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Author |
Thread Statistics | Show CCP posts - 66 post(s) |
Regis Blackbird
DUST University Ivy League
268
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Posted - 2014.05.30 10:43:00 -
[91] - Quote
CCP Wolfman wrote:We're thinking there will be a limit yes, I think it's important to maintain that feeling of risk and loss. We've not designed it yet though so feel free to toss ideas about.
Well, each CRU needs to have some form of link to each clone to facilitate the clone transfer upon death. So that explains the total number of active clones for each district (player cap). Each CRU also have a limited number of clones (or biomass), so you have to pay to "reserve" a specific number of clones, up to a maximum (let say 20%) of the total amount to avoid players with loads of ISK to reserve everything. The biomass get replenished over time (by drones from dead mercs), but it should be possible to temporally drain a CRU.
CCP Wolfman wrote:We're also still discussing if we will put limitations on gear as well i.e. you can only take x much stuff with you. No solid design there yet either so any ideas would be cool.
I think there should defiantly be a limitation the the number of gear you are able to bring. If you change the fitting concept to make each fit a "separate" entity, this will facilitate this quite nicely (I.e when you reserve 10 clones, this includes the gear). I have made a few threads in the past on this subject if you are interested.
https://forums.dust514.com/default.aspx?g=posts&m=2047864#post2047864
https://forums.dust514.com/default.aspx?g=posts&m=2175431#post2175431
This will solve the gear issue since it will be thighed to your drop suite, but it still leaves the vehicles dilemma. My previous post with NPC corps managing the hauling for you would solve this, since you reserve space in a ship not just clones in a CRU. If we spawn in CRUs but the heavy gear needs to be "transported", there will be a natural delay between spawning and bringing down a tank (which could be nice) |
Kincate
DUST University Ivy League
52
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Posted - 2014.05.30 12:07:00 -
[92] - Quote
For the love of New Eden make the act of looting pain free or at least relatively pain free. If you are going to design a system where it involves killing large amounts of something, design the UI or create a tool to ensure people do not have to click on every single corpse. Im not saying make it instant, because the idea of waiting for someone to kill something and then picking them off with a sniperrifle and stealing their kill, that is Eve.
Also limited and local loot storage, and what I mean by that is your inventory. A person should not be able to kill for hours on end in a risky area and not run the risk of losing the salvage he has obtained without taking a break.
For ideas on larger salvage, such as vehicle sized kills looting should be different. Perhaps something like recalling your vehicle you "claim" the salvage and a timer (does not have to be long) begins until a RDV (Which should be vulnerable to intercept at least on the way in) come to retrive the huge chunk of whatever.
Just some thoughts.
1st Legionhaire
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Ghural
The Southern Legion Final Resolution.
231
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Posted - 2014.05.30 13:18:00 -
[93] - Quote
Is like to see drones react to the calling in of vehicles.
Ideally calling in vehicles should involve putting down flares somewhere "safe" and then you can call in a vehicle to that location.
Flares would be a consumable item that you can run out of. So players will need to think carefully about where and when they will deploy vehicles |
Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
477
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Posted - 2014.05.30 13:48:00 -
[94] - Quote
Regis Blackbird wrote:CCP Wolfman wrote:We're thinking there will be a limit yes, I think it's important to maintain that feeling of risk and loss. We've not designed it yet though so feel free to toss ideas about. Well, each CRU needs to have some form of link to each clone to facilitate the clone transfer upon death. So that explains the total number of active clones for each district (player cap). Each CRU also have a limited number of clones (or biomass), so you have to pay to "reserve" a specific number of clones, up to a maximum (let say 20%) of the total amount to avoid players with loads of ISK to reserve everything. The biomass get replenished over time (by drones from dead mercs), but it should be possible to temporally drain a CRU. To give this logical sense, I'd like to see new areas (i.e. areas that have been newly added/re-added to the game) have CRUs that spawn in via orbital drop, similar to OMS games right now. Having CRUs die off and respawn at times (dunno if players should have the power to destroy them) would add an element of life - Basically, someone is providing a service by spawning CRUs and then getting payments for clone body reservations. Places with more interest have higher clone caps and more CRUs, while less interesting places barely get any support, but lower fees and less attention.
You could even possibly make EVE players run such business. If players were capable of destroying CRUs with significant effort in Null-Sec (And remember: Other people will fight you if you pull that ****, because it would mean losing your reserved clones and their gear), it would allow for some nice Mafia-style competition in the CRU business. I'd expect higher security ratings to have laws against this kind of thing. From what I heard about lore/EVE, there'd be Concord intervention if you try to destroy a CRU in High-sec. Low-sec might just require a stealthier approach than Nullsec. |
Syeven Reed
G0DS AM0NG MEN
689
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Posted - 2014.05.30 13:59:00 -
[95] - Quote
Just dropping this here :)
Quote:Loot!!! Arrr matey! Arrrrr Arrr *cough* Arr... *cough* Personally apart from the basics like suits, weapons and modules, I love the idea of looting garbage! Garbage that has a small ISK value, but gives you some lore or information about the context you found it in. In games like (and not to draw any strong similarities) ESO and WoW. You get a piece called a "Sensor Unit" which says in the description, "This sensor unit has been retrofitted by rogue drone AI, but is far to burnt to be of any use now". For me this kind of thing is very immersive, and raises my gameplay experience vastly. Anyone have any good ideas for loot you want to find down on the planets of EvE?
Twitter MajLagSpike
CPM Application
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2668
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Posted - 2014.05.30 13:59:00 -
[96] - Quote
Wolfman, what are your thoughts so far on EVE integration for Legion PVE?
Will pilots be able to assist with orbital strike support, logistic support or drones? |
Baltazar Pontain
Phantom Universe Task Force Die Fremdenlegion
132
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Posted - 2014.05.30 16:59:00 -
[97] - Quote
For me, very cool would be some kind of possibility to skill into it.
What I mean is equipment, skills and of course DROPSUITS that are related to that kind of economy.
To get the link to EVE ONLINE. Like ORE industrial, mining frigates and mining barges I want to have the possibility to be a good industrial while I am protected by my friends that are more good at shooting things.
Some ideas how to obtain loot: * You have to dig for it. (mining) * You have to crack containers. (hacking)
Both activities can be done by all players (even with bare hands) but is more successful or rewarding if done with special equipement.
Example equipment could be: * Hacking tools. * Mining lasers. * Demolition charges to blow up container sides. * Drills.
Also important are tools to find good stuff. I think this part is very important when it comes to loot faster than other players. Possible equipment here: * Metal scanners (to find something in the ground). * Cargo scanner (to determine value before start extracting it).
Special dropsuits (from ORE or something like that): * Heavy Mining Suit * Medium Cargo Suit * Light Recon Suit
And last but not least deployable structures: * Drill side (Can vastely gather resources from the ground but needs protection) * Cargo Storages (will store stuff that was extracted) * Landing pads (will extract resources to orbit)
So to sum up: * Give us tools, skills and drop suits to specialize in the industrial aspect. * Give us varity in the ways we can loot, salvage and find valuuable stuff. (mining, hacking,...)
Thanks for the attention :) |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2668
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Posted - 2014.05.30 17:29:00 -
[98] - Quote
I'd like to see destructible loot! |
IgniteableAura
The Last of DusT. General Tso's Alliance
1187
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Posted - 2014.05.30 18:05:00 -
[99] - Quote
CCP Wolfman wrote:So, you have 3 main components:
- The ability to search for and find loot
- Armed drones that search and gather loot
- Other players that most likely have varying reasons for being thereGǪ
What would make for interesting ways to search for good salvage? What kind of player interactions do you think would be interesting? How do you think drones should behave?
1. Searching and finding loot is probably best done on probability. I would say you can base chance of loot on "level of drone" you are destroying. Level of drone could be capped based on sec status. Some loot should drop in all areas of space and more rare items drop only in high/low/null. That way you have reasons to be in each section. EX: Proto AR only in Gal HighSec, Balac ARs drop only in Gal low sec space, Krin AR drop only in Null Gal space. Make it so racial varients drop in the correct space. I realize that the Empires don't really work in low/null but create weapons/tools in the various regions of space owned by pirates that correlate. "Guristas flaylock pistol" for example.
You can have various objectives/goals. Infilitrate w/o being seen, kill x number of enemies, save a clone from prison, survive increasingly difficult waves of drones (players can choose to "quit" and retain salvage every couple rounds or risk losing it all if they continue, Risk vs. Reward).
Classify specific regions with their difficulty levels (1-15) so players can choose what planet they want to go to, which would include what part of space, so gal/mini/amarr/cal and high/low/null.
2. I think for the lore aspect you can say drones are gathering loot, but I don't think they need to be actively doing it in the missions, just make them "drop" loot when they die, not sure if you want to force players to then pick it up.
3. Only allow "PvP" to occur in low/null regions. Don't force players to kill one another for loot, but allow them to work together if they choose and split the winnings. Incorporate "proximity chat" so you can communicate or hear other people communicating without joining a chat channel. (look at MAG on the PS3 for info on proxy chat)
4. Allow players to impact PI colonies in EVE. Either "in defense" or to "attack"
Youtube
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Maken Tosch
DUST University Ivy League
8722
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Posted - 2014.05.31 00:05:00 -
[100] - Quote
IgniteableAura wrote:1. Searching and finding loot is probably best done on probability. I would say you can base chance of loot on "level of drone" you are destroying. Level of drone could be capped based on sec status. Some loot should drop in all areas of space and more rare items drop only in high/low/null. That way you have reasons to be in each section. EX: Proto AR only in Gal HighSec, Balac ARs drop only in Gal low sec space, Krin AR drop only in Null Gal space. Make it so racial varients drop in the correct space. I realize that the Empires don't really work in low/null but create weapons/tools in the various regions of space owned by pirates that correlate. "Guristas flaylock pistol" for example.
We could take that one step further and make it so that salvage missions are created shortly or immediately after a player-vs-player match concludes with the salvage being based on whatever is left behind. Of course we all know that the after-battle reports show what salvage you got in Dust, but in Legion there should be things that those players may have overlooked and left behind. So if a PvP match had some players using officer gear, there should be a chance of finding leftover officer gear in that area.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Godin Thekiller
shadows of 514
2484
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Posted - 2014.05.31 02:11:00 -
[101] - Quote
I think this fits quite well here.
click me
Blup Blub Bloop. Translation: Die -_-
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IgniteableAura
The Last of DusT. General Tso's Alliance
1188
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Posted - 2014.05.31 04:20:00 -
[102] - Quote
Maken Tosch wrote:IgniteableAura wrote:1. Searching and finding loot is probably best done on probability. I would say you can base chance of loot on "level of drone" you are destroying. Level of drone could be capped based on sec status. Some loot should drop in all areas of space and more rare items drop only in high/low/null. That way you have reasons to be in each section. EX: Proto AR only in Gal HighSec, Balac ARs drop only in Gal low sec space, Krin AR drop only in Null Gal space. Make it so racial varients drop in the correct space. I realize that the Empires don't really work in low/null but create weapons/tools in the various regions of space owned by pirates that correlate. "Guristas flaylock pistol" for example. We could take that one step further and make it so that salvage missions are created shortly or immediately after a player-vs-player match concludes with the salvage being based on whatever is left behind. Of course we all know that the after-battle reports show what salvage you got in Dust, but in Legion there should be things that those players may have overlooked and left behind. So if a PvP match had some players using officer gear, there should be a chance of finding leftover officer gear in that area.
I think that sort of situation would probably work best if the individual players in the battle had an "op-in" salvage quest after the battle. Otherwise I think we would need a huge player base to support the PVE habits. Then again, it could probably keep people from farming the faucet too much.
Youtube
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deepfried salad gilliam
Sanguine Knights
710
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Posted - 2014.05.31 16:20:00 -
[103] - Quote
will their be skills related to salvage? will i need specialized salvage gear? will there be salvage vehicles? can i hold infinite salvage or do i have to drop off my inventory? can i drop it off in my trusty ol lav?
bit coins
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deepfried salad gilliam
Sanguine Knights
710
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Posted - 2014.05.31 16:28:00 -
[104] - Quote
also an absolute must is let me salvage during a match just like in dust i can drop in a lav let me drop in salvagers up to like 10 at a time
and salvage things myself
bit coins
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Meeko Fent
Kirkinen Risk Control Caldari State
2052
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Posted - 2014.05.31 19:46:00 -
[105] - Quote
If we are doing salvage...
Please dont do it for items. Do it for resources for manufacturing improved items (we are doing that, right?), similar to EVE's salvaging.
It makes zero sense for me to go to a battlefield, die 10 times, and then leave with 11 suits.
Maybe the stuff needed to make 11 suits, but 11 full formed suits is just stupid bananas.
Because you wanted to be something you're not.
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Maken Tosch
DUST University Ivy League
8725
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Posted - 2014.05.31 20:37:00 -
[106] - Quote
Meeko Fent wrote:If we are doing salvage...
Please dont do it for items. Do it for resources for manufacturing improved items (we are doing that, right?), similar to EVE's salvaging.
It makes zero sense for me to go to a battlefield, die 10 times, and then leave with 11 suits.
Maybe the stuff needed to make 11 suits, but 11 full formed suits is just stupid bananas.
Eve Online's salvage system is based on the extraction of broken components. That much is true. But the vast majority of actual salvage comes from the loot that it inside the wrecks.
For those of you who never played Eve Online, when a ship in Eve is destroyed, a small portion of the modules fitted on the ship are dropped in space as salvage inside the wreck. This also includes a portion of the stuff already inside the cargo hold. The wreckage itself (that thing that holds the loot) can be targeted and salvaged for broken components. But the value of the broken components often make up only a tiny fraction of the actual value of the loot inside the wreck.
But yes, if you die on the ground you shouldn't be able to recover not even 40% of what you lost.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Captain Crutches
Nexus Marines
134
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Posted - 2014.06.01 00:22:00 -
[107] - Quote
Baltazar Pontain wrote:* Drills. This please. And let us use them as weapons.
Z's progression is the only thing about Legion that gives me doubts. The rest has me totally stoked!
@CaptainCrutches
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Maken Tosch
DUST University Ivy League
8727
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Posted - 2014.06.01 00:56:00 -
[108] - Quote
Captain Crutches wrote:Baltazar Pontain wrote:* Drills. This please. And let us use them as weapons.
Isn't that what the Forge Gun use to be?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Godin Thekiller
shadows of 514
2498
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Posted - 2014.06.01 01:23:00 -
[109] - Quote
Maken Tosch wrote:Captain Crutches wrote:Baltazar Pontain wrote:* Drills. This please. And let us use them as weapons. Isn't that what the Forge Gun use to be?
Not really. Just a mining cannon
click me
Blup Blub Bloop. Translation: Die -_-
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Captain Crutches
Nexus Marines
134
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Posted - 2014.06.01 03:31:00 -
[110] - Quote
Godin Thekiller wrote:Maken Tosch wrote:Captain Crutches wrote:Baltazar Pontain wrote:* Drills. This please. And let us use them as weapons. Isn't that what the Forge Gun use to be? Not really. Just a mining cannon My vision was more of something we could use to, I dunno, pierce the heavens or something.
Z's progression is the only thing about Legion that gives me doubts. The rest has me totally stoked!
@CaptainCrutches
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Ghural
The Southern Legion Final Resolution.
232
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Posted - 2014.06.01 11:10:00 -
[111] - Quote
Does the salvage have to be just lying around?
Can we have a drill similar to Firefall. Where you place a drill, a timer begins, nearby drones (and players) are drawn to the noise and attack it, if it's kept intact then you get stuff. |
Maken Tosch
DUST University Ivy League
8729
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Posted - 2014.06.01 17:49:00 -
[112] - Quote
Ghural wrote:Does the salvage have to be just lying around?
Can we have a drill similar to Firefall. Where you place a drill, a timer begins, nearby drones (and players) are drawn to the noise and attack it, if it's kept intact then you get stuff.
CCP can copy the Salvager modules from Eve. Make it an equipment item that, when held, emits a beam that first scans the damaged hardware looking for modules that may have been left behind and then eats through the surface to access those modules.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Zortaur Vaax
Re-Awakened Technologies Inc The 11th Hour Alliance
2
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Posted - 2014.06.01 20:56:00 -
[113] - Quote
CCP Wolfman wrote:Hi guys,
What would make for interesting ways to search for good salvage? What kind of player interactions do you think would be interesting? How do you think drones should behave?
Have at it!
CCP Wolfman
What would make for interesting ways to search for good salvage? A special explorer type (with special suit type) which has a number of probes to search an area (e.g. probes can be launched into a direction (let's say 200-300 meters) and are operated/tracked with a device).. For example he or she can search for loot or do reconaissance with those probes. He or she also uses scanner gadgets to search for traps, doors secret doors and what not. He or she is excellent for creating diversions etc. The quality of the salvage can be investigated by scanners and probes in advance so you are able to go to the most valuable first and retrieve it.
What kind of player interactions do you think would be interesting? A race between multiple groups to get the loot first (first points for getting there first) but also to get the loot to a safe area (second points for getting it out). Viable strategies here would be for example chokepoints, area denial, ambush, cover.
How do you think drones should behave? Squad based (3-5 drones, 1 leader), if one is alerted they group together to face the threat immediately. |
God Hates Lags
The Last of DusT. General Tso's Alliance
1213
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Posted - 2014.06.02 02:35:00 -
[114] - Quote
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.
"Look what I destroyed in two days"
Wolfica stole my signature
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Monkey MAC
Rough Riders..
2877
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Posted - 2014.06.02 10:10:00 -
[115] - Quote
I think making Salvage the main source of item production is a bad idea, there is nothimg wrong with the concept.
But how much of the games economy will come from people salvaging items? I should really have the opportunity to salvage if I need a few quick bucks, but it shouldn't be a steady source of income unless it's practically all I do
Has EvE production been considered? This would be a very meaningful way of connecting the two games, not to memtion it would expamd and inflate the EvE econmy even more.
How are you going to ensure there is never a shprtage of items? Im running low on my beloved ACR, so I go out to salvage, come back with a load of junk I don't want and sell it on the market, I then go to buy some ACR's with my hard earned ISK . . . and find that no-one is selling them. How are you going to ensure this doesn't happen?
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Joey-Number1
Maniacal Miners INC No Safe Haven
104
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Posted - 2014.06.02 10:30:00 -
[116] - Quote
What kind of view we will have when not in a combat, as exploration and salvaging is kind of free roam walk, observing and stuff. It wouldn't be bad to have two modes, one mode for combat or when it's incoming and second just for walking, exploring and doing other stuff.
Tho not saying there is no danger in exploration, just modes that you can maybe change by yourself, if you want to rather take your weapon in some cases of more awareness, where you are not sure if something can surprise you or in unknown areas and so on.
Minmatar Logistics since the beginning.
Mass Driver my first and the only fully specialized weapon.
Explorer.
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Maken Tosch
DUST University Ivy League
8734
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Posted - 2014.06.02 11:20:00 -
[117] - Quote
Monkey MAC wrote:I think making Salvage the main source of item production is a bad idea, there is nothimg wrong with the concept.
But how much of the games economy will come from people salvaging items? I should really have the opportunity to salvage if I need a few quick bucks, but it shouldn't be a steady source of income unless it's practically all I do
Has EvE production been considered? This would be a very meaningful way of connecting the two games, not to memtion it would expamd and inflate the EvE econmy even more.
How are you going to ensure there is never a shprtage of items? Im running low on my beloved ACR, so I go out to salvage, come back with a load of junk I don't want and sell it on the market, I then go to buy some ACR's with my hard earned ISK . . . and find that no-one is selling them. How are you going to ensure this doesn't happen?
On your last point, supply and demand will ensure there is something for everyone. It will be pricey but you'll get it. Remember that if there is a demand for it someone will figure out the most efficient way to get it for you. Trust me.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Evolution-7
The Rainbow Effect
563
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Posted - 2014.06.02 15:19:00 -
[118] - Quote
CCP Wolfman wrote:Hi guys, IGÇÖm here to have a chat about Salvage. That is, deploying to the surface of a planet and searching for valuable loot. YouGÇÖre not the only one with this bright idea of course, reclaimer drones (and other players) are there doing the same thing and theyGÇÖre probably not all that keen that you are too! This is a pretty important part of the Legion economy since this salvage gathered by players is what will supply the market. ItGÇÖs something weGÇÖre beginning to look at now and I would like to hear your thoughts and harvest your ideas about it. This will then allow me to pretend all the good ones were mine. So, you have 3 main components:
- The ability to search for and find loot
- Armed drones that search and gather loot
- Other players that most likely have varying reasons for being thereGǪ
What would make for interesting ways to search for good salvage? What kind of player interactions do you think would be interesting? How do you think drones should behave? Have at it! CCP Wolfman
Eve players mining planets or moons have rouge mercenaries or are infested with drone then they put up a contract and provide orbital support depending on the type of mission.
Legion on PS4
"Fight on and fly on to the last drop of blood and the last drop of fuel, to the last beat of the heart"
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ZDub 303
Escrow Removal and Acquisition
3004
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Posted - 2014.06.02 16:36:00 -
[119] - Quote
Honestly... I think you should borrow very heavily from Eve's salvage system for this. You can directly loot modules from corpses (ala NPCs and PvP looting) while salvaging additional components used to manufacture modules in a station. Allow players to reprocess modules they don't want for additional components to manufacture the items they do want.
This would be a critical component to the economy imo. If items are reprocessable it provides a floor to any items isk cost. That way we don't have basic armor plates trading for 1 isk as they would have to drop at absurd rates to maintain their lack of rarity.
Allow looting in open world pvp as well as contracts. Have a players body persist for say... 60-90s in a contract match and a player can roll up and 'hold E to loot' which takes like 4-5s and automatically snags an couple modules with a smaller chances at equipment or weapons. To keep logistics to a minimum, looted bodies are teleported away (similar to recalling vehicles) and the modules are automatically placed in a players inventory. This would give a similar feel to 'Kill Confirmed' in COD, which is a really neat game mode imo (as much as we all hate COD). After a certain amount of time has passed (the 60-90s or whatever), the player's body is consumed by nanites similar to how Dust is now and becomes unlootable.
This gives an additional component to gameplay... is it worth running out and trying to loot that corpse? Should I just stay safe in cover in case there is another enemy nearby? Its all just additional depth. |
Fox Gaden
Immortal Guides
3569
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Posted - 2014.06.02 21:04:00 -
[120] - 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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