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Thread Statistics | Show CCP posts - 66 post(s) |
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CCP Wolfman
C C P C C P Alliance
3189
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Posted - 2014.07.10 03:23:00 -
[481] - Quote
Ok, a few quick answers to questions IGÇÖve seen come up.
Drifting?
Not in our first test. Today weGÇÖll have the random picking of points on the map and spawning up in the sky.
Drifting will likely become an important thing to add though since it helps mitigate the random nature of the drop by allowing you to steer to some extent.
Lore?
Like drop uplinks, the LOD uses a localized wormhole created by a ship in orbit (that you clone jump to). It canGÇÖt get an accurate lock due to planetary interference which accounts for the randomness of the spawn location and it spawns above the target area to prevent you appearing inside a rock
Droplinks provide a focused locater signal which is why they allow pin point spawns.
You are not getting off the planet, your consciousness is transferred to the ship in orbit and from there you clone jump back to your station. You dump your clone behind.
Droplinks used by more than just squads?
For now itGÇÖs just squad. We are hoping to give the player the option when deploying for it to be personal/squad/team.
Completely random?
ItGÇÖs a random selection from a bunch of points weGÇÖve placed so we could put them all at the edges of the map if we wanted to control the areas more. Right now theyGÇÖre all over the shop.
Calling in a small building, base of operations?
By this I just mean you can set up a starting point for you and/or your squad allowing you specific spawn locations. Allowing more advanced GÇÿtent pitchingGÇÖ options is being considered for future development for sure. This is just a first step.
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.
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Oceltot Mortalis
30
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Posted - 2014.07.10 03:33:00 -
[482] - Quote
CCP Wolfman wrote:Ok, a few quick answers to questions IGÇÖve seen come up. Drifting?Not in our first test. Today weGÇÖll have the random picking of points on the map and spawning up in the sky. Drifting will likely become an important thing to add though since it helps mitigate the random nature of the drop by allowing you to steer to some extent. Lore?Like drop uplinks, the LOD uses a localized wormhole created by a ship in orbit (that you clone jump to). It canGÇÖt get an accurate lock due to planetary interference which accounts for the randomness of the spawn location and it spawns above the target area to prevent you appearing inside a rock Droplinks provide a focused locater signal which is why they allow pin point spawns. You are not getting off the planet, your consciousness is transferred to the ship in orbit and from there you clone jump back to your station. You dump your clone behind. Droplinks used by more than just squads?For now itGÇÖs just squad. We are hoping to give the player the option when deploying for it to be personal/squad/team. Completely random?ItGÇÖs a random selection from a bunch of points weGÇÖve placed so we could put them all at the edges of the map if we wanted to control the areas more. Right now theyGÇÖre all over the shop. Calling in a small building, base of operations?By this I just mean you can set up a starting point for you and/or your squad allowing you specific spawn locations. Allowing more advanced GÇÿtent pitchingGÇÖ options is being considered for future development for sure. This is just a first step. SquadsCurrently 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.
Can we get a grenade slot, one time use, personal spawn point? Lone wolves need love too.
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11738
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Posted - 2014.07.10 03:54:00 -
[483] - Quote
CCP Wolfman wrote:Ok, a few quick answers to questions IGÇÖve seen come up. Drifting?Not in our first test. Today weGÇÖll have the random picking of points on the map and spawning up in the sky. Drifting will likely become an important thing to add though since it helps mitigate the random nature of the drop by allowing you to steer to some extent. Lore?Like drop uplinks, the LOD uses a localized wormhole created by a ship in orbit (that you clone jump to). It canGÇÖt get an accurate lock due to planetary interference which accounts for the randomness of the spawn location and it spawns above the target area to prevent you appearing inside a rock Droplinks provide a focused locater signal which is why they allow pin point spawns. You are not getting off the planet, your consciousness is transferred to the ship in orbit and from there you clone jump back to your station. You dump your clone behind. Droplinks used by more than just squads?For now itGÇÖs just squad. We are hoping to give the player the option when deploying for it to be personal/squad/team. Completely random?ItGÇÖs a random selection from a bunch of points weGÇÖve placed so we could put them all at the edges of the map if we wanted to control the areas more. Right now theyGÇÖre all over the shop. Calling in a small building, base of operations?By this I just mean you can set up a starting point for you and/or your squad allowing you specific spawn locations. Allowing more advanced GÇÿtent pitchingGÇÖ options is being considered for future development for sure. This is just a first step. SquadsCurrently 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.
I don't know how I feel about having two spawner type equipment options......to be really honest I think the Sky Drop would be significantly more popular as the direct feeling of
Deploying Looking Up Seeing your squad rocket down from above onto your location.
As Opposed to
Drops Uplink Peeps randomly spawn in..........
"So you came back......My son, my Udorian son.....bearing the filthy blood of his heathen mother." - Eaderan Ouryon
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CCP Wolfman
C C P C C P Alliance
3189
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Posted - 2014.07.10 05:12:00 -
[484] - Quote
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.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6210
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Posted - 2014.07.10 05:19:00 -
[485] - Quote
CCP Wolfman wrote:Ok, a few quick answers to questions IGÇÖve seen come up.
Drifting = Good >=D
Lore: Good enough for me. Albeit, the concept of a bunch of dead clones' gear laying all over the salvage field seems like it would further propagate the issue of drones coming around - I love it xD
Squad/Team DU: Cool.
Completely Random: Well, technically it's not -completely- random, sounds a lot like the Ambush spawning mechanics... Only in the sky and without necessarily being near your 'team'.
Calling in buildings: Soooo, 'bout dat Commander suit and dropping of installations....
Squad LOD: Actually, the idea of an isolated worm-hole would make perfect sense for this. Give the player(s) the option to select 'deploy with squad leader' and then a 30-second count-down or something, just have the squad come out of the same worm-hole in unison. Could still be random but they're all deploying in the same 'warp bubble', so to speak.
Suggestions:
Consider shortening or altering the animation for when you hit the ground after using inertial dampeners. It's kind of a pain being stuck in one position and having to wait for the character - who I have no control of during the animation - lift up from his kneeling position, especially while being shot at. If you have to, look into giving us a temporary shield like in Titan Fall. We're already invulnerable and cloaked for a second whenever you spawn in Dust 514 anyway so if anything you're just telling the other player why they're not doing damage.
(Sarcastically speaking) That or something like the HDG from Final Fantasy The Spirits Within:
"High Density Gas (HDG) - A gel packet that is fired at the ground while a Deep Eyes member is airborne. Upon impact with the ground, the gel expands, forming into a cushion of dense, liquid-like gas for a soldier to safely drop into, protecting them from normally fatal falls."
Useful Links
Aeon Amadi for CPM1
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Regis Blackbird
DUST University Ivy League
327
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Posted - 2014.07.10 07:13:00 -
[486] - Quote
CCP Wolfman wrote:Ok, a few quick answers to questions IGÇÖve seen come up.
Drifting?
Not in our first test. Today weGÇÖll have the random picking of points on the map and spawning up in the sky.
Drifting will likely become an important thing to add though since it helps mitigate the random nature of the drop by allowing you to steer to some extent.
Thanks for recognising the importance of it though (don't forget my "adjusting mercs point of view during decent" comment, this is important)
CCP Wolfman wrote:Lore?Like drop uplinks, the LOD uses a localized wormhole created by a ship in orbit (that you clone jump to). It canGÇÖt get an accurate lock due to planetary interference which accounts for the randomness of the spawn location and it spawns above the target area to prevent you appearing inside a rock Droplinks provide a focused locater signal which is why they allow pin point spawns. You are not getting off the planet, your consciousness is transferred to the ship in orbit and from there you clone jump back to your station. You dump your clone behind.
I am now a happy merc It does not matter the who, why and how in this stage. This comment alone (even if it currently has zero game mechanics attached to it) gives great hope for the future!
I am totally fine with the rest as well... for now
CCP Wolfman wrote:Completely random?
ItGÇÖs a random selection from a bunch of points weGÇÖve placed so we could put them all at the edges of the map if we wanted to control the areas more. Right now theyGÇÖre all over the shop.
It would be nice if a "sky spawn point" is marked as "used" for a duration of time after a squad deploys. You don't want to drop on top of another squad which just deployed by accident.
CCP Wolfman wrote:Calling in a small building, base of operations?
By this I just mean you can set up a starting point for you and/or your squad allowing you specific spawn locations. Allowing more advanced GÇÿtent pitchingGÇÖ options is being considered for future development for sure. This is just a first step.
I understood that, but its nice to get the imagination go wild sometimes (ohh wait..., my does that all the time )
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.
I think its fine. Its something which is random the first deploy, but on the ground you should rely on your own drop uplinks (ground spawns). You can always opt to get a new random sky spawn if you want (if you die, or loose your uplinks).
You should always be able to "sky spawn" in the vicinity of squad members (If any squad member is still alive and no drop-uplinks are available). This can be explained with every suite have a weak built in beacon.
Suggestion (from merc quarters only): The squad leader have the option to deploy squad or solo. The rest have only the option to deploy solo. This way, one person can initially deploy to act like a LOD Beacon (see comment above), or drop an uplink for the rest of the squad without having to reform.
* If squad deploy is selected, they should get the same spawn location (random or squad member)
* If all squad members deploy solo without selecting a squad member, they should all get individual random spawns. |
Kevall Longstride
DUST University Ivy League
1470
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Posted - 2014.07.10 09:43:00 -
[487] - 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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steadyhand amarr
shadows of 514
3224
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Posted - 2014.07.10 09:59:00 -
[488] - Quote
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
You can never have to many chaples
-Templar True adamance
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Syeven Reed
G0DS AM0NG MEN
752
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Posted - 2014.07.10 10:02:00 -
[489] - Quote
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?
Twitter MajLagSpike
CPM Application
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Evolution-7
The Rainbow Effect
580
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Posted - 2014.07.10 10:37:00 -
[490] - 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?
In modes where there are warbarges, keep the ability to spawn on them please, and inside the warbarge it could be like planetside 2, you can access fittings look at a real time map of the battlefield, not by user input, e.g: opening the neocom, but by it actually being there in game.
EVE: LEGION ON PS4!
RIP DUST. You died prematurely: December 2011 to 2nd May 2014
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Evolution-7
The Rainbow Effect
580
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Posted - 2014.07.10 10:41:00 -
[491] - Quote
also, credit to the first guy who requested it. https://forums.dust514.com/default.aspx?g=posts&t=44353
EVE: LEGION ON PS4!
RIP DUST. You died prematurely: December 2011 to 2nd May 2014
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steadyhand amarr
shadows of 514
3225
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Posted - 2014.07.10 10:51:00 -
[492] - Quote
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?
I like the idea you could pitch a small base to exfil larger items. So your drone can fish out scarps and spare parts. But if you found a really big modual you could tug it back to base for an rdv to pick up.
Or your home area starts deploying scout drones to find sites for you or to protect you etc.
Lots can be built of this idea :-)
You can never have to many chaples
-Templar True adamance
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Sylwester Dziewiecki
Interregnum.
325
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Posted - 2014.07.10 12:08:00 -
[493] - Quote
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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steadyhand amarr
shadows of 514
3225
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Posted - 2014.07.10 12:57:00 -
[494] - Quote
I support base building is a corp activity as it shows a clear purpose for being in a corp. And i support a risky neutral drop of bank that can be mitigated by deploying your own. Running a base though should be soloable, need to keep it system, but i feel it could be somthing that leads to complex outposts with walls for operations that could take days for a corp to clear.
To keep this thread on topic i will post my vision tonight as base building as a concept is its own thing :-P
You can never have to many chaples
-Templar True adamance
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Severus Smith
Caldari State
551
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Posted - 2014.07.10 15:29:00 -
[495] - 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.
Sky spawing is awesome, I am so happy to hear that y'all are doing it. One problem for the future (if you expand LOD out of Salvage mode, which you should) is that it will suck for a team who takes an installation and has a "front line" to constantly have to worry about random enemy LOD drops into their base.
What would be cool, for the future, is a new installation. Anti-Air Defense System. Basically a flak cannon or something that shoots down LOD capsules. When selecting where to drop on the map enemy AA guns would have a large red circle around them. This is the area you can't LOD into.
This mainly just helps teams maintain battlefield control. |
Cross Atu
OSG Planetary Operations Covert Intervention
2578
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Posted - 2014.07.10 16:11:00 -
[496] - 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? Same thoughts as I have/had about it in Dust. As an additional method it's great value added. As an exclusive method is deeply flawed.
Addressing the exclusive aspect (as I think the value added side is pretty clear) It removes tactical game play in many ways be eliminating stealth. It increases "redline" behavior due to the ability to kill players on their way in or camp their touch down locations (re-creating the "spawn without cloak" effects of early Dust). It encourages AoE and 'spray and pray' spam as you can just blanket an area with fire for kills, and also it's one of the few counters to be spawn camped. (thus removing the roles of this weapons by making them effectively mandatory rather than niche).
Taking the first two bullet points
- No default spawns.
- When you deploy you are GÇÿdroppedGÇÖ to a random location on the map.
Those are great for optional spawns or as a first spawn in effect but as the only option again we're digging into the pre- history of dust with things like people opening fire as they're spawning just in case they're surrounded by hostiles. It recreates situations like the "game show" event back in beta where there was no tactical play for the first portion of the map until opening spawns were all finished and uplinks were in place to establish a battlefield dynamic that wasn't essential a RNG at work.
Taking the next two points
- 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.
This is interesting, assuming these spawn mechanics work the way our current spawns do, combined with a general spawn derived from the sky spawn school, that could become very interesting and dynamic.
I would append to this however that it should be the default Drop Uplinks and LOD which are squad locked with a verity available that would be team wide. Balance this 'team spawn' type such that it's efficiency (spawn time, fittings cost, number of spawns) was lessor than the squad only iterations. Having squad only is the primary push seems good, but removing possibility for team spawn entirely hobbles emergent and tactical play within more organized contexts such as PC, FW (or whatever Legion equivalents will be).
An alternate way to allow team spawn (would require testing of course) would be to make the mCRUs the slowest spawn points but open to team spawn. Thus you'd still have to establish and defend an asset presence on the ground to attain team spawn values, the squad links would be primary, but the mCRUs would provide a unique and tactically viable asset.
First thoughts, Cross
Vote Cross Atu for CPM1- An emergent candidate
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Soraya Xel
Abandoned Privilege Top Men.
2886
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Posted - 2014.07.10 16:19:00 -
[497] - Quote
CCP Wolfman wrote:Like drop uplinks, the LOD uses a localized wormhole created by a ship in orbit (that you clone jump to). It canGÇÖt get an accurate lock due to planetary interference which accounts for the randomness of the spawn location and it spawns above the target area to prevent you appearing inside a rock
I really dislike this "localized wormhole" lore excuse. It doesn't jive well with EVE lore as a whole, and speaks of some manner of laziness to a better effect, like actually being dropped from... dropships.
I'd like to be your CPM1 candidate
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Regis Blackbird
DUST University Ivy League
328
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Posted - 2014.07.10 18:12:00 -
[498] - Quote
Soraya Xel wrote:CCP Wolfman wrote:Like drop uplinks, the LOD uses a localized wormhole created by a ship in orbit (that you clone jump to). It canGÇÖt get an accurate lock due to planetary interference which accounts for the randomness of the spawn location and it spawns above the target area to prevent you appearing inside a rock I really dislike this "localized wormhole" lore excuse. It doesn't jive well with EVE lore as a whole, and speaks of some manner of laziness to a better effect, like actually being dropped from... dropships.
I don't have any major problem with the proposed lore explanation, as long as we originate from a (small) ship in orbit. My reason is that it have the potential to give us new gameplay options in the future, both for EVE and Legion. (One can dream, right? )
However I like the idea of using a dropship, but mainly as an instrument of extraction. While it's convenient to just "drop dead" to leave the planet, I think it could be cool to have some form of extraction point that we have to reach to successfully retrieve all the loot we gathered.
If there are no enemies around (Players and Drones), the automated dropship can be brought down right where we are, like an RDV. If the zone is hot, it will place a beacon some distance away which has to be reached for successful extraction.
I guess we can kill players and steal their harvester (loot), so why would it magically "clone jump" with us when we self terminate? |
Averllik
WarRavens Final Resolution.
1
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Posted - 2014.07.10 18:43:00 -
[499] - Quote
-The whole allure of eve is there is many planets and systems you can go to, that people have not even found yet. There are places where you can find destroyed space stations, ships, abandoned colonies and extinct civilizations. Now these types of environments should be open for legion members to explore, so that they can salvage whatGÇÖs remaining there, kind of like how they found the clone technology in the dust trailer. It also opens the doors for multiple maps with in one environment as you can do one mission on the same ship over and over but each time choosing a different section to explore till back into different parts of planet, ship etc and finding different things. Of course Salvage Skills will apply so you may want to create a squad mixed with combat and salvage players, this makes the game more versatile so that players can be protected while gaining loot, similar to how corps will mine in null space or go in guns blazing and take out other people who found the location as well.
-Personal Contract Orders: (Which can be done by using scan skills on a map of his/her choosing within populated space, where a clone hub could be in close proximity, so that you are able to reach the destination. Once scanned and you find a beacon its relayed to a console and you can create a contract which can be set open for all to see or just for yourself and the team you choose or randomly enlist, either way your contract gives you a % of the salvage.)
-Corporation Contract Orders: Now this is where your Corporation in EVE and Legion can combine skills using ships in EVE to scan locations as they do already with probes and relaying it back to the legion as a contract option, of course these sort of missions can still vary but it opens the map up to areas of the universe currently unexplored, harder to get to or is with in another factions territory, which you may have bad standing with (for example you took out a convoy of Caldiri troops moving supplies on another contract). These sort of contractors similar in design to above, can be set up for anyone to accept or set for corporations or alliance all depends on how much you want to earn money for your corporation yourself and gain better standings.
-PC Contract Orders: Lastly for a truly combined effort to gain salvage, EVE and Legion need to combine, as for scans in some parts of Null Sec space requires friendly ships to be in the area so that they can be used as a clone hub. This can be made similar to PC fights, timing the efforts of both games to get the best results. (could even involve Valkyrie like the their trailer) Of course other alliances who use counter intelligence and have an ear to the ground may wish to counter your offensive and fight you ship to ship creating opportunities for ship boarding changing the events of the mission temporally at least till someone comes out on top or join you to fight the AI guarding the ground and air or it could just turn into a three way fight between AI & PVP once one side has already landed and engaged) Either way each event you can get your salvage gear out and take from the dead bodies, and from the ship, all to be sold on a global market which can be sold for use on eve ships and vice versa or just keep it if itGÇÖs still usable items.
-(Of course I do hope planetary conquest will still be in effect, similar to salvage locations, where you can instead find new planets for your corporation or take from the enemyGÇÖs pre-existing locations that includes factional warfare as well. Which will truly effect & Change the course of EVE.)
-Factional Contracts: As I mentioned above in the way the game could interact with missions and the ability for salvage both combined allow for the creation of a dynamic game play that can change mid game, the AI should not just be subjected to Drones but other Automated Defence systems, and in some maps, salvage could be actual military base equipment guarded by AI soldiers who upon death drop loot boxes, either they are factional units or Pirates, loot is loot and your choice of who you are fighting for creates positive and negative standings for your character, which can affect the type of factional contracts you can get.
-Through passive game play people can join the fighting for or against the defence of bases and equipment as seen in Dust which depending on the contract and location could be PvP or PvAI or PvP & PvAI.
-All AI should react differently depending on the Contract and its location there should be a Mission level Notice stating the difficulty and this determines how many enemyGÇÖs may be deployed and how hard they are to beat and the traps that could be awaiting you when searching through an ancient ruined city etc..
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11754
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Posted - 2014.07.10 21:33:00 -
[500] - 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.
Would it be possible in future to use these "Drop Spawn points" to land a vehicle from Orbit?
"So you came back......My son, my Udorian son.....bearing the filthy blood of his heathen mother." - Eaderan Ouryon
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Dnaizohd Orlenaard
Crux Special Tasks Group Gallente Federation
6
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Posted - 2014.07.10 22:28:00 -
[501] - Quote
CCP Wolfman wrote: Drifting?
http://youtu.be/2_I-kLXIXAU?t=2m34s 2:34
Perhaps we should be able to drop from a certain height like in the video, so we're able to take a look at the overall location and plan.
I also think the Inertia dampeners should be activated at a certain altitude at least, or have some sort of interesting mechanic, just at least so we don't see people just activating them right at the last second (as we see in a couple of Dust videos).
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Marcus Stormfire
G.R.A.V.E INTERGALACTIC WARPIGS
32
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Posted - 2014.07.10 23:57:00 -
[502] - Quote
26 pages as of this post so forgive me if my ideas were already said. (I plan to read every page soon )
- Few Ideas to add -Storyline Salvage areas after a main event. Such as when the Leviathan was destroyed. That would open up crap loads of loot sites with wrecked Titan pieces on Caldari Prime. Or when the Nyx Supercarrier (Gallente) rammed the Caldari station.
- I would love to see joint salvage expeditions between eve pilots and Mercs. Such as sites in space that an Eve pilot can ferry mercs to for a cost. Or have it so that there is rare loot that Eve pilots look for and can use themselves thus making it profitable for both parties involved.
-I agree with everyone here that said Drones need tiers. -Highsec should have drones that can be soloed for the newbies. (standard Salvage drones) - Lowsec should have drones that can be soloed by someone with high skills and excellent gear however promotes the newbies to squad up with good AI that can adapt to most things. (Salvage drones and possible rouge drones) -Nullsec should have the nastiest drones in some cases that require good players to Squad up. (with some solo-able exceptions. (Rouge Drones and even nastier Rouge Drones) -Wormholes? I shudder to think what evil ccp can think of to make those sleeper drones devastating.
-Sandbox environment. All loot salvaging sites should have a way that some unwanted person or squad can enter. Like in Eve and the dedspace complexes. It is hard to catch someone in them however it is possible if they are not paying attention. Gives the opportunity for cooperation, competition, and Awoxing (betrayal)
-Random terrain generation (If possible) would keep loot salvaging interesting. One time you find a crate of Thale's in a truck on a road. Another time you find a Crate of Thales in the A** end of nowhere surrounded By lava and drones but the terrain is different each time.
I am sure I have more but I digress before I enter a giant wall of text.
-Marcus
-I don't always kill Mercs with a sidearm, But when I do I use militia.
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Forlorn Destrier
Vengeance Unbound
2670
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Posted - 2014.07.11 00:28:00 -
[503] - Quote
Scenario: Squad Member 1 spawns first, landing in a ramdom location. Upon landing she/he puts out an LODB. The rest of the squad deploy to the becon. While they are in transit, random player destoys the LODB. What happens to players in transit? Do they lose their way? Do they now deploy to a random location within "x" meters of becon (say within 100-200 meters), so they can still regroup, but they aren't as far as they would be if they had randomly deployed? etc
I am the Forgotten Warhorse, the Lord of Lightning
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SponkSponkSponk
The Southern Legion Final Resolution.
910
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Posted - 2014.07.11 00:31:00 -
[504] - Quote
Forlorn Destrier wrote:Scenario: Squad Member 1 spawns first, landing in a ramdom location. Upon landing she/he puts out an LODB. The rest of the squad deploy to the becon. While they are in transit, random player destoys the LODB. What happens to players in transit? Do they lose their way? Do they now deploy to a random location within "x" meters of becon (say within 100-200 meters), so they can still regroup, but they aren't as far as they would be if they had randomly deployed? etc
Just like in Eve if a cynosural field is popped while capital ships are en route; arrivals are scattered around a wide area.
Dust/Eve transfers
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ladwar
HEARTS OF PHOENIX
2006
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Posted - 2014.07.12 00:19:00 -
[505] - Quote
only thing i want to know is
how you plan on players "banking" loot my guess is a hub in fixed locations. which brings me to point two. what are your plans to prevent camping of said places. since some or all of dust weapons are going to transfer over. whats stopping someone from forge snipe camp to steal everyone in that match loot with a one shot kill weapon.(also thinking REs). because this will be more profitable then going out and risk fighting players and drones randomly.
the threat table just isn't to cut it and you time on it seems low, very low. i was thinking in terms of days(online active not RL) to down grade not seconds.if it takes less then 8 hours to downgrade from top to bottom i can see the threat system being abused to "bank" camping without drone interference.
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Regis Blackbird
DUST University Ivy League
334
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Posted - 2014.07.12 08:23:00 -
[506] - Quote
ladwar wrote:only thing i want to know is
how you plan on players "banking" loot my guess is a hub in fixed locations. which brings me to point two. what are your plans to prevent camping of said places. since some or all of dust weapons are going to transfer over. whats stopping someone from forge snipe camp to steal everyone in that match loot with a one shot kill weapon.(also thinking REs). because this will be more profitable then going out and risk fighting players and drones randomly.
the threat table just isn't to cut it and you time on it seems low, very low. i was thinking in terms of days(online active not RL) to down grade not seconds.if it takes less then 8 hours to downgrade from top to bottom i can see the threat system being abused to "bank" camping without drone interference.
My guess is: "they dont" (right now). But if they implement some form of "banking", I would be strongly against fixed locations for the exact reason you mentioned.
I suggested a mechanism where you call down some form of automated dropship for extraction. This makes you in control (roughly) of the "banking" point, and can call it in whenever you want. |
Sylwester Dziewiecki
Interregnum.
326
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Posted - 2014.07.12 13:39:00 -
[507] - 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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steadyhand amarr
shadows of 514
3233
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Posted - 2014.07.12 21:24:00 -
[508] - Quote
i vote a deployable LOS you can call down or set up as your bank location, so you dont want it right next to the site so you dont get camped but also not to far away that it takes ages to walk to it,
im very much for players have as much control over these sorts of things to prevent other players gameing the system
You can never have to many chaples
-Templar True adamance
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Syeven Reed
G0DS AM0NG MEN
758
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Posted - 2014.07.12 22:09:00 -
[509] - Quote
steadyhand amarr wrote:i vote a deployable LOS you can call down or set up as your bank location, so you dont want it right next to the site so you dont get camped but also not to far away that it takes ages to walk to it,
I'm very much for players have as much control over these sorts of things to prevent other players gameing the system I second this!
Twitter MajLagSpike
CPM Application
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Maken Tosch
DUST University Ivy League
8863
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Posted - 2014.07.12 23:22:00 -
[510] - Quote
steadyhand amarr wrote:i vote a deployable LOS you can call down or set up as your bank location, so you dont want it right next to the site so you dont get camped but also not to far away that it takes ages to walk to it,
im very much for players have as much control over these sorts of things to prevent other players gameing the system
This sounds doable especially since CCP released mobile units in Eve Online such as the Mobile Siphon Units, Mobile Depots, and Mobile Tractor Units.
Source: https://wiki.eveonline.com/en/wiki/Personal_Deployable_Structures
However, there is a disclaimer in Eve regarding these mobile units.
Quote:Warning: It's worth remembering that if a Mobile Depot is attacked in a high sec system, the attacker will NOT be punished by Concord! He will only receive a suspect flag
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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