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Meee One
The dyst0pian Corporation Zero-Day
342
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Posted - 2014.02.16 22:12:00 -
[1] - Quote
Static points are great...but...what if they moved? Lets say you are hacking a point and an enemy throws a RE on it,and detonated... What if...objectives could take damage?Going offline while it slowly repaired...causing another previously dormant objective to come online to cover for it? Since it's electronic fluxes would do damage too. Lets also say there were between 5-30 (randomised) dormant objectives per map,and they activated seemingly at random when an active one was disabled.... I think redlining wouldn't be so easy anymore.And maps would feel fresh and new again.
Only users lose drugs.
Time wounds all heels.
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Meee One
The dyst0pian Corporation Zero-Day
346
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Posted - 2014.02.17 17:44:00 -
[2] - Quote
Jax Saurian wrote:This intrigues me
but a few things
1.what if on a map there is three null cannons active at any one time And by pure luck the three null cannons that are ready to hack are one the attacking side that creates an uneven playing field for the defending team
2.or what if one team purposefully destroys the null cannons till the ones near their side are the only active ones
3a.and let's not forget that the null cannons are spaced far apart and having 30 of them would require a extremely large map and 3b. each null cannon needs an outpost and as we all know CCP said that they can't put too much in here 3c.1 large socket and 2 mediums is 3d.the most they can manage at the moment 1.The beginning hack points would stay the same,as these would be the default cannons active. 2.The cannons would be layered (one side,middle,second side) where no more than 2 cannons can be active per layer,and by that point the initial damage dealt to the starting cannons would be repaired. (by slowly repaired i meant 15-25 seconds,AKA travel time between the cannons) 3a.I said 5-30 it doesn't have to automatically be the highest number,it could just be 1 extra cannon per letter in skirmish,or as low as 2-3 extra cannons in domination or make it just like skirmish except only one cannon active at a time cycling through them randomly. 3b.A surface that is under used is the tops of buildings...and underneath them... 3c.To be honest i don't know about sockets unless they are the electric kind. 3d.Plus no one said this has to be done right now or even over night.
Only users lose drugs.
Time wounds all heels.
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Meee One
The dyst0pian Corporation Zero-Day
347
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Posted - 2014.02.17 22:24:00 -
[3] - Quote
ALPHA DECRIPTER wrote:IDK about the null cannons physically moving....the rest is....quite awesome!
I can see a team being redlined but a few mercs manage to break out and get into position. A SL calls in an OB and takes out there own home point in order to prevent the enemy from spawning there. A new point becomes active and the group that escaped immediately hacks it. The whole team is now free from the redline and is able to quickly attack any point they want while the enemy struggles to catch up.
OR
A scout ninja hacks a point and then sets up RE's in hidden areas safe from fluxes. If the point is hacked by the enemy the scout can detonate the RE's leaving the point useless and effectively altering the flow of battle.
Question
Will rep tools and/or Rep hives effect the repair rate of these cannons? They wouldn't actually move,the hack letter itself would transfer to another cannon when the current assigned cannon is disabled. Tools?yes,it would repair just like a normal installation Hives? no,hives can't repair installations The cannon when fully repaired would become dormant until it is cycled through again.
Only users lose drugs.
Time wounds all heels.
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Meee One
The dyst0pian Corporation Zero-Day
414
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Posted - 2014.02.26 17:51:00 -
[4] - Quote
killertojo42 wrote:Now would you be able to destroy dormant null cannons? No,while in a dormant state their shields become hardened and regen at 1500hp/s. When they become active power is diverted from shield defenses to the main terminal and becomes offensive. Still retaining some level of regen while in offensive mode,yet not as high as defensive mode.
Only users lose drugs.
Time wounds all heels.
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Meee One
The dyst0pian Corporation Zero-Day
414
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Posted - 2014.02.26 18:31:00 -
[5] - Quote
Shadow Archeus wrote:Here is what I think
1.There should be multiple different locations that could be used for all objectives.....( the hack point should be put in random spots around where they already are) Im going to use the bridge map as an example since everyone will know what I'm talking about... The hack point for the null cannon could be across the bridge right next to the cannon or under the bridge.....
2.The hack points should take damage not the cannon Kinda like putting in the virus then destroying the console so nobody can stop the upload
3.Tactically this would play a big factor and make it feel like you are actually performing a task instead of just holding o
4.I would also like to see destructable walls and roadblocks like in mag ....or make certain inanimate objects have the ability to be destroyed..... I'm going to use the bridge map as an example again....the crates along the bridge could be given HP values(rather high mind you) and moved(by the devs not players) to prevent vehicle movement.....unless the vehicles destroy them which would take time and make the tanks vounerable.....or a player could place a demolition charge(I guess make it an equipment that takes time to arm and detonate and can be disarmed) that will destroy it..... These crates could also be repaired (for minimal wp to prevent farming)... once destroyed they will disappear( a neat idea is the remnants stay there and if repaired to full armor will make the crate reappear)
5.Thoughts? 1.This wouldn't help that much vs pubstomping squads,to get an advantage over pubstompers the new locations shouldn't be within shooting distance/line of sight of the last one.
2.That is what i've been saying this whole thread,being disabled would require a "reboot" AKA repair.
3.loltactics in a game where you die in 2 shots? no
4.Great idea.
5.I could really go for some salisbury steak right about now.
Only users lose drugs.
Time wounds all heels.
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Meee One
The dyst0pian Corporation Zero-Day
414
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Posted - 2014.02.26 18:42:00 -
[6] - Quote
killertojo42 wrote:Challenge accepted Good luck,but i must warn you... Your actions would only slow its repair,not prevent it.
Only users lose drugs.
Time wounds all heels.
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Meee One
The dyst0pian Corporation Zero-Day
414
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Posted - 2014.02.26 19:41:00 -
[7] - Quote
killertojo42 wrote:Depends, flux grenades, REs and a missile tank or two, a squad could possibly pull it off What i'm meaning is even if its armor/shields get to 0,no weapon we mercs have or ever will have access to will 100% destroy it. It will be impossible to destroy,but not to delay.
Only users lose drugs.
Time wounds all heels.
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Meee One
The dyst0pian Corporation Zero-Day
414
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Posted - 2014.02.26 20:13:00 -
[8] - Quote
Blake Kingston wrote:1.Team covers dormant objective.
2.Has tank shell active objective.
3.Then other team does the same. 1.Snipers and ADS get easy kills.
2.REs and Forgeguns galore.
3.See 1 and 2.
Only users lose drugs.
Time wounds all heels.
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