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ADAM-OF-EVE
Dead Man's Game
999
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Posted - 2014.02.13 23:29:00 -
[1] - Quote
this map is centered around a docked mcc under construction and the docking facility below it.
players can assault from the ground using the docking pilon of use dropships to assault it from the air via its open hangers and missing armor panels.
i see this as a 5 point skirmish with 1 point in the dropship, 1 point in the docking facility and 3 points surrounding the facility. like a 3 sided pyramid with a point in the middle.
domination would have the capture point half way up the docking pilon meaning you have to either climb or descend onto it.
goal of the map is ariel assault. capture the MCC and rain down from the high ground. lose the high ground though and the tide could easily turn as it takes more effort to take it back.
for ccp. the MCC docked could be a tile like other structures so they could populate the different race ships and each could have a different layout.
this map could be a lot of fun
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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killertojo42
Sardaukar Merc Guild
8
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Posted - 2014.02.13 23:36:00 -
[2] - Quote
ADAM-OF-EVE wrote:this map is centered around a docked mcc under construction and the docking facility below it.
players can assault from the ground using the docking pilon of use dropships to assault it from the air via its open hangers and missing armor panels.
i see this as a 5 point skirmish with 1 point in the dropship, 1 point in the docking facility and 3 points surrounding the facility. like a 3 sided pyramid with a point in the middle.
domination would have the capture point half way up the docking pilon meaning you have to either climb or descend onto it.
goal of the map is ariel assault. capture the MCC and rain down from the high ground. lose the high ground though and the tide could easily turn as it takes more effort to take it back.
for ccp. the MCC docked could be a tile like other structures so they could populate the different race ships and each could have a different layout.
this map could be a lot of fun I like the idea and if CCP thought about this would be a good stepping stone into incorporating dust more into EVE ie. boardingships and space stations, an MCC sure sounds like a good start to all of that
When walking on the battlefield i stand alone
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PO0KY
Virtual Syndicate
181
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Posted - 2014.02.13 23:52:00 -
[3] - Quote
Nice! +1 sir |
Terry Webber
Turalyon 514 Turalyon Alliance
406
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Posted - 2014.02.14 00:47:00 -
[4] - Quote
Cool idea.
Join Turalyon 514 today!
Click here for more info.
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Kitt 514
True North.
104
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Posted - 2014.02.14 06:38:00 -
[5] - Quote
2142 |
ADAM-OF-EVE
Dead Man's Game
1087
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Posted - 2014.02.25 22:33:00 -
[6] - Quote
still want
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
22
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Posted - 2014.02.25 23:51:00 -
[7] - Quote
Concept wise here is what I'd love to see - similar to what you've described as an MCC assault. While I picture an MCC below for the map, a simple "skybarge" that is a flat platform for transportation may be easier for the art team to render and build. What's described below is a HUGE undertaking for development but very doable with existing mechanics.
Battle Map is an actual MCC - turret installations on the MCC are initially 'offline' and must be hacked by the teams to gain control. Rails and Missiles are located on the exterior platforms of the MCC, blasters on the interior. CRU's and Supply Depots exist throughout the MCC as you would imagine (though skinned to be more permanent looking hopefully). The MCC is actually in the air, though not at the height we normally see to ease dropship movement around it. How it works...
Map Layout "Neutral MCC" is located in the center of map. Team 1 and Team 2 have two starting CRU's - one in each corner that correspond to the front and rear of the neutral MCC in terms of approach. i.e. The Neutral MCC is diagonally positioned on the map.
Access to the MCC is gained, initially, via dropships. At each CRU is a free dropship to help teams get started - this dropship will 'respawn' when destroyed or left idle after a minute. This prevents a team that might have no dropships available to their members from literally being stuck. Teams are of course able to spawn their own additional dropships to get more members to the MCC immediately. Two turrets, a missile and railgun, will be provided to defend the starting point per normal. All starting points are red zoned to prevent ease of spawn camping by enemy movements.
By approaching from different sides, the teams will ideally meet in the MCC where a skirmish layout of five points are. Two in the rear (engineering - very cluttered but open bays), Two in the center (Main Rooms - urban style with corridors and rooms), and one at the front (Control Areas - wide open spaces). Each team has a 'health bar' similar to the current setup that represents control of the MCC. Team that loses all control (by not controlling points) will lose. There is no 'gradual' degradation as we see in MCC-to-MCC fire in current maps as there are five points, preventing an even match from taking place.
Tactics MCC map would enable vehicle use with LAVs and HAVs by summoning these vehicles to the docking points on the MCC that teams initially head to at the beginning. Dropship summoning is normal as well, though flying a dropship in the MCC won't be easy or necessarily helpful.
Team strategies could include trying to take the exterior turrets on both sides in the rear, middle, or front, to shoot down reinforcement dropships in the event a team is unable to establish a CRU presence on the MCC. This could quickly lead to a situation where a team is at a severe disadvantage. Essentially the first priority is to establish CRU and uplink presence on the MCC so you no longer need dropships to get to the MCC.
Moving from front to rear will be quicker by dropship, literally 'island hopping' from one platform to the next - this encourages dropship pilots to remain active and can lead to potential dogfights when both teams are trying to hit the same platform. Assault dropships should not be the determining factor in a team's success.
Again, crazy time to develop - but all of the resources are there. CCP? (This would be wicked cool in FW and PC engagements too - given future plans of asset deployment)
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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ADAM-OF-EVE
Dead Man's Game
1091
|
Posted - 2014.02.26 00:07:00 -
[8] - Quote
Aerius Corius wrote:Concept wise here is what I'd love to see - similar to what you've described as an MCC assault. While I picture an MCC below for the map, a simple "skybarge" that is a flat platform for transportation may be easier for the art team to render and build. What's described below is a HUGE undertaking for development but very doable with existing mechanics. Battle Map is an actual MCC - turret installations on the MCC are initially 'offline' and must be hacked by the teams to gain control. Rails and Missiles are located on the exterior platforms of the MCC, blasters on the interior. CRU's and Supply Depots exist throughout the MCC as you would imagine (though skinned to be more permanent looking hopefully). The MCC is actually in the air, though not at the height we normally see to ease dropship movement around it. How it works... Map Layout"Neutral MCC" is located in the center of map. Team 1 and Team 2 have two starting CRU's - one in each corner that correspond to the front and rear of the neutral MCC in terms of approach. i.e. The Neutral MCC is diagonally positioned on the map. Access to the MCC is gained, initially, via dropships. At each CRU is a free dropship to help teams get started - this dropship will 'respawn' when destroyed or left idle after a minute. This prevents a team that might have no dropships available to their members from literally being stuck. Teams are of course able to spawn their own additional dropships to get more members to the MCC immediately. Two turrets, a missile and railgun, will be provided to defend the starting point per normal. All starting points are red zoned to prevent ease of spawn camping by enemy movements. By approaching from different sides, the teams will ideally meet in the MCC where a skirmish layout of five points are. Two in the rear (engineering - very cluttered but open bays), Two in the center (Main Rooms - urban style with corridors and rooms), and one at the front (Control Areas - wide open spaces). Each team has a 'health bar' similar to the current setup that represents control of the MCC. Team that loses all control (by not controlling points) will lose. There is no 'gradual' degradation as we see in MCC-to-MCC fire in current maps as there are five points, preventing an even match from taking place. TacticsMCC map would enable vehicle use with LAVs and HAVs by summoning these vehicles to the docking points on the MCC that teams initially head to at the beginning. Dropship summoning is normal as well, though flying a dropship in the MCC won't be easy or necessarily helpful. Team strategies could include trying to take the exterior turrets on both sides in the rear, middle, or front, to shoot down reinforcement dropships in the event a team is unable to establish a CRU presence on the MCC. This could quickly lead to a situation where a team is at a severe disadvantage. Essentially the first priority is to establish CRU and uplink presence on the MCC so you no longer need dropships to get to the MCC. Moving from front to rear will be quicker by dropship, literally 'island hopping' from one platform to the next - this encourages dropship pilots to remain active and can lead to potential dogfights when both teams are trying to hit the same platform. Assault dropships should not be the determining factor in a team's success. Again, crazy time to develop - but all of the resources are there. CCP? (This would be wicked cool in FW and PC engagements too - given future plans of asset deployment)
the problem with this idea is MCC's are tiny compared to say an ambush map. there would be no room to fight. simply blowing up the scale is not an option imo so the only option is to take it outside. having it as a docked ship gives the options to fight on what its docked to and fight on the ground. fighting on the ground allows for tank use aswell as dropships but the altitude makes this more dropship friendly much like some current maps are tank friendly over dropships.
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
22
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Posted - 2014.02.26 00:20:00 -
[9] - Quote
ADAM-OF-EVE wrote: the problem with this idea is MCC's are tiny compared to say an ambush map. there would be no room to fight. simply blowing up the scale is not an option imo so the only option is to take it outside. having it as a docked ship gives the options to fight on what its docked to and fight on the ground. fighting on the ground allows for tank use aswell as dropships but the altitude makes this more dropship friendly much like some current maps are tank friendly over dropships.
That's why at beginning I said a "supply barge" or some other sort of ship may be easier to create than an MCC. The scale would indeed have to be blown way up so, like you said, MCC is probably not the best model but you get the idea of an aerial map.
You could create a similar "All Vehicles Needed" map like you describe with points in the air and the ground - probably three low on ground and two in air. This keeps one vehicle (dropships) from guaranteeing a win. I'd still have HAV/LAV use in the aerial section available. You can, after all, recall vehicles if for some reason you need to redeploy to the surface and leave them behind.
Until dropships gets a vehicle tether, that's the only real option.
But - the main point is that a truly aerial map, like I described, is indeed a blown to scale ship that HAV/LAV use is very reasonable. The aforementioned Supply Barge is such an example. The idea calls to mind the Pillar of Autumn from the original Halo - remember how tanks and jeeps could navigate it? Take our current urban setups and simply set them inside a large ship. Voila.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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ADAM-OF-EVE
Dead Man's Game
1094
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Posted - 2014.02.26 00:31:00 -
[10] - Quote
Aerius Corius wrote:ADAM-OF-EVE wrote: the problem with this idea is MCC's are tiny compared to say an ambush map. there would be no room to fight. simply blowing up the scale is not an option imo so the only option is to take it outside. having it as a docked ship gives the options to fight on what its docked to and fight on the ground. fighting on the ground allows for tank use aswell as dropships but the altitude makes this more dropship friendly much like some current maps are tank friendly over dropships.
That's why at beginning I said a "supply barge" or some other sort of ship may be easier to create than an MCC. The scale would indeed have to be blown way up so, like you said, MCC is probably not the best model but you get the idea of an aerial map. You could create a similar "All Vehicles Needed" map like you describe with points in the air and the ground - probably three low on ground and two in air. This keeps one vehicle (dropships) from guaranteeing a win. I'd still have HAV/LAV use in the aerial section available. You can, after all, recall vehicles if for some reason you need to redeploy to the surface and leave them behind. Until dropships gets a vehicle tether, that's the only real option. But - the main point is that a truly aerial map, like I described, is indeed a blown to scale ship that HAV/LAV use is very reasonable. The aforementioned Supply Barge is such an example. The idea calls to mind the Pillar of Autumn from the original Halo - remember how tanks and jeeps could navigate it? Take our current urban setups and simply set them inside a large ship. Voila.
i think we have 2 different ideas . yours is completely different to my suggestion. i suggest you make a new post with all your details
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
22
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Posted - 2014.02.26 00:31:00 -
[11] - Quote
I guess what I'm really getting at is, for skirmish purposes, having points that are accessible in a unique way or environmentally challenging is what makes skirmish maps fun.
My personal opinion is that skirmish maps should always have at least ONE capture point that is unique in its geography - for example...
-One that is located deep inside a building, rendering vehicle support somewhat useless.
-A point accessible only by dropship (and any uplinks left behind afterwards)
-Points that are 'killing fields' - in the wide open with minimal environment protection (we see this already)
-"King of the Hill" points that are highly defendable (like in a bunker type building with a supporting installation) but that building stands alone in a valley (sniper and long range attack friendly)
-"Tug of War" map layouts - the points are linearly aligned down the map between the two teams. This allows "full force" pushing up and down the line of points, as well as 'strategic' moves such as circumnavigating points and taking ones nearest the enemy start point and depriving resources behind the enemy line.
-"Sky Towers" - capture points at the top of tall buildings that incentivise dropship insertion for speed, or interior bunker busting tactics as you climb the stairs in the building. Buildings could have multiple staircases and access points (the larger buildings) and outlying points could have simple, maybe only two story setups with one staircase.
BUT...back on topic, I really love the idea of a dropship centered map and I think any maps that incentivise their use is great. I also believe 'aerial' maps will simply be awesome and awe-inspiring to play. In many ways they could become the next generation of "Featured Map" photos for the game.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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Aerius Corius
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
22
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Posted - 2014.02.26 00:34:00 -
[12] - Quote
ADAM-OF-EVE wrote:i think we have 2 different ideas . yours is completely different to my suggestion. i suggest you make a new post with all your details
Hahaha...fair enough, sorry for derailing.
+1
I totally support your idea of a map that is akin to a tower fight - it's very vertical, but has lots of room for land vehicles to be efficient below. Would also be artistically way cool.
We have a few maps that are kind of what you want...but only on the ground side. The high side needs more development though, as you've described here.
That guy you killed with 0% shields?
Yeah, I sniped him - go team.
Oh, you didn't know...hmm.
*CCP: Display Assists!!!
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MRBH1997
Knights Of Ender Galactic Skyfleet Empire
69
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Posted - 2014.02.26 02:20:00 -
[13] - Quote
A type if construction yard or star port map would be pretty cool.
CEO of Knights of Ender
Corporation Website: http://koe.shivtr.com
Public Channel: Knights of Ender Public
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3586
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Posted - 2014.02.26 07:59:00 -
[14] - Quote
I'm thinking of the show Attack on Titan, except they're EVE titans, it's in space, we're in dropsuits, they go in the ship, the titans are larger.... really I guess I just want that title, the EVE ships, and the intro music.
Dren and Templar equipment stats, wrong since release.
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ADAM-OF-EVE
Dead Man's Game
1150
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Posted - 2014.04.03 19:04:00 -
[15] - Quote
need more maps ccp...
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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ADAM-OF-EVE
Dead Man's Game
1248
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Posted - 2014.04.18 09:54:00 -
[16] - Quote
NEED MORE MAPS
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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a brackers
Vanguardian Remnant
16
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Posted - 2014.04.18 11:19:00 -
[17] - Quote
+1
Proto dropship pilot
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constantine CEASER
Knights Of Ender Galactic Skyfleet Empire
0
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Posted - 2014.04.18 13:12:00 -
[18] - Quote
Great idea! Dust needs some new maps for the next update! |
ADAM-OF-EVE
Dead Man's Game
1544
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Posted - 2014.06.30 20:44:00 -
[19] - Quote
maybe one day in the future we will have none generic maps like we currently have
All Hail Legion
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