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Author |
Thread Statistics | Show CCP posts - 18 post(s) |
Regis Blackbird
DUST University Ivy League
220
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Posted - 2014.05.17 19:05:00 -
[1] - Quote
I don't think you search for battles like we have in Dust right now (ambush, skirmish etc)., but rather for loot (somehow). The lobby style battles we have now will still exist in Legion, but they will not work as today, and probably you don't even use the star map for those (they haven't stated anything at all about FW or PC yet, if it even exist).
The star map search is for the wild PVE / PVP / Sandbox I think.
I would prefer the following setup: - Starmap: Select any (temperate) planet in high or low sec, and just go there for fun (unknown what you will find, if anything) - Starmap: Scan for activities (rouge drones, distress signals etc), and get some loot in high and low sec. - Starmap: Scan for already deployed teams in low sec for some proper ambush / interception fun. - Menu (location shown on Starmap): Missions available from Agents (loot is secondary) - Menu (location shown on Starmap): Scheduled games X vs X (like we have today in Dust)
I would also like high sec to be "safe" from interception from other players, and low sec to be "free for all" sandbox. (The different security statuses should be clearly labeled on the Starmap) |
Regis Blackbird
DUST University Ivy League
221
|
Posted - 2014.05.18 05:21:00 -
[2] - Quote
Lady MDK wrote: Like these ideas.. although im not sure about the 'safe' from interception bit.... maybe i can shoot someone in highsec if i feel like and get myself OB'd by concord (the people in eve who dish out CCP 'justice' )
Trust me, I would love Concord to interfere as well However, how would that actually work?
In EVE, Condord would only target the aggressor. "OBs" (as an example) are out of the question since this will target everybody in the vicinity. In EVE, you always have the option to disengage and flee after Concord targets you. With TTK very low (compared to EVE at least), you will die.
If you have any ideas I would be very interested to hear them (been thinking about this question for awhile now):
- How to differentiate the "safety" aspect in High Sec and Low Sec, that would work in a FPS? (I leave Null Sec for now)
My thoughts: - In High Sec, Concord gives you the sole scavenging right which "locks" the district (for a time period). If your are not done by the time is up, other people can intercept you. - In Low Sec, there is no "lock timer", and people could jump you immediately. |
Regis Blackbird
DUST University Ivy League
230
|
Posted - 2014.05.19 09:18:00 -
[3] - Quote
CCP MC Peanut wrote: Impressive stuff
Wow Thanks for the feedback!
Question time! - Will we always scan for everything, or will there be some things we select in a menu (like a list of scheduled matches)? If it is, it would be cool if the location is still visible on the Starmap.
- I also would like to know if we can completely ignore the scan results, and just pick a planet and deploy?
- Are there any plans to separate content based on security status, and how will the security status be displayed on the star map?
(I probably have thousands more question, but these will have to do for now ) |
Regis Blackbird
DUST University Ivy League
248
|
Posted - 2014.05.22 18:24:00 -
[4] - Quote
CCP MC Peanut wrote:I'm a little depressed that I can't find any Kombucha to drink here in China, so I'll get my detox in by posting another daily Starmap update:
Today I hooked up the scanning effect using an event that CCP BaoZi has setup to fire in kismet. It was super quick to get working and very easy to make adjustments on. The event fires about every frame (not sure exactly, but it is pretty frequent) and outputs 2 values: a vector and an integer. The vector is the location the scan is happening at. The integer (0-1) is how close it is to being done (then it will switch to another random point and so on until scanning completes). I adjusted the material to radiate a wave of distortion and color out from the scan point. The way it works is that the material pays attention to the 3D point--if the distance between the pixel and the point falls within a tolerance it will blend in a different color and blend in a displacement to the vertex. The cool thing is that in the Starmap, almost everything inherits from one base material, so I only need to update one material with kismet, but I can override certain parameters on the child materials so the effect can differ slightly when it runs over a star versus a planet (and so on).
Also I tuned some of the material settings at different view levels to help with readability. Depending on the angle you view the Starmap, the background can be quite busy, so we are playing with adjusting translucency, scale, and brightness based on distance.
Video or it didn't happen |
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