501st Headstrong
The Unit 514
111
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Posted - 2014.02.17 12:22:00 -
[1] - Quote
Alright, we all are tired of the game modes. They are amazing, don't get me wrong CCP, I am rightfully addicted to your game, but we would like it if you added more. There are a host of game mode ideas running around like Scan and Destroy, but I would like what to add more fun to what is supposed to be your EVE-Dust baby: Faction Warfare
The way Factional currently works: Gallente and Minmatar take 3+ minutes to get into, almost impossible to Q-Sync. Stomp Caldari and Amarr can have a Waiting for Deployment in seconds. Play it solo and found out why it's bad...
As I have heard EVE players state before, they don't have an incentive to do Faction Warfare orbitals because it takes forever for them to get into a match, and guard themselves.
Now assuming we get the district in Dust and are victorious as say, Attackers, We then find out that we are going back to the exact same map, as Defenders. This is exciting. However, the only thing that usually changes are the spawns and people.
This is where I get selfish and use I...
I would personally find it cooler if Defenders have some sort of defensive advantage that forces the attackers to move in, but not to the point where they'll be cloned trying to infiltrate (hence not a building unless it has a basement, many stairs, and the ability to jump through windows into different areas to add to maneuverability and verticality.)
More installations that are automatically Red, Shorter call time for vehicles. The attackers will fight as they are. This way, Caldari and Amarr have a bit more of a chance when it comes to defending, and all races will lose bodies. The next stage of Factional Warfare allows me to incorporate my new game mode: Project Armageddon
Currently you have Attacker, Defender, repeat. In Faction Warfare, you should have a sense of death and loss. Matches should be grueling, with only battle ready squads willing to duke it out. If your squad wins say an attack on a district, the end screen comes up. Players can see what they earned, everything they can do now. But, there is an additional screen to vote, whether the squad will continue. Players within the squad can basically clock in if they want to continue onto the next stage. New players can be brought in since you have two minutes before the ability to continue into the next progression is done. Then you go into:
Project Armageddon.
A massive EVE ship destroyer is unearthed by Dust mercs, who will then fight to get it activated. As attackers, you want this weapon because it can destroy actually ships in EVE, making taking a system that much harder when you have planetary beams to contend with. As Defenders, you cannot have the Attackers get this. Both teams start off away from each other with no advantage, the area can either be high in the mountains for some maps, creating an actual king of the hill, or underground. Once the attackers hack the objective, the countdown initiates for the machine to charge. Defenders have 10 minutes to get them off it, and have unlimited clones (I think this should be changed), since they have a whole district's worth of clones, and the attackers are invading, hence they only have 150. The math works out that as long as you aren't losing a clone every 4 seconds, you shouldn't be cloned. If Project Armageddon is successfully won by the attackers, they must simply pull off two ambushes to get rid of the hostile forces remaining.
What makes it a true Ambush is the Attackers know where the defender mercs are. They will be highlighted in red prior to the battle, and Smart deploy will give the Attackers the stragtegic advantage i.e. mountains vs fishbowl, etc.
Reason tI think this would be good: Add some actual sweat and adrenaline instead of skirmishes with LP. It would also bridge EVE and Dust since more pilots would drop OBs in hopes of being able to maintain systematic control.
Reason this idea is good: It isn't. You will read this and find many things wrong with this. I simply want to get the ball rolling and come up with something deeper than what we have right now, which while fun can be horribly one-sided, and just very stale after a bit. Project Armageddon is just one mode that could be thrown in, Mercs feel free to brainstorm below, make a Factional Playlist of how the squad maybe wishes to take the planet. Should they go Skirmish, PA, Ambushx2? Or maybe Dom, followed by Ambushx5? Some methods will be longer than others, but here's the incentive...
LP payouts double for each successful invasion stratagem. To make sure Gallente people aren't getting 5000 LP a bout however, if you lose one, that battle is negated, and you get nothing. Lose two battles in a row, and ALL LP is lost, making you look for those players in that two minute window who will give you an edge. LP also increases significantly as Prime Time for FW activates, so people can't farm when no one is online. Yeah, I mean you...
Blueberries are to be kept out of this since there will be a roster. That is right, I wish for this to come out when Team Deploy is a viable thing. FCs (Field Commanders) can handpick and approve each person who wishes to continue the fight, stopping random blueberries from joining in and losing the game or Team Killing you in crucial moments. This may be mean, but oh well, Blueberries need more comprehensive training. I'm not going to bash CCP, but please fix the Dust tutorials.
Final points:
- New modes for FW that will lengthen it if so be it, and hopefully more entice EVE players
Keep this shiznit competitive, and allow teams to form up into killer machines should such a thing happen Increase LP payouts Hopefully release with Team Deploy, otherwise picking players becomes harder
Sorry for the long post and typos 07, and have a great day =)
I am the reason you rage-quit =D
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