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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
24
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Posted - 2014.04.05 14:40:00 -
[1] - Quote
Raspberries got you cornered in your redzone and you can't seem to make a push?
Look no further! The new and IMPROVED MCC has all the bells and whistles to make any blueberry blush.
With two Clone Cannons (one located portside, one located sarboard), this new model MCC can deliver clones instantly to specific locations within a limited range. When you spawn on the MCC, in the already existing drop platform, just walk toward the bridge down the access hall from the Clone Bay and approach the easy to use interface. Once activated, you will be taken to the overview map. Move the cursor to the target location and BAM! You're sent flying through the air above the battlefield, landing within 5m of your chosen location. Make sure to engage your kinetic dampeners though. No reason your superman act should end like a tomato dropped from orbit. The recently envisioned NIS device ensures that you can travel even further than before, with only the furthest outskirts of the battle being out of range.
So what's this you say? Those darn raspberries STILL got you down? No safe zone to run to anymore? Life so full of lemons that you just want to leave the battlefield and retire on some distant station? Well have I got a deal for you!
Each new MCC comes LOADED with defensive capabilities that will turn your woes into Raspberry Lemonade! These fresh MCC's each have 6 - COUNT EM - SIX!!!! defensive turrets with prototype artificial intelligence that DOESN'T MISS the enemy once they have been targeted. This new technology doesn't come without it's price though, as the turrets have limited lock on range. If the AI isn't quenching your thirst for battle, take control of the turrets yourself! With two turrets located on the underside of the bow (accessible from consoles located on the bridge), two turrets located on the underside of the underside of the stern (accessible via consoles in the Engine Control), and two turrets on top of the MCC (one on the bow, one on the stern, accessible via panels in the Clone bay), you've got yourself some great possibilities for teamwork.
I know, I know, "Why are there turrets located on the top of the MCC?"
Why to defend your MCC from hostile takeover!
With these new advancements in technology, the New MCC is a hot commodity, and just about everyone is trying to get their hands on them. Why, just last week the CEO of our intergalactic corporation lost 4 of them in one day due to mercenary hostilities! Don't worry too much though, those red-fruits can't just waltz away with that glimmering new MCC. They have to break through all of your defensive shields and armor before they can even come on board. THEN they have to deal with the fact that you can spawn at the Bridge, Clone Bay (that area with the bay doors) OR at the rear of the MCC near the engine control and vehicle replication vats. If they manage to hack into the manual controls at both the bridge AND the engine control room (only done with a special hacking program acquired from those dirty rascals MCC), they STILL have to wait 3 minutes for the autopilot to disengage. Well, if they manage all this, you have at least one final option.
This wonderful new beauty comes with a self destruct sequence!
Usable only in dire situations (ie, the scenario described before), a skilled squad of mercenaries can engage the self destruct sequence by hacking their own bridge and engine consoles and selecting the "self destruct" option. This action still takes a moment to prime the reactor (roughly 15 seconds), but will ensure those raspy rascals don't walk away with your precious ship! Don't care to waste such a precious commodity? Well then, just just select the "delete viral program" option after you hack the consoles and the MCC is clear for further engagements.
Finally, as if all these new bells and whistles weren't enough, the brand-spanking new MCC has 2 Nanite Assembly Bays (located between the Clone Bay and Engine Control room). These bays are capable of reproducing ANY vehicle that you have a schematic for. Even those hefty RDV's can be made there (should those vile enemies destroy one). Now, I will warn you, if the enemy manages to destroy one, it takes about 90 seconds for the nanites to reassemble an RDV, meaning you'll have to wait an additional 25 seconds for an HAV, 15 seconds for a Dropship, or 10 seconds for an LAV to be created and delivered before taking your rightful place as victor on the battlefield. Each bay comes with a vat of nanites that can fuel an entire engagement, unless some naughty little blueberry decides they want to request more vehicles than they can drive. The MCC AI will ensure that each soldier can call 1 vehicle every 30 seconds (excluding assembly time and delivery time) after the first request. Although the nanite supply IS limited, I'm sure you'll find it to be more than sufficient to fuel your hunger for battle.
With fully accessible interiors (including a viewing balcony between the Clone Bay and Bridge), defensive capabilities, spawn options, vehicle deployment, and just overall appeal, I'm sure that you'll want to rush out and grab one of these dandy new and improved MCC's today!
*disclaimer: Must have valid authority within corp or alliance to purchase this asset. All transactions non-refundable.
Give DUST514 some direction.
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Supacharjed
Alpha Response Command
25
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Posted - 2014.04.05 15:13:00 -
[2] - Quote
Someone's been playing Battlefield Titan mode.
Diehard Commandbro.
Part Time Ninja Turtle
Full Time Badass.
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Voidghoul
Namtar Elite Gallente Federation
0
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Posted - 2014.04.05 15:21:00 -
[3] - Quote
Hmm where to start?
I could already see issues being brought by the MCC cannons you propose (MCC campers).
The "Clone Cannons" should have a sort of overheat function that only allows a set amount to launch themselves one after another for every x seconds.
MCC cannons (if added) should have either:
- an overheat function, removing some (or hopefully all) possibility of camping. Or - A "Marking" function, allowing a squad to set a mark (via getting enough WP) for a player controlled MCC cannon to shoot a charged shot beyond the redline that will render the turret unusable for x amount of seconds.
Self-destruct doesn't seem beneficial, just another way to troll the team.
All I got so far, - -V
"People are very open-minded about new things - as long as they're exactly like the old ones."
-Charles Kettering.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
24
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Posted - 2014.04.05 16:15:00 -
[4] - Quote
MCC cannons would only have the range that the Clone Cannons would have. This range would be well outside of objectives, and not really beneficial other than defending those people that would drop in from the MCC or use the clone cannons. The Clone cannon WOULD have a firing limitation, as you suggest, but if range were appropriate, it shouldn't matter, as all it would be able to do is give you a chance to drop in a bit away from the enem, and not get camped. If you didn't catch my drift, there wouldn't be any redzone, aside from map boundaries. As far as the self destruct option, MCC's would be Corp/Alliance assets that would be capturable. I have other ideas to pair with this as well (see my signature) but I'm posting them only once in awhile so as not to bog the feed down ;)
On a final note, this "marking" function that you describe already exists. It's called a warbarge strike. But I get the jist of what you are suggesting and agree. Being able to "mark" a target and have the MCC fire at the target (within a limited range) and deal an unrealistic amount of damage (with splash?) once earned via WP could leave the enemy second guessing their ability to conquer.
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
24
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Posted - 2014.04.05 16:16:00 -
[5] - Quote
Supacharjed wrote:Someone's been playing Battlefield Titan mode.
Never heard of it.
Give DUST514 some direction.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
24
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Posted - 2014.04.05 16:25:00 -
[6] - Quote
neolutumus wrote:Supacharjed wrote:Someone's been playing Battlefield Titan mode. Never heard of it.
Which made me google it, and surprisingly, yeah, lol, I can see where you're coming from. But no, never played the game, nor the game type, nor even heard of it before this.
Give DUST514 some direction.
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Voidghoul
Namtar Elite Gallente Federation
0
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Posted - 2014.04.05 20:31:00 -
[7] - Quote
neolutumus wrote:MCC cannons would only have the range that the Clone Cannons would have. This range would be well outside of objectives, and not really beneficial other than defending those people that would drop in from the MCC or use the clone cannons. The Clone cannon WOULD have a firing limitation, as you suggest, but if range were appropriate, it shouldn't matter, as all it would be able to do is give you a chance to drop in a bit away from the enem, and not get camped. If you didn't catch my drift, there wouldn't be any redzone, aside from map boundaries. As far as the self destruct option, MCC's would be Corp/Alliance assets that would be capturable. I have other ideas to pair with this as well (see my signature) but I'm posting them only once in awhile so as not to bog the feed down ;)
On a final note, this "marking" function that you describe already exists. It's called a warbarge strike. But I get the jist of what you are suggesting and agree. Being able to "mark" a target and have the MCC fire at the target (within a limited range) and deal an unrealistic amount of damage (with splash?) once earned via WP could leave the enemy second guessing their ability to conquer.
+1 now for clarifying - -d.
For a quick note the "Marking" function is similar to warbage strikes, but these require less WP, only fire once, and can only be done by another squad member on an MCC turret. Kind of like a precision laser beam with the ability of devastating a tank. Probably 5 meter circle or so.
My regards, - -V
"People are very open-minded about new things - as long as they're exactly like the old ones."
-Charles Kettering.
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Maken Tosch
DUST University Ivy League
7823
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Posted - 2014.04.05 22:59:00 -
[8] - Quote
or.... you could slap on a cloak on a scout suit and plant uplinks behind enemy lines.
Dedicated Scout // Ninja Knifer
Everything I know about the Caldari I learned at Nouvelle Rouvenor
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deepfried salad gilliam
Sanguine Knights
621
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Posted - 2014.04.06 01:24:00 -
[9] - Quote
allow them to bording of enemy mcc after shields drop by going through one of the many openings, this will require the use of a drop ship(or jets or jetpacks) and you'll have to manage to dodge those pesky turrets on your way up. don't forget to bring you re own uplinks too, you cant leave your squad behind. from their ensure your quick victory by hacking the mcc. don't forget to dodge the interior self defense turrets located in most halfways and rooms but a flux grenade can disable them for a good 45 seconds
It'll help define roles, i promise:)
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
32
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Posted - 2014.04.06 01:51:00 -
[10] - Quote
deepfried salad gilliam wrote:allow them to bording of enemy mcc after shields drop by going through one of the many openings, this will require the use of a drop ship(or jets or jetpacks) and you'll have to manage to dodge those pesky turrets on your way up. don't forget to bring you re own uplinks too, you cant leave your squad behind. from their ensure your quick victory by hacking the mcc. don't forget to dodge the interior self defense turrets located in most halfways and rooms but a flux grenade can disable them for a good 45 seconds
exactly. i thought just the loss of shields might be a bit quick though. basically, as opposed to what it is now (bearing in mind this idea about a new battle system), MCC's AI would opt to retreat once armor and shield had been depleted, with a countdown sequence of 180 seconds to warp. It would also be at this time that all turrets, Cannons, and interior pannels could be destroyed (save for the Clone Bay, and option to spawn at the Bridge or Engine Control).
Glad some people get what I'm hinting at ;)
Give DUST514 some direction.
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Voidghoul
Namtar Elite Gallente Federation
2
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Posted - 2014.04.06 02:04:00 -
[11] - Quote
This idea reminds me so much of Star Wars: Elite Squadron.
- -V
"People are very open-minded about new things - as long as they're exactly like the old ones."
-Charles Kettering.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
33
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Posted - 2014.04.07 03:29:00 -
[12] - Quote
yeah, alot of those games were great for inspiration, but they all seemed to be missing the elements that dust HAS (granted it doesn't seem to have much). i really hope once the vehicles have been rebalanced/re-introduced they get on the content wagon. PVE would be great, but all that really needs to happen is a bit better gameplay with overall goals (other than just building sp/isk).....I'm being patient, but if the game is pretty much the same exact thing after 2 more releases, I'm going to put it on the backburner indefinitely.
Give DUST514 some direction.
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SgtMajSquish MLBJ
Consolidated Dust
93
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Posted - 2014.04.07 09:19:00 -
[13] - Quote
neolutumus wrote:deepfried salad gilliam wrote:allow them to bording of enemy mcc after shields drop by going through one of the many openings, this will require the use of a drop ship(or jets or jetpacks) and you'll have to manage to dodge those pesky turrets on your way up. don't forget to bring you re own uplinks too, you cant leave your squad behind. from their ensure your quick victory by hacking the mcc. don't forget to dodge the interior self defense turrets located in most halfways and rooms but a flux grenade can disable them for a good 45 seconds exactly. i thought just the loss of shields might be a bit quick though. basically, as opposed to what it is now (bearing in mind this idea about a new battle system), MCC's AI would opt to retreat once armor and shield had been depleted, with a countdown sequence of 180 seconds to warp. It would also be at this time that all turrets, Cannons, and interior pannels could be destroyed (save for the Clone Bay, and option to spawn at the Bridge or Engine Control). Glad some people get what I'm hinting at ;) What about like at the end of a match like in Titanfall. Have an attempt to destroy the crippled MCC before it escapes
Making Friends And Enemies Everyday
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Seeth Mensch
Capital Acquisitions LLC Dirt Nap Squad.
149
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Posted - 2014.04.07 14:57:00 -
[14] - Quote
Love the clone cannon idea . The rest of it...not so much.
Take away thered line, and givep eople some control over where they are going, and poof, fun times. Well, probably. Im' sure there would be some issues, but it still seems like fun.
Hi! Gosh, I've missed you...with every bullet, plasma shot, rail gun, and missile.
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neolutumus
The Unholy Legion Of DarkStar DARKSTAR ARMY
33
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Posted - 2014.04.07 17:32:00 -
[15] - Quote
SgtMajSquish MLBJ wrote: What about like at the end of a match like in Titanfall. Have an attempt to destroy the crippled MCC before it escapes
check out my signature for my proposed new combat mechanics, this idea of the new MCC ties directly in with that ;)
Give DUST514 some direction.
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