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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
617
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Posted - 2014.02.24 22:01:00 -
[1] - Quote
COVERT SUBTERFUGE wrote:Remove the ability for scrubby carebears to earn WP in the redline so that they don't get rewarded for being lame. I have to laugh at you, because you did not supply anything even remotely close to a solution to your "Problem". People sniping from the redline are the EASIEST TO KILL... I call them FREE WARPOINTS for a reason.
*sigh* Idiots and their "difficulties". Too lazy to switch suits? Complain on the forums!....
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
619
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Posted - 2014.02.25 01:44:00 -
[2] - Quote
Bethhy wrote:Red-lines should be giant Shield barriers extended from the Warbarge done in a very New Eden way. Being behind the shield barrier doesn't allow you to shoot out of it and or receive fire from within. Allowing red-lined teams to full respawn, call in appropriate vehicles and dropships, group up and push out of the red-line and gives that side a fighting chance to come back.
The shield should only allow one pass through, meaning once you leave the safety of the shield barrier it cannot recognize you independently and let you run back into the red-line. Because the red-line shield barrier wouldn't allow damage to pass through from either side it will also nullify a lot of the players who choose to spend 80% of their game time in the red-line not contributing to their team, or truly getting the New Eden Experience of competition in the battlefield as they are not fully on it.
Furthermore if you are in the red-line for 2 minutes+ they can just blanket kick everyone from the match... Stopping the AFK in a "safe area" that hurts both sides of competition. It's of course not the players fault they take advantage of this, the blame lies with it even being a viable option.
Either that or make the Redline instead into a Giant defendable Complex accessible by all... With 15 Smart Turrets( so no solo tank can take it on..) Infantry bunkers all around
A captureable point in the middle...
And when you loose all your points on the map... that is your last place of Refuge... And if the aggressive strong team Assaults it and takes it after the match is over. We call that idea the "Sitting Duck Line". What's that? You and your friends are organizing a group expedition? Well I'm just gonna camp the outside of your shield and have my team focus-fire you as you come out of your fish-in-a-barrel-wall. What's that? You can't leave the "Duck Hunt Zone"? Obviously. I have free reign around the entire edge of your base and you can't do squat about it.
Bethy's entire team just got spawn camped, then kicked because they can't exit their redline without being insta-killed. What losers.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
625
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Posted - 2014.02.26 01:49:00 -
[3] - Quote
Gonna post this again cause apparently it's not making enough rounds... ORANGE LINE
Dovallis Martan JenusKoll wrote:Or... one could simply retune the redline instead of removing it in entirety... First by extending the area of all prior redline areas back a ways, and then designating it with an orange border to differentiate the regions.
However, if you travel into the enemy orange line the further you go the LESS your maximum armor and shield become, and if you exit the orange, they restore to normal.
If you've ever played Runescape and tried the "Wilderness" before you'd know how these advancing regions work, but instead of going up a wilderness level, the affected party looses max HP relative to the tier they enter... so.. Outside of orange 100% all stats, Area 1 --90% shield and armor (largest region mainly for deployment) Area 2 (within handheld range of spawn) -50% shield and armor and -10% weapon damage Area 3 (inside spawn proximity regions) -80% shield and armor and - 30% weapon damage
Defenses would be indestructible very-short-range manual turret systems that can target things within the orange region only, but loose power if the target is in a lower ranked region.
This way the complainers could run into the orange line to deal with troops/tanks they feel to be problematic. Would probably promote heavily dampened scouts.
Example, If I had 100 shield and 100 armor, and ran into area 3, I would be left with 20 shield and 20 armor, and would not be able to heal over that until I left into area 2, then I would be able to heal back up to 50/50... and upon leaving all zones would be back to 100/100 maximum possible healing. Zone auras are unable to kill players.
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Unless you are skimming
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