Goric Rumis
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Posted - 2014.04.04 18:10:00 -
[1] - Quote
I have an old thread somewhere about using wormhole exploration to find planetary/lunar Sleeper sites that mercenaries would have to infiltrate. They could only get there after an EVE pilot had identified a site and deployed them to it via dropship. The site could be infiltrated by multiple teams at once, so you might have a team trying to catch up with you and sabotage your efforts. This makes it especially tricky because if you're the first team on the ground you'll have your fits set to manage the AI and obstacles you're encountering in the structure, while the team trying to sabotage you will be almost exclusively after whatever you've already collected and will only need to kill you to get it. So your team on the ground and your ride in the sky might be engaged by other players. You might also set off an alarm if you're not stealthy enough or if you get too greedy or on rare occasions just by landing if the ground-based sensor system is operational. If you set off an alarm, Sleepers warp in and attack the pilot, while your crew on the ground gets assaulted by waves of drones. Once that happens, you could try to evacuate before you get crushed by the Sleepers, or you could try to fight through them long enough to haul something away.
Of course, it's time-limited because it's in a wormhole, but that helps with the urgency you need if you're going to contract people sitting in DUST. The FPS side is going to want contracts they can take immediately and have a fairly short turnaround before they're playing, because there's not a lot to do in the meantime. Eventually I'd like to see a prep period while you're being transported, where you're able to see a high-level scan of the area and the team leader can set points of interest where it looks like there may be something to look into, or devise an exit strategy if another team attacks or a return path gets blocked. But that would require some of the field commander functionality that I expect is eventually coming for PC to be implemented first.
I also had some ideas about unique equipment that would be used either for infiltration or sabotage.
For space-based maps (including ruins located in space), I'd like to see some variation on zero-gravity. So you would either be floating and using maneuvering thrusters on your suit (which would be interesting for the various suits, as they wouldn't necessarily have different top speed but would have significant differences in maneuverability), or you would have gravity boots that would allow you to walk as though any surface is "down." Either of these would require completely different design sensibilities to the maps, since there wouldn't be any locations that are off-limits as such. You would also have the interesting effect where mass drivers and plasma cannons and such would fire straight instead of along a curve. I'd already like to see differences in gravity between the PvP maps, it would be interesting to see how zero-gravity impacts the gameplay.
The Tank Balancing Factor No One Is Discussing
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