
Ozay Din
Chatelain Rapid Response Gallente Federation
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Posted - 2014.05.04 10:21:00 -
[1] - Quote
I bought a PS3 specifically for DUST because I believed the hype that Fanfest created all those years ago. I played the early alpha/beta versions and was amused, and the excitement still remained, but "Maybe the final version of the game will live up to expectations". DUST is finally released to the public, and while it looks prettier and has some game play tweaks, there really isn't much more it can offer me than I can get from other FPS. I am board with DUST.
When I play DUST, I want somewhat an EVE style sandbox experience on a smaller scale. I want to be able to claim a home and actually have it matter. I want to have to make logistical decisions regarding my/corp/alliance assets spread throughout the universe beyond moving trivial clones. I want to interact with EVE players beyond occasionally getting bombed by them. I want an experience I cannot get from competing MMO-style FPS games. I want to fight over territory without artificial meaningless timers.
I want to be able to deploy a covops team far out from an enemy base with the intent on infiltrating their base to disable the anti-air guns so my main forces can drop in on top of it without nearly everything getting shot out of the sky.
On the way to the base, the team has to deal with environmental (pve) threats and even enemy players who might be out "farming" the pve content.
The reason players are even at the base is because they need to be involved in the mining operations (or whatever the base does) which is protected by a FF (like a POS). To keep the mining equipment running, they have to protect it from the environment, be that rogue drones that occasionally attack the FF, or anything that isn't protected by the FF. As opposed to building an operation and leaving it for passive income for the corp/alliance.
The FF needs power, much like POSs do, that can be gathered either by buying off the market from EVE players or by the mining operation itself. Maybe even have solar collectors which have to be outside the FF to provide power.
The surrounding area is full of PVE content which can be accessed by players stationed at the base. Further away is more difficult and thus better loot. This could be protecting assets from rogue drone attacks, hunting down drone hives, salvaging battlefields, escorting ground transports between bases, remote small mining operations, maybe even salvaging space debris that fall from orbit.
The players at the base should be able to, if they so choose, board a vehicle and drive/fly to any other district on the planet. Allow a base structure which can move players to same-planet friendly bases via sub-orbital shuttles.
Once the AA guns are down, the main force can drop from the Warbarge right next to enemy base. Without disabling the AA guns, most of the dropping assets will be destroyed on the way down.
Both forces should be able to accommodate as many players as there are clones available and commanders allow. The defenders should have some advantage to counter some of the surprise elements the attacking force has. Larger clone storage, big mounted guns for example. Only the assets which are stored at the base should be available for the battles unless a resupply can be arranged.
The attacks on territory shouldn't be trivial, but also not impossible. The attacking forces should be able to deploy (very expensive) mobile heavy artillery to shoot at the FF to weaken it, which can be destroyed or hacked by opposing players. Bases should be valuable territory assets and need to be guarded as much as possible by players (unlike POSs).
Any eve players in space should be able to contribute to the battle as well, and the base, as a counter, should have an upgrade to be able to shoot back at the attacking eve players.
Allow for multiple ways to take out the base, from brute force through the FF, or covertly through complex hacking of some sort.
If the attackers cannot break the defenders, they have a choice of just death-cloning out, leaving the assets behind, or try to pull out the assets in a fighting retreat.
If the defenders cannot hold the base, the FF acts similarly to a POS with a reinforcement timer of some sort. While they wait, the attackers can do the pve content in the area if they wish.
Once the ref timer is done, the defenders have one more chance to save the base before the attackers hack their way in. Defenders will probably need their own mobile assets (Warbarge) to properly defend at this point.
Warbarges are needed to transport large army assets to the battlefield. Players themselves can jump into the battle at will (via the barge), but all the resources that the army has available is brought to the battlefield through the warbarge. The corp/alliance who controls the barge decides how much of what resources are brought with, and players can still bring those to the battlefield, but decrease the total that the barge holds. Once an asset quantity drops to 0, it cannot be called for any longer.
Clones are a set resource just like any other and can be deployed from the barge in clone spawn units. Once a clone spawn unit is depleted, it will have to be restocked using a mobile clone truck, drop another one with a full hold and recall the old one by picking it up with a surface to orbit transport (which can be shot down). Once you run out of clones on the ground, then you can't spawn people on the ground. Players then sit in the barge and can clone-jump away or wait for reinforcement clones to arrive via other transport.
If more than one competing warbarge is in orbit, then either warbarge can send over players in boarding parties to take over or simply destroy the other barge. This, of course, uses clones and assets. Eve players should also be able to get involved somehow.
I want the DUST that was dreamed of at the first announcement.
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