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I-Shayz-I
I-----I
2779
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Posted - 2014.03.31 13:59:00 -
[1] - Quote
Yeah, I want installation drops just as much as the next guy, but it won't be for a long while and I really want to see something in its place for right now until we get them.
The idea is simple...you have "nodes" that can be "hacked" scattered around each socket. Instead of installations already being placed at the beginning of the battle you have to manually select what kinds of installations you want, if you want any at all. In a turret node you would hack it, then select from a menu which kind of turret you want. This would then start a "building" process or a timer that specificed how long it would take for the installation to be constructed or possibly dropped from the warbarge. _______________________________________________
This creates another layer of depth to the game that I've only ever seen in RTS games and in the vehicle multiplayer mode from Star Wars Clone Wars.
In that game mode you could "hack" bases to first capture, and then to start building turrets and drones. The longer you "hacked" the base, the more things you ended up building, making it a strategic decision whether you set up defences at each base, or if you quickly captured them in order to rush the opponent before they could set up their own.
If anything it would be nice to be able to further hack an objective in order to replace any installations that have already been destroyed, but I feel the node idea would make more sense.
Having more nodes around the sockets would be nice too. I feel that there are never enough supply depots, and the CRUs are always too close to one objective instead of being a waypoint in-between objectives. Heck even nodes around the maps where you could call in/build a supply depot, CRU, or turret would be nice. For example if the supply depot underground on the research facility could be hacked to be a CRU instead...or if we could get a supply depot/CRU right below the upper objective (where the stairs lead down to). Having installations randomly change around the map would be good too. ________________________________________________
Lastly, instead of them being hackable, what if you had to use repair tools in order to build installations?...or if you could use repair tools to repair those that have already been destroyed. Instead of it just repping the thing it would require a certain amount of repair in order to be created, then once created would be appear at full health. This would prevent the enemy from destroying a turret as it is being repaired.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
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Dauth Jenkins
Ultramarine Corp
341
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Posted - 2014.03.31 15:23:00 -
[2] - Quote
PC only. Also, I wouldn't want people spamming missile turrets... although it would prune the scrub pilots out from the good ones..
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Nothing Certain
Bioshock Rejects
381
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Posted - 2014.03.31 16:09:00 -
[3] - Quote
It's a great idea. I've thought installations and an engineer role needs to be more developed in this game. Making defensive and offensive options give it more depth.
Because, that's why.
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Nekrokult
Valor Coalition Red Whines.
39
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Posted - 2014.03.31 18:07:00 -
[4] - Quote
I-Shayz-I wrote:Yeah, I want installation drops just as much as the next guy, but it won't be for a long while and I really want to see something in its place for right now until we get them.
The idea is simple...you have "nodes" that can be "hacked" scattered around each socket. Instead of installations already being placed at the beginning of the battle you have to manually select what kinds of installations you want, if you want any at all. In a turret node you would hack it, then select from a menu which kind of turret you want. This would then start a "building" process or a timer that specificed how long it would take for the installation to be constructed or possibly dropped from the warbarge. _______________________________________________
This creates another layer of depth to the game that I've only ever seen in RTS games and in the vehicle multiplayer mode from Star Wars Clone Wars.
In that game mode you could "hack" bases to first capture, and then to start building turrets and drones. The longer you "hacked" the base, the more things you ended up building, making it a strategic decision whether you set up defences at each base, or if you quickly captured them in order to rush the opponent before they could set up their own.
If anything it would be nice to be able to further hack an objective in order to replace any installations that have already been destroyed, but I feel the node idea would make more sense.
Having more nodes around the sockets would be nice too. I feel that there are never enough supply depots, and the CRUs are always too close to one objective instead of being a waypoint in-between objectives. Heck even nodes around the maps where you could call in/build a supply depot, CRU, or turret would be nice. For example if the supply depot underground on the research facility could be hacked to be a CRU instead...or if we could get a supply depot/CRU right below the upper objective (where the stairs lead down to). Having installations randomly change around the map would be good too. ________________________________________________
Lastly, instead of them being hackable, what if you had to use repair tools in order to build installations?...or if you could use repair tools to repair those that have already been destroyed. Instead of it just repping the thing it would require a certain amount of repair in order to be created, then once created would be appear at full health. This would prevent the enemy from destroying a turret as it is being repaired.
I posted an indea like this some time ago: https://forums.dust514.com/default.aspx?g=posts&m=1200012#post1200012 Still think it would be a great improvement to the game. |
KalOfTheRathi
Nec Tributis
1110
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Posted - 2014.03.31 18:44:00 -
[5] - Quote
This was sold to us previously. The MCC was to be a purchased item (120M ISK) and that included a position for the Battlefield Commander. The BC had the authority to send down the Installations that were wanted. Of course they cost ISK as well.
We have yet to see even the barest hint of it since Uprising. Nearly a year on and the BC has faded like a lost dream. All we got was PC in its place. Not much a of replacement in my mind.
Don't hold your breath.
And so it goes.
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TheNorthernHOUND
Storm Wind Strikeforce Caldari State
0
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Posted - 2014.03.31 23:05:00 -
[6] - Quote
look thats a great idea but it has flaws and would take fun out of the game |
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