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Thread Statistics | Show CCP posts - 66 post(s) |
Maken Tosch
DUST University Ivy League
8758
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Posted - 2014.06.09 14:18:00 -
[181] - Quote
Introducing junk salvage is a great first step to one day implement manufacturing. Eve Online already uses junk salvage to manufacture rigs for starships. However acquiring the broken complements takes quite a lot of effort in high sec space.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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lateris ablon
Commando Perkone Caldari State
2
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Posted - 2014.06.09 16:41:00 -
[182] - Quote
Quote:Is loot destructible and how do you GÇÿbankGÇÖ it?
Yes. The idea weGÇÖre developing is that players use a deployable GÇ£harvesterGÇ¥ to gather loot from a site before you take it to an extraction point to GÇÿbankGÇÖ it. This harvester contains the salvage and can be destroyed or you can be killed and it taken from you.
Will the deployable Harvester be launched from a UI? Or will it be dropped a vehicle we call in??
o-0-((~Hack a Salvage Drone and turn them on your enemies, then burn the enchanted forest down with it~))-0-o
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ANON Cerberus
Tiny Toons
818
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Posted - 2014.06.09 18:27:00 -
[183] - Quote
CCP Wolfman wrote:KAGEHOSHI Horned Wolf wrote:I would like a piece of equipment that allows me to temporarily hack a hostile drone and make it kill other drones for me. It could be a valuable distraction or defense. The duration of the drone control should vary based on tier. it's technically possible since we can already have drones that are "on your team". However we'll have to accurately determine how many total drones and players we can handle at any one time before looking at features like this. It would be pretty sweet though, I've always wanted a pet drone
Having a 'pet' droid that you can command / follows you around the battle would be insanely awesome!
Combat droid - highest dps, no support capability. Strongest shields / armour
Medic droid - minimal dps, primary focus = healing / repairing - limited ammo reserves. Reasonable shields / armour
Supply droid - also minimal dps, primary focus = resupplying ammo - limited healing. Reasonable shields / armour. |
Severus Smith
Caldari State
545
|
Posted - 2014.06.10 00:07:00 -
[184] - Quote
CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
Implement an IFF Fire Control module. Basically a module that is equipped in all suits that prevents you from firing on friendly, or neutral, enemies.
- This module is required in all High Security systems. Thus no friendly fire.
- This module can be removed in Low Security systems. So if you want to go gank / pirate / be an a**hat you have to somehow remove the IFF module (Supply Depot, or redeploy, or something). Without the IFF you show up as an enemy to all around you but are also capable of firing on anyone.
- This module is useless in Null Security systems. Friendly fire is always on and you can shoot at anyone.
What this does is help preserve trust and decrease ganking. Because people will get PISSED if they just suddenly get lit up by their "teammates" and soon salvaging will only be a single person activity because no one can trust anyone.
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SponkSponkSponk
The Southern Legion Final Resolution.
870
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Posted - 2014.06.10 03:41:00 -
[185] - Quote
According to this article:
Quote: The most obvious difference with Legion is it looks better than Dust already. It uses all the PC graphical bells and whistles and revels in it - although it did have a running start. Being on PC means freedom, too - freedom to chop and change the game without involving Sony. And it means CCP can aim for Legion to have a slightly different tone - a tone closer to Eve Online's.
"Eve Online is all about betrayal," Gaudechon told me. The best bits of Eve Online happen when you ditch high-security, AI-policed space for the open waters of null-sec (no security) space. Legion will adopt the same approach. "As you venture deeper into space, there's basically no one to save your ass, to a certain extent," Gaudechon said. "In more secure space it's more like a social space; CONCORD [the policing body - Consolidated Cooperation and Relations Command] is there, there's no friendly fire - and if you do you'll get squished by the CONCORD foot.
"As you venture deeper into space, there's basically no one to save your ass" Jean-Charles Gaudechon scene The skies and views are lovely. Watching while cloaked. "As you go lower and CONCORD is not there any more, and friendly fire is turned on, you can imagine how that can go! And that probably will even become the most interesting PVP in the game."
You choose where in space you want to go from your apartment, your quarters, "your hub for the galaxy". You access the star map - a staple of Eve's - and choose battles or tournaments or, the new thing, Scavenging Grounds. These are the first iteration of the sandbox areas Gaudechon hopes will stand Legion apart, mixing PVE and PVP and offering people a place "to come and fight for loot".
"And as you get deeper into space to fight for loot, the line between friend and foe will become very blurry," he said, "so watch your back down there." That loot you'll find on downed AI drone enemies and, incidentally, other players. "That's the idea," Gaudechon nodded. "You can get the stuff out of people by killing them."
Dust/Eve transfers
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Godin Thekiller
shadows of 514
2560
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Posted - 2014.06.10 06:44:00 -
[186] - Quote
Maken Tosch wrote: However acquiring the broken components takes quite a lot of effort in high sec space.
mission running isn't hard at all............
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2560
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Posted - 2014.06.10 06:48:00 -
[187] - Quote
Severus Smith wrote:CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
Implement an IFF Fire Control module. Basically a module that is equipped in all suits that prevents you from firing on friendly, or neutral, enemies. - This module is required in all High Security systems. Thus no friendly fire. - This module can be removed in Low Security systems. So if you want to go gank / pirate / be an a**hat you have to somehow remove the IFF module (Supply Depot, or redeploy, or something). Without the IFF you show up as an enemy to all around you but are also capable of firing on anyone. - This module is useless in Null Security systems. Friendly fire is always on and you can shoot at anyone. What this does is help preserve trust and decrease ganking. Because people will get PISSED if they just suddenly get lit up by their "teammates" and soon salvaging will only be a single person activity because no one can trust anyone.
CONCORD exists. no.
click me
Blup Blub Bloop. Translation: Die -_-
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CCP Wolfman
C C P C C P Alliance
3016
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Posted - 2014.06.10 08:48:00 -
[188] - Quote
Severus Smith wrote:CCP Wolfman wrote:We plan on creating upgrades for things like salvage scanning, salvage capacity etc. Some good ideas are coming up in this thread for sure. I think thereGÇÖs a lot of scope for progression in this area though of course weGÇÖre trying to stay focused on core gameplay to begin with.
Related to that, I donGÇÖt think we need to begin with lots and lots of complex mechanics to create complex and exciting player behaviour. I think a lot of this will be driven by the players themselves and in very early tests weGÇÖve already seen people behaving quite differently (we discovered some trolls in the office for sure!). Salvaging isnGÇÖt a directed game mode like Skirmish or Domination, I am hoping to see it develop a little more organically as people play it and we see how they behave.
Speaking of behaviour, I have another question. The plan is that in high sec you will not be able to kill each other and then risk increases with reward throughout the security levels. Outside of high sec what kind of limitations do you think should be placed on PVP in Salvage fields? None at all once you leave high sec? Some controls in low sec?
Let me know what you think.
Implement an IFF Fire Control module. Basically a module that is equipped in all suits that prevents you from firing on friendly, or neutral, enemies. - This module is required in all High Security systems. Thus no friendly fire. - This module can be removed in Low Security systems. So if you want to go gank / pirate / be an a**hat you have to somehow remove the IFF module (Supply Depot, or redeploy, or something). Without the IFF you show up as an enemy to all around you but are also capable of firing on anyone. - This module is useless in Null Security systems. Friendly fire is always on and you can shoot at anyone. What this does is help preserve trust and decrease ganking. Because people will get PISSED if they just suddenly get lit up by their "teammates" and soon salvaging will only be a single person activity because no one can trust anyone.
This is quite interesting. Will give it some thought. |
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CCP Wolfman
C C P C C P Alliance
3016
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Posted - 2014.06.10 08:52:00 -
[189] - Quote
lateris ablon wrote:Quote:Is loot destructible and how do you GÇÿbankGÇÖ it?
Yes. The idea weGÇÖre developing is that players use a deployable GÇ£harvesterGÇ¥ to gather loot from a site before you take it to an extraction point to GÇÿbankGÇÖ it. This harvester contains the salvage and can be destroyed or you can be killed and it taken from you.
Will the deployable Harvester be launched from a UI? Or will it be dropped by a vehicle we call in?? Will there be an animation that makes it look a bit realistic?
You carry it and deploy it yourself. Right now if you die you drop it (and all salvage in it). You always know it's location even if someone else takes it. In that sense it's a little similar to some of ocelots ideas. We experimenting with possible looks and style as well as animations atm.
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Regis Blackbird
DUST University Ivy League
283
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Posted - 2014.06.10 09:29:00 -
[190] - Quote
CCP Wolfman wrote:lateris ablon wrote:Quote:Is loot destructible and how do you GÇÿbankGÇÖ it?
Yes. The idea weGÇÖre developing is that players use a deployable GÇ£harvesterGÇ¥ to gather loot from a site before you take it to an extraction point to GÇÿbankGÇÖ it. This harvester contains the salvage and can be destroyed or you can be killed and it taken from you.
Will the deployable Harvester be launched from a UI? Or will it be dropped by a vehicle we call in?? Will there be an animation that makes it look a bit realistic? You carry it and deploy it yourself. Right now if you die you drop it (and all salvage in it). You always know it's location even if someone else takes it. In that sense it's a little similar to some of ocelots ideas. We experimenting with possible looks and style as well as animations atm.
Just out of curiosity, could you explain the thoughts behind the functional mechanic of this "Harvester", since it seems to be a handheld object?
How does it store all the salvage? Does it create a small wormhole that teleport it to our quaters across the galaxy? Or miniaturisation? Why do we have to return it to a Drop-off point? Does it have limited "space"?
It is much easier for me to understand if I see the full picture, even if it is not complete yet
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SponkSponkSponk
The Southern Legion Final Resolution.
870
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Posted - 2014.06.10 10:09:00 -
[191] - Quote
Maybe its a suitcase with hundreds of little legs under it...
Dust/Eve transfers
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Malkai Inos
Any Given Day
1356
|
Posted - 2014.06.10 11:20:00 -
[192] - Quote
How about making this "harvester" a proper companion with its own part of the skill tree and fitting screen that can do more than just salvaging, such as resupplies, repairs or even fire support/point defence etc. And entire sub-mechanic for the sandbox part of the game?
It's basically a suitcase-sized flying drone that you launch and can alternate between "assist" and "salvage" modes. Salvage will have it wander around, looting stuff autonomously but dependant on your protection. Assist makes it help you and squadmates with whatever you're doing, based on the capabilities you chose to fit it with based on the situation. It would, for example, activate an integrated nanohive if someone is on low ammo, initiate repairs for a damaged friendlies or even fire at enemies, provided it has the according mods fitted of course.
You might also want it to listen to comm-wheel or hotkey orders for when more precision is needed. Simply point somewhere or at someone and select between basic "go there, attack/salvage, use function 1/2/3" to have it execute the corresponding action.
Now, I said earlier that you "launch" or deploy it. That is because you can also get it back so you don't risk losing it in combat including whatever loot it happens to carry. This would give interesting pvp/pve interactions where one has to decide whether to have it out in combat for the additional support but risk getting it destroyed or pull the harvester back in order to protect it but miss out no its benefits.
I imagine three base types of harvesters per race:
The Guardian- Low salvage efficiency (efficiency refers to the maximum difficulty of loot containers it can crack without getting mostly junk)
- Average salvage speed
- High offensive/ Average defensive capabilties
- Average mobility/ range (range is the maximum distance to you it can reach)
- Additional Utility slots and bonus to turret efficiency (analoguous to equipment slots on infantry)
The Guardian trades salvaging proficiency for improved Combat and support capabilities. Has inherent bonus to damage output and can efficiently support others in combat through logistics.
The Harvester- High salvage efficiency
- High salvage speed
- Low offence/High defence
- Low mobility/range
- Additional cargohold capacity and bonus to loot quality
Nomen est omen. The Harvester is the optimal choice for safer areas and players that are ready to baby-sit this slow guy for higher potential profits as its improved looting mechanism has a higher chance of retrieving items without damaging them in the process.
The Probe- Average efficiency
- Average salvage speed
- Average offence/low defence
- High mobility/range
- Relays scan results to friendlies, bonus to survey modules
The Probe can be sent along great distances to scout ahead hostile territory for potential salvaging opportunities and enemies in relative safety. It also sports inherent bonuses that assist other drones in their salvaging by finding harder to detect spots.
And because this wouldn't be New Eden without some low-sec counterplay dickishness I further propose the Drone Signal Inhibitor. Once deployed, it prevents drones in an area from being launched, taking commands and being recalled so they can be easily scooped by the aspiring criminal.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6030
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Posted - 2014.06.10 16:29:00 -
[193] - Quote
CCP Wolfman wrote:lateris ablon wrote:Quote:Is loot destructible and how do you GÇÿbankGÇÖ it?
Yes. The idea weGÇÖre developing is that players use a deployable GÇ£harvesterGÇ¥ to gather loot from a site before you take it to an extraction point to GÇÿbankGÇÖ it. This harvester contains the salvage and can be destroyed or you can be killed and it taken from you.
Will the deployable Harvester be launched from a UI? Or will it be dropped by a vehicle we call in?? Will there be an animation that makes it look a bit realistic? You carry it and deploy it yourself. Right now if you die you drop it (and all salvage in it). You always know it's location even if someone else takes it. In that sense it's a little similar to some of ocelots ideas. We experimenting with possible looks and style as well as animations atm.
Not really to beat up about how it looks myself. My only concern is that it's it should look as Sci-Fi as you can muster, game definitely needs more sci-fi :3
Useful Links
Aeon Amadi for CPM1
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Maken Tosch
DUST University Ivy League
8760
|
Posted - 2014.06.10 18:06:00 -
[194] - Quote
CCP Wolfman wrote:lateris ablon wrote:Quote:Is loot destructible and how do you GÇÿbankGÇÖ it?
Yes. The idea weGÇÖre developing is that players use a deployable GÇ£harvesterGÇ¥ to gather loot from a site before you take it to an extraction point to GÇÿbankGÇÖ it. This harvester contains the salvage and can be destroyed or you can be killed and it taken from you.
Will the deployable Harvester be launched from a UI? Or will it be dropped by a vehicle we call in?? Will there be an animation that makes it look a bit realistic? You carry it and deploy it yourself. Right now if you die you drop it (and all salvage in it). You always know it's location even if someone else takes it. In that sense it's a little similar to some of ocelots ideas. We experimenting with possible looks and style as well as animations atm.
Honestly I wouldn't want it to be too compact. I don't want a piece of salvage the size of a Forge Gun to fit in a suitcase.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Severus Smith
Caldari State
545
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Posted - 2014.06.10 20:54:00 -
[195] - Quote
CCP Wolfman wrote:lateris ablon wrote:Quote:Is loot destructible and how do you GÇÿbankGÇÖ it?
Yes. The idea weGÇÖre developing is that players use a deployable GÇ£harvesterGÇ¥ to gather loot from a site before you take it to an extraction point to GÇÿbankGÇÖ it. This harvester contains the salvage and can be destroyed or you can be killed and it taken from you.
Will the deployable Harvester be launched from a UI? Or will it be dropped by a vehicle we call in?? Will there be an animation that makes it look a bit realistic? You carry it and deploy it yourself. Right now if you die you drop it (and all salvage in it). You always know it's location even if someone else takes it. In that sense it's a little similar to some of ocelots ideas. We experimenting with possible looks and style as well as animations atm. It sounds as if you're already set on a handheld item for harvesting so I doubt this will deter you. But that just doesn't sound fun for an FPS. If I log in to play an FPS I want to shoot at people, or defend something. Not walk around harvesting. Plus it will really suck for the poor soul who is stuck carrying the harvester when everyone is attacked. No one will want that job and it basically leaves one person not having much (if any) fun.
How I would do it (if I were in your shoes) would be for players to find a lucrative salvage site and call in a Salvager. Something big that looks like this. It should have some small turrets to help defend itself but mainly it is covered in salvage beams and mining lasers. Once it lands it gets to work clearing the area. The player's job is to defend it from drones / enemy players while it salvages. Once it finishes salvaging, it takes off again with all your loot. Salvage mission complete.
What this does:
1. It looks much more awesome. Who doesn't love giant machines with lasers? Plus it spurs PvP when people see a large Salvager descend and land far off in the distance.
2. It is much more fun for all involved. No one needs to pull the short straw and shoot at the ground for X minutes while everyone else gets to fight drones.
3. It makes more sense. Why would immortal mercenaries carry mining equipment instead of weapons? We were cloned specifically for our combat abilities. Why not hire out to others / use drones (like Pod Pilots do) to handle all the tedious industry work?
4. Defend the objective is a well known FPS game style. So it will be much easier for players to pick up on it. And again, much more fun for all involved.
Again, I doubt you will change your path now. But if you do I think objective defense of a large Salvager is much more fun and exciting than Oddball "kill whoever is currently holding the Harvester!" That's more for lobby FPS games... |
Godin Thekiller
shadows of 514
2570
|
Posted - 2014.06.10 23:04:00 -
[196] - Quote
Malkai Inos wrote:How about making this "harvester" a proper companion with its own part of the skill tree and fitting screen that can do more than just salvaging, such as resupplies, repairs or even fire support/point defence etc. And entire sub-mechanic for the sandbox part of the game? It's basically a suitcase-sized flying drone that you launch and can alternate between "assist" and "salvage" modes. Salvage will have it wander around, looting stuff autonomously but dependant on your protection. Assist makes it help you and squadmates with whatever you're doing, based on the capabilities you chose to fit it with based on the situation. It would, for example, activate an integrated nanohive if someone is on low ammo, initiate repairs for a damaged friendlies or even fire at enemies, provided it has the according mods fitted of course. You might also want it to listen to comm-wheel or hotkey orders for when more precision is needed. Simply point somewhere or at someone and select between basic "go there, attack/salvage, use function 1/2/3" to have it execute the corresponding action. Now, I said earlier that you "launch" or deploy it. That is because you can also get it back so you don't risk losing it in combat including whatever loot it happens to carry. This would give interesting pvp/pve interactions where one has to decide whether to have it out in combat for the additional support but risk getting it destroyed or pull the harvester back in order to protect it but miss out no its benefits. I imagine three base types of harvesters per race: The Guardian - Low salvage efficiency (efficiency refers to the maximum difficulty of loot containers it can crack without getting mostly junk)
- Average salvage speed
- High offensive/ Average defensive capabilties
- Average mobility/ range (range is the maximum distance to you it can reach)
- Additional Utility slots and bonus to turret efficiency (analoguous to equipment slots on infantry)
The Guardian trades salvaging proficiency for improved Combat and support capabilities. Has inherent bonus to damage output and can efficiently support others in combat through logistics. The Harvester - High salvage efficiency
- High salvage speed
- Low offence/High defence
- Low mobility/range
- Additional cargohold capacity and bonus to loot quality
Nomen est omen. The Harvester is the optimal choice for safer areas and players that are ready to baby-sit this slow guy for higher potential profits as its improved looting mechanism has a higher chance of retrieving items without damaging them in the process. The Probe - Average efficiency
- Average salvage speed
- Average offence/low defence
- High mobility/range
- Relays scan results to friendlies, bonus to survey modules
The Probe can be sent along great distances to scout ahead hostile territory for potential salvaging opportunities and enemies in relative safety. It also sports inherent bonuses that assist other drones in their salvaging by finding harder to detect spots. And because this wouldn't be New Eden without some low-sec counterplay dickishness I further propose the Drone Signal Inhibitor. Once deployed, it prevents drones in an area from being launched, taking commands and being recalled so they can be easily scooped by the aspiring criminal.
So a salvage drone with guns on it?
click me
Blup Blub Bloop. Translation: Die -_-
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Godin Thekiller
shadows of 514
2570
|
Posted - 2014.06.10 23:04:00 -
[197] - Quote
Godin Thekiller wrote:Malkai Inos wrote:How about making this "harvester" a proper companion with its own part of the skill tree and fitting screen that can do more than just salvaging, such as resupplies, repairs or even fire support/point defence etc. And entire sub-mechanic for the sandbox part of the game? It's basically a suitcase-sized flying drone that you launch and can alternate between "assist" and "salvage" modes. Salvage will have it wander around, looting stuff autonomously but dependant on your protection. Assist makes it help you and squadmates with whatever you're doing, based on the capabilities you chose to fit it with based on the situation. It would, for example, activate an integrated nanohive if someone is on low ammo, initiate repairs for a damaged friendlies or even fire at enemies, provided it has the according mods fitted of course. You might also want it to listen to comm-wheel or hotkey orders for when more precision is needed. Simply point somewhere or at someone and select between basic "go there, attack/salvage, use function 1/2/3" to have it execute the corresponding action. Now, I said earlier that you "launch" or deploy it. That is because you can also get it back so you don't risk losing it in combat including whatever loot it happens to carry. This would give interesting pvp/pve interactions where one has to decide whether to have it out in combat for the additional support but risk getting it destroyed or pull the harvester back in order to protect it but miss out no its benefits. I imagine three base types of harvesters per race: The Guardian - Low salvage efficiency (efficiency refers to the maximum difficulty of loot containers it can crack without getting mostly junk)
- Average salvage speed
- High offensive/ Average defensive capabilties
- Average mobility/ range (range is the maximum distance to you it can reach)
- Additional Utility slots and bonus to turret efficiency (analoguous to equipment slots on infantry)
The Guardian trades salvaging proficiency for improved Combat and support capabilities. Has inherent bonus to damage output and can efficiently support others in combat through logistics. The Harvester - High salvage efficiency
- High salvage speed
- Low offence/High defence
- Low mobility/range
- Additional cargohold capacity and bonus to loot quality
Nomen est omen. The Harvester is the optimal choice for safer areas and players that are ready to baby-sit this slow guy for higher potential profits as its improved looting mechanism has a higher chance of retrieving items without damaging them in the process. The Probe - Average efficiency
- Average salvage speed
- Average offence/low defence
- High mobility/range
- Relays scan results to friendlies, bonus to survey modules
The Probe can be sent along great distances to scout ahead hostile territory for potential salvaging opportunities and enemies in relative safety. It also sports inherent bonuses that assist other drones in their salvaging by finding harder to detect spots. And because this wouldn't be New Eden without some low-sec counterplay dickishness I further propose the Drone Signal Inhibitor. Once deployed, it prevents drones in an area from being launched, taking commands and being recalled so they can be easily scooped by the aspiring criminal. So a salvage drone with guns on it?
click me
Blup Blub Bloop. Translation: Die -_-
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Malkai Inos
Any Given Day
1357
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Posted - 2014.06.11 00:14:00 -
[198] - Quote
Godin Thekiller wrote:So a salvage drone with guns on it? A tad more involved but yeah. Not yet sure if guns should be a general thing or part of a role defining trait.
I want the salvage thing to something unique to all other FPS. We have seen enough "press and hold E to receive loot" and "guard/capture this illogically defenceless tactical asset" imho.
Having these drones would add another layer of tactics to combat in that even a solo player is not necessarily "alone". I'd like them to be something you learn to use efficiently in assisting you with tasks that might otherwise turn stale after a while and become sort of an extended arm of yourself. Maybe even as central a part of your fit and target of emotional attachment as your suit itself.
As a side note, I image these three types being per race so that there's a variety of different harvesters for different situations/ play styles. I also consider splitting the current "guardian" into two clearly offensive and defensive types as they're awfully close to being "general purpose".
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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CCP Wolfman
C C P C C P Alliance
3020
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Posted - 2014.06.11 02:24:00 -
[199] - Quote
@ Severus Smith
I think you misunderstand, weGÇÖre not thinking of it as a handheld piece of equipment but as a deployable one. Once deployed it would start to harvest the loot (storing it using a quantum hammer space engine). After that you probably want to keep an eye on it in case another player (or a drone comes and takes it away). It is possible to pick it up and carry it whilst using your weapon so it doesnGÇÖt get in the way of shooting. What it does do is provide you with a pretty strong motivation not to die and lose everything you just salvaged from that high quality site you just found on your way to bank it.
IGÇÖm not really a fan of getting salvage and instantly banking it. I think there is a lot of gameplay to be had in the space between gaining possession of salvage and actually getting permanent ownership of it. I believe this to be key.
One of the reasons weGÇÖre looking at smaller harvesters rather than giant robot harvesters is because it allows you to salvage in more interesting and varied locations i.e. a giant robot canGÇÖt get inside an interior space. I think it would be a shame not to be able to salvage in outpost interiors for example. Not to say giant robots arenGÇÖt cool, perhaps we could introduce deployable mining robots for a total different type of gameplay over time.
Also you donGÇÖt have to salvage if you donGÇÖt want to. You could roam around killing others and taking their salvage. You could be fighting domination battles, earning ISK and purchasing gear from people who have been salvaging. ThereGÇÖs more than one way to play.
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CCP Wolfman
C C P C C P Alliance
3020
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Posted - 2014.06.11 02:38:00 -
[200] - Quote
Malkai Inos wrote:Godin Thekiller wrote:So a salvage drone with guns on it? A tad more involved but yeah. Not yet sure if guns should be a general thing or part of a role defining trait. I want the salvage thing to be something unique to all other FPS. We have seen enough "press and hold E to receive loot" and "guard/capture this illogically defenceless tactical asset" imho. Having these drones would add another layer of tactics to combat in that even a solo player is not necessarily "alone". I'd like them to be something you learn to use efficiently in assisting you with tasks that might otherwise turn stale after a while and become sort of an extended arm of yourself so you focus on your surroundings rather than the tedium of the looting process itself. Maybe even as central a part of your fit and target of emotional attachment as your suit itself. As a side note, I image these three types being per race so that there's a variety of different harvesters for different situations/ play styles. I also consider splitting the current "guardian" into two clearly offensive and defensive types as it's awfully close to being "general purpose".
I like the risk/reward of it helping you in combat. Something that we have to take in to account though is max player/drone count. At this stage we're not sure how many of either we can support at once. Every drone a player has is one less drone the Hive Mind has to deploy. Depending on how the max count ends up that could hurt. Still a cool idea though |
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SponkSponkSponk
The Southern Legion Final Resolution.
870
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Posted - 2014.06.11 03:05:00 -
[201] - Quote
This reminds me of the concept of Rigger drones in Shadowrun :) I like this.
Dust/Eve transfers
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xp3ll3d dust
The Southern Legion Final Resolution.
152
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Posted - 2014.06.11 04:48:00 -
[202] - Quote
CCP Wolfman wrote: I like the risk/reward of it helping you in combat. Something that we have to take in to account though is max player/drone count. At this stage we're not sure how many of either we can support at once. Every drone a player has is one less drone the Hive Mind has to deploy. Depending on how the max count ends up that could hurt. Still a cool idea though I like the way that Titanfall used Windows Azure cloud computing to offload this processing. They were able to have games with NPC AI Marines running around supporting players. You can think of them as Drones in the Legion world
CPM1 Candidate
> A richer Dust app ecosystem means more player engagement!
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Regis Blackbird
DUST University Ivy League
283
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Posted - 2014.06.11 04:59:00 -
[203] - Quote
CCP Wolfman wrote:@ Severus Smith
I think you misunderstand, weGÇÖre not thinking of it as a handheld piece of equipment but as a deployable one. Once deployed it would start to harvest the loot (storing it using a quantum hammer space engine). After that you probably want to keep an eye on it in case another player (or a drone comes and takes it away). It is possible to pick it up and carry it whilst using your weapon so it doesnGÇÖt get in the way of shooting. What it does do is provide you with a pretty strong motivation not to die and lose everything you just salvaged from that high quality site you just found on your way to bank it.
IGÇÖm not really a fan of getting salvage and instantly banking it. I think there is a lot of gameplay to be had in the space between gaining possession of salvage and actually getting permanent ownership of it. I believe this to be key.
One of the reasons weGÇÖre looking at smaller harvesters rather than giant robot harvesters is because it allows you to salvage in more interesting and varied locations i.e. a giant robot canGÇÖt get inside an interior space. I think it would be a shame not to be able to salvage in outpost interiors for example. Not to say giant robots arenGÇÖt cool, perhaps we could introduce deployable mining robots for a total different type of gameplay over time.
Also you donGÇÖt have to salvage if you donGÇÖt want to. You could roam around killing others and taking their salvage. You could be fighting domination battles, earning ISK and purchasing gear from people who have been salvaging. ThereGÇÖs more than one way to play.
+1 Great post!
I giggled at the "quantum hammer space engine" Does not matter if if was serious or not, it's bloody brilliant! |
Godin Thekiller
shadows of 514
2572
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Posted - 2014.06.11 08:04:00 -
[204] - Quote
@Wolfman: Let me get this straight before I make my decision on this thing. Tell me if I got the gist of how you want this thing to sort of work-
step 1: kill stuffz
step 2: put your neat little harvester down
step 3: guard it while it harvests stuffz in the vicinity
step 4: pick it up and run
If so, neat. Make it bigger and apply it to mining, and have vehicle versions that does it even better.
click me
Blup Blub Bloop. Translation: Die -_-
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CCP Wolfman
C C P C C P Alliance
3027
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Posted - 2014.06.11 08:12:00 -
[205] - Quote
Godin Thekiller wrote:@Wolfman: Let me get this straight before I make my decision on this thing. Tell me if I got the gist of how you want this thing to sort of work-
step 1: kill stuffz
step 2: put your neat little harvester down
step 3: guard it while it harvests stuffz in the vicinity
step 4: pick it up and run
If so, neat. Make it bigger and apply it to mining, and have vehicle versions that does it even better.
It's a pretty good description but there are a couple of things missing. You can try to avoid killing stuffz and you also have to find the salvage location before you can harvest using your scanner. |
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Godin Thekiller
shadows of 514
2573
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Posted - 2014.06.11 08:15:00 -
[206] - Quote
CCP Wolfman wrote:Godin Thekiller wrote:@Wolfman: Let me get this straight before I make my decision on this thing. Tell me if I got the gist of how you want this thing to sort of work-
step 1: kill stuffz
step 2: put your neat little harvester down
step 3: guard it while it harvests stuffz in the vicinity
step 4: pick it up and run
If so, neat. Make it bigger and apply it to mining, and have vehicle versions that does it even better. It's a pretty good description but there are a couple of things missing. You can try to avoid killing stuffz and you also have to find the salvage location before you can harvest using your scanner.
If you haven't killed anything, what are you salvaging?
click me
Blup Blub Bloop. Translation: Die -_-
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Ryder Azorria
Amarr Templars Amarr Empire
1005
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Posted - 2014.06.11 08:19:00 -
[207] - Quote
Godin Thekiller wrote:CCP Wolfman wrote:Godin Thekiller wrote:@Wolfman: Let me get this straight before I make my decision on this thing. Tell me if I got the gist of how you want this thing to sort of work-
step 1: kill stuffz
step 2: put your neat little harvester down
step 3: guard it while it harvests stuffz in the vicinity
step 4: pick it up and run
If so, neat. Make it bigger and apply it to mining, and have vehicle versions that does it even better. It's a pretty good description but there are a couple of things missing. You can try to avoid killing stuffz and you also have to find the salvage location before you can harvest using your scanner. If you haven't killed anything, what are you salvaging? Other people killed things - you're salvaging a recent battlefield |
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CCP Wolfman
C C P C C P Alliance
3029
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Posted - 2014.06.11 08:21:00 -
[208] - Quote
Salvage fields are set in the aftermath of battle and the salvage is scattered across the map and must be located and harvested. You don't gain it from directly killing drones currently. |
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SponkSponkSponk
The Southern Legion Final Resolution.
871
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Posted - 2014.06.11 08:29:00 -
[209] - Quote
CCP Wolfman wrote:Salvage fields are set in the aftermath of battle and the salvage is scattered across the map and must be located and harvested. You don't gain it from directly killing drones currently.
Does it have to be recent battles? I could see myself walking into a town and salvaging someone's car while they're buying stul from walmart.
Dust/Eve transfers
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Godin Thekiller
shadows of 514
2574
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Posted - 2014.06.11 08:40:00 -
[210] - Quote
CCP Wolfman wrote:Salvage fields are set in the aftermath of battle and the salvage is scattered across the map and must be located and harvested. You don't gain it from directly killing drones currently.
Ah, so that's how they work. I see now. Well, As I've stated already, I don't really like the concept of legion being a lobby shooter, as it causes a lot of things to be limited (logistics of gear is basically eliminated). If you want to give structure to some playing, I say make arenas for them to play in.
But say that you completely ignore all of the above and make it a pure lobby shooter (again), at least allow us to while the battle is going salvage the stuff, or after the match is done you get X amount of time to salvage stuff (or both).
click me
Blup Blub Bloop. Translation: Die -_-
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