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GRIMSNIPER69
KILL-EM-QUICK RISE of LEGION
14
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Posted - 2014.01.27 07:29:00 -
[1] - Quote
Ok so instead of the mcc's being stationary as they are now, and with the red line camping a huge thing people complain about and do i thought about a new way skirmish could be done. So here it is, the Mcc's should rotate around the map and have 4 different places the ground spawn could be, and have the red line for move alongside the mcc. Now the 4 ground spawns would work this way, as the Mcc's rotate say clockwise the ground spawns would switch to in the same direction. Now the timing between the switches would hapen this way spawn point 1 stays as mcc moves, once mcc reaches spawn point 2 theground spawns switch. now the red line would move at the same pace as the mcc. this would keep the battle a little bit more interesting and add a depth of of a heated combat in the sky like a battle between boats back when cannon balls were OP FOTM lol. now you could have the null cannons act like homing rockets or keep them the way they are now up the dammage they do alot and have the mcc's rotate at a decent rate and while the null blast try to hit the mcc not all the time but more often then not. you guys over at CCP will have to figure that out, i dont have enough weed to think that one through...
!!!!!SKIRMISH OVERHAUL!!!!! -> https://forums.dust514.com/default.aspx?g=posts&m=1769463#post1769463
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Roger Pdaktir
KILL-EM-QUICK RISE of LEGION
3
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Posted - 2014.01.27 16:02:00 -
[2] - Quote
I think it's a good basic idea. You should try to flesh it out a bit more, though. |
Maken Tosch
Edimmu Warfighters Gallente Federation
6598
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Posted - 2014.01.27 18:57:00 -
[3] - Quote
This has been brought up before with the unanimous request of the player base to bring back Skirmish 1.0. Here is an overview of how Skirmish 1.0 worked back in closed beta.
Source: https://forums.dust514.com/default.aspx?g=posts&m=971724#post971724
Quote: Thanks for the support, guys. I appreciate it.
For those of you who are not aware how Skirmish 1.0 works, here is a step-by-step process on how it went in any given match.
1. Match starts with an attacking MCC slowly advancing on the far side of the map away from the target outpost or city while the attacking mercs attempt to hack and destroy 3 defense relays before their MCC's shields run out.
2. At the same time, the match starts with the defending players having NO MCC on their side but do have a city with 2-3 null cannons located FAR BEHIND the redline where they can organize and fortify their position before the defense relays get taken out.
3. Defending side hope to keep the attacking side from destroying their defense relays.
4. If all 3 defense relays go down before the shields do, then the MCC has a chance to advance further and dock up over the outpost or city as the redline retreats back and exposes the city. But it needs to dock up before its armor runs out.
5. Attacking mercs do everything they can to try to capture the null cannons within the city.
6. Defending side fortifies itself within the city in an attempt to keep the enemy from coming in.
Quote: I forgot to mention one more important detail.
In skirmish 1.0 the redline for the defenders disappears completely into the neutral redline once the defense relays were hacked and destroyed. This meant that the defenders were left exposed and can only rely on the safety of their outpost or city to respawn in since they didn't have an MCC on their side. This is fair considering the defenders had ample time to prepare before this happens and the redline initially covered half the map in their favor in the beginning.
Dedicated Scout // Ninja Knifer
CLOSED BETA VETERAN SINCE REPLICATION BUILD
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