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Thread Statistics | Show CCP posts - 66 post(s) |
Fox Gaden
Immortal Guides
3536
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Posted - 2014.05.29 21:13:00 -
[1] - Quote
Loot that a player or drone picks up should be recoverable off their body if you kill them. Or at least much of it should be. Also, when you kill another player or drone, some of their modules should survive and be salvageable.
If a larger fire fight breaks out for whatever reason, it will evolve into a fight to control the battlefield. Each side would be hoping to hold the others off long enough to loot the bodies and get away. You could end up with 3 or 4 different groups fighting over the corpses. One of those groups may be the Drones who want the loot as much as we do. Two player groups may make a battlefield alliance to drive the others off and split the loot.
Give suits a limited carrying capacity. If Scouts can find loot easier using passive scans, then Heavies (who can't even use active scanners) should be able to carry more. Also, be able to transfer items to a vehicle, when you canGÇÖt carry more.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3569
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Posted - 2014.06.02 21:04:00 -
[2] - Quote
steadyhand amarr wrote:I like the idea that you can only store so much gear and if u want more you need to buy or rent bigger warehouse spaces so when you deploy planet side, you get a cargocan worth of space but you need to buy more cans if you end up with a really good haul.
Uuhh put another way, all gear should by a physical thing that moves and or is stored somewhere. So one day if a mcc is shot down the attackers or defenders can scramble to get all the left over goodies :-P also a very easy to explain slavage sites in the first place.
Also more goods for logi egg heads to ship about filling transport demand too and from new salvagesites(that idea alone gives me goosebumps :-P) Good point. When an MCC is blown up at the end of a Skirmish match, it is not just the gear lost during the battle that would be salvageable. All of the Infantry gear and vehicles that were in the MCC would get scattered across the landscape when it blows up. Although only some of it would be in usable condition.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3573
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Posted - 2014.06.03 12:09:00 -
[3] - Quote
God Hates Lags wrote:This is a great idea, but I have some concerns. Dust514, which I presume Legion will be at least something like given that its using all of its code, is a team based game. Perhaps one of the most team oriented games on the market. Given this the introduction of a free for all mode will be challenging for a number of reasons.
1. Vehicles already need at least two people working in coordination to take them down. Using an AV weapon in a free for all mode will make you ripe for ganking, so no one will use them. This means that Vehicles will reign supreme unless they are specifically forbidden in this gamemode.
2. Even with that, dedicated Logis will be essentially left out of this gamemode as they will be useless. CCP has stated that it wants to favor increased specialization with its new progression system and developing an entire gamemode that excludes a large number of roles is not a good idea.
3. Heavies too will be at a disadvantage in a speed-based race against the clock gamemode. I can see them still being used sparingly depending on map size but overall they will probably take a backseat as well.
This leaves scouts and assaults as viable options in this gamemode assuming vehicles are prohibited. Of these two, even if assaults as significantly buffed from where they are now, I see scouts as the true champions of this gamemode because of their speed and their ability to cloak, which allows them to avoid engagements other classes would be forced into. While the others are fighting scouts could safely sneak past them and get the goods or easily stealth kill the survivors of other engagements.
This gamemode, as I see it now, is much too limiting in terms of which classes would dominate it. You need to find a way to make every role competitive.
As a side note, while free-for-all is good, I would also love to see a team based salvage gamemode, even one where eve pilots can orbital and also scan down the planet for enemies, being attacked of course, periodically by NPCs in league with the drones. My understanding was that you could specify which Region/Planet/District you que into, so if you want to play as a team, then you and your friends/Corp/Alliance just que for the same salvage district. As long as it is not full you should all get in and be able to play together.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3574
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Posted - 2014.06.03 15:11:00 -
[4] - Quote
Salvage Companies, Digital Tokens, & Universal Inventory
Digital Tokens:
With the ability to download into a clone half way across the galaxy, you can travel a the speed of data, but your stuff canGÇÖt.
To accommodate the logistical challenges that this poses, the Universal Inventory Corporation created the Digital Token system, so that your stuff can travel at the speed of data as well. A Digital Token represents ownership of an item. When you spawn into battle, 1 Digital Token is transferred to the Corporation operating the Warbarge for every item on your fit. If you donGÇÖt die, you get the Digital Tokens back at the end of the match when you turn in your gear. If you do die and lose the gear, then the Corporation can redeem those Digital Tokens at a Universal Inventory warhouse to replenish their inventory, so that the Corporation is reimbursed for any gear that is lost (with the exception of gear lost when the MCC blows up, which is a direct financial loss to the Corporation).
This places the fiscal risk on the Mercenary rather than the Corporation. Before this system was in place, the Corporations wanted to impose standard cheap fits to reduce their financial risk. The Mercenaries felt that they knew better what equipment worked best in the heat of battle. With the new system the Corporations would still provide the standard fits (starter fits) but Mercenaries can buy Digital Tokens with their own ISK which they can redeem with the Corporations to be able to use better gear. Thus the Corporations did not have to take the financial hit if expansive gear was lost in battle.
The key to the system is that the physical items are not sold. They can only be exchanged for the correct Digital Token. Instead it is the Digital Token which is sold.
Salvage Companies:
Salvage Companies operate Warbarges as well, but they are not hiring Mercenaries to fight battles for them. Instead they are selling their services to the Mercenaries. Once a Salvage Company finds a promising salvage area, they will advertize it, and Mercenaries will purchase batches of clones from the Salvage CompanyGÇÖs Warbarge, and redeem Digital Tokens to fit those clones, in order to search for salvage.
When an item is salvaged it is turned over to the Salvage Company, which enters it into the Universal Inventory database, and provides the Mercenary who found the item with a Digital Token, provided by Universal Inventory, for that item (make & model). Once the Digital Token has been provided to the Merc, the item belongs to Universal Inventory. The Salvage Company will tern in all such items at a Universal Inventory warehouse at the end of their salvage mission. The Salvage Companies make their profit from a markup on the clone price which they charge to the Mercenaries who use their services.
Universal Inventory:
Universal Inventory is actually a Corporation that runs the Digital Token system. Universal Inventory makes its profit off of small service charges on every transaction. When an item is entered into Universal InventoryGÇÖs database, Universal Inventory takes the physical item in exchange for a Digital Token which represents ownership of 1 of that item.
When a Corporation fits out a Warbarge they need to purchase a complete inventory of every item their Mercenaries might need in battle while the Warbarge is deployed. To stock the Warbarge these Corporations go to Universal Inventory and turn over a Digital Tokens for each item that they need. If they donGÇÖt have the necessary Digital Tokens, then they must buy them from the market. This results in a large percentage of the Digital Tokens returning to Universal Inventory.
When an item is destroyed in battle, that item is removed from the Universal Inventory database, and Universal Inventory then destroys one of the Digital Tokens in its possession. This insures that there is only 1 Digital Token in circulation for every physical item being tracked in the Universal Inventory database. If Universal Inventory accumulates more Digital Tokens than they need to insure the balance of Tokens to Items, then they will sell the excess Digital Tokens on the open market, and those tokens can then be used to redeem items from Universal Inventory warehouses.
Life Cycle of Salvaged Items:
- Mercenary finds an item, which is given to a Salvage Company in exchange for a new Digital Token. - Salvage Company turns the item over to Universal Inventory. - Combat Corp acquires Digital Tokens, which they give to Universal Inventory in exchange for the physical items those tokens represent, in order to fill the inventory on their Warbarges. - When a Mercenary spawns into battle the Corporation which owns the Warbarge exchanges the item for an appropriate Digital Token. - Item is lost in battle and the Combat Corp notifies Universal Inventory that the item is lost. Universal Inventory destroys one of the Digital Tokens in their possession.
Life Cycle of a Digital Token:
The Digital Toke is created when the Salvaged item is entered in the Universal Inventory database, and a Digital Token is destroyed when the item is removed from the Universal Inventory database.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3716
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Posted - 2014.06.17 15:34:00 -
[5] - Quote
CCP Wolfman wrote:Severus Smith wrote:CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
Implement an IFF Fire Control module. Basically a module that is equipped in all suits that prevents you from firing on friendly, or neutral, enemies. - This module is required in all High Security systems. Thus no friendly fire. - This module can be removed in Low Security systems. So if you want to go gank / pirate / be an a**hat you have to somehow remove the IFF module (Supply Depot, or redeploy, or something). Without the IFF you show up as an enemy to all around you but are also capable of firing on anyone. - This module is useless in Null Security systems. Friendly fire is always on and you can shoot at anyone. What this does is help preserve trust and decrease ganking. Because people will get PISSED if they just suddenly get lit up by their "teammates" and soon salvaging will only be a single person activity because no one can trust anyone. This is quite interesting. Will give it some thought.
Consequence to killing friendlies in Low Sec should be that it drops your security status. When your security status drops too far you start losing access to Salvage areas in 1 & 0.9 Security systems. As your security status drops further you loose access to 0.8/0.7 and then 0.6/0.5 Security systems. At a curtain point you get permanently red flagged in Low Sec, and people can kill you without consequence.
There would of course have to be a way of getting your sec Status back up, such as doing missions.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3716
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Posted - 2014.06.17 15:44:00 -
[6] - Quote
CCP Wolfman wrote:Salvage fields are set in the aftermath of battle and the salvage is scattered across the map and must be located and harvested. You don't gain it from directly killing drones currently. It would be nice if Drones dropped some of the salvage they had collected when they are killed, and some of the gear from other players became salvageable when they die.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3716
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Posted - 2014.06.17 15:48:00 -
[7] - Quote
CCP Wolfman wrote:@ Severus Smith
At the moment the harvester doesnGÇÖt take up a slot. We didnGÇÖt want to place an extra step (fitting) between the player and salvaging. The current idea is that you will be able to fit modules to your dropsuit that will augment the harvester. Should have the salvager shown strapped to the back of the suit when it is not deployed. First, because of immersion, but also so you can see if someone has their Salvager deployed or not.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3830
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Posted - 2014.06.25 15:29:00 -
[8] - Quote
Aeon Amadi wrote:CCP Blowout wrote:CCP Wolfman wrote:Iron Wolf Saber wrote:Requesting to update the op with the new pictures and facts so far. Facts? There are no facts, I'm just making all this up and I found those pictures on the internet. Please don't troll - these are serious forums, ty. Not sure if serious or trolli- OH GOD PARADOX ItGÇÖs Blowout. That post canGÇÖt possibly be serious. There is too much irony in it.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3830
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Posted - 2014.06.25 15:34:00 -
[9] - Quote
CCP Wolfman wrote:Regis Blackbird wrote:Malkai Inos wrote: What happens when I pick one up while already carrying my own?
I guess you can't? Especially if it is the size of a very large backpack. There could be two mechanics perhaps? 1) With intention to steal (I.e left my own scavenger at home) -> kills dude and pick up his scavenger -> Leg it 2) Scavenging on my own (can't pick up another one without dropping my own) -> kills dude and hack his scavenger (which will give me a percentage of his loot) -> leg it That's just about how it's working atm apart from we have no hacking yet. Stealing loot via a hack without picking up the harvester is an interesting thought. Can we leave our Salvager in the trunk of our LAV, and then go and steel someone else' Harvester? Can we fit multiple Harvesters in a LAV? If they are so tough, will they survive a car crash or LAV blowing up?
This could help to give vehicles a purpose... as in carrying our stuff.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3888
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Posted - 2014.07.16 14:07:00 -
[10] - Quote
CCP Wolfman wrote:Ok, next topic! This week we will (hopefully) be testing low orbital drops in Salvage, or as they have often been called GÇÿsky spawnsGÇÖ. Up until now weGÇÖve been using fixed spawn points and (shock horror) some mean spirited people liked to camp them. So since we've always been fond of the idea weGÇÖve decided to try out putting the spawn locations in the hands of the players rather than dictating them ourselves so hereGÇÖs is what is being prototyped:
- No default spawns.
- When you deploy you are GÇÿdroppedGÇÖ to a random location on the map.
- Drop uplinks and LOD Beacons can be used by players to set up their own bases of operation anywhere on the map.
- Drop Uplinks and LOD beacons are only usable by the player that deployed them and his squad.
Thoughts? I feel that it would add an important strategic component to the game if Drop Uplinks were short range, meaning they need a source of clones on the planetGÇÖs surface to operate. (MCC, DCC, CRU). A CRU should be are larger more powerful Uplink that can access clones from the Warbarge in orbit. A CRU should also act like a router, to shunt clones from the Warbarge in space, to Drop Uplinks on the ground.
Therefore Sky Spawn should be the only way to deploy until you manage to call in or capture a CRU or some other source of clones. Doing so should be a strategic objective in order to get the Drop Uplinks working.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3888
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Posted - 2014.07.16 14:11:00 -
[11] - Quote
CCP Wolfman wrote:That's why we'll test them out, we're not married to both types. Droplinks do offer different benefits though such as the ability to spawn in an interior so that is something that needs to be taken in to account as well.
Drop Uplinks should get you on the ground faster than Sky Spawn. Sky Spawn should be a slower way to get back into the fight. Spawn time + Drop time should be a lot longer than using an uplink.
Also, I don't think that any equipment or device should be needed for Sky Spawn. I do think you need to add drift (there is controlled drift in DUST currently when falling a long way as long as you don't apply your dampeners until the last minute.) It is the drift that should allow you to pick your drop zone rather than any equipment. It also gives them something to do while dropping, so that even though it takes longer than just spawning on an uplink it feels like you are already in the game and doing something rather than watching a timber count down.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3889
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Posted - 2014.07.16 14:22:00 -
[12] - Quote
CCP Wolfman wrote:So if we added the ability to drift how would like to control it with MKB? How is Drift controlled in DUST using MKB? I use drift often when jumping off towers to land on lower sections of the tower, or when jumping out of the MCC to avoid landing on RDVGÇÖs or buildings, but I play with the DS3 controller
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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