The Black Jackal
The Southern Legion The Umbra Combine
911
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Posted - 2013.11.04 11:48:00 -
[1] - Quote
Presenting a full community based framework for the future of DUST and EVE.
In the wake of one of my Officer's departing in sheer frustration, and myself returning after a forced sojourn from DUST and EVE, I have come once again to rally the calls for Player Vs. Environment, EVE Integration, Open World, and Movement that doesn't make our avatar's feel like wooden puppets with steel rods jammed up their ******.
If you've not seen my other threads, a quick use of the 'Search' Function will likely reveal some of my ideas, as well as the integration of others, but with CCP's renewed focus of integrating DUST into EVE, and putting the MMO into this potentially grand MMO FPS, I'm here again to put forward our list of 'dreams' and hopefully near future implementations. 1. Making Public Matches, PvE, Faction Warfare, and Planetary Conquest Different And with this I don't mean just the look of them, but the feel. Each of these game modes shouldn't feel like the other. Why? Because what real incentive do we have to fight these battles any differently than we do now? Little, if any. Loyalty Points and Standings have already been talked about, and this is a step in the right direction for faction warfare. But what about the game mode itself? Do instanced battles that have no bearing visibly, or even on us, really reflect the faction warfare we've come to expect great things from? No. In this, I ask a question. If you were a leader of a faction, with an unlimited supply of soldiers at your fingertips, and near inexhaustable resources, would you ever allow a lull in combat? No. Faction Warfare should be a constant give and take struggle between powerhouses, and when you enter the battlefield, it's not as a member of a small team, but of an immortal privateer army! Pushing hostile lines back and forth constantly. So here, coupled with an open world-style of play, is an idea for: Faction Warfare Districts have Strategic Value - Each District connects via a capturable 'Warp Station' to another, or several Districts. This gives us a strategic view, as holding certain districts will be more valuable, over holding others. Battle Lines - In order to push forward, you must secure a supply line. Reducing the randomness of Faction Warfare battles (or EVE-inspired positioning) will concentrate the forces, and make battles more pitched. Having to secure lines, or disrupt hostile lines, can make all the difference. Factional Support - Loyalty Point buy stuff for us to use, but in Factional Warfare, some assets may be provided on the ground. Holding specific facilities, such as vehicle factories, may allow your faction to produce vehicles, weapons, or clones to support the war effort. Giving a 'supply bonus' to members of your faction that is consumed as your forces call in resources from within that district. These resources would build slowly over time. Military Installations - Not every district would hold an industrial complex! Why would they. This is a warzone, and while industry is needed to fuel the engines of war, there is a need for solid defence as well. Here we gain bases, airfields, armories, vehicle hangars, and orbital artillery able to strike ships from the sky.
But moving on from this, how would we top the epic awesomeness of the above Factional Warfare? Well the answer is obvious. Give that power to the players. And thus we move onto: Planetary Conquest This one would have 2 stages. First would be Low Security Control, where SOME EVE support is required, but it is possible to enter and compete in Planetary Conquest without direct EVE support. Some actions would be limited, however. The second stage in Null Security Planetary Conquest. An indpenendant, yet mutually beneficial Sovereignty System gets overlaid onto each planet. EVE pilots could carry on above as if nothing has changed, and for them, nothing has, but if they have allies Planetside, they get rewarded with unique bonuses or a more solid basis to build upon. The same would apply to DUST, excepting that EVE support would be required to perform actions here, like the Invasion of a Planet. But not needed at every step. (Warbarges can show up, launch multiple attacks on districts, and get out to safety). Out here in Null, you control, and own everything. You can build mighty fortresses to hold your districts, or you can focus on building an industrial empire. The removal of pure 'passive' ISK forces you to make a choice between the two, and not languish in one or the other without drawback.
And now beyond PvP, bringing it back to the median by which most MMOs are judged, PvE. Player Vs. Environment in DUST has many was it can unfold, from instanced 'swarm modes' to more open 'World PvE' on roaming districts. In this case, I will aspire to the open world style, with objective-based missions that tier based on standings, SP, and group size. Level 1 Missions require only Standard or even Militia Gear, and generally have only 1 objective. Get in, get it done, and you're finished. Level 2, however, would push you to use Advanced Gear, or team up with a friend for 2 or 3 objectives. Level 3, would similarly push you to Prototype gear, or teaming up as 2 advanced level soldiers, or 4 Standard level Soldiers. Level 4s would challenge even Prototype Geared Players, and encourage full squads. Tiering the system means players from every level can enjoy much of the content early on in their time, and skil dependant missions will reward those more skilled.
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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The Black Jackal
The Southern Legion The Umbra Combine
911
|
Posted - 2013.11.04 11:48:00 -
[2] - Quote
Onto my last and final point (for this rant at least), and one of my previously more popular ideas, is the movement of our avatar. At the moment, our movement is exteremely wooden, linear, and though somewhat based on our suit, it really only affects speed, and ability to cover ground. It's doesn't represent the nimble scout, the mobile assault and logistics, the slow, but solid heavy. - Vaulting: Something that military types do often. Instead of 'jumping' a fence or railing, they grab onto it with one or two hands, and swing themselves over it. Often being able to do this at a jogging pace, or even a full sprint. In this instance, the Suit size will determine how fast you can do it. Scout - Capable of a double handed Vault at Full sprint. Double Handed takes more time to ready your weapon after completing the jump. They can do a single handed vault at 'normal' jogging speed. Assault and Logistics - Medium Frames, capable of some agility. These can do a Double handed Vault at normal jogging speed. They do, however, ready their weapon from this at a higher speed than Scouts. Heavy - Again, as above, double at normal jogging speed, but take much longer to complete the vault, and ready their weapon afterwards.
- Ledge Grab and Climb Up: By holding down the JUMP key while falling past a ledge (such as one you fell just short of) would cause you to reach out and grab on with both hands. Pushing forward while still holding jump would cause you to pull yourself up onto that ledge. All suits would be capable of doing this, with speed of the move and the stamina required being the only factor. If you lack the stamina required to pull yourself up, you will hang there rebuilding stamina until you are able to do so. (Leaving yourself vulnerable from gunfire.) There are plenty more ideas for movement elsewhere on the forums. So to keep this in the realm of 'moderately achieveable' I will leave this rant here. Please, feel free to comment below on the above ideas, post your own, and I will look to incorporate these ideas ito a framework for what we, the community, want DUST to be in the future. (Let's say in 2- 3 years to keep the ideas in the same realm of dreams.)
"Regard your soldiers as your children, and they will follow you into the deepest valleys."
Sun Tzu
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