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Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
305
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Posted - 2014.07.14 11:52:00 -
[91] - Quote
Pokey Dravon wrote:Luther Mandrix wrote:
How about a three stage Planetary Conquest Battle planet 1.Ambush mode both Corps Attacker and Defender 2.Domination Mode Attacker and defender. 3.Skirmish for the District (Like PC bow)
1.If attacker wins Ambush Attacker has the ground that the ambush was won on. 2.Attacker moves to Domination Defender map if Attacker wins they keep that ground also. 3.Next Attacker attacks district like present PC Match.
Total Clone Package assault x amount of clones to attack district 150 Ambush & 150 Dom & 150 Skirmish= 450 attacking clones. If attackers win ambush but lose Dom Ambush map will have surviving attacking clone forces.
This would by Team gameplay that a lot of us want.
Edit
Here is my thoughts on changes to PC.For talk on Biomassed 7/11/2014
You should come n the show and discuss your ideas personally Sorry guys can't come on show get up at 3:30 AM Eastern usa and the show is around 11 pm to 12 pm my time. Now the New part of the PC Idea I had was Ambush and Dom Districts in PC stand alone districts. More districts that are different modes for more Team Gameplay that we want.New Life in Dust |
Appia Vibbia
Molon Labe. General Tso's Alliance
3390
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Posted - 2014.07.14 16:31:00 -
[92] - Quote
Um, listening is. Did I hear that correctly, Jackal wants a return of LOS shared vision?
Appia Vibbia for CPM1
Personal Theme Song
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2331
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Posted - 2014.07.14 19:35:00 -
[93] - Quote
Appia Vibbia wrote:Um, listening is. Did I hear that correctly, Jackal wants a return of LOS shared vision?
Something along those lines. The ability to mark a target but only if LOS is maintained.
Like my ideas?
Pokey Dravon for CPM1
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.14 19:50:00 -
[94] - Quote
He's basically just describing a target painter and kinda takes the scenic route to do it.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2332
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Posted - 2014.07.14 21:10:00 -
[95] - Quote
I actually like some iteration of that idea, particularly for Snipers who want to share long range intel with the team.
Like my ideas?
Pokey Dravon for CPM1
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hfderrtgvcd
Resheph Interstellar Strategy Gallente Federation
141
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Posted - 2014.07.14 21:31:00 -
[96] - Quote
so basically he wants to remove the stealth aspect of this game |
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.15 02:06:00 -
[97] - Quote
hfderrtgvcd wrote:so basically he wants to remove the stealth aspect of this game
Not in the slightest. Basically he wanted the ability to mark a target for a few seconds (3-5 tops) so it would show up on squad tacnet. The target would have to be in the line of sight (i.e. reticule) of the observer to temporarily "paint" it.
Ton of great tactical usage for this such as spotting ambush points, enemy vehicles, sniper positions, ect.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Appia Vibbia
Molon Labe. General Tso's Alliance
3440
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Posted - 2014.07.15 07:39:00 -
[98] - Quote
Jaysyn Larrisen wrote:hfderrtgvcd wrote:so basically he wants to remove the stealth aspect of this game Not in the slightest. Basically he wanted the ability to mark a target for a few seconds (3-5 tops) so it would show up on squad tacnet. The target would have to be in the line of sight (i.e. reticule) of the observer to temporarily "paint" it. Ton of great tactical usage for this such as spotting ambush points, enemy vehicles, sniper positions, ect.
yeah. . . you do remember what the game was like before, right? It was kinda terrible for anyone that wanted to play the stealth game and reduced viability of flanking tactics.
How would you envision such a tool without inhibiting the tactical advantage of flanking &dampening and prevent rewarding dumb luck and ballerinas?
Appia Vibbia for CPM1
Personal Theme Song
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.15 13:06:00 -
[99] - Quote
Appia Vibbia wrote:Jaysyn Larrisen wrote:hfderrtgvcd wrote:so basically he wants to remove the stealth aspect of this game Not in the slightest. Basically he wanted the ability to mark a target for a few seconds (3-5 tops) so it would show up on squad tacnet. The target would have to be in the line of sight (i.e. reticule) of the observer to temporarily "paint" it. Ton of great tactical usage for this such as spotting ambush points, enemy vehicles, sniper positions, ect. yeah. . . you do remember what the game was like before, right? It was kinda terrible for anyone that wanted to play the stealth game and reduced viability of flanking tactics. How would you envision such a tool without inhibiting the tactical advantage of flanking &dampening and prevent rewarding dumb luck and ballerinas?
I think it's actually pretty simple...if you can see the target and keep it in your reticule you can paint it. If you are the one flanking and / or trying to use stealth movement and you get seen and painted for a few seconds - sounds like you need to get better. Besides, lot of folks will just shoot you if they see you and not "paint" you then.
I'm pretty sure Jackal caveated this by saying you had to keep the target in your LOS, i assume the reticule, and it only lasts for a few seconds. This is far more useful against vehicles, snipers, and campers waiting for their cloak to recharge as opposed to fast moving flankers and scouts.
Essentially he described giving everyone the ability to issue an "Attack" order like a Squad leader can do now but with much more severe constraints - holding aim and very short time the target is marked.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2343
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Posted - 2014.07.15 17:42:00 -
[100] - Quote
Not to mention there are a lot of details that would need to be looked at as well. How the cloak factors in, "Paintable" distance and how that ties in with precision and profile, duration, ease of use, ect. I mean to be fair something like this likely isn't in the realm of Dust anyways, so we'd be looking at how it would work in Legion which will *hopefully* move away from this terrible binary scan system completely.
Like my ideas?
Pokey Dravon for CPM1
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The Black Jackal
The Southern Legion Final Resolution.
1278
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Posted - 2014.07.16 01:34:00 -
[101] - Quote
The guys above pretty much covered what I meant.
The idea was to approximate a comms chatter of saying 'there's a guy here' with a button press.
If I'm on comms with a team, and I see a cloak shimmer.. and I say.. "hey guys, there's a cloaky near x" that's what I want to approximate.
Except with a button click, you don't relay 'who' or 'what' it is (though Battlefield did this) you relay 'hey someone's there' fpor a couple of seconds.
With the advent of this idea, you can remove shared passive scans... so now, while a scout may be able to scan down someone on their Radar, it isn't shared until they put their reticle over the guy, and press the button. So Caldari's will still be long range scan hunters, but their shared scans are curtailed.. you get behind a guy, unless he turns and 'spots' you wont show up on everyone's screens.
This also propels Active Scanner to having a use of their own.. the ability to scan multiple people, and share them with your squad. Kind of like a mass 'spot' mechanism.
I'm sure a lot of people have played Battlefield 3, and that was partially the inspiration for this idea. Snipers can designate targets from long distances, the cloak could be made to prevent q spotting, if it's deemed needed, but in general it would stem the tide of shared passive scans that everyone hates, and put the sharing squarely in the hands of the players themselves.
The Black Jackal for CPM1
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Fox Gaden
Immortal Guides
3888
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Posted - 2014.07.16 12:18:00 -
[102] - Quote
It seems you guys only noticed GÇ£Sky SpawningGÇ¥ when a Dev finally started talking about it, and you seem to have no idea of the origins of the idea.
GÇ£Sky SpawningGÇ¥ is a beachhead mechanic for when you donGÇÖt have assets such as an MCC, DCC, or CRU on the ground. Its drawback is that it takes longer to get back into the battle, but it also gives you more control over where you land. For this reason it may also be used if your ground spawn assets are being camped. It represents insertion from the Warbarge without any ground assets used.
I donGÇÖt believe that Drop Uplinks should be powerful enough to transport a clone from obit. I believe that getting a ground based clone supply should be a prime strategic objective, in order to make Drop Uplinks functional.
As well as its use in Salvage Districts, this is also a very important component in giving players the ability to GÇ£RaidGÇ¥ player owned districts where they donGÇÖt have ground assets. Attempts to take a district would require an MCC, but the ability to raid enemy districts without the expense of an MCC to ware down defenses and impact them financially would add a lot to game play.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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The Black Jackal
The Southern Legion Final Resolution.
1278
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Posted - 2014.07.16 14:46:00 -
[103] - Quote
Fox Gaden wrote:It seems you guys only noticed GÇ£Sky SpawningGÇ¥ when a Dev finally started talking about it, and you seem to have no idea of the origins of the idea.
GÇ£Sky SpawningGÇ¥ is a beachhead mechanic for when you donGÇÖt have assets such as an MCC, DCC, or CRU on the ground. Its drawback is that it takes longer to get back into the battle, and that anyone watching the sky will know approximately where you landed, but it also gives you more control over where you land. For this reason it may also be used if your ground spawn assets are being camped. It represents insertion from the Warbarge without any ground assets used. *
I donGÇÖt believe that Drop Uplinks should be powerful enough to transport a clone from obit. I believe that getting a ground based clone supply should be a prime strategic objective, in order to make Drop Uplinks functional.
As well as its use in Salvage Districts, this is also a very important component in giving players the ability to GÇ£RaidGÇ¥ player owned districts where they donGÇÖt have ground assets. Attempts to take a district would require an MCC, but the ability to raid enemy districts without the expense of an MCC to ware down defenses and impact them financially would add a lot to game play.
* Whether this is launching your suited clone directly from the Warbarge and simply waiting to upload your consciousness into it when it gets into the lower atmosphere, dropping you from a Dropship/RDV, or teleporting you into the atmosphere, is really a Roll Playing issue, and frankly I would be fine with any of these options.
Edit: I mostly listen to Biomass a couple days later as a recording, and this time it had me pulling my hair out. If I had been listening live I would have posted in your chat: GÇ£ItGÇÖs a Beachhead mechanic you idiots!GÇ¥ You guys just did not seem to GÇ£getGÇ¥ it. I have been pushing this for the last six months. It has a specific purpose, and is certainly not meant as a replacement for the spawn mechanics we have now.
I'm actually well aware of the origins of the idea. And even then, argued against it.
At least, argued against a 'NPC' based Sky Spawn. A 'Player-based' one I'm all for. Something akin to getting a ship capable of deploying soldiers from low orbit in should be a mechanic, but NOT NPC based. that is what I was striving to get across during the podcast.
And Sky Spawning was 'put forward' during closed beta.
So long as players have to be involved (at least when it com to using the mechanic outside of PvE) I'm all for the idea.
Note: Still against Uplinks... but that's another story.
The Black Jackal for CPM1
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.16 15:26:00 -
[104] - Quote
Fox Gaden wrote:It seems you guys only noticed GÇ£Sky SpawningGÇ¥ when a Dev finally started talking about it, and you seem to have no idea of the origins of the idea.
GÇ£Sky SpawningGÇ¥ is a beachhead mechanic for when you donGÇÖt have assets such as an MCC, DCC, or CRU on the ground. Its drawback is that it takes longer to get back into the battle, and that anyone watching the sky will know approximately where you landed, but it also gives you more control over where you land. For this reason it may also be used if your ground spawn assets are being camped. It represents insertion from the Warbarge without any ground assets used. *
I donGÇÖt believe that Drop Uplinks should be powerful enough to transport a clone from obit. I believe that getting a ground based clone supply should be a prime strategic objective, in order to make Drop Uplinks functional.
As well as its use in Salvage Districts, this is also a very important component in giving players the ability to GÇ£RaidGÇ¥ player owned districts where they donGÇÖt have ground assets. Attempts to take a district would require an MCC, but the ability to raid enemy districts without the expense of an MCC to ware down defenses and impact them financially would add a lot to game play.
* Whether this is launching your suited clone directly from the Warbarge and simply waiting to upload your consciousness into it when it gets into the lower atmosphere, dropping you from a Dropship/RDV, or teleporting you into the atmosphere, is really a Roll Playing issue, and frankly I would be fine with any of these options.
Edit: I mostly listen to Biomass a couple days later as a recording, and this time it had me pulling my hair out. If I had been listening live I would have posted in your chat: GÇ£ItGÇÖs a Beachhead mechanic you idiots!GÇ¥ You guys just did not seem to GÇ£getGÇ¥ it. I have been pushing this for the last six months. It has a specific purpose, and is certainly not meant as a replacement for the spawn mechanics we have now.
Fox - I think you are underestimating the folks discussing this mechanic. Most of us are aware that it can be used as "beachead" mechanic and I would also point out that wasn't the context that CCP Wolfman was discussing it in either. We did note in the show that while that might be an interesting way of getting into the battle we (or at least I) preferred you use a CRU that has a player controlled drop or some combination of an RDV like entry for the beachhead then set up uplinks.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11914
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Posted - 2014.07.16 20:55:00 -
[105] - Quote
MOAR beachheads less regular spawns!
"Your Faith stands as a shield for the Faithful, and you are one of His Angels." - Soren Tyrhannos to Templar Ouryon
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Fox Gaden
Immortal Guides
3923
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Posted - 2014.07.18 14:21:00 -
[106] - Quote
I am curious why you guys donGÇÖt like the Sky Spawn idea? I mean as in your specific reasons.
Are we thinking of it the same way? My vision of Sky Spawn is a 10 second spawn time, and then you spawn at or above a DropshipGÇÖs flight ceiling and spend another 10 to 15 seconds falling before you can get back into the battle. Since you will have to use inertial dampeners, which leave you vulnerable for a moment when you land, you will not want to land too near the fighting either. I see it as being slower than ground spawn, making capturing CRUGÇÖs an important strategic objective.
I see Sky Spawn as a less efficient way of spawning for those who do not have the home field advantage. It would also be a fall back option if all the ground spawn points are being camped, and you donGÇÖt have a red line to spawn in.
I donGÇÖt have anything against dropping a CRU as a beachhead mechanic, but what if that CRU is camped or captured?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.18 14:58:00 -
[107] - Quote
Fox Gaden wrote:I am curious why you guys donGÇÖt like the Sky Spawn idea? I mean as in your specific reasons.
Are we thinking of it the same way? My vision of Sky Spawn is a 10 second spawn time, and then you spawn at or above a DropshipGÇÖs flight ceiling and spend another 10 to 15 seconds falling before you can get back into the battle. Since you will have to use inertial dampeners, which leave you vulnerable for a moment when you land, you will not want to land too near the fighting either. I see it as being slower than ground spawn, making capturing CRUGÇÖs an important strategic objective.
I see Sky Spawn as a less efficient way of spawning for those who do not have the home field advantage. It would also be a fall back option if all the ground spawn points are being camped, and you donGÇÖt have a red line to spawn in.
I donGÇÖt have anything against dropping a CRU as a beachhead mechanic, but what if that CRU is camped or captured?
First, I just don't see the point of it in relation to the other ways we have to "get to work". In Wolfman's discussion is was framed more for the PVEVP mode of salvage. What he was describing is much more useful in other combat modes I think.
CRUs, uplinks, safe zone (redline) spawn areas all work...incentivizing MCRUs and player droppable CRU (basically should be a very difficult to kill uplink that has a 50 clone count in it) seem like better answers at least in comparison to what was described.
One thing I did pick up is that in the Salvage mode it sounds a bit like the Ambush construct in that there are no redlines per se...the spawning in Ambush is what causes all the real beef on the forums about this stuff. Spawning in Dom / Skirm isn't a big issue since you always have a protected spot.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Fox Gaden
Immortal Guides
3923
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Posted - 2014.07.18 16:53:00 -
[108] - Quote
Well of course there are no Redlines in Salvage Districts. There are no teams in Salvage Districts to assigning a Redline to. I think in the case of Salvage Districts Sky Spawn is being considered as a way of avoiding spawn camping that you would get if everyone used a public CRU.
But the Sky Spawn mechanic would also allow raiding on Player Owned Districts, allowing outsiders to access the district, but giving the home field advantage solidly to the District Owners.
Granted you could do that by dropping a CRU from space as well, but that would change the nature of the battle as the side raiding the district would have to defend their CRU. That would be interesting too I suppose. Maybe have both options.
So far Sky Spawn and Droping a CRU from orbit are two proposals for getting clones from orbit down to the surface of the planet. I suppose a third option would be to be dropped off by a small landing craft of some sort. The most expensive option would be to move your clones and equipment to the surface by descending in an MCC but I donGÇÖt think most individuals will be able to afford an MCC, nor should they.
Do you have anything against Sky Spawn more specific than GÇ£I just donGÇÖt see the pointGÇ¥?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2391
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Posted - 2014.07.18 18:28:00 -
[109] - Quote
Alright I'll chime in.
I don't have an issue with multiple options when it comes to game mechanics. It comes down to two key things "How Easy is it to use this option?" and "How efficient is this option?" and these factors needs to be inversely related. In short, the easier it is and the less player interaction needed, the less efficient it should be. Purely NPC driven mechanics should be the last resort, most inefficient way to do anything and serve as a 'net' of sorts for situations where other methods fail.
For example the MCC and Ground spawn are purely NPC driven spawn systems as they do no move, cannot be destroyed, and are well protected. They're far away from the fight, have pretty average spawn times, and generally are avoided if possible because its just not very efficient. Whereas I see someone in a dropship with a mCRU being the ultimate in spawning. Extremely short spawn times, mobile, can drop infantry off on multiple elevations, but also has to deal with enemy AV and requires a dedicated pilot. This would be the preferred method because it's simply the most flexible and efficient, but also the hardest to maintain and pull off.
Sky spawning takes a bit of a middle ground. Players put down (lets say an Uplink) which sends coordinate data to a low orbit NPC ship which HALO drops you in the general area of the Uplink. The area is campable and the uplink is easily destroyed, but it still requires player interaction to place the uplink. Spawn times are significantly longer than the Dropship option and the enemy has countermeasures which can be set up to prevent Sky Spawning in that area. Its a flexible option which doesn't require constant interaction like a dropship, but is far less efficient and can be countered fairly easily.
CRUs are another middle ground. They're static but are not limited by Spawn Capacity. Spawn times should be better than sky spawning as it is a less flexible option, but can be easily captured by the enemy.
So to review, listed from least efficient to most efficient
Hard NPC Spawns [High Ease of Use - Low Efficiency] -Static (Very Far from Objectives) -Average Spawn Time -Cannot be Countered -Zero Player interaction
Sky Spawn [Moderate Ease of Use - Moderate Efficiency] -Requires Placement of Equipment but Dynamic -Long Spawn Time -Can be Easily Countered -Low Player Interaction
CRU [Moderate Ease of Use - Moderate Efficiency] -Static -Average Spawn Times -Requires Capture of CRU -Difficult to Destroy -Low Player Interaction
Vehicle mCRU Spawn [Low Ease of Use - High Efficiency] -Requires Constantly Pilot Interaction but highly Dynamic -Short Spawn Time -Easily Countered -High Player Interaction
So basically its a matter of 50 Shades of Spawns. Less efficient options should be available if a more efficient options is unavailable. I think the concept of sky spawning is a valid one, just as long as other more difficult methods outclass it in terms of efficiency.
Like my ideas?
Pokey Dravon for CPM1
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.18 20:00:00 -
[110] - Quote
Fox Gaden wrote:Well of course there are no Redlines in Salvage Districts. There are no teams in Salvage Districts to assigning a Redline to. I think in the case of Salvage Districts Sky Spawn is being considered as a way of avoiding spawn camping that you would get if everyone used a public CRU.
But the Sky Spawn mechanic would also allow raiding on Player Owned Districts, allowing outsiders to access the district, but giving the home field advantage solidly to the District Owners.
Granted you could do that by dropping a CRU from space as well, but that would change the nature of the battle as the side raiding the district would have to defend their CRU. That would be interesting too I suppose. Maybe have both options.
So far Sky Spawn and Droping a CRU from orbit are two proposals for getting clones from orbit down to the surface of the planet. I suppose a third option would be to be dropped off by a small landing craft of some sort. The most expensive option would be to move your clones and equipment to the surface by descending in an MCC but I donGÇÖt think most individuals will be able to afford an MCC, nor should they.
Do you have anything against Sky Spawn more specific than GÇ£I just donGÇÖt see the pointGÇ¥?
Ok...let's examine the sky spawn from a practical sense. As noted by CCP Wolfman, there would be some sort of beacon or uplink that the drop is centered on and effectively you HALO drop in so let's start with that.
1) Your ability to guide your self in the air is currently pretty limited and unless noticeably changed that it would provide only a minimum ability to control your landing point. If you change it too much then you essentially do a "flying squirrel" bit across large chunks of the map....if you did that then you don't need a beacon or uplink.
2) You would have to adjust the TacNet or visibility of enemy and friendly Icons so you can actually see and react to the combat situation on the ground. Again...without noticeable changes which weren't mentioned in any of the CCP posts by the time you MIGHT be able to visually identify and track enemy targets its probably too late given the speed of decent. I would also point out that it's generally easier to pick up the zerg group around a spawn point than it is to see the 1 to 3 guys in solid ambush positions...those are the guys that really camp a position.
For perspective, I do routinely HALO from max flight ceiling and there are some advantages but it is certainly not a slam dunk to fix spawn issues by any stretch.
My overall point is that sky spawn may have a place as an option but it is not at the stage where I could seriously consider that as the primary spawn mechanism for a game mode.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Soraya Xel
Abandoned Privilege Top Men.
2905
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Posted - 2014.07.18 20:28:00 -
[111] - Quote
I agree with Pokey's point about a variety of spawn methodologies. I think this is a good optional one.
I think the idea of sky spawning works well in Salvage, because it is more of an open area, and you may not have a "side" to spawn on, or any pre-assembled spawn areas.
I would really rather see less uplinks in the game though, and more CRUs. I dislike uplinks from a lore standpoint, and I also dislike how they appear to make CRUs less relevant as strategic hold points.
I'd like to be your CPM1 candidate
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2412
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Posted - 2014.07.18 22:23:00 -
[112] - Quote
Soraya Xel wrote:I agree with Pokey's point about a variety of spawn methodologies. I think this is a good optional one.
I think the idea of sky spawning works well in Salvage, because it is more of an open area, and you may not have a "side" to spawn on, or any pre-assembled spawn areas.
I would really rather see less uplinks in the game though, and more CRUs. I dislike uplinks from a lore standpoint, and I also dislike how they appear to make CRUs less relevant as strategic hold points.
Xel I'd say replace the uplink's function with the Skyspawn Becon concept completely. I mean the term "Drop Uplink" to mean implies "This item LINKS UP to the ship in low orbit so you can DROP on it" haha
Jaysyn Larrisen wrote:
1) Your ability to guide your self in the air is currently pretty limited and unless noticeably changed that it would provide only a minimum ability to control your landing point. If you change it too much then you essentially do a "flying squirrel" bit across large chunks of the map....if you did that then you don't need a beacon or uplink.
2) You would have to adjust the TacNet or visibility of enemy and friendly Icons so you can actually see and react to the combat situation on the ground. Again...without noticeable changes which weren't mentioned in any of the CCP posts by the time you MIGHT be able to visually identify and track enemy targets its probably too late given the speed of decent. I would also point out that it's generally easier to pick up the zerg group around a spawn point than it is to see the 1 to 3 guys in solid ambush positions...those are the guys that really camp a position.
For perspective, I do routinely HALO from max flight ceiling and there are some advantages but it is certainly not a slam dunk to fix spawn issues by any stretch.
My overall point is that sky spawn may have a place as an option but it is not at the stage where I could seriously consider that as the primary spawn mechanism for a game mode.
1) Movement would need to be fairly limited, probably 25 meter radius at most away from the becon. You could force this limitation by giving limited time to move before your Inertial Dampeners auto deploy at a certain altitude.
2) I think becons should have a built in scanner to picks up enemies within a certain radius and streams that data to those dropping/ready to drop.
Like my ideas?
Pokey Dravon for CPM1
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Fox Gaden
Immortal Guides
3950
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Posted - 2014.07.20 01:46:00 -
[113] - Quote
Pokey Dravon wrote:Alright I'll chime in.
I don't have an issue with multiple options when it comes to game mechanics. It comes down to two key things "How Easy is it to use this option?" and "How efficient is this option?" and these factors needs to be inversely related. In short, the easier it is and the less player interaction needed, the less efficient it should be. Purely NPC driven mechanics should be the last resort, most inefficient way to do anything and serve as a 'net' of sorts for situations where other methods fail. This is what I feel Sky Spawn should be. If this is not what Wolfman is thinking in relation to Sky Spawn, then he needs someone to nudge him in the right direction.
Sky Spawn needs to be less than optimal. If it is too effective then it will not serve its purpose of replacing Redlines.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3950
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Posted - 2014.07.20 02:12:00 -
[114] - Quote
Pokey Dravon wrote:1) Movement would need to be fairly limited, probably 25 meter radius at most away from the becon. You could force this limitation by giving limited time to move before your Inertial Dampeners auto deploy at a certain altitude.
2) I think becons should have a built in scanner to picks up enemies within a certain radius and streams that data to those dropping/ready to drop. 25m if there is a player placed beckon. I would prefer the spawn location be random with more ability to drift though.
I donGÇÖt like an auto Inertial Dampener at all. If you time it wrong and go splat, that is the risk you take. More fun with more risk. If you want to reduce drift, just spawn them in lower. It is not like you can drift very fast now.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3950
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Posted - 2014.07.20 02:15:00 -
[115] - Quote
I see Sky Spawn as useful in game modes that donGÇÖt have an MCC and as a replacement for the Redline mechanic.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1229
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Posted - 2014.07.20 03:20:00 -
[116] - Quote
I'm all about the sci-fi setting but teleporting dudes to several hundred meters above semi-arbitrary points just seems a bit laughable.
It's really just a matter of practicality. If you are there to salvage and the situation the tactical situation is unclear then just bring a dropship / RDV style vehicle in to kick guys out. If you are truly trying to execute a forced entry in a contested environment, i.e. the "beachead" then perhaps a rapid deployment method like sky spawning makes sense.
So we are using the most rapid / dynamic entry method into the Salvage game mode? Honestly just doesn't make sense.
I would rather select drop locations for Supply Depots and CRUs (not unlike 40K drop pods) and we pile out or use the aforementioned dropship. In the salvage mode Wolfman references you needing to set up your base and that's not a bad way to get a head start.
I'm not dismissing the sky spawn idea - it's got merit. However, it should be an option not the solution AND it needs a lot of work beyond the very rough concept that was noted.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2445
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Posted - 2014.07.21 01:44:00 -
[117] - Quote
Fox Gaden wrote: Ok, that Uplink thing has got to go! Sky Spawn should spawn you at a random location above the map and you should be able to drift about 100 m while free falling before you hit the ground.
Im going to have to disagree with you there. I think in most game modes, the location of your teammates and what assets they currently hold should have a lot of meaning. In game modes like Ambush? Sure, I'm fine with that. But I think randomly spawning somewhere in the map in say an objective based game mode isn't really good game design. At that point you're guaranteed to be spawned somewhere totally different from the rest of your team, even with 100m drift.
So for game modes like Ambush, sure, you can replace smart deploy with random skyspawn. But for everything else I want to see more player interaction in the process.
Like my ideas?
Pokey Dravon for CPM1
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Soraya Xel
Abandoned Privilege Top Men.
2907
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Posted - 2014.07.21 05:54:00 -
[118] - Quote
Episode 12 is now up at http://biomassed.net/podcast and should be on both iTunes and YouTube relatively shortly.
I'd like to be your CPM1 candidate
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Fox Gaden
Immortal Guides
3951
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Posted - 2014.07.21 10:42:00 -
[119] - Quote
Jaysyn Larrisen wrote:I'm all about the sci-fi setting but teleporting dudes to several hundred meters above semi-arbitrary points just seems a bit laughable.
It's really just a matter of practicality. If you are there to salvage and the situation the tactical situation is unclear then just bring a dropship / RDV style vehicle in to kick guys out. If you are truly trying to execute a forced entry in a contested environment, i.e. the "beachead" then perhaps a rapid deployment method like sky spawning makes sense.
So we are using the most rapid / dynamic entry method into the Salvage game mode? Honestly just doesn't make sense.
I would rather select drop locations for Supply Depots and CRUs (not unlike 40K drop pods) and we pile out or use the aforementioned dropship. In the salvage mode Wolfman references you needing to set up your base and that's not a bad way to get a head start.
I'm not dismissing the sky spawn idea - it's got merit. However, it should be an option not the solution AND it needs a lot of work beyond the very rough concept that was noted. Lets be clear, I am saying that Sky Spawn should spawn us at 810m (if atmospheric pressure and gravity were similar to earth) so that it would take 15 seconds from the time you spawn to the time your boots hit the ground (and that is with activating your Inertial Dampener at the last second).
I am not as bothered by the idea of teleporting clones into the low atmosphere, but my original vision was to shoot the clone in a disposable atmospheric entry pod that would then drop the clone in the lower atmosphere just as it is animated. This would explain the 15 second timber before you spawn.
If you had a 30 second spawn time where you had to sit there and watch the clock it would be VIRY annoying. But a 15 Second spawn time, were you spend the next 15 seconds in free fall seeing the battlefield below you is much more interesting.
I have no idea where you got the idea that Sky Spawn was supposed to be a fast spawn. If they make it a fast spawn then they are waisting a game mechanic opportunity. Another fast spawn is not needed.
I donGÇÖt have a problem with an RDV dropping the mercs rather than a teleport or atmospheric entry pod. Whatever method they use all happens before you spawn in, so only the lore nuts will care.
I donGÇÖt have a problem with dropping CRUs and another way of getting mercs to the ground. It has a completely different set of tactical benefits and drawbacks. I would think that it would be a much more expensive option (to buy the CRU) and it could be camped. It would be nice if the player got to choose their method.
By the way, the only reason I am not pushing a halo jump directly from the Warbarge is that it would take several minutes to get to the ground and that is too long for a spawn mechanic in a video game.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3951
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Posted - 2014.07.21 10:51:00 -
[120] - Quote
Pokey Dravon wrote:Fox Gaden wrote: Ok, that Uplink thing has got to go! Sky Spawn should spawn you at a random location above the map and you should be able to drift about 100 m while free falling before you hit the ground.
Im going to have to disagree with you there. I think in most game modes, the location of your teammates and what assets they currently hold should have a lot of meaning. In game modes like Ambush? Sure, I'm fine with that. But I think randomly spawning somewhere in the map in say an objective based game mode isn't really good game design. At that point you're guaranteed to be spawned somewhere totally different from the rest of your team, even with 100m drift. So for game modes like Ambush, sure, you can replace smart deploy with random skyspawn. But for everything else I want to see more player interaction in the process. That is a good point. I donGÇÖt think a beacon should be needed for Sky Spawn to work, but if setting a beacon allowed you to chose the area of the map you spawn over, than that has tactical advantages. I am with you on that.
So, can we agree on Sky Spawn location being random without a beacon, but with the ability to use a beacon to focus your spawn over a specific location if a beacon has been deployed?
I just donGÇÖt want Sky Spawn to be dependent on someone deploying something on the ground, as I see it as an initial spawn mechanic in instances were there is no MCC and no Red Line.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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