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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
1
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Posted - 2014.03.20 19:04:00 -
[1] - Quote
I've been playing Dust since open beta, and I've only one real qualm with the game.
Repetition brings mediocrity when no larger goal is present.
To alleviate this problem, and with the interests of the limited workforce CCP has dedicated to this game, I propose a new gametype
Engagements
Engagements would be a series of battles, with each win giving a (small) multiplier to the isk reward given. Time is money aferall. Each completed objective would change the gametype and set of rules for the next stage of the engagement, creating a fully engrossing game experience. Here's the breakdown of the stages, rules, and objectives.
Stage 1 : Ambush Rules No Safe Zone No MCC present (planetary strike only. no safe zones. Clone Spawn limited to CRU or Drop uplink. CRU's would respawn (like turrets in ambush) in a random (possibly squad leader contolled) location 30 seconds after destruction. If CRU is "camped", player can opt to "respawn CRU" by pressing Triangle. If 30% or more of team selects this option, CRU self destructs in 3 sec(3000 splash damage to enemy 15m range, ignores armor/shield resistances, hybrid damage) Limited Vehicle Spawn : No vehicle spawns allowed until Light beacon objective met for team. 10 min time limit Limited Clone supply (50-80) Primary Objective Eliminate clone reserves within time limit. Alternate objectives Light Beacon. Each map would have 3 radio towers that players could activate through hacking. Base hacking time would be 45 seconds and would act as a trigger (no ownership). Once hacked, teams can call in vehicles, installations, and planetary strikes.Starts 30 sec countdown timer for Supply Depot Spawn. Activate Planetary Defense Cannon (PDC). One PDC per map (Domination Location). Base hacking time 60 sec. Change time limit to 3 min if less than current time. Activate Anti-MCC Cannnons. 3-5 Cannons per map. Base hacking time 20 sec. Act as trigger when all cannons activated. change time limit to 2 min if less than current time.
If no alternate objectives met, skip to stage 4.
Stage 2 : Acquisition (Light Beacon Trigger) MCC Present (warbarge OR Planetary strike available, safe zones present, standard vehicle spawn) 15 min time limit Standard Clone Supply (150) Standard Clone Spawn rules Primary Objectives Eliminate Clone Reserves Survive Time limit Activate PDC (Time limit changed to 3 min if less than current time then begin Domination) Activate Anti-MCC Cannons (2 Minute countdown timer then begin Skirmish)
Stage 2 : Demolition (PDC OR Anti-MCC cannons activated, Light Beacon trigger not activated) No MCC present (Ambush Rules) 15 min time limit Standard Clone Supply (150) Vehicle Spawn (Ambush rules) Primary Objective Destroy PDC or Anti-MCC Cannons (Trigger from ambush decides which one). Cannons can be destroyed with concentrated fire (150k EHP) or with Anti-Matter Charges (AMs) which can be picked up by infantry at Supply Depots. Heavies may not carry. Carrier may not Pilot vehicle. Carrier can be seen on radar from any distance at any scan level. Set/Charge of AMs takes 10 sec. Once set, AM is destroyable w/1750 shield 250 armor, and will Detonate (2000 hybrid Splash to Anyone w/in 10m) after 15 sec. Can only be placed at PDC's or Anti-MCC Cannons and will destroy Cannon when detonated. Eliminate Clone Reserves Survive time limit Alternate Objective Light Beacon (4 minute countdown timer then begin Domination/Skirmish)
Stage 3 : Domination (Light Beacon Trigger, PDC activated) MCC Present 15 min time limit Standard Clone Supply (150) Standard Clone Spawn rules Primary Objectives Destroy Enemy MCC with PDC (Domination) Eliminate Clone Reserves Survive Time limit Alternate Objective Destroy PDC (Demolition Rules)
Stage 3 : Skirmish (Light Beacon trigger, Anti-MCC activated) MCC Present 15 min time limit Standard Clone Supply (150) Standard Clone Spawn rules Primary Objectives Destroy Enemy MCC with Anti-MCC Cannons (Skirmish) Eliminate Clone Reserves Survive Time limit Alternate Objective Destroy PDC or Anti-MCC Cannons (Demolition rules)
Stage 4 : Elimination MCC Present if MCC survived end of stage 3 Clone and Vehicle Spawn Ambush Rules if no MCC present for team 10 min time limit Limited clone supply (50-80) Primary Objective Eliminate clone Reserves Alternate Objective Survive Time Limit
Stage 5 : Annihilation No MCC Present No Clone Spawn (1 clone per stage) Restricted Vehicle Spawn (3 LAV, 1Dropship/team, can spawn in only at radio towers) 5 min time limit Primary Objective Survive Time Limit Alternate Objective Salvage : Using a salvager scanning module, greatly increase salvage drop from kills during stage. Salvage drop would be random and dependent on what is fitted at time of death (enemy AND team deaths are salvageable, explosive weapons will destroy all salvage).
End Engagement
If you did the tl;dr thing, then you're missing out ;).
Additionally, this would open up Dust514 to increased interaction from eve (ie, planetary siege's from a deployable "Planetary Siege Cannon" which could be destroyed via the domination rules). Also, if it were allowable, the player could opt out of playing the entire engagement, and just select specific game types. With this option chosen, full on engagements could be fought with a constantly changing army (payout at the end of each stage, opt for players to continue engagement or leave, bonus only applies if multiple stages fought/won in succession).
Feedback is welcomed ;)
happy hunting |
Hansei Kaizen
The Jackson Five
28
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Posted - 2014.03.20 21:41:00 -
[2] - Quote
Tons of cool ideas, adressing a real problem of the game imo. Thanks for posting.
What I not get yet is the engagement process. Is it a series of battles that have a clear end, or is the transition smoother? Like if an objective is accomplished, the next "episode" starts?
Your approach makes me think of a cool feature-discussion topic: What gamemodes are possible with minimal workload for CCP to implement? But that may be stuff for another thread.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
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Posted - 2014.03.21 04:44:00 -
[3] - Quote
Unfortunately the process would be too server intensive for smooth transitions. Also, payouts for each stage and the option to continue the engagement would be better done with an intermission between each stage, allowing squads to reform, purchases from market to replenish. I'd PREFER if it was smooth, but I just don't know how easy it would be to implement within the game code.
I have quite a few other ideas to pair up with this initial idea, but I wanted to see about the community feedback first ;) |
Dunce Masterson
Savage Bullet
49
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Posted - 2014.03.21 05:58:00 -
[4] - Quote
No ISK would be a good start just have a cool down timer on vehicles say about a minute after destruction this way every one can run at there best ability like all the corps that exploited PC. this will reduce the stress factor of the game and every one while keep bringing what they want to bring and not worry so much about only winning every fight they get in.
I could give you 10 reason why the Dust team cant get the Amarr tank style right but they are all out of care.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
2
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Posted - 2014.03.22 21:48:00 -
[5] - Quote
dunce, I don't believe your suggestion would alleviate any of the issues currently found by the average dust player. Ambush is almost completely dominated by tanks (or nian san, or worse, both), domination has little to no tactics involved (what if you could destroy that damn cannon before the enemy destroyed your mcc?), and skirmish is often an uphill battle once you get cornered, typically resolving with only 4-5 active players actually doing something.
Giving players an incentive to stay engaged at one location for longer periods of time would be a simple way to alleviate the huge skill gap that sometimes occurs, allow those that want to stay battling the same people a way to do so, and expose players to all of the game types. Also, it would allow players to feel like they are actually accomplishing something other than the turtle paced skill progression ( not that I'm complaining, i like it, it's just slow). Not to mention, if an un-named uber-pwning corp were running an egagement, they might get stuck waiting 45 min to finish the entire thing, keeping them to a more even playstyle. Even the best of corps can't possibly be everywhere at once, thus giving the other side TRUE choice of tactics, not just our five proto-tanks kill everything, we win.
I forgot to mention in the game description that engagements would occur at SPECIFIC, SQUAD LEADER chosen locations and not resolve until the final stage were completed, even if the initial parties that started the engagement were no longer present. So the engagement would "open" on one map, and stay "open" until the last stage were completed. Players that selected "start new engagement" would be able to unless all available planets/districts had open engagements (or server limit, whichever would allow for less server strain ). and those that selected specific battle types would be forced to play open engagement stages of their chosen gametypes first before random battles would spawn.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
4
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Posted - 2014.03.24 02:32:00 -
[6] - Quote
bumped |
RendonaSix
SWAMPERIUM
16
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Posted - 2014.03.24 12:37:00 -
[7] - Quote
Yes please, there's not even a fking trade hub or anything to make isk, matches are simply just a farm/grind.
I am not Tech.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.03.24 14:41:00 -
[8] - Quote
b-to the u-to the m-to the p
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.03.25 04:29:00 -
[9] - Quote
nother bump
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.03.25 12:38:00 -
[10] - Quote
anyone else with feedback?
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.03.26 04:47:00 -
[11] - Quote
one last bump. give this some love if you want to see it come to life. if not......
Give DUST514 some direction.
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Gemini Cuspid
Amarr Templars Amarr Empire
5
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Posted - 2014.03.26 09:28:00 -
[12] - Quote
I think they should take a book from MAG (and I can't believe I'm saying it) but simply add increased numbers to matches and rework the the matchmaking AI Scotty [because he seem to get it through is think skull that placing 2 corps on one team and several corps on the other usually leads to that side loosing]. I think the player base wants more actions and less gimmicks and the idea of adding players like in MAG or even Resistance is to add to the chaos and unpredictability.
I have to admit that adding the idea of spawn area change to all matches adds to that. Players at all levels have a strategy down: this Railgun,Combat Rifle, damage mods, vehicle modules, etc. Then we have already down what we should down whether its camp at the objective, place spawn hives on top of a building or whatever really. What makes a game boring and cause ppl to loose interest is that the action and engagement level is down to a "set" strategy.
I think CCP just really needs to work on the basic fundamentals, fix your basic problems and players will be happy for a while. I don't like gimmicks in game, I prefer being engaged. I think the whole "lets add all of this stuff" falls into the same trap as mmo's: once it's consumed., learned and studied its not interesting anymore. |
neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.03.26 13:19:00 -
[13] - Quote
I would agree with your assessment of CCP needing to work on the fundamentals. I suggested this idea as a simple way for CCP to expound on those fundamentals while not having to introduce too many new aspects. Player controlled and owned installations will help change this game a bit for the better. There are an obvious amount of unbalances in the game that are currently running people off (dual hardened vehicles, av nerfing, etc etc.) and once these are seen to ( I think CCP is just trying to get the core game together, 1.9 willl probly be a revisit on vehicles and a ton of balancing) I think that this idea would be the sinmplest way for CCP to create a more immersive battlefield. Addng more players to the field WOULD be nice ;)
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
9
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Posted - 2014.03.27 16:07:00 -
[14] - Quote
bumping, for s n g's
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
12
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Posted - 2014.03.28 14:45:00 -
[15] - Quote
neolutumus wrote:bumping, for s n g's this
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
14
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Posted - 2014.03.29 11:59:00 -
[16] - Quote
bump'd
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
14
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Posted - 2014.03.30 22:33:00 -
[17] - Quote
been thinking ccp won't pay attention to this
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
14
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Posted - 2014.03.31 03:42:00 -
[18] - Quote
nother bump
Give DUST514 some direction.
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Odigos Ellinas
Mannar Focused Warfare Gallente Federation
23
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Posted - 2014.03.31 04:09:00 -
[19] - Quote
Why don't you write a new idea? Take the BF4 naval strike mod and change the carriers with Eve titans. 1st 2 teams try to reach a spaceport using vehicles (large distance).
2nd the first team that got at the spaceport try to defend it until a timer runs out (preparing the MCC for take off). The anther team tries to take over the spaceport. The winner flies to the enemy Titan.
3rd a battle without vehicles inside the titan the invader tries to deploy explosives(or something) to detonate the titan from inside defender tries to avoid this.
From your first post a can see that you can fill up the details (clones,timer,etc) |
neolutumus
the unholy legion of darkstar DARKSTAR ARMY
21
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Posted - 2014.04.03 05:11:00 -
[20] - Quote
1, not familar with what you are referrencing.
2. race type missions in fps? not really that popular from what research I've done
3. I'm lazy and bumping is the easiest way to ensure people see the idea.
If you can gather from the likes, it seems not a lot of people understand how this easy to program solution would set dust apart from all the other fps games.
Give DUST514 some direction.
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Finn Colman
Immortal Guides
4
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Posted - 2014.04.16 16:11:00 -
[21] - Quote
It's kinda like a more logical way of doing what Killzone: Shadowfall does in their standard game mode. Instead of simply tossing a bunch of random game modes out one after another, it has a logical progression based off of the completed objectives.
Also, I guess I might be bit dumb, so can you clarify what the PDC is? Is it basically just a way of separating a multi-primary-objective mode (skirmish) and a single-primary-objective mode (domination)? |
neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
39
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Posted - 2014.04.18 15:21:00 -
[22] - Quote
Finn Colman wrote:It's kinda like a more logical way of doing what Killzone: Shadowfall does in their standard game mode. Instead of simply tossing a bunch of random game modes out one after another, it has a logical progression based off of the completed objectives.
Also, I guess I might be bit dumb, so can you clarify what the PDC is? Is it basically just a way of separating a multi-primary-objective mode (skirmish) and a single-primary-objective mode (domination)? PDC=planetary defense cannon. It would be the objective responsible of protecting the district from MCC's, EVE pilots, etc. (yes, I would like to see the mercs beable to defend themselves from planetary strikes)
Give DUST514 some direction.
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