bogeyman m
Learning Coalition College
7
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Posted - 2014.01.15 04:09:00 -
[1] - Quote
Evolution-7 wrote:Sentences with asterisks, eg exit*(1) will be explained at the bottom of this post
First of all, in a match, you can not go in to the enemy redline area where they are 'safe', however, the 'safe' zone is not marked for them, how do they know that the enemy can not reach them? The simplest of UI to fix this. A greenzone, the area in which your team can walk or setup squad after dropping from the MCC or spawning on the ground.
The greenzone has to show that the player is in it. On radar, you could have small green dashes showing your safe zone and a indicating message saying: SAFE ZONE, ENEMY ACTIONS ARE LIMITED IN THIS AREA.
Now, the brain behind the fix for the redline. For only the first 2 minutes of a skirmish or any objective based game mode the greenzone is active in the area that hostiles call 'enemy redlines', so you can call your vehicles and set up your assaults without having a superfast tank or dropship rush in and kill you before you can twitch. Then:
After 2 minutes - The greenzone becomes smaller*(1), IF your team holds at least one objective, this allows enemies to be able to have easier access to redline snipers and RAILGUN TANKS. - However, the greenzone extends out to start game size IF you are being redlined, to allow re-organisation, deployment etc in safety. - Then if a sly scout gets out the redline and hacks an objective, the greenzone will be active for 1 minute, this is indicated on the friendly teams HUD, so they get the warning that the enemy will be allowed further in and that you will need to push, the area which will become open to enemies will then become a bluezone on the radar, indicating only limited protection is available for a set time. - IF you are blue-lining then your greenzone becomes even smaller to encourage snipers and redline rail tanks to push forward and hostiles to have a chance of clearing defences
Conditions in the greenzone - Actions taken in the greenzone during a hostile REDLINE are at 3/4 wp rewarded - Actions taken in the greenzone during a friendly BLUELINE OR WHILE YOU HAVE 1+ OBJECTIVE are at 1/10 wp rewards. - When being redlined, automatic sensors in the greenzone pickup any hostiles inside and light them up on the radar, only while they are in your greenzone to prevent people from continuously going in and out killing the reds without them even knowing where you aren
This has been posted in GD aswell.
*(1) The set area of the greenzone, after the initial 2 minutes or during a blueline should be the redline sizes of chromosome, this allowed you to kill most rail tanks and sniper pretty easily.
I generally like this idea, but think it's a bit complicated. As an alternative, how about this:
1. Show all red zone areas to all players. (Helping those who want/try to cooperate.)
2. Allow only 50% kill and damage WP rewards for activity in or out of the red zone, for both infantry (sniper) and tanks (and turrets). Leave the suicide timer the same. (Minimizes red line shipping and promotes spirit of the game without excessive penalty.)
3. Introduce a permanent 'yellow zone' (ha!) buffer of about 50m all around the perimeter that all players can see.
4. Allow 75% WP for all activity in/out of the yellow zone. Double the suicide timer.
Done.
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