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Teilka Darkmist
239
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Posted - 2014.02.08 22:59:00 -
[1] - Quote
Judge Rhadamanthus wrote:I have been going through the forums recently and many players have issues with the redline and have ideas to fix it. So letGÇÖs help the developers as a community. You put your ideas, with enough detail and IGÇÿll take as many as is reasonable and add graphics, mock up some gameplay etc and put it into a video.
This way we can make the ideas nice and central and easy for CCP to see and easy for others to understand. Full credit will of course go to the submitter with their names onscreen all the time I talk about their idea.
Put your ideas to fix the redline in here and lets try nudge CCP along the way.
Having just watched your redline rail video, I think you've hit on the best solution, alter the elevation of the rail tanks. That way we get rid of redline rails and I still get my easy countersniping targets. Win Win.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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Teilka Darkmist
239
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Posted - 2014.02.08 23:08:00 -
[2] - Quote
Henchmen21 wrote:Some sort of underground bunker/cave that you for lack of a better term teleprot out of to random areas nearby. If nobody leaves the bunker for an extended period of time a counter starts and if still nothing by the end of said counter the match is over. I only say underground to prevent orbital farming on redlined newbs. So you're saying smart deploy in all game modes?
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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Teilka Darkmist
239
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Posted - 2014.02.08 23:14:00 -
[3] - Quote
Bethhy wrote:Red-lines should be giant Shield barriers extended from the Warbarge done in a very New Eden way. Being behind the shield barrier doesn't allow you to shoot out of it and or receive fire from within. Allowing red-lined teams to full respawn, call in appropriate vehicles and dropships, group up and push out of the red-line and gives that side a fighting chance to come back.
The shield should only allow one pass through, meaning once you leave the safety of the shield barrier it cannot recognize you independently and let you run back into the red-line. Because the red-line shield barrier wouldn't allow damage to pass through from either side it will also nullify a lot of the players who choose to spend 80% of their game time in the red-line not contributing to their team, or truly getting the New Eden Experience of competition in the battlefield as they are not fully on it.
Furthermore if you are in the red-line for 2 minutes+ they can just blanket kick everyone from the match... Stopping the AFK in a "safe area" that hurts both sides of competition. It's of course not the players fault they take advantage of this, the blame lies with it even being a viable option.
First, shields in New Eden don't work that way. They stop projectiles one way only, or else everything from mercs to titans wouldn't be able to shoot at anything.
One way redline doesn't work if you're trying to get a vehicle delivered sometimes. I've had a rail tank take out my LAV as soon as it's landed, before I had a chance to get in and speed away, the solution was to drop back into the redline and get the vehicle dropped there.
The idea of a redline timer, that auto kicks you if you're in it too long is not a bad one, until you take into account vehicle drop queues. If you get a couple of vehicles that take a few attempts to actually be dropped at the start of a queue, you can have most, if not all of the team getting kicked because the vehicle deploy is bugged.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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Teilka Darkmist
239
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Posted - 2014.02.08 23:47:00 -
[4] - Quote
Arkena Wyrnspire wrote:Teilka Darkmist wrote:
First, shields in New Eden don't work that way. They stop projectiles one way only, or else everything from mercs to titans wouldn't be able to shoot at anything.
A pointless distinction. Lore is not a valid excuse for poor mechanics. As it happens, there already are shields in the lore that do this - There is a chronicle which references drone bays which work in this fashion.
Fair enough, I didn't know about POS shields, having never been interested in being in a Null Sec corp and I freely admit I haven't read all of the lore yet.
Quote: One way redline doesn't work if you're trying to get a vehicle delivered sometimes. I've had a rail tank take out my LAV as soon as it's landed, before I had a chance to get in and speed away, the solution was to drop back into the redline and get the vehicle dropped there.
Is that not more of a problem with the call-in location or alternatively the rail tanks power projection?
Anywhere outside the redline, and even some places in it, are vulnerable to rail tank fire. True it doesn't apply in every match, but in some it does, so there needs to be somewhere for in those eventualities.
Quote: The idea of a redline timer, that auto kicks you if you're in it too long is not a bad one, until you take into account vehicle drop queues. If you get a couple of vehicles that take a few attempts to actually be dropped at the start of a queue, you can have most, if not all of the team getting kicked because the vehicle deploy is bugged.
Vehicle deploy will not be bugged forever - and the solution to vehicle queues is simply to allow a fairly generous timer. With a long timer, there is plenty of time to deal with vehicle call ins and organising (though if you're spending several minutes in the redline at the start of the match you'll probably lose anyway) but it still prevents AFKing.
All I was saying here is that things like this have to be taken into account. Personally I think something like this timer should be applied to MCCs, but I have no problem about infantry being in the redline. It makes them think they're safe and makes them easy targets for me and my sniper rifle when I get close enough to actually be able to see them. That's why I think the solution that Judge Rhadamanthus suggested in his video is one of the best ideas I've heard.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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