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ANON Cerberus
Tiny Toons
338
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Posted - 2014.02.10 16:47:00 -
[1] - Quote
What do you people think about longer more epic battles?
Right now in ambush you have either 50 clones a side or 80 clones a side in the OMS version. In Conquest and domination its 150 clones a side.
I was watching my bro play BF4 on pc the other day and the biggest thing that stuck out for me was that he could join servers with 1500 "tickets" (Think clones) per side! That's a whopping 3000 clones available throught the match.
Now I dont expect that many in DUST but where do you guys stand on longer game modes with say a few hundred clones a side or something?
A possible example would be a new game mode similar to what we have but one that has maybe 300-400 clones per side.
This would give the chance for some really epic long battles.
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Leadfoot10
Molon Labe. General Tso's Alliance
382
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Posted - 2014.02.10 16:51:00 -
[2] - Quote
Or some epic stomps.... |
ANON Cerberus
Tiny Toons
338
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Posted - 2014.02.10 16:55:00 -
[3] - Quote
Leadfoot10 wrote:Or some epic stomps....
I thought about this.
Nothing would change in DOM and CONQUEST as the MCC will still take the same time to be destroyed. The problem would be in Ambush. Then again the problem with ambush is spawn locations mainly which I HOPE CCP are looking into.
Do you like the idea in principle? I would love for some longer more epic battles. Its annoying how fast some battles go by. |
Syeven Reed
RETR0 PR0 GAMERS INTERGALACTIC WARPIGS
315
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Posted - 2014.02.10 17:12:00 -
[4] - Quote
With a progressive system or cycling stages to keep things mixed up? I could go for that!
Gÿé Syeven 514
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CommanderBolt
ACME SPECIAL FORCES Legacy Rising
586
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Posted - 2014.02.10 17:17:00 -
[5] - Quote
Syeven Reed wrote:With a progressive system or cycling stages to keep things mixed up? I could go for that!
I like this idea. I could foresee it being something akin to the rush game mode you get in BF but obviously it does not have to be the same.
@ the ops idea - I would like longer games too. Spend less time in the battle finder and more time shooting. |
Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
186
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Posted - 2014.02.10 17:22:00 -
[6] - Quote
That's a custom lobby your referencing and tbh they aren't that great. after 45 minutes I want to be done with that map especially if it's a mp I don't like then I look and see were only half way through the tickets. Unless I'm sniping I'll leave a match like that without finishing. they really bog down. Especially on rush if you kill 500-1000 guys and they they blow the objective. Wham another 1000 tickets. No thankyou lol.
I'm fine with a 200-300 match making it's way to dust but more than 400 or 500 is just tedious. |
Thumb Green
Titans of Phoenix Legacy Rising
732
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Posted - 2014.02.10 17:25:00 -
[7] - Quote
I would love longer battles.
Most of the time in ambush you spend almost as much time loading into and out of the battle as the battle itself lasts. Then a lot of times you load in and the match is over or almost over and you've wasted all that time loading to not be able to really play and just get to see defeat or victory. The same thing can happen in Dom & Skirmish too and it's just so fcking annoying.
Ambush itself just needs more clones, fcking 50 is a joke and causes the match to end before you really have much chance to play. OMS isn't much better but at least it last a little bit longer than regular Ambush. But I've seen both end in under 2 minutes which is just a fcking waste of time.
Support Orbital Spawns
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The Infected One
Fatal Absolution General Tso's Alliance
722
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Posted - 2014.02.10 17:26:00 -
[8] - Quote
Scrimish 1.0 - Bring it back. PLEASE!
For those who don't know Scrimish 1.0: It was back in the time, before time began. When the evil sea turtles, the imagining gunts, the neckless racoons, and the much feared bush pigs of ****-doo walked the earth.
It started out with the defending team having all the objectives blue to them. The attacking team had to advance and take Alpha and Bravo, their MCC would move up to that objective line once both were captured. After this happened, only then would Charlie and Delta "Unlock" and be able to be captured by the attackers. Resulting in a win if the attacking teams MCC reached the enemy spawn in the back before being destroyed.
It made for some very interesting games and tactical play because you could still be cloned out, and sometimes the defenders best strategy would actually be to let the attackers take the first two objectives in order to fortify their final 2 and keep the attackers MCC stuck in transit while conserving clones.
Not like we have now where it doesn't make a difference between attacker and defender.
I think that at least PC should be setup like Scrimish 1.0 because if you are defending your own district, would it not stand to reason that the objectives and installations already be blue to you? Why do we have to capture our own things again...?
I am here to ask you one question, and one question only: EXPLOSIONS?
THAT SENTENCE HAD TOO MANY SYLLABLES! APOLOGIZE!
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1558
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Posted - 2014.02.10 17:34:00 -
[9] - Quote
This reminds me of an idea I keep meaning to bring up in F&I.
Put the Game modes on a spectrum.
Keep Ambush with 50 clones, there are no objectives and no OMS, just murder, murder, murder.
Give OMS a total of 100 clones, there are things to hack here, call it basic training.
Give Domination a total of 200 clones, there are things to hack here, an Objective to seize and defend as well, call it advanced training.
Give Skirmish no clone limit whatsoever, you can kill all you like, it won't make your team win if you're not playing the objectives.
I think that would make things a lot more fun, potential for long matches with ridiculously high killcounts too.
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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HYENAKILLER X
Knightz of the Round Legacy Rising
564
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Posted - 2014.02.10 17:35:00 -
[10] - Quote
I thought of that already.
You are welcome for my leadership.
Proven Aggressive Type
I have spoken.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9009
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Posted - 2014.02.10 17:38:00 -
[11] - Quote
I want longer modes very much. Aside from tank spam, the boringly short length of Ambush is why I don't like it. In addition to longer modes, we need game modes with multiple stages and changing objectives to keep things interesting so the longer timed don't make things boring.
What I want:
Confrontation
KAGEHOSHI Horned Wolf wrote:A game mode composed of 3 stages. Winning 2 out of 3 means victory. If a team won the first 2 stages, then the 3rd stage should be skipped.
Stage 1 - Defense Relay: Neutral (no attacker/defender). Both teams fight over a defense relay which gives winning team control of the installations and outpost in the next stage. Holding the defense relay fills a bar, and the first team to fills their bar first wins the first stage. This is akin to Domination since there is only one neutral objective. There could also be variations where there more than one defense relay.
Stage 2 - Oupost Control: Attack/defend. Defense Relay (stage 1) winners become the defenders, and their clone reserves increase by 100 because of the clones stored in the outpost. Attackers must breach the outpost and must plant charges to destroy the bulk clone storage sites (and decrease defender clones by 100) to win; 5 sites each containing 25 clones for example. Defenders can win by depleting the attacker clones. Losing stage 2 for defenders means the extra 100 clones is destroyed.
Stage 3 - Ambush: Neutral. We all know how Ambush works. Ambush is the logical continuation of Outpost Control (stage 2); in Outpost Control both teams try to take out the other's clones, the attackers do it by blowing up clone storage sites, and the defenders do it by just killing the attackers. Once the clone storage sites are destroyed, it only makes sense that it would just be Ambush.
This specific order ensures that at least one battle is neutral, and at least one is attack/defend. This makes it more interesting IMO.
Scan & Destroy
KAGEHOSHI Horned Wolf wrote: Starts with 2 teams, each team has an MCC. The MCCs are shooting each other.
Each team has 3 to 5 cloaked hidden missile defense arrays (MDA) that shoots down (preferably with a kickass laser) incoming missiles from the enemy MCC.
There are 3 neutral objectives. These objectives are massive scanner installations. If you hack 2/3 of the scanner installations, they will scan and locate 1 of enemy's MDAs.
Once your scanner installation locates and decloaks an MDA, the MDA will be marked on your team's HUD/map, and it will be destructible by hacking, or by damaging. Until it is scanned, MDAs will be cloaked and indestructible. There will be a few minutes for the "attackers" to destroy the spotted MDA before it cloaks again, and becomes indestructible.
After a spotted MDA is destroyed, control of the scanner installations reset back to being neutral.
The goal is to gain control of the scanner installations in order to locate and decloak your enemy's MDAs (missile defense arrays), and then destroy them. Destroying MDAs will allow more of your MCC's missiles to successfully hit your enemy's MCC, thus allowing your MCC to destroy the enemy one.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zirzo Valcyn
Kameira Lodge Amarr Empire
85
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Posted - 2014.02.10 17:48:00 -
[12] - Quote
i one time had this preconception of dust that it would work like having persistant battles and mercs could come and go into them as they pleased, like an EVE planet has this battle you can jump in and out of, of course a dedicated merc team could que sync into one. not a match shooter, the battle could wage for hours and you would pull up a list of conflicts to join actual battles in EVE null sec. the organized corps would have some way of reserving spots for they're prefered mercs but also have the option to allow total randoms to fight for them if they needed them to. you would come and go as you pleaed and when you leave a battle it would open a new spot for the next merc in que. basically i thought they would make the game as far from a lobby shooter as one could imagine.
u can ban the troll out of the forums but u can't ban the forums out of the troll.
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Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
1558
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Posted - 2014.02.10 17:50:00 -
[13] - Quote
Zirzo Valcyn wrote:i one time had this preconception of dust that it would work like having persistant battles and mercs could come and go into them as they pleased, like an EVE planet has this battle you can jump in and out of, of course a dedicated merc team could que sync into one. not a match shooter, the battle could wage for hours and you would pull up a list of conflicts to join actual battles in EVE null sec. the organized corps would have some way of reserving spots for they're prefered mercs but also have the option to allow total randoms to fight for them if they needed them to. you would come and go as you pleaed and when you leave a battle it would open a new spot for the next merc in que. basically i thought they would make the game as far from a lobby shooter as one could imagine. Instead, they gave us little more than a lobby shooter
Praise St. Arzad and Pass the Nanohives
Karin Midular, gone, never forgotten
Executing Amarr Trash since Closed Beta
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Teilka Darkmist
250
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Posted - 2014.02.10 17:55:00 -
[14] - Quote
Zirzo Valcyn wrote:i one time had this preconception of dust that it would work like having persistant battles and mercs could come and go into them as they pleased, like an EVE planet has this battle you can jump in and out of, of course a dedicated merc team could que sync into one. not a match shooter, the battle could wage for hours and you would pull up a list of conflicts to join actual battles in EVE null sec. the organized corps would have some way of reserving spots for they're prefered mercs but also have the option to allow total randoms to fight for them if they needed them to. you would come and go as you pleaed and when you leave a battle it would open a new spot for the next merc in que. basically i thought they would make the game as far from a lobby shooter as one could imagine. I think the plan is to work up to something like this it definatly fits with the artwork and videos that have been released and it fits with the scope of EVE.
When I play as a sniper, I'm more likely to be nearer to the opponents redline than my own.
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Nothing Certain
Villore Sec Ops Gallente Federation
209
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Posted - 2014.02.10 18:03:00 -
[15] - Quote
ANON Cerberus wrote:What do you people think about longer more epic battles?
Right now in ambush you have either 50 clones a side or 80 clones a side in the OMS version. In Conquest and domination its 150 clones a side.
I was watching my bro play BF4 on pc the other day and the biggest thing that stuck out for me was that he could join servers with 1500 "tickets" (Think clones) per side! That's a whopping 3000 clones available throught the match.
Now I dont expect that many in DUST but where do you guys stand on longer game modes with say a few hundred clones a side or something?
A possible example would be a new game mode similar to what we have but one that has maybe 300-400 clones per side.
This would give the chance for some really epic long battles.
Not until the matchmaking sorted out. Competitive matches between equal teams are few and far between, at least the stomps are short lived, why prolong them?
Because, that's why.
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5687
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Posted - 2014.02.10 18:07:00 -
[16] - Quote
Maybe if we can get the matchmaking system working.
Otherwise, nine times out of ten the match would end 1480-0.
Never forget
May 14, 2013: Beta 2.0
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Shiyou Hidiyoshi
Ancient Exiles. Renegade Alliance
219
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Posted - 2014.02.10 18:22:00 -
[17] - Quote
I remember 300 v 300 ambushes during the Dev invasion. It was so fun and funny, me and Demon Buddah played a lot. He went NK crazy and I went RE crazy, we were both wetting ourselves I think.
It would be nice to have but the problem is as some people are saying, the matchmaking system is broken.
CCP Lockingbro needs help! Sign!
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CommanderBolt
ACME SPECIAL FORCES Legacy Rising
589
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Posted - 2014.02.10 20:58:00 -
[18] - Quote
Alaika Arbosa wrote:Zirzo Valcyn wrote:i one time had this preconception of dust that it would work like having persistant battles and mercs could come and go into them as they pleased, like an EVE planet has this battle you can jump in and out of, of course a dedicated merc team could que sync into one. not a match shooter, the battle could wage for hours and you would pull up a list of conflicts to join actual battles in EVE null sec. the organized corps would have some way of reserving spots for they're prefered mercs but also have the option to allow total randoms to fight for them if they needed them to. you would come and go as you pleaed and when you leave a battle it would open a new spot for the next merc in que. basically i thought they would make the game as far from a lobby shooter as one could imagine. Instead, they gave us little more than a lobby shooter
That would be awesome to have persistent battles! I too thought that things might be a little like this. You could have all of the regular game modes but I thought maybe the factional battles would be much longer lived and a lot more meaningful.
Like someone else said - "I want to spend more time playing and less time waiting around or loading up". |
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