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Godin Thekiller
OSG Planetary Operations Covert Intervention
1934
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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
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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
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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
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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
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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
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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
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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 -_-
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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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