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Fox Gaden
Immortal Guides
3083
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Posted - 2014.05.05 14:51:00 -
[1] - Quote
For this thread lets put aside discussion of how badly they botched the Project Legion announcement. There are plenty of threads for that already. Let us instead use this thread to discuss what we know about Project Legion and to brainstorm ideas for how the game should work.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3083
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Posted - 2014.05.05 14:57:00 -
[2] - Quote
Not allowing Heavies to Hack, as a way to better define their role and differentiate them from the Assault role. (And let us remember that this was the sort of off the cuff idea that normally would go to the CPM for feedback, so let us show maturity in providing our feedback on it.)
As a dedicated Sentinel since 1.3 I actually think this idea has some merit, but I must cation that it will accentuate an existing problem with the Sentinel class, which is the difficulty of getting War Points as a Sentinel. If they can address that problem, then removing the ability to hack may be justified for differentiating between Heavies and Assault roles.
Now let me explain in a little more detail about the problems Sentinels have with generating War Points:
- Sentinels are the only suit that does not have an Equipment slot, so no WP from Equipment. - Sentinels are slower, so even now when they have the ability to hack, faster suits often get to and hack the points first. - Sentinels are a slayer class, which means they get a lot of their WP from Kills and Kill Assists, however because Sentinels are slow and canGÇÖt rely on their radar to find the enemy (due to bad scan precision) they have difficulty getting as many kills as good Assault and Scout suits. A Sentinel can get high kill counts if they are defending a choke point and the enemy keep coming to them, but that is very situational. Currently top end Scouts and Assault players can consistently get over 30 kills in a match (I play with several people who can do this consistently), but even a really good Sentinel is going to have trouble finding enough enemy combatants in the course of a match to get even close to those scores, except for specific situations such as a Domination match where all the action is focussed on one point..
Non AV Sentinel's need some way to supplement their WP generation. If hacking is taken from them, then their need for an alternative way of generating WP will be even greater.
Giving them equipment slots is not the answer. That would just muddle their role again.
Some way of generating WP for doing their job would be ideal, just as Dropship pilots get WP for transporting people. In squad this morning someone suggested getting points for taking damage, but we decided that would be to exploitable.
Maybe if the Sentinels job is entirely focussed on slaying the enemy, then they should get more points for kills and assists than other classes?
I am open to any other ideas...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3083
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Posted - 2014.05.05 15:13:00 -
[3] - Quote
If they are building Legion from the ground up, lets make sure they get kills/deaths and vehicle ownership right this time!
Kills/Deaths: Dropping an enemy should count as an Incapacitation (+25 WP). If that clone bleeds out, or someone shoots the unconscious body so that the clone is lost, then it should count as a death and the person who Incapacitated the clone should get another (+25 WP) for the kill and have the kill added to their stats. (Not the guy that shot the unconscious body.) Similarly, the incapacitated player should only have a death added to their stats if the clone is lost. (This would greatly alter the way we look at Nanite Injectors.)
Vehicle Ownership: When a vehicle is hacked, the ownership of that vehicle should be transferred to the person who hacked it. BPO vehicles should spawn into the match as single match Blue Print Copies that disappear at the end of the match, to prevent a permanent copy being created when a BPO vehicle is hacked. Non BPO modules on a BPO vehicle (BPC) should go into the HackerGÇÖs inventory even though the BPC vehicle does not. Non BPO vehicles would go into the HackerGÇÖs inventory at the end of the match as individual items (like salvage) rather than as complete fits.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3090
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Posted - 2014.05.06 12:20:00 -
[4] - Quote
No Sloth Effect!
When hit detection was not working right in DUST CCP added an effect which slows you down when you got hit by a bullet. However, once hit detection was fixed, automatic weapons would hit you with a lot of bullets. The result was that at just the moment when you would want to sprint for cover, you would instead be slowed down. When under fire from multiple automatic weapons, or an HMG, you can be slowed down to less than crouching speeds. This is VERY frustrating, particularly for people with Kinetic Catalysers fitted who rely on sprinting to cover for survival rather than armour/shields. Scouts and Speed fit Heavies are particularly hard hit. Scouts because a speed fit Scout does not have much health to start with, and Speed fit Heavies because their base speed is so low that they can be almost immobilized by the effect.
If hit detection is working, the Sloth Effect is not needed. DonGÇÖt add it to Project Legion!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3090
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Posted - 2014.05.06 14:16:00 -
[5] - Quote
Meisterjager Jagermeister wrote:File this under Too Little, Too Late....
Why were "Join A Squad" and "Join A Chat" not made two of the first things learned in the tutorial? If these were implemented to direct new players to Dust Uni or Learning Coalition, New Player Retention would have been greatly improved. New Players would have immediately become part of the community bonding with other players from day one and have learned the game properly from the start. The Player Base would probably have been twice its size.
I'm no marketing genius, but this seems like a no brainer.. Although I think Kevall will agree with me that specific player run Corporations and Chat channels should not be shown favoritism in the tutorials*, the rest of the idea is sound.
* It is fine for CCP to highlight specific organizations in Blogs, posts and conversation, but it should not be built into the game itself. Even with the best intentions, it would still be showing favouritism. In this example, if another training organization was started up after it would be at a substantial disadvantage over the training organizations shown in the tutorials.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3090
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Posted - 2014.05.06 14:35:00 -
[6] - Quote
Small Push and Pull to get new players to join Player Corporations:
- Tax of 11% in the NPC Corporations. So that you would not have players staying in NPC corps to avoid taxes. There will be tax haven player Corps if they want to avoid taxes.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3090
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Posted - 2014.05.06 14:41:00 -
[7] - Quote
Opt Out Chat Channels for new players:
- Opt out Merc Recruitment channel. When a player joins the game, or leaves a Corp, and is placed in an NPC Corp, they should be automatically added to a Merc Recruitment chat channel. Unlike Corp and Local, the Merc Recruitment chat channel should act like a normal channel, so that you can close it if you donGÇÖt want to read the spam, and so that Personnel Managers can join the channel to post recruitment ads.
- Merc Help channel. When a player joins the game they should be added to the Merc Help channel. It should be a normal chat channel so they can leave it when they no longer need it, and experienced players can join it to help the new guys. (Yes, this will make Learning Coalition chat redundant, but it is a good thing for the game, and the NPE.)
The chat tutorial mentioned in an earlier post can show them how to close one of these channels, and then how to join the channel again.
Chat Channel Moderators. Players should be able to apply to CCP for a volunteer program which will give them moderator privileges in the Merc Recruitment and Merc Help channels. Someone at CCP would have to do an in game background check, but it would save CCP from having to do the moderation work. If someone abuses their power a Petition to CCP would get it quickly sorted. They would of course need to maintain a chat log for those channels.
I have some experience with this from running Learning Coalition chat. People behave themselves 99% of the time, but I have had to kick a few people for Spam or Harassment.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3090
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Posted - 2014.05.06 14:54:00 -
[8] - Quote
Have voice active, set to Push to Talk, by default. Middle mouse button works well for Push to Talk. (Give them the ability to change it in settings.)
Making new players search through the options to activate voice before they can hear people is a major hurdle for them to overcome. Give them the option to deactivate voice, or switch to open mic, but have them start with voice active by default so they can hear people explain to them how things work. Have them start with Push to Talk, because you donGÇÖt want them to have a live mic unless they make it live themselves.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3093
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Posted - 2014.05.06 16:05:00 -
[9] - Quote
ISK Efficiency: They need to track ISK Efficiency. At the end of the battle they need to show you the total value of the stuff you lost, your pay, and the ISK Efficiency ratio for that match. (All AUR items should be tracked using their market ISK price.) Value should be based on a monthly average sale price on the open market.
In EVE you donGÇÖt see as much Proto Stomping because losing 1 Tech 3 ship to kill 10 cheap Tech 1 ships will still leave you with a bad ISK Efficiency rating. Losing a faction fit battleship to a bunch of cheap cruisers will get you laughed at. Isk Efficiency takes some of the focus off of KDR.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3093
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Posted - 2014.05.06 16:14:00 -
[10] - Quote
Test Mode/Training Ground:
Vell0cet wrote:You need a test mode. You should be able to deploy to a personal instance of a map with infinite SP, and access to all gear/suits/vehicles/weapons that all cost 0 ISK. There should be static NPCGÇÖs you can approach and configure their suits/vehicles and skills. You should be able to call in friends to this mode as well with friendly fire enabled. Kills, deaths etc. have no effect on stats in this mode, you gain no SP. Give it a GÇ£TronGÇ¥ like skybox of pure black with a grid of console-text-green overhead just to emphasize this area isnGÇÖt GÇ£real.GÇ¥Having this available would be incredibly helpful (and should be added in addition to a SiSi test server). Players could use it for testing game mechanics, learning how to control vehicles, goofing around, training, developing tactics, deciding where to invest SP, etc. This needs to exist on day 1. No excuses.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3095
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Posted - 2014.05.06 16:21:00 -
[11] - Quote
Prioritize larger battles/maps and performance over better graphics:
Vell0cet wrote: After watching the keynote, I fear that youGÇÖre focusing on shiny graphical effects instead of gameplay. Project Legion should launch with mediocre graphics, huge battles that run amazingly well with fantastically smooth gameplay. Increase graphics IF AND ONLY IF gameplay is flawless in a 100+ player battle. No excuses. DUST isnGÇÖt struggling because itGÇÖs not pretty enough.
Do however create awesome maps and environments. You donGÇÖt need crazy lighting effects and reflections. Building compelling maps with diverse alien vegetation, deep canyons, water, caves, jungles, forests, swamps, large ranges of elevation etc. Is much more important than polygon counts and glitz. Make these elements important to gameplay. Have the map designs create GÇ£organicGÇ¥ choke points and areas with tactical depth (e.g. a deep canyon with a bridge that needs to be defended, or crossed with dropships). You can keep this stuff with lower-resolutions at first, and only scale up if the gameplay isnGÇÖt affected. Sockets from every race are essential.
Source.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3097
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Posted - 2014.05.06 16:37:00 -
[12] - Quote
Pod Pilot/Infantry working together in new Exploration sites:
DUST PvE Penetration Concept + EVE Exploration
My take on how to make this interaction interesting for the EVE pilot.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3097
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Posted - 2014.05.06 16:43:00 -
[13] - Quote
Future Vision: MCC Pilot, Tactical Commander
Adding a tactical support role that controls various forms of Off Map Support. Make the role available to both MCC pilots and Pod Pilots. Make it a skill path. Only 1 per team.
This might not be a feature to aim for, for Legion release, but could be placed on the long term plan.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3097
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Posted - 2014.05.06 16:54:00 -
[14] - Quote
Planetary Conquest: Make Location matter!
Give Planetary Conquest a meta tactical aspect. Make location matter, so that a planet that is off the beaten path is easier to defend, but is also harder to launch attacks from. Make it so that the farther away you stretch an attack the less chance you have of being successful. Make it so that there are front lines in the regional wars. Make strategically important systems, and strategically unimportant backwaters.
Here is one possible approach: [Suggestion] PC 2.0, What should happen in Space
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3099
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Posted - 2014.05.06 17:08:00 -
[15] - Quote
Copy interfaces from EVE where appropriate: - Corporate/Alliance management. - Mail - Market
Standardizing interfaces between the two games will be more efficient from a development point of view, and when they get an update, it can be applied to both games.
It will also make the transition smoother for people who start with one CCP game, and then decide to try the other.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3108
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Posted - 2014.05.06 22:15:00 -
[16] - Quote
George Moros wrote:After watching the character progression presentation held by CCP Z at fanfest, I urge the CPM to discuss the ideas he presented there, since I think they are not going to bring any improvements to the game. On the contrary. Furthermore, I really see no point in making huge changes to one of the few systems that were actually working good (skill system). There are plenty of other systems that require dev attention. NPE in particular can be made much better without any meddling with the skill system. I think CCP needs to release a Blog on that skill progression system proposed for Legion. I think a lot of people misinterpreted what CCP Z said. He should read some of the concerns that were raised by the viewers, and then address those misconceptions.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3114
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Posted - 2014.05.07 00:38:00 -
[17] - Quote
After I reviewed the DUST 514 - Progression presentation again I see where he says they got rid of the 5 skill level system. This is good and bad. Simply speaking, in cases where the skill simply unlocked items, it is good, and in cases where the skill gave a bonus per level it is bad.
I think CCP ZGÇÖs system would be better if items with a skill bonus attached still had a 5 level progression. The choice of whether to skill this skill to 5, or skill two other skills up to 4 is a fundamental and fun part of the DUST skill system.
Taking that out would simply MAKE IT LESS FUN!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3135
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Posted - 2014.05.07 15:41:00 -
[18] - Quote
Add Chat Channel to HUD.
CCP Rogue suggested it at the round table, but it was an off the cuff comment, so I thought I would capture it here.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3140
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Posted - 2014.05.07 19:10:00 -
[19] - Quote
I agree that battles on Gas planets would have to be on floating platforms. Water planets could either have domed underwater facilities, floating (raft) facilities, or facilities on very small islands (mountain tops poking out of the sea) on mostly water planets.
I expect we will only see Temperate, Barren, Lava, Storm, and Ice planets for a while. The same infrastructure can be used interchangeably in these first 5, while new infrastructure would have to be developed for Water, Gas, and Plasma. So the last 3 planet types will have to come later.
And then there are Shattered Planets... I suppose that if they gave us a night sky box with large chunks of rock floating overhead, cranked up the lighting contrast to simulate a lack of atmosphere, and greatly reduced the gravity, it would simulate a facility on a large chunk of a shattered planet. Actually, except for the gravity bit, that would be fairly easy.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3149
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Posted - 2014.05.08 16:24:00 -
[20] - Quote
Fair, Proportional Skill Point transfer between games:
The best way to do it would be to divide your DUST 514 skill points by the passive skill point accrual rate to determine how long it would take to get that many skill points in DUST 514 through passive skill point accrual alone. Then multiply that number by the passive skill point accrual rate in Legion. That would give you a completely proportional transfer of skill points from one game to the other.
As long as they still have passive skill point accrual in Legion, this equation will work, even if they change the proportional value of a skill point considerably.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3157
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Posted - 2014.05.09 13:00:00 -
[21] - Quote
Radar map Compass directions & Coordinates:
N is not enough. We need E, W, and S as well so we donGÇÖt have to do mental calculations when facing South to determine whether the Sniper to our left is in the East or the West. I am a Cartographer in real life and even I have to stop and think for a moment when giving directions.
Personally I would prefer to have North always at the top of the radar map, and an arrow on my dot to tell me which way I am facing. It would also make it easier to orient yourself to what you can remember of the spawn map. But if they insist on spinning the map so that the direction you are facing is up, then they need to indicate the other compass directions.
Also, displaying Coordinates below the radar map for your position, which correspond to a grid on the spawn map, would help a lot!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:14:00 -
[22] - Quote
medomai grey wrote:When I watched the Legion proof of concept, I noticed that the HUD(heads-up display) didn't differ all that much from Dust514. And that's a pity because there's still so much more room for improvement.
I would like to see:
GÇó Radar and map integration on the top left of the screen. The map should be a contour map that shows elevation, buildings and obstacles, longitude, latitude and your coordinates. I would also like to see labels and markers indicating the radial distance from the mercenary. This will aid coordination among players, give a better indication of where stuff is on the radar, and help players navigate the map better.
GÇó All gun info(ammo, heat, charge) on the bottom right corner of the screen needs to be moved onto the gun or reticle. Humans can only see a small area clearly, everything around that area is unfocused. Having information such as ammo, heat, and charge separated from what you are aiming at makes the experience cumbersome as the user has to keep switching their focus away from their target to check up on gun info at the bottom right of the screen. Also adds to immersion as a bonus.
GÇó Semi transparent text chat channel of player choice in the bottom right of the screen. Not all players have mics and communicating orders may be better if it constantly shows on the grunts screens. Also in game notices like orbital strike available or you got mail will be easier to notice than seeing words or images briefly pop-up and then disappear.
GÇó Overview map needs an overhaul. There's too much information that one can gleam by simply going to the over view map. Where is that sniper? Where is that tank? Where is the bulk of enemy forces? Just go to the overview map and its there; anything that isn't blue is an enemy, you don't need the red tags to figure that out. And It shouldn't be that way. I should have to coordinate with scouts, dropships, LAVs, capsuleers, etc. or drop some specialized equipment on the map for scans. There needs to be a "fog of war" to allow information gathering to be critical in game.
To get the "fog of war" I mentioned, we need to change the way the map is presented. We can't simply render the entire map and choose not to render in the enemies because that would not make sense immersion wise. I can see the entire field from a camera above the battle but I cant see my un-scanned enemies? I recommend changing the current live video stream overview map into a contour map that some unknown sensors took a 3D scan from orbit. Don't forget to add elevation, buildings and obstacles, longitude and latitude. A benefit of going this route may be shorter times in bringing up the overview map.
Source
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:20:00 -
[23] - Quote
IgniteableAura wrote:Please please please add N,S,E,W onto the minimap as well as the "compass" you have on the top of the screen. PLEASE!
I assume that compass on the top will eventually rotate, but wanted to ensure you are actually placing the nautical directions onto it.
Also putting the grid coordinates somewhere on the HUD would be nice (EX: B5). So its not only easy to reference for technical problems, but also to give those supplying OBs a more definitive target. Match the grid coordinates with the ones already published in the "map feedback" section of the forums. Place these grid coordinates on the full screen map as well. Source
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:22:00 -
[24] - Quote
J-Lewis wrote:I think the HUD feature I was the most excited to see was compass bearing (despite it not being functional in the demo). It's a very important tool for efficient fire-team co-ordination. I'd like to see more tools to help players co-ordinate more efficiently:
- Map markers: Let players place markers and notes on the map to help co-ordinate team efforts.
- Team hierarchy (equivalent of fleets in EVE): Enable players to have dedicated leader positions, with a display of who is in your fire-team/squad, and their role.
- Role icons: Should be player selected during fitting, not automatic, as the players know best what role a given fitting is meant to play; give us a handful of icons to pick from (wrench, asterisk, arrow, double arrow, diagonal line, etc...).
- Assigning color to squad members (red/blue/green/yellow): Enable squad leaders to break up groups into more manageable chunks.
- N/S/E/W marks on the radar/map: With an option to set the radar to be static or rotating depending on player preference.
Edit: Also seconding the above mention of grid co-ordinates. Source
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:37:00 -
[25] - Quote
Squad Member identification:
Show the health readouts of all your squad members listed at the side of your screen. Have them numbered according to their position in the squad list.
On the radar, each green dot (squad member) should have a number corresponding to their position in the squad list. The number should also be shown next to their health bar when looking at them. This is to facilitate easy communication.
- You can warn a person via their number of threats in they should be aware of. GÇ£Dot 4, you got a Shotgunner on your 6!GÇ¥
- You can look at the list of your squad mates (with name and health bars) at the side of your screen if you need to know who is what number.
List the Dropsuit type with a small icon on the squad member list. This would change to a skull when dead, or a vehicle icon if they are in a vehicle. It would be nice to have small icons for the primary weapon, and the equipment they have equipped as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 14:41:00 -
[26] - Quote
Source
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3158
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Posted - 2014.05.09 16:11:00 -
[27] - Quote
Your Absolut End wrote:Radar changes -Introduce different chevrons for different suits (light, medium heavy) just like we have for vehicles Different suits have different scansignatures which will obviously tell your tacnet what you will be facing -Make the N mark more prominent, its barely visible most of the times and introduce WES aswell to help locating enemy troups -Introduce an easy read grid in meters to it, most new players dont understand the measurements -Add medium blue environment marks to show of if something is IN or OUTSIDE of a building -introduce a small arrow facing up or down to show of if displayed signature is above or underneath current location -Make size ov radar resizable in options menue, maybe with an option to set ur own ranges
General HUD I like the general way the HUD behaves but let's talk about a better performing HUD
-Locate the Heat build up/charge bar around the crosshair Especially in hot firefights in good to know how far you can go, especially with laser weaponary. -Introduce a bar with current status on squadmates, like the one we already got on the respan screen with same specifications (dead, in vehicle, on turret etc.) + introduce a status on their current health, and ammo stock (specially useful on logis) -Move info about MCC and clone reseves on top part of the screen, they are often undetected under the radar -Give the option to change the colour of your your crosshair, the game is settled mostly in sepia tones, so being forced to use a light yellow dot on amarrian technologie makes the already small dot often invisible, especially when fighting in sandy scenery.
Source
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3174
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Posted - 2014.05.09 19:29:00 -
[28] - Quote
Water...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3211
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Posted - 2014.05.12 14:01:00 -
[29] - Quote
We download our consciousness into a clone half way across the galaxy to fight battles, but how does the rest of our stuff get there?
I propose that the items you own are stored in an automated inventory system at your home station. They donGÇÖt get transported to the battle (except possibly for in PC when using non standard items). In battle you donGÇÖt use your items, you use equivalent items belonging to the Corp which owns the Warbarge. The Corp you are working for has a large array of weapons and equipment in their WarBarge, and all the items that are in your fits are loaded onto the MCC before the battle.
When you lose an items on the battlefield, a similar item is taken from your inventory back on your home station and is transferred to the Corp that owns the Warbarge, to reimburse them for the item you lost.
Thus you get instant access to the items you need on the battlefield, yet items are not instantly teleported across the galaxy.
As a sidebar: If there was a desire to create game modes with meta level restrictions, this system could also explain it. In such matches you canGÇÖt use items above a certain meta level, because the Corps you are working for are not stocking any of the more expensive equipment.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3479
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Posted - 2014.05.24 21:07:00 -
[30] - Quote
I just got this thread moved over to this forum. It contains a few ideas of what should be included. Anyone want to add any obvious items that need to be included in Legion?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3720
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Posted - 2014.06.17 21:54:00 -
[31] - Quote
Godin Thekiller wrote:Fox Gaden wrote:If they are building Legion from the ground up, lets make sure they get kills/deaths and vehicle ownership right this time!
Kills/Deaths: Dropping an enemy should count as an Incapacitation (+25 WP). If that clone bleeds out, or someone shoots the unconscious body so that the clone is lost, then it should count as a death and the person who Incapacitated the clone should get another (+25 WP) for the kill and have the kill added to their stats. (Not the guy that shot the unconscious body.) Similarly, the incapacitated player should only have a death added to their stats if the clone is lost. (This would greatly alter the way we look at Nanite Injectors.)
Vehicle Ownership: When a vehicle is hacked, the ownership of that vehicle should be transferred to the person who hacked it. BPO vehicles should spawn into the match as single match Blue Print Copies that disappear at the end of the match, to prevent a permanent copy being created when a BPO vehicle is hacked. Non BPO modules on a BPO vehicle (BPC) should go into the HackerGÇÖs inventory even though the BPC vehicle does not. Non BPO vehicles would go into the HackerGÇÖs inventory at the end of the match as individual items (like salvage) rather than as complete fits. 1: Why do you still want a lobby shooter out of Legion? 2: As long as piloting the vehicle means having the skills for it. You are referring to the mention of the word GÇ£matchGÇ¥ in the Vehicle Ownership description?
It was adapted from a pre Project Legion post. I probably should have changed the wording to GÇ£when you spawn into the districtGÇ¥ and GÇ£when you leave the districtGÇ¥.
Also, there will still be formal matches, just like WOW has Battlegrounds. Unlike DUST 514, Legion will also have open world PVP, which I support completely. I like options. If you donGÇÖt have a lot of time you can get into a fight quickly by queing for a formal PVP match. If you want to do your own thing, que into an open district.
I would be against getting rid of formal matches entirely. Open world can get quite boring when there is nothing going on, or you have been doing it too long.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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