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Maken Tosch
Edimmu Warfighters Gallente Federation
6783
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Posted - 2014.02.11 07:41:00 -
[1] - Quote
Behold! I have assembled a sophisticated holographic projection of how Skirmish 1.0 once worked.
Press the "Watch Redraw" button on the right to watch.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Debacle Nano
BurgezzE.T.F General Tso's Alliance
650
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Posted - 2014.02.11 07:43:00 -
[2] - Quote
My goodness that was "fun". One map for the 3 days we got to play haha.
Closed beta anyone?
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Evolution-7
The Rainbow Effect Negative-Feedback
346
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Posted - 2014.02.11 07:43:00 -
[3] - Quote
I have recordings of skirmish 1.0 (video)
Veteran Pilot
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart."
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KingBabar
The Rainbow Effect Negative-Feedback
1892
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Posted - 2014.02.11 08:25:00 -
[4] - Quote
The most brilliant part of it was that the games might end short. If the defending team could defend A and B until the attacking MCCs shields were down, the game would stop short. This made the one-sided fights shorter and it prevented the kind of scenario we have now where we frequently get battles with 2 min fighting followed by 10 minutes of redline camping.
FU and FU Dust community, you're mostly a bunch of moronic carebear crybabies. Get good.
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4549
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Posted - 2014.02.11 08:29:00 -
[5] - Quote
This needs to come back.
It allowed more diverse, stategic and challenging gameplay.
Now I feel like I'm playing a horrible copy of Battlefields Conquest mode. |
Raylon Mortien
Eternal Beings Proficiency V.
28
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Posted - 2014.02.11 08:46:00 -
[6] - Quote
Sgt Kirk wrote:This needs to come back.
It allowed more diverse, stategic and challenging gameplay.
Now I feel like I'm playing a horrible copy of Battlefields Conquest mode.
This ^
"Sir, we are surrounded!"
"Excellent, now we can attack in any direction!"
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Iron Wolf Saber
Den of Swords
13046
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Posted - 2014.02.11 09:02:00 -
[7] - Quote
1.0 cannot come back
A 3.0 will be required.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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The Black Art
Fatal Absolution General Tso's Alliance
411
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Posted - 2014.02.11 09:46:00 -
[8] - Quote
Defenders had too much of an advantage. Time to set up, tons of high ground, numerous barriers/turrets, that god damn wide open hill, then the wide open field leading to the base, etc.. Was fun though.
Sir Snugglz is a noob.
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Sgt Kirk
Fatal Absolution General Tso's Alliance
4551
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Posted - 2014.02.11 15:02:00 -
[9] - Quote
Iron Wolf Saber wrote:1.0 cannot come back
A 3.0 will be required. Why not?
Give us reasons please. |
Takahiro Kashuken
Red Star. EoN.
2488
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Posted - 2014.02.11 15:03:00 -
[10] - Quote
You forgot that if the defenders kept the attackers away at the 1st objectives the MCC would retreat and the game would be over and attackers win, major win
Intelligence is OP
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Luna Angelo
We Who Walk Alone
745
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Posted - 2014.02.11 15:18:00 -
[11] - Quote
Bring it back, but give it a different name. Something like... Deathtrap. So called, in lore terms, because the Defenders have "lost" their MCC, and has led the Attackers to the last stronghold, and are using it to kill the enemy.
I saw once someone suggesting using all the Game Modes for one FW battle. Ambush will be when the Attackers are trying to gain a foothold, OMS is when they have a foothold and can call down installations, Skirmish is when the foothold is strong enough to be able to hack installations, and Domination is when the Defenders are nearly defeated. Add this mode, when this is implemented (please, CCP, it would be great), and put it after the Domination, and it will be when the Defender's MCC is destroyed, the Attackers are trying to capture the District, and have to dock the MCC there, to let some drones into the base to wipe out resistance.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Spkr4theDead
Red Star. EoN.
1798
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Posted - 2014.02.11 15:20:00 -
[12] - Quote
KingBabar wrote:The most brilliant part of it was that the games might end short. If the defending team could defend A and B until the attacking MCCs shields were down, the game would stop short. This made the one-sided fights shorter and it prevented the kind of scenario we have now where we frequently get battles with 2 min fighting followed by 10 minutes of redline camping. LOL Oh the irony.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
1798
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Posted - 2014.02.11 15:21:00 -
[13] - Quote
The Black Art wrote:Defenders had too much of an advantage. Time to set up, tons of high ground, numerous barriers/turrets, that god damn wide open hill, then the wide open field leading to the base, etc.. Was fun though. Tanks are good.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Maken Tosch
Edimmu Warfighters Gallente Federation
6786
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Posted - 2014.02.11 15:25:00 -
[14] - Quote
Takahiro Kashuken wrote:You forgot that if the defenders kept the attackers away at the 1st objectives the MCC would retreat and the game would be over and attackers win, major win
That wasn't always the case. There were many cases where the defending team failed to defend their relays because they opted to fortify their home base instead. If they fail to defend their home base then that's on them for failing to completely fortify.
Even if they did try to defend the relays, they ran the risk of failing and then followed by a major exposure at their home base because they didn't take the time to fortify it.
The only reason it didn't work in a balanced way was because we had no way to organize prior to the start of the match. No squad and no corps existed back then. Chat channels didn't exist either. Coordination was nearly impossible.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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SteelDark Knight
Ancient Exiles. Renegade Alliance
246
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Posted - 2014.02.11 15:26:00 -
[15] - Quote
Sgt Kirk wrote:Iron Wolf Saber wrote:1.0 cannot come back
A 3.0 will be required. Why not? Give us reasons please.
If memory serves what IWS is referencing is that the coding for it no longer works/exists. Please feel free to correct me IWS if I'm wrong. The 5/14 build removed a lot of old code from closed and open Beta.
That doesn't mean the same ideas from 1.0 could not be resurrected it just needs to be coded again from scratch thus 3.0. |
Luna Angelo
We Who Walk Alone
745
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Posted - 2014.02.11 15:27:00 -
[16] - Quote
I want to see some video, please. I'm curious, as I never saw it.
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Luna Angelo
We Who Walk Alone
746
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Posted - 2014.02.11 15:33:00 -
[17] - Quote
Luna Angelo wrote:Bring it back, but give it a different name. Something like... Deathtrap. So called, in lore terms, because the Defenders have "lost" their MCC, and has led the Attackers to the last stronghold, and are using it to kill the enemy.
I saw once someone suggesting using all the Game Modes for one FW battle. Ambush will be when the Attackers are trying to gain a foothold, OMS is when they have a foothold and can call down installations, Skirmish is when the foothold is strong enough to be able to hack installations, and Domination is when the Defenders are nearly defeated. Add this mode, when this is implemented (please, CCP, it would be great), and put it after the Domination, and it will be when the Defender's MCC is destroyed, the Attackers are trying to capture the District, and have to dock the MCC there, to let some drones into the base to wipe out resistance. Which, btw, is a good way to bring about PvE, what if those drones went rogue?
I don't need luck, I have ammo.
Wolves don't lose sleep over the opinions of sheep.
CEO of We Who Walk Alone
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Spkr4theDead
Red Star. EoN.
1798
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Posted - 2014.02.11 15:59:00 -
[18] - Quote
I miss watching the MCC move across the sky. Why can't that be put back in? Current-day and some domination would die for the awesomeness that was Skirmish 1.0.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Maken Tosch
Edimmu Warfighters Gallente Federation
6786
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Posted - 2014.02.11 16:02:00 -
[19] - Quote
Luna Angelo wrote:I want to see some video, please. I'm curious, as I never saw it.
That's the thing. Not that many people recorded the old skirmish 1.0 modes back in the early days of closed beta. It wasn't until later on in closed beta as PS+ members and anyone who visited the Event Horizon Lounge in PSHome when more people started recording and posting videos (against the non-disclosure agreement they signed) on YouTube. The problem there was that by the time those people came in, Skirmish 1.0 already ceased to exist. It was removed because a lot of bugs were apparent and the lack of corp/squad/chat didn't help with the situation.
So at this point, there are currently no videos available. We just have screenshots and eye witnesses like me, Bad Burry, IWS, and many others.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Aaroniero d'Lioncourt
0uter.Heaven
365
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Posted - 2014.02.11 16:08:00 -
[20] - Quote
wtf is this shiet?
http://katahu.deviantart.com/art/Comfort-in-Dodixie-1-3-311075401
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Maken Tosch
Edimmu Warfighters Gallente Federation
6786
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Posted - 2014.02.11 16:08:00 -
[21] - Quote
SteelDark Knight wrote:Sgt Kirk wrote:Iron Wolf Saber wrote:1.0 cannot come back
A 3.0 will be required. Why not? Give us reasons please. If memory serves what IWS is referencing is that the coding for it no longer works/exists. Please feel free to correct me IWS if I'm wrong. The 5/14 build removed a lot of old code from closed and open Beta. That doesn't mean the same ideas from 1.0 could not be resurrected it just needs to be coded again from scratch thus 3.0.
If that's the case, then it shouldn't either hurt or be a waste time for CCP to implement that feature again as 3.0. Since now we have chat channels, corporations, squad queue syncing, and a more refined way of managing contracts, we should have no problem this time around. Besides, one of the principle reasons behind the removal of Skirmish 1.0 was that some of the sockets had memory leaks which resulted in console crashes and frame rate drops of epic proportions back then. By now those sockets have been optimized and fixed.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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Maken Tosch
Edimmu Warfighters Gallente Federation
6786
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Posted - 2014.02.11 16:09:00 -
[22] - Quote
Aaroniero d'Lioncourt wrote:
/snickers
I was wondering which one of you would catch on.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
5694
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Posted - 2014.02.11 16:10:00 -
[23] - Quote
Iron Wolf Saber wrote:1.0 cannot come back
A 3.0 will be required. Whatever gets us out of 2.0 is fine with me.
Never forget
May 14, 2013: Beta 2.0
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CLONE117
planetary retaliation organisation ACME Holding Conglomerate
663
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Posted - 2014.02.11 16:11:00 -
[24] - Quote
i would have liked to fly the jet back then.. if only i had a ps3 during those days. |
Soldner VonKuechle
SAM-MIK
309
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Posted - 2014.02.11 16:18:00 -
[25] - Quote
Iron Wolf Saber wrote:1.0 cannot come back
A 3.0 will be required.
THEN FROGKING GET WORKING ON IT!
CEO of SAM-MIK...sometimes. (shhh don't tell anyone, they'll start asking questions)
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Infine Sentinel
Better Hide R Die
655
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Posted - 2014.02.11 16:26:00 -
[26] - Quote
Evolution-7 wrote:I have recordings of skirmish 1.0 (video) Video?
Pie.
Forum warrior level 231423423
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NextDark Knight
Hellstorm Inc League of Infamy
184
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Posted - 2014.02.11 16:56:00 -
[27] - Quote
I would love CCP to let me have your video for "How Dust has Evolved" videos.
Forge Changes needed Officer Splash 3.0, Proto 2.7 Advanced 2.5 Standard 2.1.
Original ROF needs to return!
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D34NOS MAZDA
WASTELAND JUNK REMOVAL Top Men.
305
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Posted - 2014.02.11 20:04:00 -
[28] - Quote
The Black Art wrote:Defenders had too much of an advantage. Time to set up, tons of high ground, numerous barriers/turrets, that god damn wide open hill, then the wide open field leading to the base, etc.. Was fun though.
We didn't have OB's then. OB's would totally change the outcome of the matches.
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