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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. |
|
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 ).
|
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 |
|
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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Aaroniero d'Lioncourt
The Southern Legion The Umbra Combine
208
|
Posted - 2013.10.21 21:32:00 -
[31] - Quote
Great idea +1
It's also good to see something like this kind of threads from time to time other than the usual whining, b!tches threatening to leave but end up staying because nobody cared, and the constant "look at me i have this! i do this!"
I hope they'll implement this.. |
Kain Spero
MoIden Heath PoIice Department EoN.
2134
|
Posted - 2013.10.21 21:33:00 -
[32] - Quote
Aero Yassavi wrote: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.
And I'm not going to keep putting quotes around "train." I think everybody understands I am speaking figuratively, these are not really trains zooming around New Eden.
Perhaps another thing you can do is scramble the teams in the case the "trains" crash. Not sure about that though. |
Aaroniero d'Lioncourt
The Southern Legion The Umbra Combine
208
|
Posted - 2013.10.21 21:33:00 -
[33] - Quote
Aaroniero d'Lioncourt wrote:Great idea +1
It's also good to see something like these kinds of threads from time to time other than the usual whining, b!tches threatening to leave but end up staying because nobody cared, and the constant "look at me i have this! i do this!" threads.
I hope they'll implement this..
|
BAMM HAVOC
Carbon 7 CRONOS.
94
|
Posted - 2013.10.21 21:35:00 -
[34] - Quote
this is awesome, top marks to you sir, I love this idea..... this will defiantly make DUST514 a proper sandbox mmofps
make the battle for a planet worth something to eve and dust and we have a winner
+1 |
Jakar Umbra
Militaires-Sans-Frontieres
302
|
Posted - 2013.10.21 21:40:00 -
[35] - Quote
A contested district would have to be marked as either about to start, indicating the overall fight hasn't started yet or contested, medicating that the match is somewhere in progress, or even better mark them according to stages. This way people would be able to organize going into matches with squads better, allowing for some more organist ion. All we need added to this now is to be able to select the district we want to start on specifically. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
4057
|
Posted - 2013.10.21 21:40:00 -
[36] - Quote
You already know I agree Aero. |
Rowdy Railgunner
TRUE TEA BAGGERS EoN.
75
|
Posted - 2013.10.21 21:43:00 -
[37] - Quote
How long will the district be locked for? |
Kain Spero
MoIden Heath PoIice Department EoN.
2134
|
Posted - 2013.10.21 21:49:00 -
[38] - Quote
Jakar Umbra wrote:A contested district would have to be marked as either about to start, indicating the overall fight hasn't started yet or contested, medicating that the match is somewhere in progress, or even better mark them according to stages. This way people would be able to organize going into matches with squads better, allowing for some more organist ion. All we need added to this now is to be able to select the district we want to start on specifically.
Maybe not a specific district, but maybe a specific planet or system. I think in beginning though I think I would like to see the "where" influenced more from the Eve side with LP. This way the Faction Warfare fights Dust side have a larger potential of becoming part of the big picture in a war zone campaign.
The key I think is to really drive home the sense of progression and the idea of one fight leading into something else rather than it being a stream of random fights in random areas as it is now. I think the OP idea is really something that could bring this sense of progression.
Although one thought though is maybe a Duster can spend LP to hop onto a specific "train". Seeing where these hot spots are on the star map could be a really cool thing as well. |
Enkidu Camuel
Ahrendee Mercenaries EoN.
120
|
Posted - 2013.10.21 22:08:00 -
[39] - Quote
I'll give this +1 and hoping to see the DEV blue tag in this thread soon. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2976
|
Posted - 2013.10.21 22:17:00 -
[40] - Quote
Rowdy Railgunner wrote:How long will the district be locked for? In the Skype chat people were saying 24 hours which I believe is too long, and then they lowered it to 12 hours which could work. I also think as low as one hour could work. Basically you just want to keep it locked long enough to give the EVE players a proper window of opportunity to take advantage of the plexing bonus.
Do note though that if we also include the "train" idea then locking districts would not need to happen at all. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2982
|
Posted - 2013.10.21 23:10:00 -
[41] - Quote
Already on the second page of GD?! If you're going to like, then leave a comment please! |
Idye Lotz
xCosmic Voidx Partners of Industrial Service and Salvage
126
|
Posted - 2013.10.21 23:12:00 -
[42] - Quote
Do this and it would certainly make FW a lot more interesting. |
Kazeno Rannaa
BIG BAD W0LVES
260
|
Posted - 2013.10.21 23:14:00 -
[43] - 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.
Zion, this is by far one of the best suggestions that I have heard from you, and I have to say this is a brilliant use of what we already have implemented as for battle deployment mechanics.
What could really make this interesting is the inclusion of finite resources at the beginning. This would be in the deployment forces and also the defending forces, much like what we have in PC.
Let me explain: With ever military deployment there are a number of factors that come largely into play that are in the background away from the active awareness of the troops on the ground. Logistics and maintained lines of communication that would be promoting strategic and tactical decisions. On both ends the logistical lines are immensely important, and without consistent lines of communication, boots on the ground will not be able to be directed and informed of their role in a larger tapestry, which they would largely be unaware of, and would require those EVE pilots that have achieved rank and command level abilities (or at least the responsibility of making those decisions) to coordinate the planning, prioritizing, and supplying of these kind of persistent operations. But this also leads one to also consider that not all operations are meant to take the whole district, i.e., ambushes that disrupt logistics or act as diversionary tactics for the main element of the forces being deployed (i.e., the same kind of role that Rangers and other such units would be committed to - government sanctioned terrorists terrorizing military targets).
Since we have a basic mechanic that is actively being used in PC (i.e., the Planetary Structure types/designations to districts), these would come in handy on the part of both defenders and attackers both in the planning of operations and the conducting of said operations as they are a means of accomplishing a specific goal (i.e., taking particular systems because they cause choke points or gateways to other systems which could help in the control of reinforcements of both OPFOR or Friendly forces).
But these are larger considerations as for the greater meta game.
The current model that you are proposing is a good start in the right direction of painting a larger picture of purpose for all of us mercs. Frankly due to the lull in content and the perpetual proto-stomping that has ben going on in both pub and FW matches has turned this experience into more of a grind than I remember over the last year or so. |
Himiko Kuronaga
MoIden Heath PoIice Department EoN.
1969
|
Posted - 2013.10.21 23:14:00 -
[44] - Quote
Domination is a god awful game mode and should not ever be used for anything official under any circumstances.
It is the single most ridiculous meat grinder this game has to offer and there is zero strategy whatsoever. |
SgtDoughnut
Red Star Jr. EoN.
293
|
Posted - 2013.10.21 23:15:00 -
[45] - Quote
Love it love it love it. |
Michael Arck
Anubis Prime Syndicate
1605
|
Posted - 2013.10.21 23:15:00 -
[46] - Quote
Oh this is nice Aero. Great idea |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3465
|
Posted - 2013.10.21 23:16:00 -
[47] - Quote
Who is Zion? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2982
|
Posted - 2013.10.21 23:26:00 -
[48] - Quote
Yeah dude, not cool.
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2982
|
Posted - 2013.10.21 23:29:00 -
[49] - Quote
Himiko Kuronaga wrote:Domination is a god awful game mode and should not ever be used for anything official under any circumstances.
It is the single most ridiculous meat grinder this game has to offer and there is zero strategy whatsoever. But are you forgetting this would encourage more EVE support, then people could actually take advantage of the EVE EMP support to destroy all the uplnks that get littered around Domination. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3465
|
Posted - 2013.10.21 23:30:00 -
[50] - Quote
Ah ha. I think I will do some research into just who you are Aero Yassavi. I think I have you previous character finally figured out! |
|
Kazeno Rannaa
BIG BAD W0LVES
260
|
Posted - 2013.10.21 23:31:00 -
[51] - Quote
Himiko Kuronaga wrote:Domination is a god awful game mode and should not ever be used for anything official under any circumstances.
It is the single most ridiculous meat grinder this game has to offer and there is zero strategy whatsoever.
Actually if you take into consideration a military operation where the attackers are attempting to root out the remaining vestige of the OPFOR, this mode makes perfect sense. You are right in the fact that it is a meat grinder, but that is usually the case when attacking a heavily dug-in opponent in an isolated location that feels like a cornered, wounded animal.
My advise, think of this in terms of what a military operation would be like. It wouldn't be just some random operation where you get hired out for a week or two to do some clean up or a quick raid. It would be the sustained decimation of you enemy until they are completely wiped out. To the last clone, they would all have to die as long as the clones kept coming out of the clone bays.
This is where a previous idea of mine, limited clone counts for the CRU's would work wonderfully. Either take the CRU, blow it up, or bleed it out. In either of the possible solutions to the problem of continuously reanimating clones coming out to ruin your idea of righteousness, they all point towards the isolation and elimination of the OPFOR's ability to sustain their own operations. This is where Attacking specific districts would make sense and so would the redefinition of the Planetary Structures actual job.
Production facilities should produce. Research facilities - speed production. Storage facilities should be that, storage for not only clones, but the equipment that would be available for the forces that are hunkered down on that planet. The goal should not be the taking of single districts, but ultimately the taking of the entire planet. Take any one of these parts away, it should affect the total operational effectiveness of that planet for the faction that holds it.
Take over a production facility to reduce the total production output for that faction, not just in that specific district, but for the whole planet. Take out a research facility, production time of clones, and hopefully later of the equipment on that planet, is reduced, i.e., slowed. Take out a storage facility would equate to less available clones to maintain on hand to defend the planet and less equipment too, while also reducing the total amount of equipment a faction would be able to max out at due to storage space constraints.
These same principles would then be able to be shifted to low-sec ad null-sec PC, while also providing for the large meta-game that everyone wants; CCP, EVE pilots, and DUST bunnies. |
Monkey MAC
killer taxi company General Tso's Alliance
850
|
Posted - 2013.10.21 23:39:00 -
[52] - Quote
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! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2983
|
Posted - 2013.10.21 23:43:00 -
[53] - Quote
Monkey MAC wrote:If you really want you could add an ambush in their somewhere, but what I think you should do is turn these 3 stages almost into 1 large battle!
Break each bit up as normal but give every merc in the previous battle, the chance to renew their contract to automatically take part in the next stage! That is already what's happening. It's one large battle, but there's breaks in between as usual and if you don't leave you automatically get placed in the next stage. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2983
|
Posted - 2013.10.21 23:45:00 -
[54] - Quote
True Adamance wrote: Ah ha. I think I will do some research into just who you are Aero Yassavi. I think I have you previous character finally figured out! Good, good, because this is the completely wrong cookie crumb you'd need to follow to discover my identity before Aero Yassavi. Though I'm not saying it'd be impossible for you to figure out, the resources are actually there for you, but this is, again, the wrong cookie crumb. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3466
|
Posted - 2013.10.21 23:45:00 -
[55] - Quote
DAMNIT! |
Monkey MAC
killer taxi company General Tso's Alliance
850
|
Posted - 2013.10.21 23:45:00 -
[56] - Quote
Aero Yassavi wrote:Monkey MAC wrote:If you really want you could add an ambush in their somewhere, but what I think you should do is turn these 3 stages almost into 1 large battle!
Break each bit up as normal but give every merc in the previous battle, the chance to renew their contract to automatically take part in the next stage! That is already what's happening. It's one large battle, but there's breaks in between as usual and if you don't leave you automatically get placed in the next stage.
My apologies, missed that on previous read! Great Idea my friend, but personally im am less partial to the 50% skirmish! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2983
|
Posted - 2013.10.21 23:47:00 -
[57] - Quote
True Adamance wrote:Don't ignore me Aero, I'm getting close I know it! I'll give you a hint: Sometime this week you did acquire a key bit of info to help you on your path, but it was not today. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3467
|
Posted - 2013.10.21 23:52:00 -
[58] - Quote
Aero Yassavi wrote:True Adamance wrote:Don't ignore me Aero, I'm getting close I know it! I'll give you a hint: Sometime this week you did acquire a key bit of info to help you on your path, but it was not today. I am this close to blowing this case wide open, you should see my PC, I have back ground of a massive Excell brainstorm of how I am trying to work out which corp you were in before PIE.
This week had to have meant yesterday, but we only played a single match together.... |
Iron Wolf Saber
Den of Swords
9593
|
Posted - 2013.10.21 23:52:00 -
[59] - Quote
Aero Yassavi wrote: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?
Well we don't know what more this game is capable of once coders start working with the maps again. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2983
|
Posted - 2013.10.22 00:03:00 -
[60] - Quote
True Adamance wrote: This week had to have meant yesterday, but we only played a single match together....
You are on the wrong train of thought again. But I digress, we are getting too off topic. |
|
Raskutor
DUST University Ivy League
28
|
Posted - 2013.10.22 01:07:00 -
[61] - Quote
Aero Yassavi wrote:Himiko Kuronaga wrote:Domination is a god awful game mode and should not ever be used for anything official under any circumstances.
It is the single most ridiculous meat grinder this game has to offer and there is zero strategy whatsoever. But are you forgetting this would encourage more EVE support, then people could actually take advantage of the EVE EMP support to destroy all the uplnks that get littered around Domination.
Just the thought of one of those wonderful EVE-based strikes being called down in a Domination battle while I am fighting for the Empire is nearly enough to send me into a mad fervor. We need to make sure this gets the attention of the Devs somehow. |
TechMechMeds
Swamp Marines Kleenex Inc.
823
|
Posted - 2013.10.22 01:23:00 -
[62] - 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.
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.
Whatever happens please remind CCP not to infect fw with PC type lag. |
21yrOld Knight
Pradox XVI
211
|
Posted - 2013.10.22 01:54:00 -
[63] - Quote
I hope they see this. |
RydogV
Shadow Company HQ
475
|
Posted - 2013.10.22 01:58:00 -
[64] - Quote
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 Mercenary 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?! |
Raskutor
DUST University Ivy League
31
|
Posted - 2013.10.22 03:26:00 -
[65] - 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?!
The way I see it, though, implementing this would essentially turn Ambush and OMS, at least in FW, into an objective based mode. The objective being win to gain/maintain control of the district. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2999
|
Posted - 2013.10.22 15:01:00 -
[66] - Quote
Raskutor wrote: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?! The way I see it, though, implementing this would essentially turn Ambush and OMS, at least in FW, into an objective based mode. The objective being win to gain/maintain control of the district. I agree. It only appears as though there is no objective in Ambush because we only experience it through public matches, but add it into a more team oriented setting and you will see it evolve into much more than "shoot the guy in the face."
|
Krom Ganesh
Holdfast Syndicate Amarr Empire
436
|
Posted - 2013.10.22 15:04:00 -
[67] - Quote
I'd prefer
Skirmish (shutting down district defences) Domination (taking control of orbital cannon) 1 or 2 Ambush (removing remnant forces)
But otherwise, a great idea. |
Kain Spero
MoIden Heath PoIice Department EoN.
2141
|
Posted - 2013.10.22 15:27:00 -
[68] - Quote
I'm not as married to the specific progression of game modes as I am having there be a geographic progression that players can understand is going on. Hans made a good point last night in the Faction Warfare Skype channel that a progressive battles system may a piece of the puzzle that needs to be laid in after CCP has those first set of features in place.
With the introduction of LP a lot of the current feel for participation may go out the window.
Some of the tools to give a sense of progression seem to be coming with the updates of the End Of Match screen in Faction Warfare ( http://i.imgur.com/bXpUa5s.jpg ), but the big picture question I want players be able to answer is "How does this battle tie into the next one?"
I also find a player having a story of "We helped take Planet X!" much more compelling than "We had a series of good fights!" |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3000
|
Posted - 2013.10.22 15:31:00 -
[69] - Quote
Agreed, but of course there is only so much the EOM screen can do. Making the battles more continuous from one match to the next opposed to all these disjoint matches we have now would be ideal in giving a sense of progression. |
Takahiro Kashuken
Red Star. EoN.
1495
|
Posted - 2013.10.22 15:34:00 -
[70] - Quote
Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? |
|
Himiko Kuronaga
MoIden Heath PoIice Department EoN.
1971
|
Posted - 2013.10.22 15:40:00 -
[71] - Quote
Aero Yassavi wrote:Himiko Kuronaga wrote:Domination is a god awful game mode and should not ever be used for anything official under any circumstances.
It is the single most ridiculous meat grinder this game has to offer and there is zero strategy whatsoever. But are you forgetting this would encourage more EVE support, then people could actually take advantage of the EVE EMP support to destroy all the uplnks that get littered around Domination.
Irrelevant.
I can have multiple forge gunners trained on the terminal the moment after it is hacked, all from different angles, all spread out over several hundred meters. If we are set up right, you will never kill us all in a coordinated fashion. We can also make use of thales snipers, which you will likely never find. If you did, it will have taken far more effort than is justifiable to turn the tide of a single game.
And even if a map is set up with an interior terminal that can't be sniped, it still creates a ridiculously one dimensional bottleneck with grenade spam.
Winning domination on a meta-level does not mean sitting around the terminal. It means capping it then running as far away as humanly possible and one shotting anything that approaches the area. It is a bad game mode, period. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3000
|
Posted - 2013.10.22 15:45:00 -
[72] - Quote
Takahiro Kashuken wrote:Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? Exactly, yes. Defenders win through Ambush, like they are pushing the attackers off their land. Attackers win by Domination, like they are taking over the critical infrastructure. It tug-of-wars back and forth between the modes. |
Takahiro Kashuken
Red Star. EoN.
1497
|
Posted - 2013.10.22 16:47:00 -
[73] - Quote
Aero Yassavi wrote:Takahiro Kashuken wrote:Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? Exactly, yes. Defenders win through Ambush, like they are pushing the attackers off their land. Attackers win by Domination, like they are taking over the critical infrastructure. It tug-of-wars back and forth between the modes.
Get ready for games which last hours |
Monkey MAC
killer taxi company General Tso's Alliance
854
|
Posted - 2013.10.22 17:00:00 -
[74] - Quote
Himiko Kuronaga wrote:Aero Yassavi wrote:Himiko Kuronaga wrote:Domination is a god awful game mode and should not ever be used for anything official under any circumstances.
It is the single most ridiculous meat grinder this game has to offer and there is zero strategy whatsoever. But are you forgetting this would encourage more EVE support, then people could actually take advantage of the EVE EMP support to destroy all the uplnks that get littered around Domination. Irrelevant. I can have multiple forge gunners trained on the terminal the moment after it is hacked, all from different angles, all spread out over several hundred meters. If we are set up right, you will never kill us all in a coordinated fashion. We can also make use of thales snipers, which you will likely never find. If you did, it will have taken far more effort than is justifiable to turn the tide of a single game. And even if a map is set up with an interior terminal that can't be sniped, it still creates a ridiculously one dimensional bottleneck with grenade spam. Winning domination on a meta-level does not mean sitting around the terminal. It means capping it then running as far away as humanly possible and one shotting anything that approaches the area. It is a bad game mode, period.
Thats why they call it domination, you need have complete control over the area to win as for your scenario, snipe heavies, end of forge gun threat, 2 ADS locks down your snipers, shotgun scouts will be too fast for you snipers to shoot, you can't snipe directly onto console! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3009
|
Posted - 2013.10.22 17:10:00 -
[75] - Quote
Takahiro Kashuken wrote:Aero Yassavi wrote:Takahiro Kashuken wrote:Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? Exactly, yes. Defenders win through Ambush, like they are pushing the attackers off their land. Attackers win by Domination, like they are taking over the critical infrastructure. It tug-of-wars back and forth between the modes. Get ready for games which last hours You must of missed the part where all individual battles are still the normal length and there's a 5 minute warbarge intermission between stages of the overall mission. |
Takahiro Kashuken
Red Star. EoN.
1497
|
Posted - 2013.10.22 17:28:00 -
[76] - Quote
Aero Yassavi wrote:Takahiro Kashuken wrote:Aero Yassavi wrote:Takahiro Kashuken wrote:Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? Exactly, yes. Defenders win through Ambush, like they are pushing the attackers off their land. Attackers win by Domination, like they are taking over the critical infrastructure. It tug-of-wars back and forth between the modes. Get ready for games which last hours You must of missed the part where all individual battles are still the normal length and there's a 5 minute warbarge intermission between stages of the overall mission.
Still hours for one district if it goes back and forth |
Booker DaFooker
Seraphim Auxiliaries
109
|
Posted - 2013.10.22 17:38:00 -
[77] - Quote
Takahiro Kashuken wrote:Aero Yassavi wrote:Takahiro Kashuken wrote:Aero Yassavi wrote:Takahiro Kashuken wrote:Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? Exactly, yes. Defenders win through Ambush, like they are pushing the attackers off their land. Attackers win by Domination, like they are taking over the critical infrastructure. It tug-of-wars back and forth between the modes. Get ready for games which last hours You must of missed the part where all individual battles are still the normal length and there's a 5 minute warbarge intermission between stages of the overall mission. Still hours for one district if it goes back and forth
This is a good thing, you can leave during beaks if you need to and take the LP you have earned to that point I would presume |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3011
|
Posted - 2013.10.22 17:59:00 -
[78] - Quote
Booker DaFooker wrote:Takahiro Kashuken wrote:Aero Yassavi wrote: You must of missed the part where all individual battles are still the normal length and there's a 5 minute warbarge intermission between stages of the overall mission.
Still hours for one district if it goes back and forth This is a good thing, you can leave during beaks if you need to and take the LP you have earned to that point I would presume Also a good thing because 15 minutes is far too fast to be flipping complete districts and EVE players aren't going to bother flying through pirate infested gates if they are only going to be needed for 15 minutes and then have to fly through a bunch of other gates to get to the next fight which will also only last for 15 minutes. |
Atiim
Living Like Larry Schwag
293
|
Posted - 2013.10.22 18:40:00 -
[79] - Quote
You should go ask people in FW Channels and get their opinions too. Just don't make the same mistake I did Aero.
Otherwise you'll have idiots thinking that player owned corps should have territory in FW.
|
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3518
|
Posted - 2013.10.22 18:56:00 -
[80] - Quote
Atiim wrote:You should go ask people in FW Channels and get their opinions too. Just don't make the same mistake I did Aero. Otherwise you'll have idiots thinking that player owned corps should have territory in FW.
Player corps do somewhat have territory in FW, they base out of certain systems, which effectively become home systems, I don't see why Dusters cannot make use of Militia constructed facilities in those systems.
But Aero's point stands, its using in game content in a new way, to make the battles much more dynamic.
The only issue I see with it is who will stay for 3+ Matches when they are redlining to opposite team every time. |
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Booker DaFooker
Seraphim Auxiliaries
110
|
Posted - 2013.10.22 19:07:00 -
[81] - Quote
True Adamance wrote:Atiim wrote:You should go ask people in FW Channels and get their opinions too. Just don't make the same mistake I did Aero. Otherwise you'll have idiots thinking that player owned corps should have territory in FW. Player corps do somewhat have territory in FW, they base out of certain systems, which effectively become home systems, I don't see why Dusters cannot make use of Militia constructed facilities in those systems. But Aero's point stands, its using in game content in a new way, to make the battles much more dynamic. The only issue I see with it is who will stay for 3+ Matches when they are redlining to opposite team every time.
those who want easy LP
|
Fox Gaden
Immortal Guides
1356
|
Posted - 2013.10.22 19:28:00 -
[82] - 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. |
IgniteableAura
Pro Hic Immortalis
236
|
Posted - 2013.10.22 19:30:00 -
[83] - Quote
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" |
Fox Gaden
Immortal Guides
1356
|
Posted - 2013.10.22 19:32:00 -
[84] - 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. |
Raskutor
DUST University Ivy League
45
|
Posted - 2013.10.23 08:43:00 -
[85] - 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 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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3050
|
Posted - 2013.10.23 08:54:00 -
[86] - Quote
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 Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3050
|
Posted - 2013.10.23 08:57:00 -
[87] - Quote
True Adamance wrote:Atiim wrote:You should go ask people in FW Channels and get their opinions too. Just don't make the same mistake I did Aero. Otherwise you'll have idiots thinking that player owned corps should have territory in FW. Player corps do somewhat have territory in FW, they base out of certain systems, which effectively become home systems, I don't see why Dusters cannot make use of Militia constructed facilities in those systems. But Aero's point stands, its using in game content in a new way, to make the battles much more dynamic. The only issue I see with it is who will stay for 3+ Matches when they are redlining to opposite team every time. But True, what Atiim is saying really happened. Someone in PIE GD honestly believed (and maybe still does) that CCP plans to let player owned corporations literally own districts in FW. |
Rei Shepard
Spectre II
734
|
Posted - 2013.10.23 09:00:00 -
[88] - 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.
I would Super Like it if there was a button for it, guess a regular like will have to do for now :/
I would love to see this implemented, Dev guys you still got time to add this in 1.6, no hurry :p
|
dustwaffle
The Southern Legion The Umbra Combine
607
|
Posted - 2013.10.23 11:50:00 -
[89] - Quote
One of the better ideas on here +1
Definitely prefer playing on the same map/district with the play area shifted around or expanded on.
Plus I see battles going on for hours as a plus, gives a persistent feel to the game, and would be pretty epic to participate in a weekend fight that last all weekend |
Fox Gaden
Immortal Guides
1360
|
Posted - 2013.10.23 12:41:00 -
[90] - 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. |
|
Kazeno Rannaa
BIG BAD W0LVES
270
|
Posted - 2013.10.23 12:58:00 -
[91] - Quote
Aero Yassavi wrote:True Adamance wrote: Ah ha. I think I will do some research into just who you are Aero Yassavi. I think I have you previous character finally figured out! Good, good, because this is the completely wrong cookie crumb you'd need to follow to discover my identity before Aero Yassavi. Though I'm not saying it'd be impossible for you to figure out, the resources are actually there for you, but this is, again, the wrong cookie crumb.
It was a diversionary tactic on my part; miscommunication and and seeding false understandings |
Ensar Cael
Svartur Bjorn
19
|
Posted - 2013.10.23 12:59:00 -
[92] - Quote
Hows about Aero's original idea but with Monkey MAC's idea as the next stage after the initial two ambush modes?
That makes sense to me as you by that point you have established and strengthened your presence on the planet. Next stage would be to get your MCC into the area of the objectives, so the full skirmish to eventual domination could commence.
Another little idea would be that rather than the MCC getting destroyed by the null cannons, the shields become progressively weaker as the stage advances from the ground war mode to the domination kill off. In domination mode the MCC's would be in armour only and so the battles would be far more frantic at each stage.
Aero, hats off to you dude for what is probably the best idea this game has seen so far. Keep it up dude |
Atiim
Living Like Larry Schwag
307
|
Posted - 2013.10.23 13:00:00 -
[93] - Quote
True Adamance wrote:Atiim wrote:You should go ask people in FW Channels and get their opinions too. Just don't make the same mistake I did Aero. Otherwise you'll have idiots thinking that player owned corps should have territory in FW. Player corps do somewhat have territory in FW, they base out of certain systems, which effectively become home systems, I don't see why Dusters cannot make use of Militia constructed facilities in those systems. But Aero's point stands, its using in game content in a new way, to make the battles much more dynamic. The only issue I see with it is who will stay for 3+ Matches when they are redlining to opposite team every time. Well that was just a reference to what happened earlier while I was in your PIE chat.
Ask Aero, he'll tell you all about it. |
Kazeno Rannaa
BIG BAD W0LVES
270
|
Posted - 2013.10.23 13:03:00 -
[94] - Quote
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. |
Ayures II
Subdreddit Test Alliance Please Ignore
305
|
Posted - 2013.10.23 13:08:00 -
[95] - Quote
How about making it Ambush OMS -> Skirmish -> Domination -> Skirmish 1.0? |
Blaze Ashra
Ametat Security Amarr Empire
14
|
Posted - 2013.10.23 13:12:00 -
[96] - Quote
I love this idea so much. Dynamic game play does a lot to prevent burnout and it would be fun as hell. |
Kazeno Rannaa
BIG BAD W0LVES
274
|
Posted - 2013.10.23 13:13:00 -
[97] - Quote
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. |
Kazeno Rannaa
BIG BAD W0LVES
274
|
Posted - 2013.10.23 13:16:00 -
[98] - Quote
Aero Yassavi wrote:True Adamance wrote: Ah ha. I think I will do some research into just who you are Aero Yassavi. I think I have you previous character finally figured out! Good, good, because this is the completely wrong cookie crumb you'd need to follow to discover my identity before Aero Yassavi. Though I'm not saying it'd be impossible for you to figure out, the resources are actually there for you, but this is, again, the wrong cookie crumb.
Sorry about that Aero, I had a Zion flash back moment. Damn people have been trying to catch that curve ball for a minute and all it was, was a **** poor throw. |
Kazeno Rannaa
BIG BAD W0LVES
274
|
Posted - 2013.10.23 13:17:00 -
[99] - Quote
Now if we could only see some water in this whole dust bowl style battlefields!! |
Blaze Ashra
Ametat Security Amarr Empire
14
|
Posted - 2013.10.23 13:22:00 -
[100] - Quote
Oh yeah, I'm preemptively signing the petition to get a blue tag on this. /Signed |
|
howard sanchez
expert intervention Caldari State
798
|
Posted - 2013.10.23 13:24:00 -
[101] - Quote
Kain Spero wrote:I'm not as married to the specific progression of game modes as I am having there be a geographic progression that players can understand is going on. Hans made a good point last night in the Faction Warfare Skype channel that a progressive battles system may be a piece of the puzzle that needs to be laid in after CCP has those first set of features in place. With the introduction of LP a lot of the current feel for participation may go out the window. Some of the tools to give a sense of progression seem to be coming with the updates of the End Of Match screen in Faction Warfare ( http://i.imgur.com/bXpUa5s.jpg ), but the big picture question I want players be able to answer is "How does this battle tie into the next one?" I also find a player having a story of "We helped take Planet X!" much more compelling than "We had a series of good fights!" Kain, Aero and everyone who has contributed to this idea,
Bravo Zulu! Don't let this die on the vine. Kain, you are spot on- the hook here is the sense that players across New Eden will have that Here is where the battle for this system started...Here, on this planet is where the Caldari held the line...this planet Here is where the Amaar broke through....
The sense of place and location...a temporary magnet drawing Eve and Dust players across the Faction Warzone to the fight.
Great idea.
One question: "What Does The FOX say?!" |
Fox Gaden
Immortal Guides
1364
|
Posted - 2013.10.23 13:44:00 -
[102] - 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
|
Posted - 2013.10.23 13:50:00 -
[103] - 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
|
Posted - 2013.10.23 14:15:00 -
[104] - 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
|
Posted - 2013.10.23 14:28:00 -
[105] - 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!!! |
Booker DaFooker
Seraphim Auxiliaries
123
|
Posted - 2013.10.23 14:33:00 -
[106] - Quote
Fox Gaden wrote:IgniteableAura wrote:The only problem I see with this set-up is the time involved. IT could take hours and hours to finish a set of matches....OR days if that's what separates the battles. I would stick with just 3 total battles as opposed to 4. Otherwise great concept, but I would still prefer skirmish 1.0....which apparently won't ever happen again cause its "old tech" I donGÇÖt see a problem with a battle for a district taking hours or even days, as long as the individual matches are the normal length. Players can rotate in and out of the conflict as their time allows. You could wake up the next day and check your star map to see how the battle went after you logged off. The battle for a planet might take days or even weeks. With that train idea, once a district is conquered the battle moves to the adjacent district, and then the next until that planet is taken, but if the attackers are pushed out of the next district, than it goes back to the previous district and the side that lost it the first time become the attackers. If a full planet is taken it should be locked until some condition is met, possibly in EVE, causing the side that lost the planet to counter attack. Meanwhile the same thing would be happening on other planets. It would be a real never ending war, with each battle having a meaningful impact in both games
it is this sort of potential game play that got me excited about DUST pre-beta over 2 years ago. We need this in our game!!!!! The biggest surprise for me is why it wasn't obvious to CCP in the first place.
|
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CCP FoxFour
C C P C C P Alliance
134012
|
Posted - 2013.10.23 14:35:00 -
[107] - Quote
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. :) Game Designer // Team True Grit http://twitter.com/regnerba |
|
Fox Gaden
Immortal Guides
1366
|
Posted - 2013.10.23 14:36:00 -
[108] - 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. |
Booker DaFooker
Seraphim Auxiliaries
124
|
Posted - 2013.10.23 14:39:00 -
[109] - Quote
CCP FoxFour wrote:Hey guys,
I just wanted to let you know that we have been reading this thread and staying on top of it. The discussion is really very good. Right now though we are focused on getting the current iteration of factional contracts out the door, iterating on it after launch, and then a laundry list of other things we need to get done.
We have been have serious discussion internally however about how we slow down the flipping of districts and this thread along with what you guys have been talking about has come up often. So please keep the discussion going and I apologize for the lack of dev response, as I said we are just trying to stay focused on our current goals. :)
appreciate the acknowledgement, nice to know the idea has been noticed
As a matter of interest, do you have any idea how technically difficult/easy such a system of play would be to instigate in-game? |
Booker DaFooker
Seraphim Auxiliaries
124
|
Posted - 2013.10.23 14:41:00 -
[110] - Quote
Fox Gaden wrote:Kazeno Rannaa wrote:What I would like to see implemented with this style of persistence is the ability to not only target a planet or jump into a targeted district that is chosen for us by the Battlefinder and Scotty, rather having Players be more of an active and determining component in the strategic process of designing the battle plan and implementing the invasion.
This would allow for the expansion of these ideas to allow a multi-concerted attack (i.e., hitting several districts at once). EX: district 5 is a production facility along with district 8 (all part of a 12 district planet). Initiating the attack on both would make more sense. But for those pushes to work, it would also make sense to initiate ambushes on Districts 3, 2, 9, &10 since they are all storage facilities. This would spread the forces holding the planet thinly, making the effort on the two production facilities easier and less organized on the side of the defenders.
The attacks on the storage facilities don't have to actually win, they just have to dwindle down the the clone counts and work as a distraction, on that is large enough and successful enough that it divert energy and resources to it.
Again, a meta-game approach to FW.
Aero, by far one of the better discussion I have had the recent pleasure of being involved with on here in a long while. Thanks. I think this is possibly where FW could go. AeroGÇÖs idea is something that can be implemented with what we have today, but would also fit very well into any number of advanced scenarios that could be developed later. They are talking about having EVE pilots fly the War Barge to the planet and anchor over the district to start PC battles in Planetary Conquest 2.0. They could easily adapt that to allow EVE players to start district battles in FW in this manner. Then EVE/DUST Alliances that specialize in FW can do as you suggest and plan their attacks at the meta level.
of course! Eve FW corps could buy and transport clones to where they wanted them used then put out merc contracts for the districts required, maybe your available clone count is dependent on how many are bought? |
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Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3449
|
Posted - 2013.10.23 14:44:00 -
[111] - 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. :)
Varying levels of player groups, much like in Faction Warfare in Eve Online. Have some districts restricted to 6v6, another for 10v10 and a final, full-on district which encompasses 16v16. I'm sure the community would froth at the mouth for the opportunity to play in a game mode where there is less likeliness of being ganked by large organized teams, just as well they would appreciate the ability to field entire teams for themselves. |
Kain Spero
MoIden Heath PoIice Department EoN.
2163
|
Posted - 2013.10.23 14:47:00 -
[112] - Quote
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.).
|
IgniteableAura
Pro Hic Immortalis
242
|
Posted - 2013.10.23 14:48:00 -
[113] - Quote
Fox Gaden wrote: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!!!
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.
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. |
Victor889
the unholy legion of darkstar DARKSTAR ARMY
33
|
Posted - 2013.10.23 14:51:00 -
[114] - Quote
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. |
Lycuo
Ancient Exiles
94
|
Posted - 2013.10.23 14:51:00 -
[115] - Quote
+1 to this topic hopefully even if it is after they revamp the whole FW, CCP will implement something like this making it fun and exciting for us Dustbunnies to keep fighting for one group all night and stop the yoyoing around of EvE players trying to make our battles...
Btw i think it should be the other way around aero... I think the domination should come first getting a foothold on your first null cannon warding off the MCC and backing it away and then bring in the Skirmish to deal the final blow to the MCC not letting him return...
But i can see it both ways =) |
Fox Gaden
Immortal Guides
1366
|
Posted - 2013.10.23 14:54:00 -
[116] - 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. |
Kain Spero
MoIden Heath PoIice Department EoN.
2163
|
Posted - 2013.10.23 14:56:00 -
[117] - Quote
Aeon Amadi wrote: Varying levels of player groups, much like in Faction Warfare in Eve Online. Have some districts restricted to 6v6, another for 10v10 and a final, full-on district which encompasses 16v16. I'm sure the community would froth at the mouth for the opportunity to play in a game mode where there is less likeliness of being ganked by large organized teams, just as well they would appreciate the ability to field entire teams for themselves.
I do think that Team Deploy is part of the puzzle and could really add a lot to Faction Warfare. On the matter of district size you would think that 6 v 6 may help against less organized teams but it can have the opposite effect at times allowing a larger force to actually cover more ground. Maybe the smaller fights happen alongside the main district conflict? |
crazy space 1
Unkn0wn Killers
1895
|
Posted - 2013.10.23 14:57:00 -
[118] - 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. |
Fox Gaden
Immortal Guides
1366
|
Posted - 2013.10.23 14:58:00 -
[119] - 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? |
Fox Gaden
Immortal Guides
1370
|
Posted - 2013.10.23 15:07:00 -
[120] - 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. |
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Booker DaFooker
Seraphim Auxiliaries
128
|
Posted - 2013.10.23 15:12:00 -
[121] - Quote
Kain Spero wrote:Aeon Amadi wrote: Varying levels of player groups, much like in Faction Warfare in Eve Online. Have some districts restricted to 6v6, another for 10v10 and a final, full-on district which encompasses 16v16. I'm sure the community would froth at the mouth for the opportunity to play in a game mode where there is less likeliness of being ganked by large organized teams, just as well they would appreciate the ability to field entire teams for themselves. I do think that Team Deploy is part of the puzzle and could really add a lot to Faction Warfare. On the matter of district size you would think that 6 v 6 may help against less organized teams but it can have the opposite effect at times allowing a larger force to actually cover more ground. Maybe the smaller fights happen alongside the main district conflict?
been thinking about this. How about if each district had several "support mission". Vehicle free 6 man infiltrations to other smaller areas of a district to a target defended by a small 6 man team. For example the target could be a CRU and controlling it would reduce available clone reinforcement in the main district battle. I'm sure there would be a whole load of viable side mission ideas that would work then give tangible advantages to the progress of the battle as a whole. The support mission are available for each match but if not filled then so be it no problem, but if small teams do fill them then off they go. If it is too difficult to apply bonuses to main battle in real time then maybe they can set improved conditions for the next rouind |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
3449
|
Posted - 2013.10.23 15:22:00 -
[122] - Quote
Kain Spero wrote:Aeon Amadi wrote: Varying levels of player groups, much like in Faction Warfare in Eve Online. Have some districts restricted to 6v6, another for 10v10 and a final, full-on district which encompasses 16v16. I'm sure the community would froth at the mouth for the opportunity to play in a game mode where there is less likeliness of being ganked by large organized teams, just as well they would appreciate the ability to field entire teams for themselves. I do think that Team Deploy is part of the puzzle and could really add a lot to Faction Warfare. On the matter of district size you would think that 6 v 6 may help against less organized teams but it can have the opposite effect at times allowing a larger force to actually cover more ground. Maybe the smaller fights happen alongside the main district conflict?
Well, in Eve Online no amount of small complexes are going to flip the sovereignty, still need to get in there and do the larger complexes (unless I'm mistaken). So you could potentially have five or six small districts consisting of 6v6 matches and win them all, but if you don't win the 16v16 than it's not going to matter because it's not going to flip the sovereignty. Makes to where the tighter groups can still participate and make a meaningful impact while the larger groups can do what they do best.
Just a thought, really, I didn't think it out too much. Best to let CCP do that anyway. |
Fox Gaden
Immortal Guides
1370
|
Posted - 2013.10.23 15:24:00 -
[123] - 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
|
Posted - 2013.10.23 15:39:00 -
[124] - 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.
|
Fox Gaden
Immortal Guides
1370
|
Posted - 2013.10.23 16:21:00 -
[125] - 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. |
Booker DaFooker
Seraphim Auxiliaries
128
|
Posted - 2013.10.23 16:25:00 -
[126] - Quote
Fox Gaden wrote:Victor889 wrote:What about the possibility of people taking advantage of this - like two factions decide to win one round and lose the next - if the prizes are cumulative, they could use this to their advantage and get a crap ton of salvage..
And what if the rounds never end - if one side wins round 2, but then loses round 3 and repeat ad infinitum..
Some cool *initial* ideas but need fleshing out - which is why we're here.
Not trolling - just my opinions. The District battles will eventually end. If two sides are balanced it may go on for a while, but as players leave and new players join the battle the balance will change. It would require a great deal of cooperation and coordination to have a battle last days. Players on both sides would have to cooperate to drag it out.
support missions may in fact ensure longer drawn out battles aren't so drawn out if they are allowed to effect conditions in main battle. if the support missions are played then one side will always play with an advantage or handicap depending on support mission outcome |
Master Jaraiya
Ultramarine Corp
1188
|
Posted - 2013.10.23 16:38:00 -
[127] - 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. This could work if in between each battle, the losing side has to "retreat" to a socket behind the newly expanded redline for a given period of time.
The winning side would have gained ground, so they would have a chance to "regroup" at a Socket which would be located behind their redline, which would have advanced into the territory, or in the MCC, which could move up as ground is gained.
Each Socket would have Defensive installations, Supply Depots, a mobile Marketplace and Fitting Room. Perhaps the last two items could use the same resources found in our Merc Quarters. The MCC already has these stations, so I can't see where this would require much in terms of development.
EDIT: Instead of expending in all directions, the Redzones would expand in a more lateral direction, to give the feeling of gaining or losing ground in the battle over the district. |
Fox Gaden
Immortal Guides
1370
|
Posted - 2013.10.23 17:12:00 -
[128] - 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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3129
|
Posted - 2013.10.23 17:35:00 -
[129] - Quote
Woke up to 125 notifications, haha. This thread really took off, that's awesome! Also thank you FoxFour for the comment. |
Master Jaraiya
Ultramarine Corp
1189
|
Posted - 2013.10.23 18:06:00 -
[130] - Quote
Fox Gaden wrote:***snip*** Very nice suggestions. This could also be mirrored to emphasize completely securing a district, and preparations to capture the next district on the planet.
Domination (Reboot and Reprogram the DistrictGÇÖs Automated Defences) -New District Holders must Secure, reboot, and reprogram the Automated Defense Computer. -Failure to complete mission objectives results in the Targeting Computers resetting and the District becoming contested once again in another Skirmish (Taking the District) in which the new Defender's MCC would be forced to retreat, and the new Attackers would deploy an MCC of their own. -Winning results in the remainder of enemy forces being pushed back into Ambush OMS (Getting a Foothold)
Ambush OMS (Capture or Destroy Enemy Reinforcements/Advance Logistical support for Ground Defenses) - New Defenders must Push back enemy forces and either capture or destroy any remaining enemy installations in the District. -Failure to complete mission objectives results in enemies advancing to Domination (Shutting Down the DistrictGÇÖs Automated Defences) -Successfully completing mission objectives results in driving the enemy back to it's last contingent of remaining ground troops between two Districts in an Ambush (the Beach-Head)
Ambush (the Beach-Head) - Defenders of the previously captured district mount an offensive on the next District. - 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.
This would give the feeling of a perpetual war over districts on the planet and make taking the entire planet, not only districts the top priority.
Once all Districts on a Planet have been taken, it would go into a cooldown period where it could not come under attack for a given period of time, perhaps 24 - 48 hours. At the end of this cooldown, attackers may initiate hostilities in an Ambush (the Beach-Head) |
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Buzzwords
Deadly Blue Dots RISE of LEGION
494
|
Posted - 2013.10.23 18:14:00 -
[131] - Quote
op is decent idea, but it really just makes me pine for the old closed beta skirmish. for those who weren't there, think of it as a mix between battlefields "rush" mode, and our current skirmish mode.
-there was a clear attacker/defender split.
-defenders are attempting to destroy the attackers MCC. attackers are attempting to deactivate/destroy ground based AA (the objectives) to escort their mcc in (yes, the mcc would actually move as the battle progressed)
-game started with 2 DESTROYABLE objectives. they could be hacked like we're used to, but the hack was actually setting a charge/self destruct/overload. counterhack was defusing. if the charge went off, the objective was gone forever. they could also be destroyed by heavy weaponry; swarms, forges, HAVs, maybe even remote explosives.
-if the initial pair is NOT destroyed by the time the MCCs shields are depleted the MCC retreats and the defenders win. slaughter rule
-if initial pair is destroyed, second set of objectives are opened. second set work exactly like the null cannons we're used to, except there is no defending mcc for them to shoot at. hacked by attackers just turns them off, defenders can reactivate by recapturing.
-defenders start with resupplies, CRUs, and turrets pre-deployed and captured to their team.
-the MCC would deploy equipment as the battle progressed, like ambush OMS but "pre-captured" by the attacker team.
was it perfect? no. if the attackers destroyed the first pair of objectives quickly enough, the second set couldn't generate enough damage on its own to win the game, resulting in a very long drawn out unstoppable loss. not to mention that the VERY first objective (we only had one map) could be destroyed by a tank from very far away. the second was better protected by the map though.
it had plenty of other problems, but they were more about the state of the game that early in the beta than the actual game MODE.
it gave battles a natural flow as opposed to just chasing our tails around a big ring of objectives, i'd like to see it come back. |
Vinsarrow
New Eden Blades Of The Azure
13
|
Posted - 2013.10.23 18:27:00 -
[132] - Quote
This would be great to see & as for the "train" he probably means like a red or blue line wrapping around the planet in like a view of the planet, district to district before you enter the battle though you probably wouldn't see the lines if you were on the EVE side directly looking at the planet. This would help possibly balance The 4 Empires more but if the opposing team has a EVE Pilot it be great if they can do more & remain in orbit longer on they're side but wouldn't be so great if your on the receiving end XD it could drastically side things possibly too much but I like the link though. I also like the idea as the attacker has to work more to get the District in Factional. As we all saw the impact clone mercenaries can do in the Factional Event where it suddenly went from Gallente having a edge on Caldari & Minmitar practically ruling Amarr to Amarr & Caldari basically had fully conqurored Gallente & Minmitar. After the Event you can see how it has changed I also noticed good players playing strictly for Gallente & Minmitar to restabalize the territory. However doing it like this will be long & a tug of war people probably won't be able to have the time so perhaps the wait you have for each battle should be spaced longer then that, like a 30 minute break till next battle then 5 minutes in the war room also you should still get a reward for both sides for each battle incase 1 or more of the people in the battle has to leave a sec, relog or go offline. |
Kain Spero
MoIden Heath PoIice Department EoN.
2170
|
Posted - 2013.10.23 18:51:00 -
[133] - Quote
I agree Buzzwords that the current skirmish game mode does lack the distinct feeling of one side being attacker and the other being a defender. |
Phazoid
the unholy legion of darkstar DARKSTAR ARMY
82
|
Posted - 2013.10.23 19:09:00 -
[134] - Quote
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 |
Phazoid
the unholy legion of darkstar DARKSTAR ARMY
82
|
Posted - 2013.10.23 19:14:00 -
[135] - Quote
also i could give the chance after each battle for the defenders to deploy instalations, but this is just a wild idea |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3135
|
Posted - 2013.10.23 19:21:00 -
[136] - Quote
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. |
Phazoid
the unholy legion of darkstar DARKSTAR ARMY
83
|
Posted - 2013.10.23 19:28:00 -
[137] - 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.
exactly, and it avoids that perpetual going and coming stalemate, eventually one team will be left with no clones, so the double ambush works to weaken the attacking force as well as weaken the defensors grip by eliminating the soldiers attcking of defending, and unless the district is sucessfully capture or defended the clone count for both teams will not regenerate, it also allows premature capture or defenses by eliminating all enemy soldiers |
The Robot Devil
Molon Labe. RISE of LEGION
1082
|
Posted - 2013.10.23 19:29:00 -
[138] - 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.
The skirmish 1.0 setup would be the best type of battle for the FW style fights. It gives a feeling of progression and accomplishment to the winners and the loser not making progress or being set back makes it seem more like a loss. We need a system like this to make FW more visceral. |
Greasepalms
Ahrendee Mercenaries EoN.
241
|
Posted - 2013.10.23 19:42:00 -
[139] - Quote
+1
corporate and factional warfare should be the core of this game |
Booker DaFooker
Seraphim Auxiliaries
129
|
Posted - 2013.10.23 19:44:00 -
[140] - Quote
Greasepalms wrote:+1
corporate and factional warfare should be the core of this game
if this kind of play mode was adopted then it certainly would be |
|
Goric Rumis
Dead Six Initiative Lokun Listamenn
234
|
Posted - 2013.10.23 20:04:00 -
[141] - Quote
Buzzwords wrote:op is decent idea, but it really just makes me pine for the old closed beta skirmish. for those who weren't there, think of it as a mix between battlefields "rush" mode, and our current skirmish mode. Interesting. Sounds like what needed to happen is for the first two objectives to be defense systems, so that none of the null cannons are destroyed. The damage output from the null cannons should also be adjusted so the attackers and defenders have a roughly equal chance at winning, with perhaps a slight advantage toward the defenders. If done right, it could be an interesting game mode.
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. |
Maximus Stryker
Villore Sec Ops Gallente Federation
659
|
Posted - 2013.10.23 20:12:00 -
[142] - Quote
random thought to keep both sides happy (the ones who one one long escalation battle and the ones who want separate shorter matches). BOTH
You still have the the battle/maps set up in the same fashion, the only things that changes is which type of attack was launched.
A Slow attack (1 battle per night) could be cheaper to launch while (previous "follow up" model we saw in original PC) A Blitz attack (all battles in one night) could be expensive to launch (similar to a MAG style of advancing the battle field)
It could start similarly to how you have laid it out already
Ambush Skirmish Domination
Slow attack: you have a new spawn in each night (similar to the follow up attacks in old PC)
Blitz attack: you spawn in on Ambush, win, and the redline expands and you now spawn drive to Skirmish, win, and the redline expands you spawn or drive to Final Domination Letter
Basically, just offer two different types of attacks... |
TechMechMeds
Swamp Marines Kleenex Inc.
855
|
Posted - 2013.10.23 20:17:00 -
[143] - Quote
Iv also heard of making fw battles like skirmish 1.0, I wasn't around for that but iv heard enough about it, maybe work on that as it sounds damn good. |
TechMechMeds
Swamp Marines Kleenex Inc.
856
|
Posted - 2013.10.23 20:21:00 -
[144] - Quote
Also battlefield 2142 was quality where you fought inside the MCC ship, forgot its actual name but maybe something to do with the ability to board mcc's in game that could give a slight advantage but you'd need to work on more for the MCC interior.
I'm just chucking a random vague idea out there. |
crazy space 1
Unkn0wn Killers
1897
|
Posted - 2013.10.23 20:56:00 -
[145] - 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
|
Posted - 2013.10.23 21:33:00 -
[146] - 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. |
Mortedeamor
Internal Rebellion
506
|
Posted - 2013.10.23 22:16:00 -
[147] - 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. just have payout after each mode and give a timer to safely leave without it counting against .. |
Fox Gaden
Immortal Guides
1387
|
Posted - 2013.10.23 23:18:00 -
[148] - 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.
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3151
|
Posted - 2013.10.23 23:21:00 -
[149] - Quote
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.
|
howard sanchez
expert intervention Caldari State
799
|
Posted - 2013.10.23 23:22:00 -
[150] - 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.). You know those deploy able ship dock boxes that CCP is rolling out in rubicon? What if they sold a deployable 'thing' ( flag, beacon, shielded ammo container..whatever) for LP in the FW store. Eve pilots could buy it and deploy it over the district beacon, or planet, or at the system hub ( maybe add an additional mechanic that added an LP cost to this deployment that is used as added reward to dust match winners). Dust FW matches of the sort described here would spawn in the system, planet or district deployed over. |
|
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... |
|
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 |
|
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
|
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
|
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. |
|
Fox Gaden
Immortal Guides
1391
|
Posted - 2013.10.24 16:07:00 -
[181] - 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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3204
|
Posted - 2013.10.24 16:44:00 -
[182] - Quote
Laurent Cazaderon wrote: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. 15 minutes is neither long nor short, it's a perfect length. Ideally you'd want Dust to be something you can pick up an play a quick match if that's all you have time for, but at the same time you want battles to be longer and more "epic." With my original suggestion, you get the best of both worlds. The overall battle for a district will be grand and lengthy, giving that visceral feeling to taking over a district and letting EVE players more time to find where the battles are happening and help out, but at the same time there are convenient opportunities for players to drop out and still get their ISK and SP.
What makes me so sure that people don't want individual matches to be longer is the fact that I have spent an extensive amount of time talking to a bunch of different Dust players - whether it's here on the forums, in the IRC, through the Dust Skype channels, or the random players that join my squad in game. I talk to them all about nearly everything Dust to get an idea for what the player base is thinking, and when it comes to battle length, overall there is an astounding "NO!" to making them any longer than they currently are.
While I agree it would be great for the hardcore gamer to have battles that last 30 minutes or longer nonstop with no intermission, you would be severely limiting the amount of players who would be able to participate because not everyone has that sort of time to spare. Heck, even a lot of hardcore gamers don't have that sort of time, life can be busy. This problem isn't just exclusive to Dust, I see it in a lot of other shooters where super long games become normal (500% reinforcements on Battlefield, maximum mission timers on warzone in Killzone) and what happens is you get a huge backlash from the community. Yes it's great for those guys with tons of free time and they'll love it, but for the overall community it is bad. I cannot stress this enough, it is important to create convenient opportunities to leave so people with less time on their hands can still enjoy the game.
Also as a bonus, if there was measly 5 minute warbarge intermission after every 15 minutes of battle (which is all we're suggesting) this will give you time to re-strategize with your team after getting a feel for the enemy, or create new fits tailor fit to exploit any weaknesses you found in the enemy.
Lastly, your suggestion to add Skirmish 1.0 instead could happen with the idea I proposed. Well, not Skirmish 1.0 but something like it which CCP confirmed to be working on. Nonetheless, the foundation of my idea is to find a way to make FW a lot more engaging with a bigger sense of progression, while at the same time using entirely what is available to us today. Luckily, a system like this is easily adaptable to an ever growing product like Dust 514. When a new game mode comes out, such as something similar to Skirmish 1.0, it would be very easy to append it to the battle queue structure as a new stage in attacking the district.
P.S. I agree players want a larger player count in battles and a more attack/defense feel, but this has nothing to do with match duration. |
iceyburnz
Crux Special Tasks Group Gallente Federation
1174
|
Posted - 2013.10.24 17:26:00 -
[183] - Quote
Best bit about this idea:
Its not re-inventing the wheel.
Really good idea, |
Fox Gaden
Immortal Guides
1392
|
Posted - 2013.10.24 17:36:00 -
[184] - 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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3206
|
Posted - 2013.10.24 17:38:00 -
[185] - Quote
Fox Gaden, that's exactly the line of thinking I'm getting at. |
Fox Gaden
Immortal Guides
1392
|
Posted - 2013.10.24 17:43:00 -
[186] - 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. |
Fox Gaden
Immortal Guides
1393
|
Posted - 2013.10.24 17:51:00 -
[187] - 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. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2149
|
Posted - 2013.10.24 17:54:00 -
[188] - Quote
+1 OP
I'm still reading the thread but wanted to express my opinion of the concept.
I really like the idea of this - combined with the location being driven by Eve side activity. It is almost like causing an incursion happen that is player driven instead of NPC driven. I will read the rest of the thread, but so far I would like this a quadrillion times if I could so far. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2151
|
Posted - 2013.10.24 18:07:00 -
[189] - Quote
Aero Yassavi wrote:Rowdy Railgunner wrote:How long will the district be locked for? In the Skype chat people were saying 24 hours which I believe is too long, and then they lowered it to 12 hours which could work. I also think as low as one hour could work. Basically you just want to keep it locked long enough to give the EVE players a proper window of opportunity to take advantage of the plexing bonus. Do note though that if we also include the "train" idea then locking districts would not need to happen at all.
You'd also want to know when the battle would start - the Eve pilots need time to organize and get into position - maybe like an hour? Not sure if this was mentioned yet or not (still reading thread - on page 2 so far - reading threads at work is slow). |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3208
|
Posted - 2013.10.24 18:11:00 -
[190] - Quote
Forlorn Destrier wrote:Aero Yassavi wrote:Rowdy Railgunner wrote:How long will the district be locked for? In the Skype chat people were saying 24 hours which I believe is too long, and then they lowered it to 12 hours which could work. I also think as low as one hour could work. Basically you just want to keep it locked long enough to give the EVE players a proper window of opportunity to take advantage of the plexing bonus. Do note though that if we also include the "train" idea then locking districts would not need to happen at all. You'd also want to know when the battle would start - the Eve pilots need time to organize and get into position - maybe like an hour? Not sure if this was mentioned yet or not (still reading thread - on page 2 so far - reading threads at work is slow). Are you going to really read through the whole thing, having just found this thread today? I applaud you, sir!
Onto your point, I imagine EVE players would be able to get a "battlefinder" so to speak that points them to where these battles are happening, and going with the "train" idea the following battles will all be close by so an EVE player really doesn't need to know the exact time a battle starts, just where the battles are. The whole notion of "locking" a district in FW was based around the idea that you want to give EVE players a window of opportunity to take advantage of the plexing bonus. In the current system now, you can take over a district and not even a minute later it is very possible it will be under attack again, which is lame. |
|
Vinsarrow
New Eden Blades Of The Azure
15
|
Posted - 2013.10.24 20:01:00 -
[191] - Quote
Magpie Raven wrote: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.
I agree in bits of this a fortress of sorts be nice to see in the final fight for it & some benefits like say drones or something for the defending team, also bonuses to which Factions has it, let's say your a Amarr or Gallente loyalist, maybe you get passive rewards for being a loyalist like once a week you get something from helping that faction just like the SP reward for being active each day, the idea of the map changing in looks as it progresses is simply genious worn battle-feilds/change in day time for each fight & the MCC's moving up &/or back as it goes on. |
Kazeno Rannaa
BIG BAD W0LVES
283
|
Posted - 2013.10.24 20:05:00 -
[192] - Quote
Laurent Cazaderon wrote: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.
You seem to forget that we DO NOT go from server to server if we are ALL ON Tranquility. A typical skirmish from start to finish right now does go for 20-30 minutes. A new game mode adds issues to an already problematic existence. Down the road I would hope to see something like what you are talking about, but what I think this group is really attempting to address is the solidification of the link between EVE and DUST, at least for FW, which would encourage consistent consideration and inclusion of each platform in the operational planning of FW.
With PC being limited in available territory and those that are currently district holder in those territories, the smaller and newly formed corps lack the resources and ability to get involved without it becoming a HUGE ISK sink, i.e., unattractive and unaffordable.
So that leaves all of us in smaller and developing corps the option of PUB matches (JOY!) to make money and FW to work on long term campaign tactics and corp training until more territory is released to the player base by CCP and CONCORD.
What DUST desperately needs is not another game mode that is going to throw a crap ton of glitches at the DEVs to fix and this small player bases to be frustrated, rather tightened game play, better inclusiveness and options for new players, , all of our basic dropsuits, weapons, and vehicles, and SOMETHING that begins to high light the connection between EVE pilots and DUST bunnies on the ground, i.e., that us DUSTERS are need by the capsuleers and that the capsuleers are needed by us. |
IgniteableAura
Pro Hic Immortalis
245
|
Posted - 2013.10.24 20:30:00 -
[193] - Quote
Aero Yassavi wrote:Laurent Cazaderon wrote: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. 15 minutes is neither long nor short, it's a perfect length. Ideally you'd want Dust to be something you can pick up an play a quick match if that's all you have time for, but at the same time you want battles to be longer and more "epic." With my original suggestion, you get the best of both worlds. The overall battle for a district will be grand and lengthy, giving that visceral feeling to taking over a district and letting EVE players more time to find where the battles are happening and help out, but at the same time there are convenient opportunities for players to drop out and still get their ISK and SP. What makes me so sure that people don't want individual matches to be longer is the fact that I have spent an extensive amount of time talking to a bunch of different Dust players - whether it's here on the forums, in the IRC, through the Dust Skype channels, or the random players that join my squad in game. I talk to them all about nearly everything Dust to get an idea for what the player base is thinking, and when it comes to battle length, overall there is an astounding "NO!" to making them any longer than they currently are. P.S. I agree players want a larger player count in battles and a more attack/defense feel, but this has nothing to do with match duration.
See and I feel there are plenty of people wanting this extended mode as well. Variety is the spice of life, but we can't segregate the player bases too much. I always like the 300% ticket games in BF3, mostly because it was "juuuuust right" the 500% was usually pretty long because. 1) you would usually start redlining 2) most people would leave. 3) then you would get redlined. 4) balance would happen 3/4 of the way and it would be an epic fight to the end.
The longer fights also allowed you to earn more rewards in BF3 (ribbons), so there were some cookies given for longer battles.
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.
I like the idea of jumping in and out of epic battles. It would give a rally place for not only eve pilots but also dust mercs to brawl it out. Giving rewards for people who drop out of game would be paramount. So that if you had to leave you could just drop out of game. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2152
|
Posted - 2013.10.24 20:41:00 -
[194] - 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.
I like the different conditions - if the attackers last x amount of time, then they can deliver the OMS and move to new stage. If their clones are eliminated during that time, defenders win. +1 sir |
Forlorn Destrier
Bullet Cluster Legacy Rising
2152
|
Posted - 2013.10.24 21:12:00 -
[195] - 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.
Valid concern about farming. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:28:00 -
[196] - 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.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support.
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:31:00 -
[197] - Quote
Forlorn Destrier wrote:Victor889 wrote:What about the possibility of people taking advantage of this - like two factions decide to win one round and lose the next - if the prizes are cumulative, they could use this to their advantage and get a crap ton of salvage..
And what if the rounds never end - if one side wins round 2, but then loses round 3 and repeat ad infinitum..
Some cool *initial* ideas but need fleshing out - which is why we're here.
Not trolling - just my opinions. Valid concern about farming. Note that you would still be rewarded after each stage, just like you are rewarded after each match now. So if you do not win, you get no points towards standing and only 1/5 the loyalty points as the winner**. There would be no benefit for a team to intentionally lose.
**This was stated by a dev in one of the FW threads in the feedback section. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3588
|
Posted - 2013.10.24 21:31:00 -
[198] - Quote
Aero Yassavi wrote: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.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support. Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:35:00 -
[199] - Quote
True Adamance wrote:Aero Yassavi wrote: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.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support. Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3588
|
Posted - 2013.10.24 21:38:00 -
[200] - Quote
Aero Yassavi wrote:True Adamance wrote:Aero Yassavi wrote: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.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support. Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. Not that EVE players could remain in orbit for long without a fleet to support them. That's perhaps one downside of this....how many fleets are willing to sit in space while they could be plexing or hunt down enemies? |
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:48:00 -
[201] - Quote
True Adamance wrote:Aero Yassavi wrote:True Adamance wrote:Aero Yassavi wrote: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.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support. Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. Not that EVE players could remain in orbit for long without a fleet to support them. That's perhaps one downside of this....how many fleets are willing to sit in space while they could be plexing or hunt down enemies? 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. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2153
|
Posted - 2013.10.24 21:48:00 -
[202] - Quote
True Adamance wrote:Aero Yassavi wrote:True Adamance wrote:Aero Yassavi wrote: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.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support. Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. Not that EVE players could remain in orbit for long without a fleet to support them. That's perhaps one downside of this....how many fleets are willing to sit in space while they could be plexing or hunt down enemies?
That's actually a good point to which I have an answer (maybe).
You don't need a single fleet. If something big starts going down, Eve pilots will start showing up - maybe in the one's or twos - as news spreads of the fight even more will show up. Eventually a roaming fleet will get involved. Just look at some of the recent battles - I Titan mistakenly jumps to low sec and thousands upon thousands of pilots from around New Eden show up to fight whoever they can target.
Also, if this is managed like incursions, and there is a way to find them like incursions, and there is notice when they begin a new train - well hundreds of pilots respond to those every day events as well.
Have Eve side people, I think, may work itself out. In fact, if you are within x jumps of the train, perhaps you automatically get put into a channel Eve side like with incursions? Fleets form up, and these notices to go people in high and low sec. They don't have to be in FW to fight, after all, just to be able to connect to the planet.
There are some flaws, but I'm sure with all the good feedback someone can iron them out for me. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:55:00 -
[203] - Quote
Forlorn Destrier wrote:True Adamance wrote:Aero Yassavi wrote:True Adamance wrote:Aero Yassavi wrote:For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support.
Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. Not that EVE players could remain in orbit for long without a fleet to support them. That's perhaps one downside of this....how many fleets are willing to sit in space while they could be plexing or hunt down enemies? That's actually a good point to which I have an answer (maybe). You don't need a single fleet. If something big starts going down, Eve pilots will start showing up - maybe in the one's or twos - as news spreads of the fight even more will show up. Eventually a roaming fleet will get involved. Just look at some of the recent battles - I Titan mistakenly jumps to low sec and thousands upon thousands of pilots from around New Eden show up to fight whoever they can target. Also, if this is managed like incursions, and there is a way to find them like incursions, and there is notice when they begin a new train - well hundreds of pilots respond to those every day events as well. Have Eve side people, I think, may work itself out. In fact, if you are within x jumps of the train, perhaps you automatically get put into a channel Eve side like with incursions? Fleets form up, and these notices to go people in high and low sec. They don't have to be in FW to fight, after all, just to be able to connect to the planet. There are some flaws, but I'm sure with all the good feedback someone can iron them out for me. What gets me excited is that if this idea actually happens, and then you get into a situation where your team and the enemy team are evenly pitted creating a slight stalemate thus drawing potentially hundreds of ships to the system . . . I mean, you can go on youtube, watch the EVE battle, and say, "Yeah, that happened (partially) because of me and my squad on the ground." |
Fox Gaden
Immortal Guides
1403
|
Posted - 2013.10.24 22:01:00 -
[204] - 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.
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
|
Forlorn Destrier
Bullet Cluster Legacy Rising
2153
|
Posted - 2013.10.24 22:07:00 -
[205] - Quote
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. |
Monkey MAC
killer taxi company General Tso's Alliance
864
|
Posted - 2013.10.24 22:14:00 -
[206] - Quote
Aero Yassavi wrote:Forlorn Destrier wrote:True Adamance wrote:Aero Yassavi wrote:True Adamance wrote: Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins.
That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. Not that EVE players could remain in orbit for long without a fleet to support them. That's perhaps one downside of this....how many fleets are willing to sit in space while they could be plexing or hunt down enemies? That's actually a good point to which I have an answer (maybe). You don't need a single fleet. If something big starts going down, Eve pilots will start showing up - maybe in the one's or twos - as news spreads of the fight even more will show up. Eventually a roaming fleet will get involved. Just look at some of the recent battles - I Titan mistakenly jumps to low sec and thousands upon thousands of pilots from around New Eden show up to fight whoever they can target. Also, if this is managed like incursions, and there is a way to find them like incursions, and there is notice when they begin a new train - well hundreds of pilots respond to those every day events as well. Have Eve side people, I think, may work itself out. In fact, if you are within x jumps of the train, perhaps you automatically get put into a channel Eve side like with incursions? Fleets form up, and these notices to go people in high and low sec. They don't have to be in FW to fight, after all, just to be able to connect to the planet. There are some flaws, but I'm sure with all the good feedback someone can iron them out for me. What gets me excited is that if this idea actually happens, and then you get into a situation where your team and the enemy team are evenly pitted creating a slight stalemate thus drawing potentially hundreds of ships to the system . . . I mean, you can go on youtube, watch the EVE battle, and say, "Yeah, that happened (partially) because of me and my squad on the ground."
Well yeah even if there isn't an active FW battle eve side, ships will amass for orbitals! If you don't want orbitals to be dropped on your team you need gel breathers to get air suppeririority! Then if we could find away of skyfires being used in the same way we would become more mercenary like!
|
Forlorn Destrier
Bullet Cluster Legacy Rising
2153
|
Posted - 2013.10.24 22:20:00 -
[207] - Quote
Oh by the way - remember how you can now see the markers for ships in orbit (if not the ships themselves) - even if there is a massive battle that prevents OB's from Eve, can you imagine looking up and seeing the icons that represent ships? Just think - you stop to star gaze for a moment, looking for a Dropship to shoot with your swarms - you notice a lot of activity in orbit when suddenly one of the icons winks out! Someone just got killed fighting in the skies above you!
Not as impressive as the ships themselves, but to see something in your game that is clearly happening in another game - that is what Dust was supposed to be from the beginning, is it not???? |
Fox Gaden
Immortal Guides
1406
|
Posted - 2013.10.24 23:03:00 -
[208] - Quote
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! |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3598
|
Posted - 2013.10.24 23:09:00 -
[209] - Quote
Monkey MAC wrote: Well yeah even if there isn't an active FW battle eve side, ships will amass for orbitals! If you don't want orbitals to be dropped on your team you need gel breathers to get air suppeririority! Then if we could find away of skyfires being used in the same way we would become more mercenary like!
Could you even imagine having multiple districts with Skyfire cannons firing at battleships, capitals and what not? |
Forlorn Destrier
Bullet Cluster Legacy Rising
2154
|
Posted - 2013.10.24 23:09:00 -
[210] - Quote
Fox Gaden wrote: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!
Unrelated note - Fox Gaden please ask your CEO to respond to the email about Legacy Rising :) |
|
Cross Ragweed
The Neutral Zone
7
|
Posted - 2013.10.24 23:09:00 -
[211] - Quote
There needs to be some plan, some path that new and small corporations can follow to play in this space. I'm trying real hard to see this "big picture", but just not seeing how to even get bootstrapped into what currently exists. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3599
|
Posted - 2013.10.24 23:23:00 -
[212] - Quote
Cross Ragweed wrote:There needs to be some plan, some path that new and small corporations can follow to play in this space. I'm trying real hard to see this "big picture", but just not seeing how to even get bootstrapped into what currently exists.
FW is not for new or small corporations, neither is it for big corporations.
Its is for loyal corporations.... but most likely we'll see the money grubbing ones all over the place. |
Fox Gaden
Immortal Guides
1407
|
Posted - 2013.10.24 23:43:00 -
[213] - 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.
|
Forlorn Destrier
Bullet Cluster Legacy Rising
2156
|
Posted - 2013.10.24 23:46:00 -
[214] - Quote
Fox Gaden wrote: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.
No worries sir - just thought you might not have seen it yet. :) Take your time |
Forlorn Destrier
Bullet Cluster Legacy Rising
2156
|
Posted - 2013.10.24 23:47:00 -
[215] - Quote
True Adamance wrote:Cross Ragweed wrote:There needs to be some plan, some path that new and small corporations can follow to play in this space. I'm trying real hard to see this "big picture", but just not seeing how to even get bootstrapped into what currently exists. FW is not for new or small corporations, neither is it for big corporations. Its is for loyal corporations.... but most likely we'll see the money grubbing ones all over the place.
Disagree - PC is for larger corps, but FW is for all, including small corps that want to have an impact in New Eden. |
Cody Sietz
Bullet Cluster Legacy Rising
1263
|
Posted - 2013.10.24 23:57:00 -
[216] - Quote
Forlorn Destrier wrote:Fox Gaden wrote: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. No worries sir - just thought you might not have seen it yet. :) Take your time And so his rise continues.
A...Legacy Rising...if you will. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3222
|
Posted - 2013.10.25 00:23:00 -
[217] - Quote
Forlorn Destrier wrote:True Adamance wrote:Cross Ragweed wrote:There needs to be some plan, some path that new and small corporations can follow to play in this space. I'm trying real hard to see this "big picture", but just not seeing how to even get bootstrapped into what currently exists. FW is not for new or small corporations, neither is it for big corporations. Its is for loyal corporations.... but most likely we'll see the money grubbing ones all over the place. Disagree - PC is for larger corps, but FW is for all, including small corps that want to have an impact in New Eden. That's what True was getting at. FW is not designed for large corps nor small corps, but corps who want to have an impact and see a specific faction succeed (loyal corporations) or people looking for money. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2157
|
Posted - 2013.10.25 00:32:00 -
[218] - Quote
Aero Yassavi wrote:Forlorn Destrier wrote:True Adamance wrote:Cross Ragweed wrote:There needs to be some plan, some path that new and small corporations can follow to play in this space. I'm trying real hard to see this "big picture", but just not seeing how to even get bootstrapped into what currently exists. FW is not for new or small corporations, neither is it for big corporations. Its is for loyal corporations.... but most likely we'll see the money grubbing ones all over the place. Disagree - PC is for larger corps, but FW is for all, including small corps that want to have an impact in New Eden. That's what True was getting at. FW is not designed for large corps nor small corps, but corps who want to have an impact and see a specific faction succeed (loyal corporations) or people looking for money.
Oops - I misread his post. Thanks for pointing that out. |
Medic 1879
Forsaken Immortals Top Men.
1155
|
Posted - 2013.10.25 01:44:00 -
[219] - Quote
Cody Sietz wrote:Forlorn Destrier wrote:Fox Gaden wrote: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. No worries sir - just thought you might not have seen it yet. :) Take your time And so his rise continues. A...Legacy Rising...if you will.
Seeing your alliance tags is making me all nostalgic I really need to squad with you guys again I just lurk in your pub channel at the moment. |
Llast 326
An Arkhos
267
|
Posted - 2013.10.25 01:51:00 -
[220] - Quote
CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation. |
|
Forlorn Destrier
Bullet Cluster Legacy Rising
2157
|
Posted - 2013.10.25 03:23:00 -
[221] - Quote
Medic 1879 wrote:Cody Sietz wrote:Forlorn Destrier wrote:Fox Gaden wrote: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. No worries sir - just thought you might not have seen it yet. :) Take your time And so his rise continues. A...Legacy Rising...if you will. Seeing your alliance tags is making me all nostalgic I really need to squad with you guys again I just lurk in your pub channel at the moment.
Expect to see more LRA tags moving forward. After being inactive for the summer, I am rebuilding. If you want to squad with us, right now BCG is pretty much our only representation in Dust - that will change of course - just join B-C-G Pub if that's not the one you are referring to. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3618
|
Posted - 2013.10.25 03:27:00 -
[222] - Quote
Yeah so as much as I don't want to be a douche....but this isn't a thread for your alliance talk..... there my inner douchiness is out....
On the other hand I seriously hope CCP is sneaking peeks at this thread as we update it and taking some of the better ideas down.
Especially the
Adding of diversity to the FW game modes
Mechanics of Planetary Battles
Attraction and Rewarding of EVE pilots
Immersion of large battles on a warlike scale.
More player accessibility
So on so forth ect etc etc. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2157
|
Posted - 2013.10.25 03:50:00 -
[223] - Quote
True Adamance wrote:Yeah so as much as I don't want to be a douche....but this isn't a thread for your alliance talk..... there my inner douchiness is out....
On the other hand I seriously hope CCP is sneaking peeks at this thread as we update it and taking some of the better ideas down.
Especially the
Adding of diversity to the FW game modes
Mechanics of Planetary Battles
Attraction and Rewarding of EVE pilots
Immersion of large battles on a warlike scale.
More player accessibility
So on so forth ect etc etc.
My apologies - I intended only to ask Fox to check his mail - I didn't expect or intend the follow up comments.
Back to the topic at hand! Yes, CCP needs to keep an eye on this thread - I think this is a critical step and offers them a chance to prove that they are listening to the player base. The suggestions here can change the face of the game, and give the players what was originally promised by CCP.
|
Kazeno Rannaa
BIG BAD W0LVES
289
|
Posted - 2013.10.25 04:39:00 -
[224] - Quote
Llast 326 wrote:CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation.
I think that is a really goods suggestion for the implementation of this particular thread. I guess the next question comes as to when we can get some detailed input from the DEVGÇÖs, and on a side note; when are we going to be getting some detail on the new suits an weapons coming in 1.7 so that we can begin to discuss them?? Final models?? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3248
|
Posted - 2013.10.25 15:33:00 -
[225] - Quote
Kazeno Rannaa wrote:Llast 326 wrote:CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation. I think that is a really goods suggestion for the implementation of this particular thread. I guess the next question comes as to when we can get some detailed input from the DEVGÇÖs, and on a side note; when are we going to be getting some detail on the new suits an weapons coming in 1.7 so that we can begin to discuss them?? Final models?? I agree, some updates on 1.7 content would be nice, but let's try to stay on topic here. |
Booker DaFooker
Ancient Exiles
140
|
Posted - 2013.10.25 16:10:00 -
[226] - Quote
been away for a day but so glad this has become the threadnaught it deserves to be!
Love some of the additional ideas coming up and the enthusiasm for potential capsuleer involvement, BUT don't lose sight of the fact that for a speedy implementation only the bare bones idea is good for us right now, the rest would need to come later. The beauty of this idea is that it feels like it is do-able very quickly and that is what we all want
That said, keep the ideas flowing!! |
Booker DaFooker
Ancient Exiles
140
|
Posted - 2013.10.25 16:14:00 -
[227] - Quote
And hey Devs, how about a sticky for the best thread in town! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3253
|
Posted - 2013.10.25 16:50:00 -
[228] - Quote
Booker DaFooker wrote:been away for a day but so glad this has become the threadnaught it deserves to be!
Love some of the additional ideas coming up and the enthusiasm for potential capsuleer involvement, BUT don't lose sight of the fact that for a speedy implementation only the bare bones idea is good for us right now, the rest would need to come later. The beauty of this idea is that it feels like it is do-able very quickly and that is what we all want
That said, keep the ideas flowing!! I'm open to hearing people thoughts on expanding this with brand new stuff and a lot of ideas sound really awesome, but at the same time I agree putting a little more focus on what can be achieved in the short term without needing to create anything new, or at least not anything too major, is key. |
Niuvo
The Phoenix Federation The Ascendancy
651
|
Posted - 2013.10.25 16:55:00 -
[229] - Quote
I thought you were describing a PC. Right on. |
Kazeno Rannaa
BIG BAD W0LVES
292
|
Posted - 2013.10.25 17:42:00 -
[230] - Quote
Aero Yassavi wrote:Kazeno Rannaa wrote:Llast 326 wrote:CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation. I think that is a really goods suggestion for the implementation of this particular thread. I guess the next question comes as to when we can get some detailed input from the DEVGÇÖs, and on a side note; when are we going to be getting some detail on the new suits an weapons coming in 1.7 so that we can begin to discuss them?? Final models?? I agree, some updates on 1.7 content would be nice, but let's try to stay on topic here.
Fair. I just had to throw that one out since I am feeling really good about the fact that the DEVs are watching this thread.
AS for the ideas, I think it is time to compile a listing of those initial features we are looking at presenting with it working down to the more advanced ones that can be implemented after the basic structure is inserted.
We have created quiet the mountain for the DEVS to sort through and climb. IF we are going to get this implemented, WE should take the initiative to sort through the content presented and create something that the DEVs can actually work with, i.e., a road map of sorts. If we can do that, what it will do is shine the light on specific features and the DEVGÇÖs would have an easier time of identifying the means of coding and getting them out to us that much faster since a mass majority of the work in conceiving the scaffolding is just waiting to be assembled. No cut pile necessary in carpenter like analogies.
It is almost a prefab house. Pick up the pieces and put them together. Fine tuning being of an absolute necessity, but the major lifting that is conceptualizing the building is done. Also this thing we call being recognized for the mass amounts of brain power that we are putting to work or the only payout as being the enjoyment of this game and the escape from our own existences for portions of our existence.
I will start to work on one version, if I can get Booker, Aero (but of course the OP) and all of the other major contributors to do the same. Then we could at least arrange a time to meet online in squad and talk this over on coms or something of the like.
What do you think? |
|
Medic 1879
Forsaken Immortals Top Men.
1163
|
Posted - 2013.10.25 23:36:00 -
[231] - Quote
Forlorn Destrier wrote: Quote Limit.
Yeah I am in the channel I was in Tritan with allot of the BCG guys and I always mean to squad with them an always forget lol. |
Booker DaFooker
Ancient Exiles
143
|
Posted - 2013.10.26 09:06:00 -
[232] - Quote
Kazeno Rannaa wrote:Aero Yassavi wrote:Kazeno Rannaa wrote:Llast 326 wrote:CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation. I think that is a really goods suggestion for the implementation of this particular thread. I guess the next question comes as to when we can get some detailed input from the DEVGÇÖs, and on a side note; when are we going to be getting some detail on the new suits an weapons coming in 1.7 so that we can begin to discuss them?? Final models?? I agree, some updates on 1.7 content would be nice, but let's try to stay on topic here. Fair. I just had to throw that one out since I am feeling really good about the fact that the DEVs are watching this thread. AS for the ideas, I think it is time to compile a listing of those initial features we are looking at presenting with it working down to the more advanced ones that can be implemented after the basic structure is inserted. We have created quiet the mountain for the DEVS to sort through and climb. IF we are going to get this implemented, WE should take the initiative to sort through the content presented and create something that the DEVs can actually work with, i.e., a road map of sorts. If we can do that, what it will do is shine the light on specific features and the DEVGÇÖs would have an easier time of identifying the means of coding and getting them out to us that much faster since a mass majority of the work in conceiving the scaffolding is just waiting to be assembled. No cut pile necessary in carpenter like analogies. It is almost a prefab house. Pick up the pieces and put them together. Fine tuning being of an absolute necessity, but the major lifting that is conceptualizing the building is done. Also this thing we call being recognized for the mass amounts of brain power that we are putting to work or the only payout as being the enjoyment of this game and the escape from our own existences for portions of our existence. I will start to work on one version, if I can get Booker, Aero (but of course the OP) and all of the other major contributors to do the same. Then we could at least arrange a time to meet online in squad and talk this over on coms or something of the like. What do you think?
Hi mate, yes would be great to see a primary list and a secondary list of features for this mode in one place, I am working or attending christening most of the weekend but if no-one else gets a chance to do it I will try to read through and pick out what we need whenever I get the chance over next couple of days |
Flint Beastgood III
GunFall Mobilization Covert Intervention
274
|
Posted - 2013.10.26 09:35:00 -
[233] - Quote
Best thread I've read in a long time.
+1
Fully in support of this. |
Fox Gaden
Immortal Guides
1410
|
Posted - 2013.10.26 11:03:00 -
[234] - 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. |
Booker DaFooker
Ancient Exiles
143
|
Posted - 2013.10.26 13:31:00 -
[235] - Quote
Dust players trash talking? surely you are mistaken sir!! lol! |
21yrOld Knight
Pradox XVI
218
|
Posted - 2013.10.26 16:59:00 -
[236] - Quote
Fox Gaden wrote: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.
I like this idea. It adds more into the game and eve i believe you can still talk to someone even when they are talking to you |
Fox Gaden
Immortal Guides
1416
|
Posted - 2013.10.28 15:00:00 -
[237] - 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.
|
Fox Gaden
Immortal Guides
1416
|
Posted - 2013.10.28 15:01:00 -
[238] - Quote
Reserved for Implementation Phase 2 summery |
Fox Gaden
Immortal Guides
1416
|
Posted - 2013.10.28 15:02:00 -
[239] - Quote
Reserved for Implementation Phase 3 summery |
Fox Gaden
Immortal Guides
1416
|
Posted - 2013.10.28 15:04:00 -
[240] - Quote
Reserved for Implementation Phase 4 summery |
|
Vinsarrow
New Eden Blades Of The Azure
19
|
Posted - 2013.10.28 19:30:00 -
[241] - Quote
Fox Gaden wrote: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. I've checked the Local in the War Room is the same as the Local in your Merc Quarters & yes it is odd to be in a different part of space but your still in your Local maybe they will add when you go in battle a 2nd channel that appears with the Team channel for both sides to talk on when you go into a match this would be exceptionally used in PC & FW I'd assume. Personally I'd love to see that & watch the enemy Team spam "LONG LIVE THE GALLENTE FEDERATION" & so forth in the channel. |
Vinsarrow
New Eden Blades Of The Azure
19
|
Posted - 2013.10.28 19:46:00 -
[242] - Quote
Also maybe if one has to leave the fight he not only receives rewards for the battles won & lost but if he or she is in a squad & that squad is on the team that wins the whole thing the 1 that had to leave maybe still gets rewarded but that's a bit far out their in my opinion. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3326
|
Posted - 2013.10.28 19:47:00 -
[243] - Quote
CCP said they were intentionally delaying putting Dust mercs into the appropriate local chat during battles because they were concerned about people using Dust as a means to spy and get intel on enemy positions in EVE. They have however expressed the desire to put us into appropriate local chats when we are deployed.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
|
Vinsarrow
New Eden Blades Of The Azure
19
|
Posted - 2013.10.28 19:53:00 -
[244] - Quote
ty for informing me my fellow Amarrian brother.
Undying loyalty to God, Infinite Glory to The Loyal Serfrim that serve him, & Long Life to The Empress that serves them both! |
Flint Beastgood III
GunFall Mobilization Covert Intervention
277
|
Posted - 2013.10.28 19:59:00 -
[245] - Quote
Fox Gaden wrote: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.
+1
Hell yeah! I've recently been getting into EVE and would like to see this implemented. |
Vinsarrow
New Eden Blades Of The Azure
32
|
Posted - 2013.10.30 20:30:00 -
[246] - Quote
Aero Yassavi wrote:From my perspective, and I don't have anyway to prove this but CCP can look into their stats and find out, the problem is two fold.
1) When you queue to search for a FW match, it looks for a district to attack. This is supported by the fact that if your faction owns 100% of the districts, thus no districts to attack, it results in the infamous Scotty error. Similarly, if there are a few districts to attack, but their is already a match currently going on in them, it will result in the Scotty error. So as soon as the losing faction gains a district, it will be the subject of all attacks. Thus, unless there is a massive surge by one side, like we saw when they introduced faction rewards, nothing will change. This is also further supported by the fact that since they introduced the new queue system for Faction Warfare, the state of control has always been one end of the extreme. Either one side owns 99-100%, or the other side owns 99-100%. The only time we see it inbetween are during these massive surges, which have flipped it to the other extreme in about 2 to 3 days.
2) Not many people like the Amarr, because the game portrays us as evil religious slavers. More people would rather be the space rebels, since popular sci-fi usually portrays the rebels as the good guys. Similarly, not many people like the Caldari who are portrayed as evil corporate pigs, while the Gallente are painted as the freedom fighter heroes of New Eden. Basically, since Dust 514's client doesn't share any of the positives of Amarr/Caldari or any of the negatives of Minmatar/Gallente, more people queue up for the latter. What this results in is all the people who don't care (i.e. they have all four factions checked) end up in Amarr/Caldari to balance the numbers out. This is supported at least from my experience of seeing several NPC corps from all races stacking up on the Amarr/Caldari side. And generally, these are not that good of players.
Someone posted this in a different post & I thought I'd bring it here as we all know about this & it just makes for another point to why this new FW style set should be implamented in. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3434
|
Posted - 2013.10.30 22:37:00 -
[247] - Quote
"Someone"
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
|
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3806
|
Posted - 2013.10.30 22:41:00 -
[248] - Quote
Aero Yassavi wrote:"Someone" Facepalms..... AKA THE OP OF THIS THREAD?
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
|
Vinsarrow
New Eden Blades Of The Azure
39
|
Posted - 2013.10.30 22:43:00 -
[249] - Quote
Aero Yassavi wrote:"Someone"
XD |
Fox Gaden
Immortal Guides
1478
|
Posted - 2013.11.01 12:17:00 -
[250] - 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.
Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
|
|
Yagihige
Crux Special Tasks Group Gallente Federation
392
|
Posted - 2013.11.01 12:41:00 -
[251] - Quote
Well, personally I would like to see a sequential alternative to the Skirmish game mode. Maybe a bit in the same vein as the "Chain Reaction" mode from Uncharted.
We'd have the same objectives we have now but at the start of the game each team would only see the starting objective available to hack. After you hack that one, the next in the sequence opens up. Then the next one until both teams are fighting for the same one. It would add an element of tug of war gameplay that would make battles much more fierce.
I also always thought that Domination could be a little more dynamic. Sometimes it's a great game mode but other times a team gets the objective and holds it from start to finish. This could be changed so that after you hold the objective for an extended period of time without an hack from the enemy, the objective deactivates and reappears on enemy territory, forcing the dominating team to move forward, shifting the battle away from what is the only objective as it plays currently.
em ta kool t'nod
|
Kazeno Rannaa
BIG BAD W0LVES
305
|
Posted - 2013.11.01 14:36:00 -
[252] - Quote
Vinsarrow wrote:Aero Yassavi wrote:From my perspective, and I don't have anyway to prove this but CCP can look into their stats and find out, the problem is two fold.
1) When you queue to search for a FW match, it looks for a district to attack. This is supported by the fact that if your faction owns 100% of the districts, thus no districts to attack, it results in the infamous Scotty error. Similarly, if there are a few districts to attack, but their is already a match currently going on in them, it will result in the Scotty error. So as soon as the losing faction gains a district, it will be the subject of all attacks. Thus, unless there is a massive surge by one side, like we saw when they introduced faction rewards, nothing will change. This is also further supported by the fact that since they introduced the new queue system for Faction Warfare, the state of control has always been one end of the extreme. Either one side owns 99-100%, or the other side owns 99-100%. The only time we see it inbetween are during these massive surges, which have flipped it to the other extreme in about 2 to 3 days.
2) Not many people like the Amarr, because the game portrays us as evil religious slavers. More people would rather be the space rebels, since popular sci-fi usually portrays the rebels as the good guys. Similarly, not many people like the Caldari who are portrayed as evil corporate pigs, while the Gallente are painted as the freedom fighter heroes of New Eden. Basically, since Dust 514's client doesn't share any of the positives of Amarr/Caldari or any of the negatives of Minmatar/Gallente, more people queue up for the latter. What this results in is all the people who don't care (i.e. they have all four factions checked) end up in Amarr/Caldari to balance the numbers out. This is supported at least from my experience of seeing several NPC corps from all races stacking up on the Amarr/Caldari side. And generally, these are not that good of players. Someone posted this in a different post & I thought I'd bring it here as we all know about this & it just makes for another point to why this new FW style set should be implamented in.
I think this is a very interesting point to bring up. One that I have been noticing of late. Fortunately my corp is primarily Amarr and Caldari supporters. The notion about the random number of noobs that get arbitrarily thrown into battles because they have either not chosen a faction or have not learned to adjust the battle finerGÇÖs options has turned FW matches into lop-sides trolling sessions. If I go it alone, my team may win, if I ma lucky enough to get dumped into a match that has serious, organized squads. If I get the opposite, then it turns into a proto-stomping. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3551
|
Posted - 2013.11.01 17:58:00 -
[253] - Quote
Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
|
Vinsarrow
New Eden Blades Of The Azure
44
|
Posted - 2013.11.01 18:25:00 -
[254] - Quote
Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots.
indeed it would explain alot, & if 1 of you do test it I among others may be interested in the findings. Amarr seems the most popular race too people go with oddly. But I think these blue dots are horrible because they are new & fail to understand you must stay with Dust to get better in practically everything. And because they are new they'll be fighting with not the best against people with proto or atleast moderate fittings such as a militia AR vs GEK's & Duvolle's before they can get better. But you can still do good with miltia stuff but that's only if you know what your doing. But I digress, that's more of a seperate topic kinda. |
Atiim
Living Like Larry Schwag
519
|
Posted - 2013.11.01 18:33:00 -
[255] - Quote
Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots. The FW faction you have on your main is the default for all of your ALTs that share the same PSN
And DJINN Altiim's default was Minmatar
I am everything
AV, Tanker, Logi, Scout, Heavy, and so much more
-HAND
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3553
|
Posted - 2013.11.01 18:35:00 -
[256] - Quote
Atiim wrote:Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots. The FW faction you have on your main is the default for all of your ALTs that share the same PSN And DJINN Altiim's default was Minmatar But say I was using a different PSN account?
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
|
Raskutor
DUST University Ivy League
57
|
Posted - 2013.11.01 18:35:00 -
[257] - Quote
Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots.
I believe your character's race is the default faction selected. I may, however, be wrong. Both of my characters were made before they gave us the option to filter FW battles by faction.
For my Empress.
For my brethren.
AMARR VICTOR! o7
|
Atiim
Living Like Larry Schwag
519
|
Posted - 2013.11.01 18:37:00 -
[258] - Quote
Aero Yassavi wrote:Atiim wrote:Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots. The FW faction you have on your main is the default for all of your ALTs that share the same PSN And DJINN Altiim's default was Minmatar But say I was using a different PSN account? Then all 4 options would be highlighted.
And I know from when my sister made her account a few days ago.
There is no favoritism going on here.
I am everything
AV, Tanker, Logi, Scout, Heavy, and so much more
-HAND
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3555
|
Posted - 2013.11.01 18:54:00 -
[259] - Quote
Atiim wrote:Aero Yassavi wrote:Atiim wrote:Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots. The FW faction you have on your main is the default for all of your ALTs that share the same PSN And DJINN Altiim's default was Minmatar But say I was using a different PSN account? Then all 4 options would be highlighted. And I know from when my sister made her account a few days ago. There is no favoritism going on here. Say I made a new character on a different PSN account, chose Caldari for my race, and went to FW and saw only Amarr was checked?
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
|
Vinsarrow
New Eden Blades Of The Azure
44
|
Posted - 2013.11.01 19:01:00 -
[260] - Quote
Atiim wrote:Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots. The FW faction you have on your main is the default for all of your ALTs that share the same PSN And DJINN Altiim's default was Minmatar
Very interesting, ty for telling us much appreciated this clears alot. I thought Caldari may be the default simply because the Caldari dropsuit is featured alot for Dust 514 in trailers & etc. |
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Vinsarrow
New Eden Blades Of The Azure
53
|
Posted - 2013.11.01 19:07:00 -
[261] - Quote
Just going to say this now, but this idea is genius +OVER 9000 for this it's such a great idea & can't be lost, I among others really want to see this happen.
P.S. - To Aero I Thank You.
|
Ensar Cael
Svartur Bjorn
24
|
Posted - 2013.11.06 10:16:00 -
[262] - Quote
Quick bump to keep this in the devs face. No point in losing one of the very few valid discussions on this forum! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3586
|
Posted - 2013.11.06 11:00:00 -
[263] - Quote
So what are everyone's opinions about including all the game modes? I know I've talked to a few people who have said that because this incorporates all the game modes and there are some they don't like, they simply won't play FW.
Honestly, in my opinion if they don't like the game modes then so be it. I don't see any reason to believe Faction Warfare wouldn't still be populated. And in fact, for every "I only like Skirmish" player you lose, you'd probably be gaining more of the Ambush and Domination players who've never had any other choice besides public contracts. But I don't know, only speculating.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
|
Fox Gaden
Immortal Guides
1512
|
Posted - 2013.11.07 17:06:00 -
[264] - 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
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013. |
Jadd Hatchen
Psygod9 D.E.F.I.A.N.C.E
10
|
Posted - 2013.11.07 17:15:00 -
[265] - Quote
I just wanted to add in the comment that if you slow down the district flipping so that there are a series of battles, then it also makes it easier for EVE support to not only find where the fighting is at, but to get there in time to help too.
|
Vinsarrow
New Eden Blades Of The Azure
71
|
Posted - 2013.11.10 19:18:00 -
[266] - Quote
Bump, this post too good to disappear |
Kazeno Rannaa
BIG BAD W0LVES
306
|
Posted - 2013.11.10 21:48:00 -
[267] - Quote
Has anyone finished compiling all the features together yet?? I have been buried with school. |
Vinsarrow
New Eden Blades Of The Azure
74
|
Posted - 2013.11.11 20:05:00 -
[268] - Quote
Not exactly sure on that I know we've discussed it on deep levels |
Vinsarrow
New Eden Blades Of The Azure
77
|
Posted - 2013.11.13 19:40:00 -
[269] - Quote
Bump :) |
AccursedZero
New Eden Blades Of The Azure
2
|
Posted - 2013.11.16 18:02:00 -
[270] - Quote
Bump |
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Kazeno Rannaa
BIG BAD W0LVES
308
|
Posted - 2013.11.16 20:46:00 -
[271] - Quote
OK. Still working on the compilation. We should finish it and see if it can be presented to the CPM and the devs. Do we have anymore input on this one? |
Fox Gaden
Immortal Guides
1568
|
Posted - 2013.11.16 21:25:00 -
[272] - 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. |
Kazeno Rannaa
BIG BAD W0LVES
308
|
Posted - 2013.11.17 02:13:00 -
[273] - Quote
Fox Gaden wrote: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.
OK. I have been trying to compile and group the ideas in relation to the responses from all of us. There seems to be primarily 8-10 of us that have been large contributors to the thread.
I am hoping to get the entirety of it together hopefully before 1.7 releases so that the DEVs have a chance to maybe make some tweaks for 1.8 so that we may be able to see one of our suggested changes by 1.8 and maybe a full FW release by 1.9.
Holiday is coming up and I hope this week to finish my compilation and have it posted by mid next week. Unfortunately school has been a particularly vicious mistress. |
Zion Shad
ZionTCD Public Disorder.
1968
|
Posted - 2013.11.17 02:59:00 -
[274] - Quote
Aero Yassavi wrote:So what are everyone's opinions about including all the game modes? I know I've talked to a few people who have said that because this incorporates all the game modes and there are some they don't like, they simply won't play FW.
Honestly, in my opinion if they don't like the game modes then so be it. I don't see any reason to believe Faction Warfare wouldn't still be populated. And in fact, for every "I only like Skirmish" player you lose, you'd probably be gaining more of the Ambush and Domination players who've never had any other choice besides public contracts. But I don't know, only speculating.
Great threadnught! Would love to have you on Podside to chat about this. Hit me if interested at [email protected]
Co-Owner of Multiplexgaming.com
Co-Host of PODSIDE & MPXPrimetime
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Vinsarrow
New Eden Blades Of The Azure
86
|
Posted - 2013.11.18 19:11:00 -
[275] - Quote
Kazeno Rannaa wrote:Fox Gaden wrote: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. OK. I have been trying to compile and group the ideas in relation to the responses from all of us. There seems to be primarily 8-10 of us that have been large contributors to the thread. I am hoping to get the entirety of it together hopefully before 1.7 releases so that the DEVs have a chance to maybe make some tweaks for 1.8 so that we may be able to see one of our suggested changes by 1.8 and maybe a full FW release by 1.9. Holiday is coming up and I hope this week to finish my compilation and have it posted by mid next week. Unfortunately school has been a particularly vicious mistress.
That would greatly add-on to this idea in a more filed & organised manner |
Ensar Cael
Svartur Bjorn
26
|
Posted - 2013.11.19 22:13:00 -
[276] - Quote
Just to keep this alive and allow others to chime in that haven't. This thread could very well hold the keys to revamping DUST 514 with any luck. |
Vinsarrow
New Eden Blades Of The Azure Zero-Day
89
|
Posted - 2013.11.20 19:36:00 -
[277] - Quote
I grabbed this from a recent post I think it can connect & expand Aero's idea of a "train around the planeting connecting the Districts" this seems close to the idea
District Outlines from 2006 http://go-dl.eve-files.com/media/0801/1%5B4%5D.jpg |
Vinsarrow
New Eden Blades Of The Azure Zero-Day
90
|
Posted - 2013.11.20 20:13:00 -
[278] - Quote
Also reverting to the idea of the map, daytime & MCC's moving throughout the battle's/tug of war's. I really would like Factinal MCC's to release alongside this if possible, also since it goes like this - Ambush, Ambush OMS, Skirmish, Domination.
(possibly a fortress or something for the defender at the end like we see in that 1 trailer with a MCC, troops, Tanks, LAV's rushing forward across a bridge to take the compound with maybe LBI's & drone's thrown in to aid the defenders maybe throw in weather for added epicness depending on what planet or District your fighting for but I digress)
Skirmish would have to have a different ending then in publics because if you blow up the MCC how will that MCC be in the domination match next then? Hence maybe why their should be a new type of battle at the final push to take a fort or something for Factional's, unique & specific only to FW.
So if you do it like suggested above it, it go like this -
Amush: The attacker has suprised the owner of the District & a short exchange is made between the two factions. - Maybe have, weather affects & the daytime be set maybe at random for each Phase so that way, say Skirmish phase won't always have heavy snow affetcs & is at daytime for example everytime you fight skirmish for that District on that planet at that phase.
Ambush OMS: The attacker has succesfully suprised & attacked the defenders & are making a way to gain foothold before they can be repelled. (for defender if this reverts from Stage 3 "Skirmish" the defender see's no need for reinforments a.k.a MCC's, CRU's & etc. to remain, why? because it costs the Empires money is why if your wondering why they would pull out all that. Then the defenders are now acting as a mop up operation you might say)
Skirmish: The attacker has succesfully made they're presence known & have gained a strong foothold, with reinforcements arriving. The defender calls reinforcements as well (MCC & more clones as well as CRU's, LBI's & etc.) to begin a true repel campaign against the attacker.
Compound: The attacker has succesfully beaten down the defenders stand, and now moving for full District control & have set they're eyes on the center piece/HQ of the District while the defender prepares for a last final, desperate stand to buy time for reinforcements. - All this is IF the attacker wins if the attacker looses it'll just revert to the last phase.
If attacker or defender fully wins maybe have a 40 minute wait or so for that District on that planet to be open to attack again. |
Agrios Endendros
Single Serving Friends
0
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Posted - 2013.11.20 20:37:00 -
[279] - Quote
First off, awesome idea. I haven't read entire thread so I may have missed this, but some are concerned about the length of time, it going back and forth forever, or it becoming a grind. Perhaps a rule such as if the attacking group loses a total of 3 battles during the process they can no longer keep attacking and the defenders win. I'm not sure that it would, but if this gave a statistical advantage to the defenders winning more often overall, then make the rewards for attackers slightly better when they win everything to make up for it. |
Vinsarrow
New Eden Blades Of The Azure Zero-Day
90
|
Posted - 2013.11.20 20:45:00 -
[280] - Quote
To level it maybe give the attacker stronger attack bonuses, though the defenders will get more defence they'll actually need it as the enemy will be railing hard for a win |
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Vinsarrow
New Eden Blades Of The Azure Zero-Day
99
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Posted - 2013.11.24 22:41:00 -
[281] - Quote
Bump for those who haven't seen this & may like to add more |
Spkr4theDead
Red Star. EoN.
1328
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Posted - 2013.11.24 22:54:00 -
[282] - Quote
So how long would one of those battles be?
Teamwork for thee, but no teamwork for me, such is the motto of the anti vehicle infantry.
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Vinsarrow
New Eden Blades Of The Azure Zero-Day
99
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Posted - 2013.11.24 22:55:00 -
[283] - Quote
Read all of this & you'll see alot of in-depth details lol |
crazy space 1
Vherokior Combat Logistics Minmatar Republic
1998
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Posted - 2013.11.24 23:07:00 -
[284] - 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. |
crazy space
GunFall Mobilization Covert Intervention
2099
|
Posted - 2013.11.24 23:07:00 -
[285] - 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. |
Ensar Cael
Svartur Bjorn
29
|
Posted - 2013.11.25 02:23:00 -
[286] - Quote
I note that someone mentions how the defenders can continue if the MCC is destroyed. To answer that is easy. They don't need an MCC as they have their clones onworld within their defenses already. The people that need to watch out are the attackers although, by the time they get to the final domination mode, pretty sure they will have their own clones onworld and within defenses too.
Basically, these matches will take time to work through but they can be spiced up by adding more maps/ modes/ moods/ side fights/ miscellaneous features over time.
Right now, its important to run what we have - AMBUSH, AMBUSH OMS, SKIRMISH 1.0 (bring it back!), SKIRMISH, DOMINATION.
These modes are already used (were in S1.0's case) and require little resources to marry them up (hopefully) into a train of events scenario.
It would give a greater meaning to the EVE DUST link and involve us all in a bigger way. It could also attract more players. We still need to take out AA and enable FF though. Get the training wheels off and do it for real... |
Vinsarrow
New Eden Blades Of The Azure Zero-Day
120
|
Posted - 2013.12.02 19:32:00 -
[287] - Quote
I meant in Skirmish that MCC is destroyed but SOMEHOW the blown-up MCC is in Domination? Dom & Skirm both have MCC's so you would have to explain why 1 is gone or something otherwise it seems off |
AzureFlameGod
New Eden Blades Of The Azure Zero-Day
1
|
Posted - 2013.12.03 20:55:00 -
[288] - Quote
Bump |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3686
|
Posted - 2013.12.04 21:37:00 -
[289] - Quote
Vinsarrow wrote:I meant in Skirmish that MCC is destroyed but SOMEHOW the blown-up MCC is in Domination? Dom & Skirm both have MCC's so you would have to explain why 1 is gone or something otherwise it seems off You can view MCCs as an asset just like everything else. In lore, the Warbarge can carry multiple MCCs. So think of it like this: The attacking team brings all their war assets with them in the warbarge, and just because the MCC is destroyed doesn't mean they don't have another. You could however use this as a counter so battles over a district don't go on forever. Like say each team's warbarge has 4 MCCs and if they are depleted then that is another terms of victory.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Vinsarrow
New Eden Blades Of The Azure Zero-Day
129
|
Posted - 2013.12.04 22:02:00 -
[290] - Quote
Hmm true forgot The War Barge does store MCC's & etc. or they can make a new game mode that too.
However I think they might have to readd ISK reward with loyalty points in FW or you get ISK till you win the fight for the District then you get paid a huge amount of LP at the end. Since it'll be multistage I assume you'll be loosing ISK going back & forth so you'll need ISK reward in multistage FW somewhat.
Pyrex points out that in every fight in Dust 514 the 2 sides rage & attack each-other with great strength until 1 side decides they're done loosing ISK & starts to loose.
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3692
|
Posted - 2013.12.04 22:09:00 -
[291] - Quote
Vinsarrow wrote: However I think they might have to readd ISK reward with loyalty points in FW or you get ISK till you win the fight for the District then you get paid a huge amount of LP at the end. Since it'll be multistage I assume you'll be loosing ISK going back & forth so you'll need ISK reward in multistage FW somewhat.
They need to readd ISK reward in FW simply because there is no market yet, but that is another topic. Anyways, players will need to be given all their rewards after each stage, not after the entire multi-stage battle for the district is over. If you were to wait to reward the players, that'd defeat the purpose of having it consist of multiple individual battles and not one really large one. Not everyone has the time to invest into a super long battle, so we separate them to offer good exiting opportunities. In the same sense, we need to reward the players at these points as well.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Kain Spero
Imperfects Negative-Feedback
2292
|
Posted - 2013.12.12 21:43:00 -
[292] - Quote
I still like this idea of flowing from one battle to the next even if you didn't make use of all the different types of matches.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Aero Yassavi
Scions of Athra
4003
|
Posted - 2013.12.12 21:44:00 -
[293] - Quote
Kain Spero wrote:I still like this idea of flowing from one battle to the next even if you didn't make use of all the different types of matches. Agreed. Personally I'd like to have it incorporate all the match types as a team should be well rounded for all gamemodes in my opinion, but the main idea to take away here is the multi-stage battles and flow.
Angels of vengeance, angels of mercy, scions of Athra. Amarr Victor
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Rozencrutz89
From The Mist
16
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Posted - 2013.12.12 21:46:00 -
[294] - Quote
Dear god I love the idea of this, multiple battles that would help lock in districts it'd be nice compared to winning a district then next game getting launched back into the same district having to defend it.
https://www.youtube.com/user/Rozencrutz89 Dust Vids
http://rozencrutz89.blogspot.com/ Blog on FW Matches
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Vinsarrow
New Eden Blades Of The Azure Zero-Day
163
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Posted - 2013.12.16 19:30:00 -
[295] - Quote
CCP needs to get this up seriously lol |
Aero Yassavi
Scions of Athra
4134
|
Posted - 2013.12.16 23:28:00 -
[296] - Quote
Vinsarrow wrote:CCP needs to get this up seriously lol It'd certainly be appreciated and make FW much more interesting.
Angels of vengeance, angels of mercy, scions of Athra. Amarr Victor
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Vinsarrow
New Eden Blades Of The Azure Zero-Day
165
|
Posted - 2013.12.21 19:48:00 -
[297] - Quote
omg CCP implament this already, although we The Amarr supporters are winning every match we go in atleast 85% we can't reclaim any territory.
This is due to 2 reasons - The first being 2 Factions always has 90% - 100% of FW always & The 2nd we can't choose what District to fight for.
The reason for no territory gain is this.
As we've discussed before as soon as The Amarr gain a Distcict ALL Minmitar battle searches lock onto it. Thus we get 1 go on to the next win that 1 & we loose that last 1. It's - Win, Lost 1, Win, Lost 1, Win, Lost 1.
Not counting when we actually loose a fight for a Minmitar held District.
If you go Amarr you'll be attacker & only occasionally defender. This goes for Caldari too if you side with them.
Through shere effort we reclaimed 14% & 5% of FW Constallation Territory by ourselves. The only way for Amarr or Caldari to (currently without Multi-stage FW implamented) to gain 50% or higher is if the majority of everyone supporting Minmitar & Gallente suddenly sided with Amarr & Caldari.
That only happens during Factional Rewards - currently FW & LP is a broke idea & system as 1 can side with any side long enough to get what they want then go back siding with they're main Faction. Which does not encourage the staying with a specific side.
Not to mention how fun & awesome this be if implamented anyway. |
Vinsarrow
New Eden Blades Of The Azure Zero-Day
172
|
Posted - 2014.01.10 19:37:00 -
[298] - Quote
btw quick update Aero is just now running for CPM. Got my vote just saying |
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