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Fox Gaden
Immortal Guides
1387
|
Posted - 2013.10.23 23:26:00 -
[151] - 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. |
howard sanchez
expert intervention Caldari State
799
|
Posted - 2013.10.23 23:33:00 -
[152] - Quote
Aero Yassavi wrote:Fox Gaden wrote: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. Yup, we actually discussed this in the skype channel shortly after I posted that and I agree. What if, instead of the LP cost to deploy, described above in my previous post, was used to purchase a finite number of clones that would be used to fight or perhaps augment the number of clones spawned to fight the matches?
This would add a finite number of clones to the battle, represent EVE FW 'investment' into the battles and enhance the Eve/Dust link. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3551
|
Posted - 2013.10.23 23:43:00 -
[153] - Quote
howard sanchez wrote:Aero Yassavi wrote:Fox Gaden wrote: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. Yup, we actually discussed this in the skype channel shortly after I posted that and I agree. What if, instead of the LP cost to deploy, described above in my previous post, was used to purchase a finite number of clones that would be used to fight or perhaps augment the number of clones spawned to fight the matches? This would add a finite number of clones to the battle, represent EVE FW 'investment' into the battles and enhance the Eve/Dust link. I cannot see anyone investing in clones for matches they cannot directly trust to achieve the goal. No way would EVE based FW corps buy us clones. |
Kazeno Rannaa
BIG BAD W0LVES
277
|
Posted - 2013.10.23 23:44:00 -
[154] - Quote
Fox Gaden wrote: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 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.
|
Ensar Cael
Svartur Bjorn
21
|
Posted - 2013.10.23 23:49:00 -
[155] - Quote
Just trying to add as much fuel for the fire for Aero's excellent idea here, but wouldn't it be a great idea to turn pub matches into the real training grounds or Academy sort of thing and have PC as where the eve/ dust corporations fight for control of districts for money as always. This leaves FW as the sole playing ground for the empires and in effect unifies DUST and EVE pretty much totally.
As ISK is being taken out of FW and replaced with LP and standings, it makes for a real sense of duty etc. If the market opens between DUST and EVE properly then I figure the real fights battles will begin to get far more interesting.
Again this is all food for thought. I am aware that I am only drawing an outline with little filled in but I couldn't resist adding to the OP's ideas. For me this would give DUST far more appeal to a broader base too.
FW should flow through (in order) Ambush, Ambush OMS, Skirmish 1.0, Normal skirmish, Domination. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3551
|
Posted - 2013.10.23 23:54:00 -
[156] - Quote
Kazeno Rannaa wrote:Fox Gaden wrote: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 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. 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. |
EternalRMG
KNIGHTZ OF THE ROUND
567
|
Posted - 2013.10.23 23:56:00 -
[157] - Quote
We could apply this to PC too |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3154
|
Posted - 2013.10.24 00:03:00 -
[158] - Quote
EternalRMG wrote:We could apply this to PC too Absolutely, I just wanted to keep the discussion centralized around FW since CCP is currently planning many FW changes. |
Kazeno Rannaa
BIG BAD W0LVES
277
|
Posted - 2013.10.24 00:05:00 -
[159] - Quote
[/quote] 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.[/quote]
That has potential. I think the item that I am concentrating on is the importance of variety in the number of options available to the commanders conducting operations.
The BF2/BF3 rush approach to the beach head idea I can run with and see the potential in it. Ground war being the progressing style of old Skirmish 1.0, but with more latitude in the use of terrain and choosing on whether or not to engage the enemy at particular points or from particular avenues. This would get the troops into place to assault the surrounding large sockets and consolidate their logistical lines to make the final assault on the Planetary structure, which would be the domination stylized match.
But then, the defenders should be able to respond with other Ambush OMS styled matches when conducting counter operations such as isolation and logistical disruption of the OPFOR invading the district.
MUCH to think about my brothers of this council of war.
Off to class. |
Alldin Kan
MoIden Heath PoIice Department EoN.
708
|
Posted - 2013.10.24 01:22:00 -
[160] - Quote
Aero Yassavi wrote:
- 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.
1. Ambush - like one guy previously mentioned, it should have a tight redline around the map, kind of like back on Chromosome. 2. Ambush OMS - ok 3. Skirmish - ok 4. Domination - Remove this mode and add Skrimish 1.0, in the previous battle the defender's MCC was destroyed so now the attackers can push all the way in the district with their MCC.
Now if only there were proper balance changes for the infantry... |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3176
|
Posted - 2013.10.24 01:25:00 -
[161] - Quote
Alldin Kan wrote:Aero Yassavi wrote:
- 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.
1. Ambush - like one guy previously mentioned, it should have a tight redline around the map, kind of like back on Chromosome. 2. Ambush OMS - ok 3. Skirmish - ok 4. Domination - Remove this mode and add Skrimish 1.0, in the previous battle the defender's MCC was destroyed so now the attackers can push all the way in the district with their MCC. Now if only there were proper balance changes for the infantry... I agree that would be better, but the whole focus around the original post was to use entirely what exists now so it show CCP what little work would have to be done to massively improve FW. |
Magpie Raven
ZionTCD Public Disorder.
241
|
Posted - 2013.10.24 01:48:00 -
[162] - Quote
This is a fantastic idea. Would add a real sense of progression.
Just gonna add a few ideas here. Not sure if already mentioned but I have not read through all the pages yet.
-Why not at the end of the train of districts there be some kind of planetary control center/ fortress. Basically it would require a new game mode but would culminate in a huge final battle utilizing much of the district. It decides who controls the planet. Defenders have the advantage
-Not sure if already mentioned but in addition to the main track leading to control of the planet there could be additional districts that would grant bonuses or off map support to the faction who controls it.
-This is something a bit fancy but why not add wear and tear to districts. During the fight for a district certain areas will likely be fought over many many times before control over a district is achieved. The more times a district section is fought over, it could become more dilapidated or damaged. This could be easily done by adding new moods and putting craters or something scattered in the field. A sky full of smoke and fire in the distance or something could go along way. Or take existing sockets and make a ruin version. After every other battle or so add a little more wear. After say ten battles on one section that area will effectively have become a ruined mess. I think this would go a long way for immersion.
-After a faction gains control of a planet it should be locked for x amount of days
Love this idea. It would make FW much more of an actual profession and give players a purpose |
straya fox
CybinSect
61
|
Posted - 2013.10.24 01:55:00 -
[163] - Quote
Did not read entire thread but brilliant idea, well thought out, and exposes FW players to all game modes. |
DoomLead
Dead Six Initiative Lokun Listamenn
218
|
Posted - 2013.10.24 02:26:00 -
[164] - Quote
Best post I have seen in 2 months 70 plus likes hopefully something real close to this gets implemented |
straya fox
CybinSect
61
|
Posted - 2013.10.24 02:28:00 -
[165] - Quote
just putting it out there.... Aero for CPM, you got my vote bud if we ever get one. |
dustwaffle
The Southern Legion The Umbra Combine
611
|
Posted - 2013.10.24 02:37:00 -
[166] - Quote
Regarding the initial 'beachhead' battles, maybe we could have some variations on this mode as well?
For example:
Multiple beachheads are established simultaneously, with battles varying between 6v6 to 10v10 to 16v16 with a small redline. The objective would be to establish a foothold in the district.
It would like kind of like this:
District Map 5kmx5km, Attackers establish multiple beachheads on or around the 'X' areas. __________________ |X. . . . . . . . . . . . . . . . X| | . . . . . . . . . . . . . . . . . | | . . . . . . . . . . . . . . . . . | | . . . . . . . . . . . . . . . . . | | . . . . . . . . . . . . . . . . . | | . . . . . . . . . . . . . . . . . | | . . . . . . . . . . . . . . . . . | |X________________X|
If the defenders win, more beachheads can still be established, but this should cost the attackers something (LP cost/LP bought clones/warbarges etc?)
If the attackers win, a CRU drops down at the end of match, signifying a foothold has been established in that particular area of the district. If the attackers win either a 6v6 or 10v10, the winning team is 'reinforced' to make up a 16 man team. (If attackers win the 16v16 match, no merging is required). We could have say, two 6v6 beachheads, one 10v10 and one 16v16.
At this point, the district map opens up a bit more for the next Ambush OMS battle with CRU dropped in at the start. This will be a 16v16 battle only. Alternatively, the regular Ambush part of this train can be skipped in some districts, i.e. district isn't strategically easy to defend, and a full 16 man deploy on a CRU containing district can be launched straight out instead of having to establish a foothold in the district first.
In the case of Ambush->OMS maps, if the defenders win the OMS, attackers are pushed back to the original 16v16 map.
If the attackers win, then comes the skirmish, with yet more areas of the map opened up (Alternatively domination first), and finally the domination mode to secure the final area of the map |
Kazeno Rannaa
BIG BAD W0LVES
278
|
Posted - 2013.10.24 05:13:00 -
[167] - Quote
Alldin Kan wrote:Aero Yassavi wrote:
- 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.
1. Ambush - like one guy previously mentioned, it should have a tight redline around the map, kind of like back on Chromosome. 2. Ambush OMS - ok 3. Skirmish - ok 4. Domination - Remove this mode and add Skrimish 1.0, in the previous battle the defender's MCC was destroyed so now the attackers can push all the way in the district with their MCC. Now if only there were proper balance changes for the infantry...
Personally I think the tight redline that is unavailable to the entire player base is one of the problems as of right now. For PUB Matches, I am ok with it because it is more like a gladiator arena approach to combat maneuvers. But in a FW match, if this is supposed to be connected to EVE, and is supposed to be the warfare between two factions, then there should be no redlines, AT ALL. The only safe zones in EVE are stations and High-sec space. And even in those everyone has access to them, you just can't kill each other. With us mercs, that is the MQ and war barge. After those two spaces, there should be no "all protective redline" that allows some player the ability to get the advantages of being in the combat zone with little to no part in the risks. Personally I think it is BS!
That being said, there are a number of options available to handle this particular issue of people not doing their jobs in FW, which is to get their tasked operation done no matter the cost, which are MCC only deployment, DUL's (drop up links), sticking together as a group, deployable beacons (this should be an equipment piece thrown like a grenade, kind of like popping smoke for artillery or a chopper) for the marking of needed installation drops (i.e., turrets, CRU's, or Depots) or getting in a vehicle and rushing designated positions and setting up a line of attack in the field.
People have become lazy and overly dependent on the redline as some sort of illusion of safety. in FW and PC there should be two things going on; Live fire should be on (i.e., friendly fire - hard core) which would demand the better training of the mercs going into FW and PC and better coordination of said mercs as they are being deployed and engaging their targets.
It is about time that we take the training wheels of and get down to business. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3185
|
Posted - 2013.10.24 05:19:00 -
[168] - Quote
straya fox wrote:Did not read entire thread but brilliant idea, well thought out, and exposes FW players to all game modes. I'm barely keeping up with it myself, lots of people commenting! Very glad people are liking this, and some people have come up with some great ideas to expand upon this. |
Ghost Kaisar
R 0 N 1 N
653
|
Posted - 2013.10.24 05:25:00 -
[169] - Quote
10/10 would play |
OSGR Valdez
MoIden Heath PoIice Department EoN.
50
|
Posted - 2013.10.24 05:46:00 -
[170] - Quote
At first I was thinking: "what the fu..." but after reading a little more I was like "nvm, genious!" +1 |
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Kazeno Rannaa
BIG BAD W0LVES
279
|
Posted - 2013.10.24 06:55:00 -
[171] - Quote
Booker DaFooker wrote: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!!!! I sure as hell hope so. that would add the kind of twist and meta-gaming that would get everyone involved juices flowing. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3571
|
Posted - 2013.10.24 07:13:00 -
[172] - Quote
Aero Yassavi wrote:straya fox wrote:Did not read entire thread but brilliant idea, well thought out, and exposes FW players to all game modes. I'm barely keeping up with it myself, lots of people commenting! Very glad people are liking this, and some people have come up with some great ideas to expand upon this. NOT OUR WA..... oh wait yes it is. |
crazy space 1
Unkn0wn Killers
1903
|
Posted - 2013.10.24 07:45:00 -
[173] - 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 |
LT SHANKS
Amarr Templars Amarr Empire
683
|
Posted - 2013.10.24 10:36:00 -
[174] - Quote
OSGR Valdez wrote:At first I was thinking: "what the fu..." but after reading a little more I was like "nvm, genious!" +1 My thoughts exactly. |
Mortedeamor
Internal Rebellion
507
|
Posted - 2013.10.24 11:32:00 -
[175] - Quote
Alldin Kan wrote:Aero Yassavi wrote:
- 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.
1. Ambush - like one guy previously mentioned, it should have a tight redline around the map, kind of like back on Chromosome. 2. Ambush OMS - ok 3. Skirmish - ok 4. Domination - Remove this mode and add Skrimish 1.0, in the previous battle the defender's MCC was destroyed so now the attackers can push all the way in the district with their MCC. Now if only there were proper balance changes for the infantry...
def make sure the ambush is nice and tight redlined like ambush..gives them the excuse to bring back my favorite redlined manus peak map
+ 1 for skirm 1.0 over dom at the end |
Laurent Cazaderon
What The French CRONOS.
1937
|
Posted - 2013.10.24 13:20:00 -
[176] - 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.
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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3197
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Posted - 2013.10.24 13:35:00 -
[177] - Quote
Cazaderon, you're missing the point. The idea is that CCP wouldn't have to develop anything new. Obviously game modes can be swapped for new ones later, but the point is this could be done using existing stuff.
Also people want taking a district to last longer, but not individual matches to last longer. |
IgniteableAura
Pro Hic Immortalis
243
|
Posted - 2013.10.24 13:47:00 -
[178] - Quote
True Adamance wrote:howard sanchez wrote:Aero Yassavi wrote:Fox Gaden wrote:Aero Yassavi wrote: 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. Yup, we actually discussed this in the skype channel shortly after I posted that and I agree. What if, instead of the LP cost to deploy, described above in my previous post, was used to purchase a finite number of clones that would be used to fight or perhaps augment the number of clones spawned to fight the matches? This would add a finite number of clones to the battle, represent EVE FW 'investment' into the battles and enhance the Eve/Dust link. I cannot see anyone investing in clones for matches they cannot directly trust to achieve the goal. No way would EVE based FW corps buy us clones.
You would be surprised. I imagine there are plenty of FW corps that would buy a dedicated set of merc clones. Of course that will depend on the costs. It can save FW guys hours of grinding. |
Laurent Cazaderon
What The French CRONOS.
1943
|
Posted - 2013.10.24 15:30:00 -
[179] - Quote
Aero Yassavi wrote:Cazaderon, you're missing the point. The idea is that CCP wouldn't have to develop anything new. Obviously game modes can be swapped for new ones later, but the point is this could be done using existing stuff.
Also people want taking a district to last longer, but not individual matches to last longer.
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 ?
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. |
Fox Gaden
Immortal Guides
1391
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Posted - 2013.10.24 15:46:00 -
[180] - 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. |
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