Pete B
Blood Unit 13 Zero-Day
90
|
Posted - 2014.01.30 15:16:00 -
[1] - Quote
How would you guys feel about a solo version of a squad command circle. The circle has the 'defend', 'attack', 'capture' and whatnot order, but replacing the rally with 'defend self'.
What happens is that players can set a bounty upon these orders, so if players fulfil these orders, they get a reward, instead of this reward coming out of someone's ass (much the the squad order WP rewards, the player setting them rewards them.
So solo proto stompers can set a '10K per fulfilled order' rewards directing blueberries to what really needs to happen, and an algorithm of how close an order is vs the order price can be made to show different orders during battles, so frivolous 100ISK orders are blanked even if its right next to you if theres a 10K order 50m away. |
Pete B
Blood Unit 13 Zero-Day
91
|
Posted - 2014.01.30 16:01:00 -
[2] - Quote
Aero Yassavi wrote:That's be cool. Perhaps add a wide array of commands like also a "Need ammo," "Need armor," "Need a ride" and such. Players can then select which ones they want on their selection circle (should there be more commands available that can fit on the circle) and can set a bounty specifically for each one.
The hardest part to this sounds like designing an intuitive UI system for it that clearly states the request and ISK reward without getting too cluttered. An algorithm like you suggested may be part of the solution.
Well If I'm honest, the 'need repair', and 'need ammo' command shouldn't be in the bounty system, but rather should be automatically shown, and the the need to be repaired is already shown somewhat as pulling out the rep tool shows everyones health. I think that it should be different, of when you pull out the rep tool, depending on how low the armour is, the health bar is more prominent. So full armour means the health bar is fully transparent, no armour means the HP bars are fully opaque, and any in between has different transparencies.
The need ammo system should simply show a percentage of ammo along with weapon efficiency and suit when aiming at friendlies when the player has a nanohive on them. Along with that I think 'nano hive grenades' should be made, where they different functions from offensive, to logistics, like a 5 ammo cluster 30 second lasting hive (that requires 5 clusters to be regained) a triage 30 second hive, along with an area denial. armour only damaging cluster that lasts for 30 seconds. |