JDEZ09
Dark Side Alliance
17
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Posted - 2013.12.01 02:46:00 -
[1] - Quote
Here is a link to a picture of an Amarr City.
http://i1.2pcdn.com/node14/image/game/50dbb83561fc10d103c74dd7/50ea35cfc01d1ae8c1e4b5a7/20130106215915a0dd7bjv6ysk1dkn.jpg
Since these powerful factions have to be prepared for invasion from enemy forces, I think that it would inspire a lot of interest to propose a design focused on the protection or invasion of actual cities on these planets. They could be major cities, or more distinct, lower populated areas that are defended with the proper null canon setups seen in skirmishes. They could also serve as a grounds for ambush matches, that will vary in location on each map. You could assume that for a big map like this, it can be easily be broken down and sectioned off for multiple variations of each racial map within a map (ambush). Imagine 4 new maps like this, one for each race. Each one would be extremely different, and would bring the futuristic city designs that yall may have, to life.
I also think that for some PVE action, the contracts that the factions will offer could be for drone infestations also. Take this Amarr city, for example. If it were to be under attack by Minmatar drone infestation, then a group of squads or a corporation can be contracted to wipe out the threat. This brings a new face to the game, with a fresh, clean, and awesome visual landscape to wage war on. Imagine future urban warfare, where the next corner you turn, or the next escalator you take, could be filled to the rim with drones that are searching and killing everything in their path. With simplified destructible environments to show where the action has taken place.
Imagine the fear of the citizens as they remain in their abodes while the ultimate war rages just outside of their windows. The lore behind this would be astounding, bringing EVE citizens the awe inspiring presence of these Immortal Mercenaries. It would bring multiple accounts of the immortals as both, "Fearsome, deadly heroes." Or "Relentless, merciless conquerors'," depending on which city is being attacked and whose faction wins the battle.
Truth is, the factional warfare data has shown that there are barely any districts left for the opposing faction in their respective regions. This must mean that local colonies within these areas are also vulnerable for attack. So it makes sense to work towards this extreme when one side is clearly winning the ongoing Factional Warfare contracts.
Some cities like the Amarr city shown here, may offer some intricate vertical gameplay. Other races like the Gallente could have structures in their city resembling their research rich heritage, implemented in their environment. The rugged but culturally packed cities of the Minmatar could show a humble approach to the future city idea, with interactive levels that change the course of the battle if utilized correctly. Imagine a Minmatar city where you would have to hack certain doors to gain access to different parts of the map, giving their logis an advantage in battle ;).
The image posted does look a bit intimidating, however, if any team can make it happen it would definitely be CCP. These types of maps would engage the player base in multiple ways, giving them a sound purpose in the defense of their people. This idea can work if it can be done with the graphical capabilities that this game offers, using a dense but simple structure for these cities.
New infrastructures and outposts would also make each level truly different, giving a distinct feel of each planet that you step foot on to defend your faction. Now that loyalty rewards are set to be in place, then the idea of favoring a particular faction would be reassured. If mercenaries just want to be hired guns, then they will live with the consequence of taking over cities for other people. To see just what war does to homes; and how it effects everyone, not just their race alone.
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Mac Dac
Wraith Shadow Guards D.E.F.I.A.N.C.E
328
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Posted - 2013.12.08 21:20:00 -
[2] - Quote
First, memory. The city you seem to be picturing seems huge, like 4 times our outposts. I remember in an older topic LogicLoop said they can't have structures too close to each other because of memory. So, how CCP is gonna pull that off without placing structures relatively close together is beyond me.
Second is that, our current map system uses sockets. Specifcally, smal, medium, and large size sockets are make up the entire map. The large sockets are our biggest structures and are usually house the outposts ie the production facility. CCP would have to make an even bigger socket or place several large sockets right next to each other.
However CCP has begin to bulid up rather then out, so that could hold some promise for more dynamic maps.
"We should take care not to make intellect our god; it has, of course, strong muscles, but no personality" Albert Einste
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