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Thread Statistics | Show CCP posts - 66 post(s) |
Sylwester Dziewiecki
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314
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Posted - 2014.06.21 02:02:00 -
[1] - Quote
CCP Wolfman wrote: EVE players and drones
IGÇÖve seen a few comments asking whether or not EVE players will be allowed to deploy drones to salvage themselves. This is a pretty cool idea although it seems like a shame to not create a player to player relationship between EVE pilots and mercs on the ground. Still interesting possibilities there for the future.
Is there a chance to allowing EVE players to deploy scanning probes over the planets to help dusters find salvage site, drones, or others player "harvesting" module?
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Sylwester Dziewiecki
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314
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Posted - 2014.06.23 00:20:00 -
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True Adamance wrote:Sylwester Dziewiecki wrote:CCP Wolfman wrote: EVE players and drones
IGÇÖve seen a few comments asking whether or not EVE players will be allowed to deploy drones to salvage themselves. This is a pretty cool idea although it seems like a shame to not create a player to player relationship between EVE pilots and mercs on the ground. Still interesting possibilities there for the future.
Is there a chance to allowing EVE players to deploy scanning probes over the planets to help dusters find salvage site, drones, or others player "harvesting" module? I think it would be hillarious to see us escorting Drones to Salvage zones, have the drones box up the goodies, and see those boxes fly up into the sky X-files style....... If you telling that we suppose to escort EVE player drones to salvage site and protect them just in case - that's not really look fun for me.
The more we(as a soldiers) have to work on Legion PvE the funnier it is. EVE player could give us narrow advantage, max 10% on finding anything.
Sending drones differs from sending probes in time that capsuler would have to spend on planet. Each time when you send drone in EVE you have to wait until it returns, you can not warp out, and do some other stuff because drone will 'lost'. Thats why prob idea is cooler because it's required minimum amount of time for capsular, he just need to warp in, press one button, and he can warp out.
Eve player can earn 2kk~ ISK/min in some null-sec anomaly, sometimes even much more if he is lucky.. So it would be very hard to balance that effort of sending drones to the ground for him and forcing yourself to orbit planet while we(on ground) are searching for something valuable for us and for him(because otherwise he will not return to do it again in future).
(sorry for poor english)
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Sylwester Dziewiecki
Interregnum.
314
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Posted - 2014.06.24 19:32:00 -
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Ghural wrote:I like the idea of having to call in an RDV that slowly lifts off with your lootz.
Creates some nice tense gameplay in which all of your phat lootz are vulnerable to disruptive gameplay. Disruptive gameplay for someone with AV and only for a few seconds .
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Sylwester Dziewiecki
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314
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Posted - 2014.06.25 21:30:00 -
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CCP Wolfman wrote:Malkai Inos wrote:CCP Wolfman wrote:steadyhand amarr wrote:That is awsome and a good move :-), hard to kill is a plus to prevent sniping :-) i could even see some awsome firefights over them if u can hack them once the owner is dead....hint hint :-P Yeah at first they were easier to destroy but it proved to be a lot more annoying than fun. Right now you can pick up other peoples and steal them. No hacking yet, we're still deciding if we want to add that step, leaning towards it. So the plan is for them to be mostly passive at any rate? What happens when I pick one up while already carrying my own? Yes, although we've talked about the possibility of adding some built in defense to them. You can only carry one so if you want to steal you have to abandon yours. NOOoooo.....
They look heavy, why not add to them cartridge, magazine, or something that is 1/10 size of harvester and it's carry all salvage - it is more practical. When real-life "salvager" finds refrigerator or stove on "salvage-site", he does not take all to scrap-shop, only parts that have a value.
And I curries if the player will be informed by harvester about which at this moment was found by it. Whether the player will be able to move away from his harvester in order to find someones else harvester with better loot and then take steps in order to steal it.
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Sylwester Dziewiecki
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Posted - 2014.06.28 02:01:00 -
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Ghural wrote:My main question regarding the "Salvage" is who is dropping it in the first place? Who is having the battles that we are cleaning up after?
The one thing I really don't like about the Salvage concept, is that at the moment we seem to be playing the part of garbage collectors, rather than immortal mercenaries.
The fact that the salvage is just 'there' seems like we are missing an opportunity for a cool bit of lore and a reason for the Legion mercs to exist. Maybe we are exploring remnants of sleeper facilities? Maybe the drone have been deployed by the sleepers whom are seeking revenge for the original theft of the techonology that created the Dust mercs.
First one was already answered - we will have randomly generated sites. But in future people that won a battle should have rights to salvage it, maybe with those who scanned it with help of capsulers(?!). Why salvage is there in first place - I think that today situation on battlefield have a little 'magic' in it, you can spawn, fight, die, chose any new suit, spawn and fight again. It not supposed to be like that, there should be some cap on items you can take on battlefield, pack in your MCC with your colleagues. There should be some limits on how much HAV you can take, and when your MCC blowup it should blowup really hard, with all assets that were in it.
I love post-apocalyptic feeling when you have to fight with your own morality in order to survive . Salvage site will be soo awesome..
Aeon Amadi wrote:CCP Wolfman wrote:
On GÇÿwandering off'
Yes you can leave your harvester harvesting and wander off to steal someone elseGÇÖs.
Can we get a variation with a small automated turret at the expense of salvage capacity? I would prefer to see new proximity explosives for that special ocasion
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Sylwester Dziewiecki
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319
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Posted - 2014.07.01 07:59:00 -
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Aero Yassavi wrote:I am going to side with True here and not because he is in my corp but because I agree. The requests for racial parity isn't so much about each race having something as much as it is each race's version works hand in hand with the balance of the whole. To have versions with high armor or high shield or high speed and such, have turrets designed for taking down either armor and shield and at different ranges. All of this is important in the creating the very basic and fundamental balancing act between all the vehicles.
It certainly seems that CCP is really excited about a fresh start with Project Legion that they are getting carried away and adding superfluous mechanics opposed to working the core first. Salvaging is an absolute great idea and can become a really integral part of the entire Project Legion experience, but not for a second will I believe it is a higher priority than racial parity in vehicles. This is the same problem we saw exposed at Dust's Fanfest 2012 and Fanfest 2013 presentations where the developers clearly had their attention focused on all these really cool ideas to expand the experience while the current experience remained broken and incomplete. OK, but this is not right place for that.
We all agree, launching new game without missing content is pointless(weapons, equipment, vehicles etc.). Try to understand that different 'parts' of the game are produce in their own way especially when it comes to art.
If I would be on your place I would point that thing to CPM0, and CPM1 candidates.
Nosum Hseebnrido
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Sylwester Dziewiecki
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320
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Posted - 2014.07.02 08:17:00 -
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CCP Wolfman wrote:
I would love to hear your thoughts
Witch-hunt.
Since you are trying to implement eve mechanic to dust, I will try to present this dust mechanic in eve:
Imagine that you are miner in empire(eve online), and you want to mine veldspar in peaceful area, so you warp(I mean appear suddenly) to first belt and see on it 6 neutrals, 2 yellow, 1red - and you think 'ow.. it's dangerous, I've never seen red colored chevron yet', and you choosing from neocom "leave battle"(2 second later you are in your Mercenary Quarter) and you are willing to search for another match, but this time without yellow or red chevrons - no one disallow you to do that, you can search for perfect condition as long as you have patience, and sooner or later you will succeed.
It's like giving eve player spec-camera, so he no longer have to risk jumping from highsec to lowsec, he can send invisable camera and decide if he should do it, or not, and if somehow he will make mistake he can always choose switch expensive ship to cheapest one. There's plenty things in eve that promise you safty, like scanning gate that you are about to use, warping on 100k, and dozens of other things before actual engagement take place, but all of them consume some time. If you jump to system with red-gang in it, you can not solve your problem in 2 sec - in dust you can always do that.
I have a feeling that proposed mechanic is one sided, just to make carebears happy. It always seemed to me that FPS is about killing other players, maybe I was wrong..
Nosum Hseebnrido
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Sylwester Dziewiecki
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320
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Posted - 2014.07.02 20:30:00 -
[8] - Quote
CCP Wolfman wrote:A playerGÇÖs suspicion rating helps other players identify him as a possible threat, particularly PKGÇÖers. It is a reactive system used to rate and grade player behavior rather than a proactive system. This is to allow for an exciting degree of uncertainty over the motives of other players who are still GÇ£neutralGÇ¥. There are four suspicion states that define the color of a playerGÇÖs tags:
- Neutral GÇô white
- Neutral Marked GÇô white/black (half white and half black)
- Suspect GÇô yellow
- Threat GÇô red
CCP Wolfman wrote:What is the thinking behind clones & spawning in Salvage?
Each player would pay a fee before deploying to cover the cost of their clone jump and a limited number of clones. There would be no teams so the clones are personal. Run out of clones and youGÇÖre out. The idea that you could salvage extra is interesting.
Currently spawning on to the field is handled using a number of neutral CRUGÇÖs available to all. I'm trying to connect both things. So since there's no teams, just squads, players will see my red chevron only if I will appear on they LOS, or they will scan me down with scanner? Is it right?
Nosum Hseebnrido
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Sylwester Dziewiecki
Interregnum.
320
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Posted - 2014.07.03 06:56:00 -
[9] - Quote
Aero Yassavi wrote: Hardly anyone would gift players for protecting them after the fact. It has to be before, have players set an amount of ISK for neutrals who kill a threat within a certain radius of them. Of course that requires creating a specific game system to support it but it is still all entirely managed by the players.
Again, hardly anyone would be willing to part with ISK or items AFTER THE FACT.
I would. If I had track of what really happened, today it's very hard for me to remember nick-name guy who resurrected my with militia nanite injector just to let me die again. It's worth to 'catch' those who value other interest because they are perfect future recruit of your corporation. So if we will have in Legion tools to track someone efforts on field, reward him it's definitely something good for us all. And it will be fun if we will be able to find those mNI ******* as well :)
CCP Wolfman wrote: That is correct. They work just like regular tags for a member of the enemy team now.
Sir, you have my apology for being grouch in 'witch-hunt' post.
Nosum Hseebnrido
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Sylwester Dziewiecki
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320
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Posted - 2014.07.04 07:39:00 -
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CCP Wolfman wrote:Quick note on consequences - Pking not only increases your suspicion rating but it is also one of the largest factors for increasing drone hostility towards you. High hostility will mean the drones are actively hunting you. I don't like this. It is like opposite to: "the enemy of my enemy is my friend". Drones should be more friendly for providing them more salvage then they already had.
Nosum Hseebnrido
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Sylwester Dziewiecki
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320
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Posted - 2014.07.04 07:54:00 -
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Regis Blackbird wrote:- What if FF where always OFF within squads?(And I mean always, in all security space) This would actually take care of a number of problems:
- it gives a huge plus to running squads, especially for new players.
- it completely removes the problem of trolling within squads without consequences.
- to betray the squad you need to leave it first, giving the prior warning Severus was looking for.
- The "no tagging" within squads would make sense, since it would be impossible (due to FF OFF) to obtain a suspect or threat status by firing on your team mates.
- the common squad tagging also makes more sense, since you still can fire upon other players and squads, but will do so as a team.
(...) Ow rly?
Imagine 6-men squad with Mass Drivers killing everything around but not each other. It is something like camp-gate disco in low-sec(10~ Battleships fitted for high resistance on smartbomb's they use - they are making minimal damage each other in proximity of smartbombs but everything without those resistance evaporate). Is it make sense for you now?
Nosum Hseebnrido
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Sylwester Dziewiecki
Interregnum.
320
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Posted - 2014.07.04 15:33:00 -
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Regis Blackbird wrote:
What FF OFF in squads would give us, is a relatively safe space for people that don't know each other, that is not dependent on the local security level. The ability to turn coat your squad without any repercussions will be gone, since you need to leave squad to do so. This will increase your threat level, and invoke any consequences the game feel is justified depending on where you do it. New people would be encouraged to run squads, which we don't have at the moment in Dust 514.
I think it's important (for any game) that the game mechanics (i.e can I hurt that dude?) stays the same thoughout the game. I don't like the sudden shift from FF OFF to ON that we have I Dust at the moment, and I will not like it in Legion either. If a new person learns the ropes in high sec, he shouldn't have to re-learn everything when he goes deeper in the game.
With general FF ON, and squad FF "OFF" throughout the game, it will only be the consequences of your actions which will vary.
Look, I think that everyone should be able to kill each other in Leagion(no half measures, no matter on system security). Of course there should be consequences as always, depended on system security status, but they should not be permanent and persone that commit the crime once should be able to commit it again in future. There should not be mechanics that prevent players to physically commit a crime.
Beside generally speaking, if you were a man who wants to learn the game mechanics you should not be depended on how game works itself and your own experience of playing it, but on ugly-fat-library of trailers, guidelines, and evil-block-of-text that teaches you play it on every step that you are making in-game. We don't have that today. New people that come and play Dust 514 for the first time are inform how to start match, create new fitting and fit it so it's valid and a couple of similar things. They scratching game in their first 24-hours period of time and If they want to know something extra, they are depended on community, and community is not something solid(available every day with the same attitude of willingness to help). There are some people that do not use forums to often, right? So they are force to wander aimlessly till someday they just delete or start playing some different FPS.
Thats why new players do not make they own squads - they simply do not know how, or why.
Severus Smith wrote:(...)
Without a system like this then your "carebear" players will never leave Highsec. Just like in EVE, a one jump difference goes from relative safety to utterly deadly. There isn't a stepping stone. And while many people will go "this is needed" I disagree. EVE has a large problem with incensing players to move from Highsec to Low to Null. Why? Because dropping from 0.5 to 0.4 means you will lose what your flying. CONCORD doesn't give a **** and gate guns wont save you.
You don't want that in DUST / Legion. You want new / carebear players to want to adventure out into Lowsec. There should still be danger, but it is mitigated by something like the IFF where instead of dying instantly to a turncloak or ganker they have a chance to react and survive. 1 - 2 seconds, that's all. Then, when they eventually move to Null, they can deal with the "reactive" situations of FF being always on and having to worry about instantly dying to betrayals.
You need steps. Not a cliff. In EVE you can not kill another player in those places/situations:
- Station - whoever hides in station is untouchable.
- OutPost - similar to Station but more boring.
- POS - with exception - someone can bump you out of it or camp it till it has no fuel and no longer provide safety.
- Cloaked ship in safespot - theoretically you can kill him, but he is invisible(physically and electronically).
..and that's it.
There is no invisible protection in high sec, that will save your ship from suicide-gank(thats trigger a few nice story in my head). You can die everywhere except those places/situations that I mentioned. I think that one of the factors[ that convince players to move on to more "dangerous places" is when they realise it, and starting to calculate what they can gain in the same amount of time that they spend on game now(in Empire). And of course everywhere else they can get more than in Empire.
PS Sorry for weak eng.
Nosum Hseebnrido
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Sylwester Dziewiecki
Interregnum.
323
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Posted - 2014.07.09 19:02:00 -
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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? If I would be a bad pirate I would like to join my futures victims squad and unnoticed hack their LOD beacon so it is visible for my corp mates as well.
And I think that we will need Corporation, and Alliance LODB's as well, not just squad.
Nosum Hseebnrido
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Sylwester Dziewiecki
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Posted - 2014.07.09 20:10:00 -
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CCP Wolfman wrote:(...)bases of operation(...) What CCP Wolfman think: link What everyone else think: link
Nosum Hseebnrido
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Sylwester Dziewiecki
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325
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Posted - 2014.07.09 21:12:00 -
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Grimmiers wrote: Actual grounds spawns should be done with crus which should be changed in legion to have an interior. Then there should be a vehicle focused on spawns like that medium attack vehicle that was shown before acting like a mobile cru. Anything large would be better for spawning than the uplinks that are always purposely glitched in some object.
(old EVE online art)
That would be a proper place to spawn - It has interior, guns to protect, awesome look, big wheels..
Nosum Hseebnrido
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Sylwester Dziewiecki
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Posted - 2014.07.10 12:08:00 -
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CCP Wolfman wrote: Squads
Currently there is no logic for group LODs and you will have to land and reform. There are a bunch of things to consider with it, is it just first spawn, what about spawning at different times, what if one member picks a droplink etc. Ideas welcome.
From my tactical point of view, it has more sense to randomly spawn yore entire team on salvage area at the beginning in order to scan scan more land, and after reading results, decide where we planing to set our LODB, where is the most efficient point of map that we will have to cross constantly.
I just came up with the idea that we(squad/team) need to have option to share our scan results with each other, or at least with squad commander.
Syeven Reed wrote:steadyhand amarr wrote:I would like to state that i strongly support the tent pitching idea and should be looked at sooner rather than later to see and test ideas around this area. Though i understand just getting spawning working right now is the priority There was discussion a while back talking about how we need somewhere to drop off salvage to make it "ours". What would you think to it brought back to this base for keeps?
Taking in to account that 90%+ of items on market will be seed by other players, it force everyone to somehow being involve in salvage site. But as we know from eve not everyone like mining. So I think that we should have role options on salvage site - some of us may enjoy using harvester, or scanning stuff, but we also should have people responding for building 'base' - and we could connect it some how to how we take of salvage from planet.
So I see it as everyone poor and rich that join salvage match should be able to use neutral structure that bank his salvage and take it out of planet, but it should be risks for them, because crowd of people can use it, and there can be some bad people that set some trap over there, who count on easy prey.
Group of players that want to lower their risk of losing salvage should be able to deploy corporation assets on their base of operation(tent pitching) and use it to secure salvage more safer. To make it look more safely RDV would not be involve in that, but low orbital drops of packages/small cargo containers that open their parachute 50-70 above the ground, and land close to LOD beacon(all in subject of low-profile :P). From that place salvage teleport(modified drone teleport) can be manually install or self-install by pressing right button on terminal, but it can not be use without electronic key that is carry by two individuals of that group - they can be killed early and key can be capture, so they need to be protected(mini-game aspects). To give more tactical meaning to basis they could be armed with electronic warfare equipment, that for example turn off every dropuplinks in some proximity, or reduces the effectiveness of other players scanners.. add noise to other players life basically.
What do you think about that?
Nosum Hseebnrido
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Sylwester Dziewiecki
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326
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Posted - 2014.07.12 13:39:00 -
[17] - Quote
Sylwester Dziewiecki wrote:[ So I see it as everyone poor and rich that join salvage match should be able to use neutral structure that bank his salvage and take it out of planet, but it should be risks for them, because crowd of people can use it, and there can be some bad people that set some trap over there, who count on easy prey.
Group of players that want to lower their risk of losing salvage should be able to deploy corporation assets on their base of operation(tent pitching) and use it to secure salvage more safer. To make it look more safely RDV would not be involve in that, but low orbital drops of packages/small cargo containers that open their parachute 50-70 above the ground, and land close to LOD beacon(all in subject of low-profile :P). From that place salvage teleport(modified drone teleport) can be manually install or self-install by pressing right button on terminal, but it can not be use without electronic key that is carry by two individuals of that group - they can be killed early and key can be capture, so they need to be protected(mini-game aspects). To give more tactical meaning to basis they could be armed with electronic warfare equipment, that for example turn off every dropuplinks in some proximity, or reduces the effectiveness of other players scanners.. add noise to other players life basically.
What do you think about that? I wanted to add to my idea of deployed assets that salvage teleport should be able to "bank" and teleport to orbit also other deployed structures, like other group of players salvage teleport.
It will include more piracy aspect in to the game.
Nosum Hseebnrido
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Sylwester Dziewiecki
Interregnum.
327
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Posted - 2014.07.16 15:37:00 -
[18] - Quote
CCP Wolfman wrote:Thanks guys, good sanity check.
Current plan is WASD, for forward, left, back, right and mouse left/right for rotation. There could be some truth in the opinion that rotation isnGÇÖt needed for a test but weGÇÖll see.
ooh.. what about arrow position, sitting position and option to flying on back? Wolfman just take few people from office to local drop zone and try it - it will clear your mind.
Nosum Hseebnrido
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Sylwester Dziewiecki
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Posted - 2014.07.17 15:36:00 -
[19] - Quote
Sole Fenychs wrote: Now I have this mental image of a well-known Corp, like the Goons, spawning into the atmosphere with their dropsuits and dropships and using colored smoke trails to draw their icon into the sky. Everyone on the ground goes "oh ****" and either calls for reinforcements, or logs out because **** those guys.
Ow ****! It's a goooons!!
SponkSponkSponk wrote:Fox Gaden wrote: 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
WSAD same as I described, just without any way to change facing. You have option to change facing till the game realize it is jump from high attitude. It's like jumping on flat ground - you can do what ever you want above the ground, but if you felt in to some hole in ground game instantly lock you down with interia dampener mechanic.
So if someone would like to cut some developing time in CCP. He could separate basic position(when you see your hands on screen) from lock on mouse, and add that lock to moment when player activate interia. When player would appear on high attitude above the ground he would all the time have that hands on screen, and he would have option to look around, and when the times come he would activate ID and have lock on screen. It would work just fine.
"You can do something right, or right now" I do not know who said it, but this is very much a truth. I imagine this mechanic to be build "right" in Legion, but you can not have everything you want, right?
Beside it would be cool if you(CCP) would ask someone from local drop zone(I'm not joking) what he think about this mechanic, I bet he may be really helpful. Look at this as part of advertisement, many people was pull in to EVE because you had this wonderful economic and person in CCP staff responsible of how it evolve in game. Just give him some NDA contract to sign, and let him have look at what you are testing, and what he think about it.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Sylwester Dziewiecki
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Posted - 2014.08.01 01:18:00 -
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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!
Cool, cool indeed.. If you can not give us screenshots could you at least tell us how high GÇÿorbital drop uplinksGÇÖ is placed - how long it takes to touch ground after spawning on it?
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Sylwester Dziewiecki
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Posted - 2014.09.16 22:14:00 -
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It 's been some time, could someone from CCP drop us some information about progress of Legion, and I'm not telling certain about salvage-sites, but anything like new outpost pics
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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Sylwester Dziewiecki
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398
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Posted - 2014.10.26 18:51:00 -
[22] - Quote
Sawdeth wrote:@CCP Wolfman Imagine that Rock being thrown into a Hornet's nest is the Drone Hive after it takes about 1/8th of it's shields from a Rail gun tank. This is how I would like to see these Rogue Drones react. Bees are limited compare to drones. On movie they flew from the hive and started to 'looking' for threat on they own way, I do not not know exactly how it's work but it have to be something with colors and moves. So bees can not look at the hole in hive, calculate trajectory, force and proceed to attack instantly.
I think drones should always react to threat which 'tactical taste' counter attack: 1. Weaker drones should hide from victim line of sight to prevent unnecessary losses. 2. Heavier drones should work as 'bait' and remain on victim line of sight while they are remotely repaired by hidden behind rocks logistics drones. 3. Heavier drones should buy enough time for Assault drones to flank victim and attack it at the same time. 4. There should be some Scouts as well, focused on different task like a) scanning battlefield around player to be sure that he is not just distraction, b) and there should be Scouts with more direct roles like scanning victim fit in order to adjust weapons in best way, so if he use armor tanking, drones should use anti-armor base weapons so the 'assault' focused on maximize drones efficiency.
And it would be incredible amazing if the drones would move in very aggressive style so everyone that seen it can clearly tell that they are predators here(not w, but they). What we saw in that trailer long time ago ..it was weak, those drones were moving as lazy herd of pandas, which had just filled their stomachs.
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
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