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Ar Lan
Knights Of Ender Galactic Skyfleet Empire
0
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Posted - 2014.02.12 05:01:00 -
[31] - Quote
alten hilt wrote:+1 for a dynamic battlefield.
I like the idea of the moving MCCs and the moving redline.
But what if we took it one step further. What if the redline was actually a defensive shield deployed by the MCC (or the physical border of it's shields). A barrier that prevented high speed projectiles from entering or exiting but allowed the deployment of vehicles and troops. Perhaps when a MCCs shields are depleted this defensive shield could shrink slightly to reflect the fact that the MCC is more exposed. It makes sense that the MCC is deployed because it provides a protected environment for the deployment of clones.
I think this could solve the redline sniping (rail rifle and rail turret) and redline camping. Plus it provides real context as to why a redline exists at all, and why an MCC is used to deploy clones (as opposed to orbital drops, etc)
I like the idea of a force field, but let's just scrap the idea of a red-line all together and just have a massive force field descend from the bottom of the MCC all the way to the ground beneath. And if you want a spawn point on the ground you have to hack a special building where the town spawn would be and then a smaller force field is erected around that or just use CRU's and spawn pads. If you want to take the other teams town spawn you have to bombard it's force field with rail and missile tanks until it collapses and then your team can hack the console inside. This would eliminate a need for the red-line as well as making a battle a little more dynamic. |
hgghyujh
Expert Intervention Caldari State
278
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Posted - 2014.02.12 07:07:00 -
[32] - Quote
Ander Thedas wrote:hgghyujh wrote:mmmmm high ground is not paramount, as a field sniper I can say that what matters most is targets of opportunity and while high ground reduces potential cover and therefore increases targets while still allowing the shooter to dictate the terms of engagement, I can think of many locations that would be equally effective at ground level due to foot traffic You have a point, yes. But typically speaking high ground offers that, plus visibility (information) and additional security against incoming enemies. Essentially high ground tends to give a sniper the three things he or she is really looking for.
point and one reason your idea is kinda great our snipers are getting ******* complacent, and relying on ideal sniping spots instead of learning to snipe properly anywhere. |
hgghyujh
Expert Intervention Caldari State
279
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Posted - 2014.02.12 07:19:00 -
[33] - Quote
HHMMM off topic but CRUs should have their own volume of clone goo, that would make them significant tactical assets. |
hgghyujh
Expert Intervention Caldari State
281
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Posted - 2014.02.12 10:16:00 -
[34] - Quote
HEY I'M NOT DONE TALKING ABOUT THIS YET!! |
killertojo42
Sardaukar Merc Guild
0
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Posted - 2014.02.12 10:41:00 -
[35] - Quote
This idea would create a need for more CRUs and supply depots since tankers and equipment on soldiers always eventually need a resupply and not having permanent ground spawn will cause a big problem in that regard
When walking on the battlefield i stand alone
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Ar Lan
Knights Of Ender Galactic Skyfleet Empire
0
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Posted - 2014.02.12 21:07:00 -
[36] - Quote
killertojo42 wrote:This idea would create a need for more CRUs and supply depots since tankers and equipment on soldiers always eventually need a resupply and not having permanent ground spawn will cause a big problem in that regard
I see no reason as to why we would need more CRUs or supply depots, since in most battles Tankers more-often-than-not tend to destroy the opposing side's supply depots and CRUs anyway. Resulting in neither side having any of the aforementioned infrastructural elements thereby creating an intense reliance an spawn pads, nanohives, and the MCC anyway.
Although, if we were to have the ability to call down our own infrastructural elements(i.e. CRUs,Turret Installations,Supply Depots, as I've read might be coming anyway) this might alleviate your concerns in this regard.
Or they could create a module that will allow any vehicle, that can afford to equip it, the ability to become a mobile supply depot in much the same way as Tankers and Dropship pilots equip the mobile CRU module.
Go ahead and snipe me. I'm gonna add another Thale's to my collection.
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Ander Thedas
Subdreddit Test Alliance Please Ignore
297
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Posted - 2014.02.12 21:53:00 -
[37] - Quote
Ar Lan wrote:killertojo42 wrote:This idea would create a need for more CRUs and supply depots since tankers and equipment on soldiers always eventually need a resupply and not having permanent ground spawn will cause a big problem in that regard I see no reason as to why we would need more CRUs or supply depots, since in most battles Tankers more-often-than-not tend to destroy the opposing side's supply depots and CRUs anyway. Resulting in neither side having any of the aforementioned infrastructural elements thereby creating an intense reliance an spawn pads, nanohives, and the MCC anyway. Although, if we were to have the ability to call down our own infrastructural elements(i.e. CRUs,Turret Installations,Supply Depots, as I've read might be coming anyway) this might alleviate your concerns in this regard. Or they could create a module that will allow any vehicle, that can afford to equip it, the ability to become a mobile supply depot in much the same way as Tankers and Dropship pilots equip the mobile CRU module.
Pretty much exactly what I was going to say, including the installation call ins. +1
FW lvl10 reward
Mobile Redlines
Default FWRace
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Ander Thedas
Subdreddit Test Alliance Please Ignore
313
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Posted - 2014.02.14 07:07:00 -
[38] - Quote
hgghyujh wrote:HEY I'M NOT DONE TALKING ABOUT THIS YET!!
Keep talking, then! I really like this idea.
FW lvl10 reward
Mobile Redlines
Default FWRace
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Ander Thedas
Subdreddit Test Alliance Please Ignore
335
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Posted - 2014.02.26 22:50:00 -
[39] - Quote
Bump
FW lvl10 reward
Mobile Redlines
Default FWRace
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