype |
Kain Spero
MoIden Heath PoIice Department EoN.
2131
|
Posted - 2013.10.21 20:26:00 -
[6] - Quote
An interesting wrinkle (but I don't want to derail the thread), but maybe Eve militias can spend LP to start one of these "trains" in a desired system/planet or increase the rewards for players that are heavily involved in taking a particular planet.
The idea in the OP of players getting larger rewards for following through with a sequence of these battles seems like a interesting incentive as well since there is a larger time commitment required. |
Thor McStrut
Reckoners
243
|
Posted - 2013.10.21 20:26:00 -
[7] - Quote
Fantastic idea. As racial sockets get finished, it'd be awesome to see the progression of attacker's structures begin to populate the progressing battlefield. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3448
|
Posted - 2013.10.21 20:29:00 -
[8] - Quote
Kain Spero wrote:An interesting wrinkle (but I don't want to derail the thread), but maybe Eve militias can spend LP to start one of these "trains" in a desired system/planet or increase the rewards for players that are heavily involved in taking a particular planet. They could do, I like the idea of EVE players Spending LP to have command bases on the planets which start these trains, ending with either the eventual loss of the planet and destruction by enemy militias, or eternally cycling as the friendly militia holds the planet.
This way FW Militias can say. We want this planet, start a train on it, and have ,more and more friendly players begin to join in these roaming matches. |
Booker DaFooker
Seraphim Auxiliaries
101
|
Posted - 2013.10.21 20:33:00 -
[9] - 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 |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2965
|
Posted - 2013.10.21 20:35:00 -
[10] - Quote
Also just thought about a small issue to work around: What if the trains crash? Like say one train the defenders keep winning the initial Ambush and catch up to another train? I think in this case you could probably just reset the train in a new location as if it were a new train being added. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2966
|
Posted - 2013.10.21 20:39:00 -
[11] - Quote
Booker DaFooker wrote: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 Exactly! If you get two evenly matched teams, then this process will drag on a bit thus drawing a lot of attention to EVE players to help give one side the edge it needs to win, creating some epic battles in the space just above! |
Maken Tosch
DUST University Ivy League
4612
|
Posted - 2013.10.21 20:41:00 -
[12] - Quote
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. |
Kain Spero
MoIden Heath PoIice Department EoN.
2134
|
Posted - 2013.10.21 20:42:00 -
[13] - Quote
Aero Yassavi wrote:Booker DaFooker wrote: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 Exactly! If you get two evenly matched teams, then this process will drag on a bit thus drawing a lot of attention to EVE players to help give one side the edge it needs to win, creating some epic battles in the space just above!
Yeah, it would help the issue of a faction warfare battle fizzling out before an Eve pilot has time to get in position in orbit. This would also help I think we the current issue where we saw the entire war zone flip in a single weekend. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2966
|
Posted - 2013.10.21 20:43:00 -
[14] - 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. 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. |
Raskutor
DUST University Ivy League
25
|
Posted - 2013.10.21 20:46:00 -
[15] - Quote
Awesome, and very well thought, idea. I seriously think FW needs a system like this. |
Kain Spero
MoIden Heath PoIice Department EoN.
2134
|
Posted - 2013.10.21 20:47:00 -
[16] - 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 agree that this is a cool idea, but I think there does need to be some clear endpoints for players to be cycled in and out of the battles (train stops if you will ).
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2966
|
Posted - 2013.10.21 20:47:00 -
[17] - 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. Cat Merc told me in Skype to post that he approves of my response. |
Booker DaFooker
Seraphim Auxiliaries
101
|
Posted - 2013.10.21 20:48:00 -
[18] - 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 |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2968
|
Posted - 2013.10.21 20:51:00 -
[19] - Quote
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? |
Booker DaFooker
Seraphim Auxiliaries
101
|
Posted - 2013.10.21 20:55:00 -
[20] - 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 |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2972
|
Posted - 2013.10.21 20:58:00 -
[21] - Quote
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! |
Booker DaFooker
Seraphim Auxiliaries
104
|
Posted - 2013.10.21 21:03:00 -
[22] - 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! |
Iron Wolf Saber
Den of Swords
9590
|
Posted - 2013.10.21 21:04:00 -
[23] - Quote
I wouldn't have the cycle fully reset but maybe back down a notch so it becomes a tug of war. Overall cool idea until we get more game modes in. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2972
|
Posted - 2013.10.21 21:05:00 -
[24] - Quote
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 needed to actually create anything new?" |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2972
|
Posted - 2013.10.21 21:08:00 -
[25] - Quote
Iron Wolf Saber wrote:I wouldn't have the cycle fully reset but maybe back down a notch so it becomes a tug of war. Overall cool idea until we get more game modes in. Well IWS, the "tug of war" thing is actually how I described this, or tried to describe it at least. You keep going through this cycle until one team satisfies the winning conditions, then you repeat the cycle on the next district on the train track.
And would we really need to wait until more game modes are in? Wouldn't it be possible to implement this with the current game modes, then as new game modes are added CCP can simply append them into the tug of war? |
Booker DaFooker
Seraphim Auxiliaries
106
|
Posted - 2013.10.21 21:10:00 -
[26] - 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? |
Maken Tosch
DUST University Ivy League
4621
|
Posted - 2013.10.21 21:10:00 -
[27] - Quote
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. |
Booker DaFooker
Seraphim Auxiliaries
106
|
Posted - 2013.10.21 21:16:00 -
[28] - 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 |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2974
|
Posted - 2013.10.21 21:21:00 -
[29] - 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. To be honest, I do like your idea. I just don't think it's very practical. |
Aria Gomes
DUST CORE DARKSTAR ARMY
96
|
Posted - 2013.10.21 21:26:00 -
[30] - Quote
I like this idea a lot. |
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