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          Godin Thekiller 
          OSG Planetary Operations Covert Intervention
  1934
  
          
                | 
        Posted - 2014.03.23 19:44:00 -
          [1] - Quote 
          
           
          Other than the few pilots who actually work with infantry and vice versa (the rest is just scrubs trying to stat pad sadly), vehicles and infantry don't really work together, which is sad. And honestly, there's no real way to do it without being real creative, which makes me sad. 
  So, I was just playing BF4 with my bro, and we were riding around in a HAV (oh wait, sorry, tank), and genera;;y having a decent time. I started rolling through a squad of dumbasses, killed them all, and crossed a bridge. I got blocked by a road block. He hopped out my tank, and pressed a button, and it lowered, allowing me to continue to rip **** up.
  Then it occurred to me
  Dynamic map elements like that creates a situation where infantry could work with infantry and vice versa by having obstacles that they would need to fight through (caused by the enemy) to continue their path of destruction
  But this is Dust, and a simple roadblock won't cut it, will it?
  I've thought of a couple for both sides, and I want you guys to think of some more:
  for vehicles:
  [list]  draw bridges
  hard to kill retractable walls that can be hacked
 proxy mines have their sound taken away, but can be hacked
  for infantry:
   easier to kill walls that can't be hacked
  terrain impassible by infantry, but passable by vehicles (probably by air, open areas can be considered by land vehicles).
  installations that fires at things such as the MCC that needs to be blown up, not hacked like a mobile NULL cannon that's weaker than the regular ones).
  Peace, Godin  
  click for more ideas
 
 
 click me  
Blup Blub Bloop. Translation: Die -_- 
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          Patrlck 56 
           168
  
          
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        Posted - 2014.03.23 19:47:00 -
          [2] - Quote 
          
           
          Before you worry about new maps, at least fix the terrain on the remaining ones.  
 Best hatemail 
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          Godin Thekiller 
          OSG Planetary Operations Covert Intervention
  1936
  
          
                | 
        Posted - 2014.03.23 20:08:00 -
          [3] - Quote 
          
           
          Patrlck 56 wrote:Before you worry about new maps, at least fix the terrain on the remaining ones.    
  That has nothing to do with this. This is asking for map assets, not whole new maps.........
 click me  
Blup Blub Bloop. Translation: Die -_- 
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          Aaroniero d'Lioncourt 
           465
  
          
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        Posted - 2014.03.23 20:25:00 -
          [4] - Quote 
          
           
          Map assets already?
  I'm still falling through the map...
  I'm still glitching when walking next to a wall...
  There's still invisible walls..
  etc. etc.
 
  
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          Godin Thekiller 
          OSG Planetary Operations Covert Intervention
  1936
  
          
                | 
        Posted - 2014.03.23 20:29:00 -
          [5] - Quote 
          
           
          Aaroniero d'Lioncourt wrote:Map assets already?
  I'm still falling through the map...
  I'm still glitching when walking next to a wall...
  There's still invisible walls..
  etc. etc.
 
   
  1: As I already said, this is a separate issue (why do people like to repeat themselves?).
  2: You can consider them to be dynamic installations built into the map sockets.
 click me  
Blup Blub Bloop. Translation: Die -_- 
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          Ziero01 
          KILL-EM-QUICK RISE of LEGION
  19
  
          
                | 
        Posted - 2014.03.25 01:27:00 -
          [6] - Quote 
          
           
          From what I understand, Dynamic map elements were something that were supposed to be originally added into the game in the first place. At the very least, player deployed installations are something that will eventually be added, and doing so would change a lot of gameplay tactics as it would let people more or less reshape the map. Personally I think things like destroyable/hackable walls, gates, roadblocks, bridges etc etc would be great in this game. Not just as an AV addition, but as an overall gameplay element as well. It would give more hotspots for players to fight over and increase the need for tactical thinking and teamplay. It would also add to the immersion of the game because why in the hell would all these buildings, forts and facilities NOT have doors, gates and obstacles to get through. | 
      
      
      
          
          CommanderBolt 
          ACME SPECIAL FORCES RISE of LEGION
  1139
  
          
                | 
        Posted - 2014.03.25 01:58:00 -
          [7] - Quote 
          
           
          Ziero01 wrote:From what I understand, Dynamic map elements were something that were supposed to be originally added into the game in the first place. At the very least, player deployed installations are something that will eventually be added, and doing so would change a lot of gameplay tactics as it would let people more or less reshape the map. Personally I think things like destroyable/hackable walls, gates, roadblocks, bridges etc etc would be great in this game. Not just as an AV addition, but as an overall gameplay element as well. It would give more hotspots for players to fight over and increase the need for tactical thinking and teamplay. It would also add to the immersion of the game because why in the hell would all these buildings, forts and facilities NOT have doors, gates and obstacles to get through.  
  This. Just simple gates that have to be hacked / breached with explosives would be an excellent start.
  I know you could say "Why have gates when the enemy can drop in from the sky...." but we will go with the theory that main bases have jammers / sky shields. The enemy has to drop in from a location outside the main base. 
  More food for thought.... the 'gates' could actually be forcefields or shields that block main entrances to outposts that would need to be hacked.
 Investigate 9/11 
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          Godin Thekiller 
          OSG Planetary Operations Covert Intervention
  1955
  
          
                | 
        Posted - 2014.03.25 10:30:00 -
          [8] - Quote 
          
           
          CommanderBolt wrote:Ziero01 wrote:From what I understand, Dynamic map elements were something that were supposed to be originally added into the game in the first place. At the very least, player deployed installations are something that will eventually be added, and doing so would change a lot of gameplay tactics as it would let people more or less reshape the map. Personally I think things like destroyable/hackable walls, gates, roadblocks, bridges etc etc would be great in this game. Not just as an AV addition, but as an overall gameplay element as well. It would give more hotspots for players to fight over and increase the need for tactical thinking and teamplay. It would also add to the immersion of the game because why in the hell would all these buildings, forts and facilities NOT have doors, gates and obstacles to get through.  This. Just simple gates that have to be hacked / breached with explosives would be an excellent start. I know you could say "Why have gates when the enemy can drop in from the sky...." but we will go with the theory that main bases have jammers / sky shields. The enemy has to drop in from a location outside the main base.  More food for thought.... the 'gates' could actually be forcefields or shields that block main entrances to outposts that would need to be hacked.   
  Hummm... would those sky shields not protect from people moving inside as ground vehicles or infantry? Also, could they protect from OB's of a certain size?
 click me  
Blup Blub Bloop. Translation: Die -_- 
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          Ziero01 
          KILL-EM-QUICK RISE of LEGION
  22
  
          
                | 
        Posted - 2014.04.07 20:31:00 -
          [9] - Quote 
          
           
          CommanderBolt wrote:I know you could say "Why have gates when the enemy can drop in from the sky...." but we will go with the theory that main bases have jammers / sky shields. The enemy has to drop in from a location outside the main base. 
  More food for thought.... the 'gates' could actually be forcefields or shields that block main entrances to outposts that would need to be hacked.   
  You don't even need to go that complex. As is, MCCs only get so close to the action and the only other way to fly into something is a dropship, which aren't always the best option especially if there are installation turrets or AV in the area. There's also plenty of maps where the buildings have ceilings or large covered areas dropships can't really get to. And on top of that, Gates would still serve to slow down other ground vehicles from just cutting right through a facility and buildings can still have just simple doors to bust through. 
  Personally, I also feel that the game types in general need a massive overhaul and should always be set up in an attack/defend style meaning that the only MCC in the sky would be the attacker's and the defense would just spawn in the base proper. In game modes like that, fighting over these doors, gates, roadblocks or other destructible assets would be that much more important, even if the defenders had to worry about people deploying from the sky to get around them. | 
      
      
      
          
          Criteria Shipment 
          Dogs of War Gaming Zero-Day
  788
  
          
                | 
        Posted - 2014.04.07 20:33:00 -
          [10] - Quote 
          
           
          Godin Thekiller wrote:Other than the few pilots who actually work with infantry and vice versa (the rest is just scrubs trying to stat pad sadly), vehicles and infantry don't really work together, which is sad. And honestly, there's no real way to do it without being real creative, which makes me sad.  So, I was just playing BF4 with my bro, and we were riding around in a HAV (oh wait, sorry, tank), and genera;;y having a decent time. I started rolling through a squad of dumbasses, killed them all, and crossed a bridge. I got blocked by a road block. He hopped out my tank, and pressed a button, and it lowered, allowing me to continue to rip **** up. Then it occurred to me Dynamic map elements like that creates a situation where infantry could work with infantry and vice versa by having obstacles that they would need to fight through (caused by the enemy) to continue their path of destruction But this is Dust, and a simple roadblock won't cut it, will it? I've thought of a couple for both sides, and I want you guys to think of some more: for vehicles: [list]  draw bridges
 hard to kill retractable walls that can be hacked
 proxy mines have their sound taken away, but can be hacked
 AAA installations that can be deactivated/destroyed by either hacking them or blowing them up with REE's (are resistant to vehicle turrets, but not to RE's).
for infantry:  easier to kill walls that can't be hacked
 terrain impassible by infantry, but passable by vehicles (probably by air, open areas can be considered by land vehicles).
 installations that fires at things such as the MCC that needs to be blown up, not hacked like a mobile NULL cannon that's weaker than the regular ones).
Peace, Godin   click for more ideas  Whenever the tooltip pops up about there being a "command node", I always look at it as a hieroglyphic because CCP never put it in the game.
 Goodbye, world!
(püú-ÿ+í-ÿ-é) 
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          Godin Thekiller 
          OSG Planetary Operations Covert Intervention
  1967
  
          
                | 
        Posted - 2014.04.07 21:59:00 -
          [11] - Quote 
          
           
          Ziero01 wrote:CommanderBolt wrote:I know you could say "Why have gates when the enemy can drop in from the sky...." but we will go with the theory that main bases have jammers / sky shields. The enemy has to drop in from a location outside the main base. 
  More food for thought.... the 'gates' could actually be forcefields or shields that block main entrances to outposts that would need to be hacked.   You don't even need to go that complex. As is, MCCs only get so close to the action and the only other way to fly into something is a dropship, which aren't always the best option especially if there are installation turrets or AV in the area. There's also plenty of maps where the buildings have ceilings or large covered areas dropships can't really get to. And on top of that, Gates would still serve to slow down other ground vehicles from just cutting right through a facility and buildings can still have just simple doors to bust through.  Personally, I also feel that the game types in general need a massive overhaul and should always be set up in an attack/defend style meaning that the only MCC in the sky would be the attacker's and the defense would just spawn in the base proper. In game modes like that, fighting over these doors, gates, roadblocks or other destructible assets would be that much more important, even if the defenders had to worry about people deploying from the sky to get around them.  
  That's how it was originally, however, due to map design, that was removed. Yes, that should return.
 click me  
Blup Blub Bloop. Translation: Die -_- 
 | 
      
      
      
          
          Godin Thekiller 
          OSG Planetary Operations Covert Intervention
  1967
  
          
                | 
        Posted - 2014.04.07 22:00:00 -
          [12] - Quote 
          
           
          Criteria Shipment wrote:Godin Thekiller wrote:Other than the few pilots who actually work with infantry and vice versa (the rest is just scrubs trying to stat pad sadly), vehicles and infantry don't really work together, which is sad. And honestly, there's no real way to do it without being real creative, which makes me sad.  So, I was just playing BF4 with my bro, and we were riding around in a HAV (oh wait, sorry, tank), and genera;;y having a decent time. I started rolling through a squad of dumbasses, killed them all, and crossed a bridge. I got blocked by a road block. He hopped out my tank, and pressed a button, and it lowered, allowing me to continue to rip **** up. Then it occurred to me Dynamic map elements like that creates a situation where infantry could work with infantry and vice versa by having obstacles that they would need to fight through (caused by the enemy) to continue their path of destruction But this is Dust, and a simple roadblock won't cut it, will it? I've thought of a couple for both sides, and I want you guys to think of some more: for vehicles: [list]  draw bridges
 hard to kill retractable walls that can be hacked
 proxy mines have their sound taken away, but can be hacked
 AAA installations that can be deactivated/destroyed by either hacking them or blowing them up with REE's (are resistant to vehicle turrets, but not to RE's).
for infantry:  easier to kill walls that can't be hacked
 terrain impassible by infantry, but passable by vehicles (probably by air, open areas can be considered by land vehicles).
 installations that fires at things such as the MCC that needs to be blown up, not hacked like a mobile NULL cannon that's weaker than the regular ones).
Peace, Godin   click for more ideas Whenever the tooltip pops up about there being a "command node", I always look at it as a hieroglyphic because CCP never put it in the game.  
  although it hasn't been put into the game yet (well, it has, but was removed), it will be.
 click me  
Blup Blub Bloop. Translation: Die -_- 
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