Cyrus Militani
Leon Conglomerate
59
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Posted - 2014.05.16 17:08:00 -
[1] - Quote
I really dislike the current match making system. Even with a ranked based system, it would still feel like a rehash of the same thing over and over again.
Instead, allow players to decide where to fight, who to fight, who not to fight. Just like EVE you should be able to pick your battles. Make these battles more worthwhile and meaningful.
Allow multiple squads to be on the same side (a "fleet"). Each squad's voice chat would still be separate. Have a "battle commander" who isn't in battle, but is able to see what all the squads see and is able to voice chat with the squad leaders. The "battle commander" can give more detailed orders to different squads. Off-map support would be carried out by the "battle commander" (instead of the squad leader) based on the success of each squad. |
Fox Gaden
Immortal Guides
3366
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Posted - 2014.05.16 17:44:00 -
[2] - Quote
The Tactical Commander would be a unique role, as the TC would be interfacing with matches as if they were a strategy game, primarily using the map interface, while in constant communication with the Field Commander on the ground. I envision a system where the TC can call in Off Map Support throughout the match, but that support is finite, so that the TC has to consider the cost of each action. Say for instance that the TC started each match with 1000 Off Map Support (OMS) points, and a Warbarge Strike costs 150 OMS points, then 6 Warbarge Strikes would exhaust all the TCGÇÖs resources.
There should be no more than 1 Tactical Commander per side per match. For better EVE/DUST integration I would like to see this role be available to both MCC pilots in DUST and EVE pilots. The interface may differ slightly between games, but they should have similar capabilities. In PC the selection of a TC for a match would be an internal matter, but it should at least require authorization by a Terrestrial Combat Officer. In Faction Warfare it should go to the qualified player with the highest combination of Tactical Command skills and faction standing. The TC should be able to pass the TC role to another qualified player.
Off Map Support:
Warbarge Strike (150 OMS): Include a choice between amo types (Hybrid, EMP Projectile, Laser)
Turret (25 OMS, Max 4 active): Select turret type and location on the map to drop it.
CRU (75 OMS, Max 2 active): Select a valid location to drop it.
Supply Depot (75 OMS, Max 2 active): Select a valid location to drop it.
Bunker (10 OMS, Max 4 active): Small structure with low walls that can be crouched behind or shot over.
Sniper Nest (15 OMS, Max 4 active): Small raised structure for sniping from (Already in the game)
Drones (10 to 30 OMS, Max 5 active): See Drone discussion below.
Drones:
In order for the TC to take a more active part in the battle, rather than just sitting back twiddling their thumbs waiting for a chance to drop an orbital, the TC should be able to call in Drones which the TC can direct using squad orders. Drones are AI driven, so if an EVE pilot is TC and there is a bit of lag interfacing between the two games, it will not be a big issue. The number of Drones the TC can control should be capped at 5, and limited by bandwidth. The TC should be able to train skills to increase their band width and improve the drones in other ways. - Light Drones (10 OMS, 10 Bandwidth) - Medium Drones (20 OMS, 25 Bandwidth) - Heavy Drones (30 OMS, 50 Bandwidth) An unskilled TC should start with 50 Bandwidth, and be able to increase that with skills to 100.
Drone control: Drones would be directed by the TC using the following commands:
Defend (Hackable object or friendly player) - The Drone will patrol within 25m of the anchor and attack any hostel it encounters. If defending a player, and the player is damaged by a hostile, the drone will pursue that hostile. If the hostile is outside of its 25m parameter it will break off after 30 seconds and return to the player it is defending. If the player being defended dies, the drone will go into Rally mode, anchored on its current location. Attack (Hackable object or hostile player) - If ordered to attack a hostile player or an object that can be damaged, the drone will follow and attack until the target or the drone is dead. If ordered to attack an objective held by the enemy the drone will patrol within 25m of the objective attacking any hostile it finds. If the target is killed or hacked the drone will go into Rally mode, anchored on its current position. Rally (Go to a designated location and stay there) - The Drone will patrol within 25m of the designated point, attacking any hostel it encounters. Follow (Friendly player) - The Drone will remain within 25m of the player attacking any hostel it encounters. If the player it is following dies the drone will go into Rally mode anchored on its current location. Patrol (TC specifies a number of points to form a line) - The Drone will patrol back and forth along a line designated by the Patrol order, remaining withing 15m of the line.
Drones will not engage until they are within 25m of their assigned anchor position.
Drone Types:
Light Combat Drones Light Sensor Drones (scanners) Medium Combat Drones Medium Logistics Drones Heavy Combat Drones Heavy AV Drones
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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