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emm kay
Binary Mercs Canis Eliminatus Operatives
91
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Posted - 2014.05.21 03:21:00 -
[1] - Quote
I know, CCP, PC was your baby that you tried to raise ( but dropped on the head multiple times ). The Planetary conquest has to go.
what I was thinking was a builld and battle system, linked with eve.
- On any planet (except gas and plasma) someone in EvE with an industrial has a special high power slot item known as the capsule cannon (yes, You know what it does). - Upon acceptance from a corporation, the industrial will fire mercanaries down to the planet. - firing from high orbit takes 2 minutes to fall (you can watch your descent, or fiddle with your neocom) - the defender has established an MCC which the attacker will try to blow up - NULL cannons are loaded into the capsule cannon. - NULL cannons can be placed anywhere within 200 m of eachother, and upto 5 at once, called down, one from each squad lead. - NULL terminals will be placed no more than 25m from a placed NULL cannon, and by default, the terminals have 5,000 shields, and 5,000 armor, and will also be captured to attacker. -NULL teminals must be placed in an area that is open to the sky (obviously) -NULL terminals may be shot and even blown up by the defender. -NULL terminals have a 500Hp/sec shield recovery (5s delay)h, and a 100HP/sec armor recovery. Here is where mechanics get interesting - In a planetary station thingy (used in PI, can't remember name) The industrial can send down the following: NAME | M^3 cargo MCC | 3,000 (upon endgame) Wall | 24 Small turret | 50 Large turret | 500 HAV | 600 LAV | 400 Dropship | 550 clone | 5 CRU | 500 Supply depot | 300 Null cannon | 100 Null terminal | 50 small bubble| 250 large bubble | 500 cool, huh? no? okay.
while the attacker is depending upon the eve pilot ( this may also be an NPC). the defender gets to summon down nearly infinitely, however, each squad has a 35s cooldown time.
what these do: -walls- High HP, structers. can be blown up, shot down, or left alone. there are ldders on both sides and a top platform. -small bubble- Personal shield. protects all members in a 10 m radius, is very weak on inside (500 non-regen HP). -large bubbe- Group shield. protects all members in a 25m radius, is weak on inside (1,000 non-regen HP). all others are as stated. the default storage for an NPC to have is 5,000, however eve players' cargo capacity can go much higher in industrials, even sometimes ofer 15,000 M^3.
that's my build n' battle intro looking for criticism, comments, and more info I should put here.
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You called, sir?
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Regis Blackbird
DUST University Ivy League
236
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Posted - 2014.05.21 14:58:00 -
[2] - Quote
I will take my time to read your post in detail this evening.
But I can already say I fully agree that the current form of Planetary Conquest have no place in Legion. If we will have PC, it need to be fully incorporated with the sandbox concept, whatever form that may take. |
emm kay
Binary Mercs Canis Eliminatus Operatives
92
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Posted - 2014.05.21 16:02:00 -
[3] - Quote
Regis Blackbird wrote:I will take my time to read your post in detail this evening.
But I can already say I fully agree that the current form of Planetary Conquest have no place in Legion. If we will have PC, it need to be fully incorporated with the sandbox concept, whatever form that may take.
If you havent read my post, it is a replacement for PC. However, I twisted it and warped it quite a bit to have sandbox mechanics.
Who doesn't like BNB?
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You called, sir?
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Fox Gaden
Immortal Guides
3433
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Posted - 2014.05.21 17:38:00 -
[4] - Quote
Planetary Conquest in Legion will likely be rebuilt from the ground up. The only things I am sure they will keep are Districts (as the designation of sovereignty areas on a planet).
To start with, it seems highly likely that Planetary Conquest districts will be open world scavenging areas with some sort of sovereignty mechanic.
Now, getting into theory:
Now regarding your proposal, I donGÇÖt expect that the defenders will need an MCC as they own the ground infrastructure. The attackers will likely need an MCC. I would expect that jumping from orbit would only be done when raiding other peopleGÇÖs districts. For a full on attack to flip the district you would likely need the resources of an MCC.
Here is my proposal for Planetary Conquest in Legion
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3433
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Posted - 2014.05.21 17:42:00 -
[5] - Quote
Also, some of your ideas remind me of this [Posted: 2014.03.07 17:53]:
Fox Gaden wrote:This is a discussion about something which could be part of the long term plan. Think 2016. So donGÇÖt get hung up on stuff which are not in the game yet.
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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emm kay
Binary Mercs Canis Eliminatus Operatives
92
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Posted - 2014.05.21 19:16:00 -
[6] - Quote
Fox, I like your ideas, but new PC should not take up the whole game. Bigger roles are nice, but not ones that engulf the game.
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You called, sir?
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Regis Blackbird
DUST University Ivy League
241
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Posted - 2014.05.21 21:36:00 -
[7] - Quote
I think you went a little too deep into details of exact HP and deployable structures for this point in time, otherwise a completely valid idea. Like Fox said, your scenario are more akin to a raiding mission in my mind, not to take over the base.
Some questions, - who is deploying the ground infrastructure? If it is the EVE player, what form of GUI does he need to have to be able to place it strategically? If it is the mercs, how do they coordinate with the EVE player so he knows when to "shoot" them? - what is the benefit for the defenders to protect their district?
CCP probably wants to inherit as much as possible from Dust, but change the mechanics so it fits the sandbox concept.
So the ideas I post are based on the following assumptions: - we are still going to fight on districts using their socket technology (regardless if they are empty, larger or used for PC) - they are going to use the CREST link that was used for OBs in Dust to make the EVE <-> Legion interaction work, which is basically a (database) trigger system. Event X in Legion triggers Event Y in EVE, or vice versa. - Hopefully PC (and other missions) require transport by EVE players. - Hopefully PC will be confined to Null Sec, with no NPC interaction at all (my personal wish). - The EVE development time required to make the link work will be minimal. I foresee slight changes to the contract system, perhaps a couple of extra items, and hopefully a new ship (warbarge), but that's it.
If we ask them to overhaul their systems to something completely different, we probably ask for too much. |
emm kay
Binary Mercs Canis Eliminatus Operatives
92
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Posted - 2014.05.21 22:03:00 -
[8] - Quote
Regis Blackbird wrote: Some questions, - who is deploying the ground infrastructure? If it is the EVE player, what form of GUI does he need to have to be able to place it strategically? If it is the mercs, how do they coordinate with the EVE player so he knows when to "shoot" them?
for the first, deploying infrastructure is like calling an eve player to send down orbitals. same concept. The pod launcher will fire what legion calls automatically. The eve player will be prompted , unless stated otherwise, if they wish to send that down. It will take 2 minutes to send down (unless it is a null cannon or a null terminal).
--
You called, sir?
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