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Thread Statistics | Show CCP posts - 66 post(s) |
Kevall Longstride
DUST University Ivy League
1379
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Posted - 2014.06.03 08:37:00 -
[1] - Quote
My thinking is that the current Incursion mechanic in Eve would be your best model in terms of how hard these salvage sorties should get.
I would want the hardest of them in Null sec and make the Drones there, at least as hard to take down as a HAV is now. The point being that turning on your team to steal their loot should be a very risky enterprise as a huge amount of co-operation will be needed to complete such Null sec salvaging.
I would also like the Legion equivalent of the Squad Finder be able to advertise Salvage Sorties like Incursion Fleets do now in the Fleet Finder in Eve.
In term of the salvage itself, I understand the common, un-common and rare items that Z spoke of in his Fanfest presentation is likely to equate to High Sec, Low and Null Sec. But with his idea of switching to a BPO suit, have their been any thoughts as to BPO suits being part of the salvage?
This would be an interesting concept and an SP sink too if for instance a BPO suit found in Null sec was essentially an officer suit from a Faction in Eve.
Take for instance discovering a Mordu's Legion Assault suit with an extra Low Slot over a Proto Gallante Assault but requiring not only to be fully specced into the Gallante Assault role but Caldari Logistics as well before you could use it?
It might make balancing a bit more difficult but being able to own and operate such a suit would be a terrific goal for a player to aspire to and provide a massive SP sink to increase the game longevity and push players to spec into other roles and not just the FOTM's.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1429
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Posted - 2014.07.02 08:38:00 -
[2] - Quote
CCP Wolfman wrote:if a neutral kills a threat the neutral player stays neutral.
Well that would make sense. However I'd like to add a wrinkle to that. I think it would be interesting for neutrals to be rewarded somehow for consistently taking out threads.
It should be fairly obvious that should a neutral be taking out threats they are in fact acting as a protector/bounty hunter role and should be rewarded in some way for acting as a Marshall in a lawless region. The reward could be ISK based or perhaps even an increse in his/her chances of getting the rarer salvage items.
By doing this we've just added a new role and increased the chances of emergent behaviour. Perhaps a corp of dedicated protectors for salvage only based players working to a contract system? There is huge scope for increased participation here I feel.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1430
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Posted - 2014.07.02 09:05:00 -
[3] - Quote
Ghural wrote:Why do we need a threat system at all?
I much prefer the tense gameplay you get in games like DayZ where a players motivations aren't so blatantly telegraphed.
First the obligatory cocky answer... this ain't DayZ.
Now, the more considered answer. I love DayZ, it's one of the most emotional and intense gaming experiances I've had in over three decades of gaming. But part of that is the slow build up of tension as your carefully make your way in a vast map, looking around every corner and considering risk v reward.
But the foundation of that tension is the fact you have one life.
In legion you are immortal and return with the same gear you had when you died. Also DayZ while technically an FPS game isn't a twitch game style of play. Repeatedly being killed by an unknown threat in quick succession in Legion would be a real turn off for new players and we need to encourage as much new player retention as is possible in Legion.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1461
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Posted - 2014.07.09 10:06:00 -
[4] - 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?
Thoughts??
Who do I have to give a reach around to for this to happen?
Good enough answer?
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1461
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Posted - 2014.07.09 10:33:00 -
[5] - Quote
If you could get this in Dust..... Awesome sauce.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1461
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Posted - 2014.07.09 11:38:00 -
[6] - Quote
Steve Renuken wrote:Lore: There are cloaked RDVs with build in drop uplinks which are kept on a random flightpath, to stop them being localized and shot down.
Sorted.
Lore is important but lets not let it get in the way of a working mechanism.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1463
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Posted - 2014.07.09 14:51:00 -
[7] - Quote
To be honest I'd welcome some devaluation of drop uplinks.
It's an incredibly powerful mechanic to have in a game and the fact is it's already devalued by uplinks being scattered like confetti.
They also remove a potential role for vehicles that hasn't been explored properly yet, namely troop transport.
I'm sure in CCP's discussions there's been talk of certain features not making the jump to Legion. If it meant vehicles could have a role to fulfil, I personally wouldn't cry much about uplinks getting knocked into touch.
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1470
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Posted - 2014.07.10 09:43:00 -
[8] - Quote
As to the slight pause between dropping and getting up from the kneel, perhaps the last couple of meters the inertial dampers can can give and extra bit of thrust so you can run as soon as you hit the ground. Look a bit more dignified.
I understand from Rouge tweeting earlier that sky spawning is currently just in the salvaging game mode at the moment? But what I've heard from this thread so far I'd like it to be considered for all modes.
https://twitter.com/ccp_rouge/status/486896467081056256
CPM1 Candidate
CEO of DUST University
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Kevall Longstride
DUST University Ivy League
1525
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Posted - 2014.07.31 23:53:00 -
[9] - Quote
CCP Wolfman wrote: Testing has gone pretty well. WeGÇÖve added in the drift mechanics and weGÇÖve also created GÇÿorbital drop uplinksGÇÖ so you can make more targeted drops. We did in fact have a playtest yesterday and they do really mix things up. Unlike drop uplinks you donGÇÖt have to put them where you want to spawn. You can put them a way off and then drift to your intended target. This was really exciting for assaulting objectives because you could drop a strike team right on top of them. It made things feel a lot more dynamic as well as just making you feel like a badass!
Awesome sauce!!
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CEO of DUST University
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