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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
274
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Posted - 2014.01.10 18:20:00 -
[1] - Quote
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.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Kallas Hallytyr
Skullbreakers
268
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Posted - 2014.01.10 19:10:00 -
[2] - Quote
I like it.
Mk II. |
Draco Cerberus
BurgezzE.T.F Public Disorder.
674
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Posted - 2014.01.10 23:51:00 -
[3] - Quote
I still have yet to see any indication that there is a problem with current redlines. On the other hand you raise an interesting idea for the mechanic and I consider it mostly well thought out other than the WP rewards. Actions that support the team anywhere on the map should be rewarded, no matter which redline you are in at the time. Often it is necessary to pursue the enemy team into the redline because of despair/apathy/they just give up. Some parts of your proposal do give that ability and I like that, but caution that it is not really needed. Doing this would cause more QQ from people being redlined.
LogiGod earns his pips
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Soraya Xel
The Corporate Raiders Top Men.
1046
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Posted - 2014.01.11 00:09:00 -
[4] - Quote
CCP has demonstrated redline-modifying tech in the past, though it hasn't been used since open beta.
I don't think there's a problem with the redline. I think there's a problem with map design, in that the redline is often the best place to be because the map design.
And I echo Draco Cerberus' comments that it is a well-thought concept, except for the WP modifiers.
I'd like to be your CPM1 candidate
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Shadow Archeus
OSG Planetary Operations Covert Intervention
221
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Posted - 2014.01.11 00:25:00 -
[5] - Quote
Good idea |
Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
281
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Posted - 2014.01.11 09:55:00 -
[6] - Quote
Draco Cerberus wrote:I still have yet to see any indication that there is a problem with current redlines. On the other hand you raise an interesting idea for the mechanic and I consider it mostly well thought out other than the WP rewards. Actions that support the team anywhere on the map should be rewarded, no matter which redline you are in at the time. Often it is necessary to pursue the enemy team into the redline because of despair/apathy/they just give up. Some parts of your proposal do give that ability and I like that, but caution that it is not really needed. Doing this would cause more QQ from people being redlined.
But an indication your in the greenzone where you can but your hostiles ca not walk around is much needed.
Thanks though.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
50
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Posted - 2014.01.11 13:40:00 -
[7] - Quote
You may argue about the mechanics proposal, but a greenline indicator is absolutely needed. I personally never know if I'm redlining or not. |
bogeyman m
Learning Coalition College
7
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Posted - 2014.01.15 04:09:00 -
[8] - 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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Cooper Eudaemon
DUST University Ivy League
79
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Posted - 2014.01.15 04:24:00 -
[9] - Quote
Let's just start simple, with a greenzone indicator, and see how it goes from there.
I need a break from Dust! I'll just go hop on the forums...
I need a break from the forums! I'll just go hop on Dust...
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deepfried salad gilliam
Sanguine Knights
382
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Posted - 2014.01.15 04:29:00 -
[10] - Quote
how about a d.s. dock on the mcc, if you are getting redlined drop an entire squad behind from over head
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Evolution-7
The Unholy Legion Of DarkStar DARKSTAR ARMY
305
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Posted - 2014.01.15 16:15:00 -
[11] - Quote
Cooper Eudaemon wrote:Let's just start simple, with a greenzone indicator, and see how it goes from there.
Yes and there needs to be an incentive on peaving the greenzone implemented v soon after.
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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