Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Cymek Omnius
Villore Sec Ops Gallente Federation
58
|
Posted - 2014.05.08 18:30:00 -
[1] - Quote
bringing over from features request |
DUST Fiend
The Wings of Legion
14220
|
Posted - 2014.05.08 18:31:00 -
[2] - Quote
Please tell me Legion won't have a redline.
Kind of hard to do open world / open maps with a crutch mechanic such as the redline.
|
Cymek Omnius
Villore Sec Ops Gallente Federation
58
|
Posted - 2014.05.08 18:36:00 -
[3] - Quote
DUST Fiend wrote:Please tell me Legion won't have a redline.
Kind of hard to do open world / open maps with a crutch mechanic such as the redline.
Even better
|
Mia Romani
Nexus Marines
79
|
Posted - 2014.05.08 20:17:00 -
[4] - Quote
DUST Fiend wrote:Please tell me Legion won't have a redline.
Kind of hard to do open world / open maps with a crutch mechanic such as the redline. This. So much this.
Interstellar Crossroads
|
Forlorn Destrier
2459
|
Posted - 2014.05.08 20:29:00 -
[5] - Quote
No redline, open world exploration. Salvage exsits in the complexes where battles happen. Nothing is hackable when no battle happens, but a battle could spawn at any time. Red and Blues land and fight for the land while you are salvaging. Both sides can shoot you. In short, solo players can get big rewards for tasks not team oriented on the same battlefield where PvP happens (sounds a bit like Eve, yes), and because it is a free range, they can leave at any time (i.e. they don't want to fight 32 players). Thoughts? To darwinistic? Unrealistic? Not fun? |
|
CCP Saberwing
C C P C C P Alliance
4308
|
Posted - 2014.05.08 21:43:00 -
[6] - Quote
I personally am not a fan of the whole red-line sitch. I'll ask the guys when I'm back in Shanghai and pry more info out about the plans for it!
CCP Saberwing // DUST 514 Community Manager // @kanafchian
|
|
Akdhar Saif
Intaki Liberation Front Intaki Prosperity Initiative
481
|
Posted - 2014.05.08 21:46:00 -
[7] - Quote
Forlorn Destrier wrote:No redline, open world exploration. Salvage exsits in the complexes where battles happen. Nothing is hackable when no battle happens, but a battle could spawn at any time. Red and Blues land and fight for the land while you are salvaging. Both sides can shoot you. In short, solo players can get big rewards for tasks not team oriented on the same battlefield where PvP happens (sounds a bit like Eve, yes), and because it is a free range, they can leave at any time (i.e. they don't want to fight 32 players). Thoughts? To darwinistic? Unrealistic? Not fun?
EDIT: There can even be NPC drones to kill just like in a mission where PvP pilots invade the mission just like in Eve.
This is how I imagine it will be from the information presented at fanfest.
The redline was there because battles were way too static in Dust. Legion is supposed to be a sandbox so multiple options will be present that negate the need for a redline. |
Gaelon Thrace
Villore Sec Ops Gallente Federation
423
|
Posted - 2014.05.08 21:47:00 -
[8] - Quote
CCP Saberwing wrote:I personally am not a fan of the whole red-line sitch. I'll ask the guys when I'm back in Shanghai and pry more info out about the plans for it! <3
|
ANON Cerberus
Tiny Toons
589
|
Posted - 2014.05.08 21:48:00 -
[9] - Quote
CCP Saberwing wrote:I personally am not a fan of the whole red-line sitch. I'll ask the guys when I'm back in Shanghai and pry more info out about the plans for it!
Yo SaberDawg, we very much look forwards to more information about Legion in pretty much every aspect! Feed us that juicy intel man!
Markdown:
|
DUST Fiend
The Wings of Legion
14227
|
Posted - 2014.05.08 21:48:00 -
[10] - Quote
CCP Saberwing wrote:I personally am not a fan of the whole red-line sitch. I'll ask the guys when I'm back in Shanghai and pry more info out about the plans for it! DEATH TO THE REDLINE
- Heavily fortified shielded bases
- Underground bunkers scattered around maps for spawning
- Limited sky spawning (my personal favorite, fits the lore, easy to implement, hard to predict and camp)
- Targeted "warp ins"
Just a couple random ideas, anything though. We can't have open maps if the game is balanced around having a redline.
|
|
Cymek Omnius
Villore Sec Ops Gallente Federation
60
|
Posted - 2014.05.08 21:51:00 -
[11] - Quote
CCP Saberwing wrote:I personally am not a fan of the whole red-line sitch. I'll ask the guys when I'm back in Shanghai and pry more info out about the plans for it!
Awesome! |
Purona
Intara Direct Action Caldari State
70
|
Posted - 2014.05.08 21:53:00 -
[12] - Quote
pay attention to the fanfest video you will see that there is a redline |
Gaelon Thrace
Villore Sec Ops Gallente Federation
428
|
Posted - 2014.05.08 21:59:00 -
[13] - Quote
Purona wrote:pay attention to the fanfest video you will see that there is a redline Prototype.
|
J-Lewis
Edimmu Warfighters Gallente Federation
346
|
Posted - 2014.05.08 22:47:00 -
[14] - Quote
CCP Saberwing wrote:I personally am not a fan of the whole red-line sitch. I'll ask the guys when I'm back in Shanghai and pry more info out about the plans for it!
Just get rid of the red line, it's an artificial boundary that gets in the way. Let players stage from the MCC: Add a hangar deck for air vehicles to take off from, and a drop zone for land vehicles and infantry.
Add some point defense turrets to the hull to deter enemies from getting too close.
MCC are pretty huge, and the only part being used is a tiny part on the bottom, which is a shame.
It'd be nice if MCC went back to moving around the map too, or could be player piloted (commander). |
Maitue Mae
Vortex State Empire
73
|
Posted - 2014.05.08 22:49:00 -
[15] - Quote
Anyone here ever play Section 8? It's a game where you could spawn above the map, and freefall intoo battle landing wherever you want. It would be cool if Legion had this system, even if it is limited to a specialised suit, maybe like IWS Hardsuits or something. In Section 8, players were able to implement a AI controled AA turret, and call it down the same way. Actualy, now that I think about it, much of the turrets falling from the sky in DUST reminds me of Players calling down equipment in S8.
MAG SVER Veteran.
Five Hundredth and Fourteenth Legion: The Dusters.
|
Phoenix 85
Kirkinen Risk Control Caldari State
62
|
Posted - 2014.05.09 00:37:00 -
[16] - Quote
CCP Saberwing wrote:I personally am not a fan of the whole red-line sitch. I'll ask the guys when I'm back in Shanghai and pry more info out about the plans for it!
Redline is ok for public contract matches, as long as no WP are awarded for it. You can still kill/be killed, but you shouldnt be able to farm points safely within it. If a public match gets to the point that they cant leave after a certain amount of time the contract should be forfeited, saving the stomped team from wasting isk.
As for Faction warfare and conquest modes, definately no redline. At all. Or at the very least a greatly expanded one. Sandbox modes should have no redline what so ever.
Dust 514 cancelled, EvE players be like
|
Maken Tosch
DUST University Ivy League
8444
|
Posted - 2014.05.09 01:13:00 -
[17] - Quote
I'll miss the redline. It was such a fun challenge to run over 2 football fields in with a proto Minja, all complex kin cats, and a nova knife just to kill a redline Thale sniper who thought he was safe from me.
I did that some time ago before Fanfest and managed to kill a Commando Thale Sniper. After that, the rest of the snipers stopped sniping the rest of the match.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Luther Mandrix
WASTELAND JUNK REMOVAL Top Men.
208
|
Posted - 2014.05.09 08:14:00 -
[18] - Quote
Have MCC guns that fire when enemy get to close and take away the red line if enemy can get behind cover let them fight. Maybe turrets can be open to players in mcc that only have a red line range. Or maybe real mines can be deploy or intense small blaster turrets with spawning mines every 3 minutes |
Hawk-eye Occultus
ARKOMBlNE
178
|
Posted - 2014.05.09 09:47:00 -
[19] - Quote
Or...
When you spawn, have an extended (45 s?) time to leave the red line. You have to get out, or you die!
Once they leave, they are subject to the usual countdown upon re-entering.
Best way to stop it's use is make it available to no-one.
.
.
|
Forlorn Destrier
2471
|
Posted - 2014.05.09 13:27:00 -
[20] - Quote
Hawk-eye Occultus wrote:Or...
When you spawn, have an extended (45 s?) time to leave the red line. You have to get out, or you die!
Once they leave, they are subject to the usual countdown upon re-entering.
Best way to stop it's use is make it available to no-one.
Be sure the timer works though - I die with 7 seconds left every time when I invade the enemy redline to kill a sniper. |
|
Olomo Daygon
ZionTCD
29
|
Posted - 2014.05.09 13:39:00 -
[21] - Quote
No Red Line please, I think it ruins immersion. |
R F Gyro
Clones 4u
1391
|
Posted - 2014.05.09 14:29:00 -
[22] - Quote
Instead of a red-line, have progressively more/better installations locked to one team or the other at each end.
In the middle of the map you have capturable/destructable turrets, CRUs and depots. The turrets have poor AI and low damage, the CRUs have high spawn times, the depots don't repair armour.
As you go in one direction the installations get locked to one of the teams (or hacking time for the opposing team increases greatly). Keep going further and the density of installations increases. Turret damage and AI improves. Depots start to repair armour and shields. CRU spawn times reduce. Installations get more EHP and start to regen.
So in the middle of the map things are fairly even.
As you push towards the enemy's territory, though, it gets harder and harder. Eventually you end up fighting against a dozen killer turret AI, the red-dots are getting 200hp/s regen off the supply depot they are using for cover, etc. You can try and destroy the turrets and depots, but they've now got several hundred hp/s regen themselves. Its pure hell. But you only have to be there if you want to; you've already won the game by controlling the middle ground. You do this because it gets you the intense combat you crave, even though you've completely dominated the opposition already.
As an added bonus, in the summary at the end of the battle, show "deepest kill" as well as "longest kill", where "depth" refers to how far beyond the centre-line of the map you were when making the kill, in the direction of the enemy.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |