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Thread Statistics | Show CCP posts - 4 post(s) |
Scheneighnay McBob
Cult of Gasai
5521
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Posted - 2014.06.29 22:48:00 -
[1] - Quote
From what I've pieced together, I've been led to believe that Legion will be more open-world How exactly will spawning work? I would imagine spawn points would be more rare than Dust, and therefore you want to be more careful about dying.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11337
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Posted - 2014.06.29 22:59:00 -
[2] - Quote
Oddly I'd like to think Drop Uplinks only serve as a marker for Spawns allowing us to literally either teleport (with animation) or drop in the skies.
I'm interested in this too. If Legion will be techically superior I hope we see some more dynamic or unique spawn/ deployment animations.
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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SponkSponkSponk
The Southern Legion Final Resolution.
888
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Posted - 2014.06.30 03:01:00 -
[3] - Quote
I heard there will also be publicly-available CRUs, which may cost isk but let anyone spawn. (I hope they have the equivalent of gate guns to stop people camping them though)
I'd love to see CRUs being the dust-equivalent of POCOs in Eve.
Dust/Eve transfers
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Maken Tosch
DUST University Ivy League
8820
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Posted - 2014.06.30 05:59:00 -
[4] - Quote
How do you think Eve Online players respawn when they get podded?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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CCP Frame
C C P C C P Alliance
2970
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Posted - 2014.07.01 05:24:00 -
[5] - Quote
CCP Wolfman is planning on talking to you guys about exactly this topic very soon - that's all I can say right now, but it should be pretty cool to hear what you guys have to say and what is your vision as well.
CCP Frame
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Maken Tosch
DUST University Ivy League
8828
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Posted - 2014.07.01 05:45:00 -
[6] - Quote
CCP Frame wrote:CCP Wolfman is planning on talking to you guys about exactly this topic very soon - that's all I can say right now, but it should be pretty cool to hear what you guys have to say and what is your vision as well.
Thanks for the heads up.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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DeathwindRising
ROGUE RELICS
387
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Posted - 2014.07.01 10:38:00 -
[7] - Quote
Maken Tosch wrote:How do you think Eve Online players respawn when they get podded?
they spawn some place else most of the time. as in, a completely different solar system. not the same battlefield.
i say let us HALO jump into the battle when we die. anywhere we want up to a certain line so you cant spawn in on the other side of the map.and youd still need uplink to spawn indoor of course, but at least it be harder to spawn camp and redline teams if they can drop in outside the redline.
also gives us control over where we spawn, so we can avoid getting camped |
Aeon Amadi
Edimmu Warfighters Gallente Federation
6127
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Posted - 2014.07.01 10:49:00 -
[8] - Quote
CCP Frame wrote:CCP Wolfman is planning on talking to you guys about exactly this topic very soon - that's all I can say right now, but it should be pretty cool to hear what you guys have to say and what is your vision as well.
Will it involve more use of the inertial dampeners?
Useful Links
Aeon Amadi for CPM1
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Kevall Longstride
DUST University Ivy League
1424
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Posted - 2014.07.01 15:21:00 -
[9] - Quote
CCP Frame wrote:CCP Wolfman is planning on talking to you guys about exactly this topic very soon - that's all I can say right now, but it should be pretty cool to hear what you guys have to say and what is your vision as well.
Spawning in the game needs some serious thought before proceeding.
Putting to one side for a moment Drop Uplinks, which have their own set of problems, the base spawn mechanic of Dust have been a major contributor to the low retention figures for this game along with its poor matchmaking.
Just the fact that a skilled and practised squad can shepard the opposition to an bottleneck in ambush and keep them there should tell you enough.
Spawning close to where your team is isn't ideal because of the potential camping. And away from everyone isn't great because of the size of the maps.
As to drop uplinks....
The ability to dicdate exactly where you and your team can spawn is a huge force projection for an FPS game and the current mechanics for them allow for too much abuse resulting in the now obligatory equipment spam in game.
What I'd propose for drop uplinks is as follows.
First I'd limit all tiers of uplinks to one per slot. No more two uplinks per slot. I'd also make all tiers have the same amount of spawns and the same spawn time. How a higher meta uplink performs against the lower tiers one will be based on how it uses bandwidth.
As these are portable teleport devices in essence, I would have an optimal amount of 'carrier signal bandwidth' for them to use. The larger the number of uplinks being used by a team, the greater the demands on that bandwidth. Keeping the bandwidth in it optimal will allow all uplinks to function correctly. However as that bandwidth used up and is exceeded, they'll be a detrimental effect on all the uplinks using it.
For example.
Up to 100% bandwidth use, all uplinks take 10 seconds. Between 100% to 150% 15 seconds. Over 150% 20 seconds. This would be the base that the standard level uplink would operate at.
How the higher tier uplinks would be better is how more efficient they are in low bandwidth situations.
The advanced/uncommon tier would have a 100% reduction to the effect of low bandwidth, remaining at 10 seconds at all bandwidths.
The prototype/rare tier would have 150% reduction to the effect, so it would spawn every 7.5 seconds at 100-150% and 5 seconds at over 150%.
This does sound counter intuitive I know but I believe it would result in more tactical thinking as to the placement and numbers of uplinks used. It would also form the the basis of a form of EWAR in Legion.
Imagine vehicle modules or installations that could either decrease or more interestingly, increase to the oppositions bandwidth. Decreasing their bandwidth would mean them having to switch to the higher tiers to counter the effect. But flooding them with bandwidth would mean that they could never spawn faster than 10 seconds.
I would also make it so uplinks can't be dropped within 20m of another, further reducing the reliance of the spam tactic.
Obviously this is just embryonic thinking but I think we need to start thinking more creatively as to spawning.
CPM1 Candidate
CEO of DUST University
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Regis Blackbird
DUST University Ivy League
309
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Posted - 2014.07.01 18:14:00 -
[10] - Quote
Kevall Longstride wrote:How the higher tier uplinks would be better is how more efficient they are in low bandwidth situations.
The advanced/uncommon tier would have a 100% reduction to the effect of low bandwidth, remaining at 10 seconds at all bandwidths.
The prototype/rare tier would have 150% reduction to the effect, so it would spawn every 7.5 seconds at 100-150% and 5 seconds at over 150%.
This does sound counter intuitive I know but I believe it would result in more tactical thinking as to the placement and numbers of uplinks used. It would also form the the basis of a form of EWAR in Legion.
Imagine vehicle modules or installations that could either decrease or more interestingly, increase to the oppositions bandwidth. Decreasing their bandwidth would mean them having to switch to the higher tiers to counter the effect. But flooding them with bandwidth would mean that they could never spawn faster than 10 seconds.
Interesting thought. However, I see a problem explaining this mechanic to new players. If they don't understand the mechanic without googling and forums post, how will they be able to use this tactic against more experienced players? (Although, the current mechanic is confusing at best, so anything is an improvement )
An idea I been thinking about is to have increased spawn times with higher level gear (suites / modules etc) which is "spawned". So a full militia suite would have a relative short spawn time, but a fully specked proto suite will take considerable longer. The lore of this can be explained the higher tier gear is more complex, and takes longer time to deconstruct / construct.
The idea behind this is to give lower level gears and suites other advantages than just killing power. They will be like the tackling frigates of EVE, something cheap and very useful, even for a usually full proto team. They will be the goto suite to quickly rush an objective (think domination). Of course, you could choose to spawn in your proto suite, and if successful you will be a force to recon with, but you will run the risk that the enemy team destroy the uplink before spawn-in. |
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Hawk-eye Occultus
ARKOMBlNE
245
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Posted - 2014.07.01 19:02:00 -
[11] - Quote
Regis Blackbird wrote:[...] I see a problem explaining this mechanic to new players. If they don't understand the mechanic without googling and forums post, how will they be able to use this tactic against more experienced players? [...]
With an actual tutorial.
Not just some block of text that explains everything, but an actual, good, clean, crystal-clear tutorial (most games have these).
Shofixti beats an Ur-Quan Dreadnought and a Kor-Ah Marauder.
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Ghural
The Southern Legion Final Resolution.
245
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Posted - 2014.07.02 04:13:00 -
[12] - Quote
I hear that in Legion that uplinks will rain from the sky..
Seriously. Whatever they come up with had better be better than the current uplink spam fest. |
Regis Blackbird
DUST University Ivy League
309
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Posted - 2014.07.02 04:36:00 -
[13] - Quote
Hawk-eye Occultus wrote:Regis Blackbird wrote:[...] I see a problem explaining this mechanic to new players. If they don't understand the mechanic without googling and forums post, how will they be able to use this tactic against more experienced players? [...] With an actual tutorial. Not just some block of text that explains everything, but an actual, good, clean, crystal-clear tutorial (most games have these).
What is this witchcraft you speak off?!? Tuta...truto...trottorial....No, it's impossible.
BE GONE, BE GONE! GO BACK to the abyss you came from (** makes cross gestures **) |
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CCP Wolfman
C C P C C P Alliance
3138
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Posted - 2014.07.02 10:34:00 -
[14] - Quote
As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. |
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Hawk-eye Occultus
ARKOMBlNE
250
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Posted - 2014.07.02 11:24:00 -
[15] - Quote
Regis Blackbird wrote:Hawk-eye Occultus wrote:Regis Blackbird wrote:[...] I see a problem explaining this mechanic to new players. If they don't understand the mechanic without googling and forums post, how will they be able to use this tactic against more experienced players? [...] With an actual tutorial. Not just some block of text that explains everything, but an actual, good, clean, crystal-clear tutorial (most games have these). What is this witchcraft you speak off?!? Tuta...truto...trottorial....No, it's impossible. BE GONE, BE GONE! GO BACK to the abyss you came from (** makes cross gestures **)
Yes! I'm the witch...
Hang me!
Vote me guilty!
Shofixti beats an Ur-Quan Dreadnought and a Kor-Ah Marauder.
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SponkSponkSponk
The Southern Legion Final Resolution.
896
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Posted - 2014.07.02 11:26:00 -
[16] - Quote
CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course.
This is an excellent idea and you should feel excellent.
Dust/Eve transfers
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Hawk-eye Occultus
ARKOMBlNE
250
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Posted - 2014.07.02 11:37:00 -
[17] - Quote
CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course.
Don't we already have a "max placed per player" (akin to bandwidth per player) for equipment in DUST already?
You know, the system that has the equipment spam problem?
Just something to point out...
Shofixti beats an Ur-Quan Dreadnought and a Kor-Ah Marauder.
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Skybladev2
LUX AETERNA INT RUST415
119
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Posted - 2014.07.02 12:13:00 -
[18] - Quote
As I wrote earlier I see mission spawning in a start area available for every new Legion player while mission clone count is greater that 0. Players can open new spawn areas during the mission, but joining players can only spawn in start area. If they want to spawn elsewhere, they should at least reach that new spawn points by foot and unlock them. This will help players protecting their loot/mission objectives/themselves from griefers.
<[^_^]>
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Scheneighnay McBob
Cult of Gasai
5541
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Posted - 2014.07.02 13:31:00 -
[19] - Quote
Hawk-eye Occultus wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Don't we already have a "max placed per player" (akin to bandwidth per player) for equipment in DUST already? You know, the system that has the equipment spam problem? Just something to point out... He's probably talking about limiting it more locally. As in, you can place 4 uplinks, as long as they aren't stacked on top of each other making a pulsing blob on the map.
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Grimmiers
610
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Posted - 2014.07.02 14:00:00 -
[20] - Quote
CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course.
Will it work anything like this? https://forums.dust514.com/default.aspx?g=posts&m=1952638#post1952638
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6135
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Posted - 2014.07.02 14:33:00 -
[21] - Quote
Hawk-eye Occultus wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Don't we already have a "max placed per player" (akin to bandwidth per player) for equipment in DUST already? You know, the system that has the equipment spam problem? Just something to point out...
It's on a per item basis, not per type. I can set down 4 A-Type Nanohives and 4 B-Type Nanohives, just as an example. This leads to really irritating behavior where a single person can flood an entire map with different Nanohives just by switching out their fittings at a supply depot.
See below video for details:
http://youtu.be/85knBV2_kGY
Useful Links
Aeon Amadi for CPM1
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Iron Wolf Saber
Den of Swords
15683
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Posted - 2014.07.02 21:18:00 -
[22] - Quote
CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course.
Would you consider a team wide bandwidth (along with player one)?
Team assets would consume team bandwidth instead such as orbital strikes and vehicle call downs and more.
Have it time and resource based too so for example a team that deploys many vehicles very heavily will not access orbitals as often as a team that doesn't deploy anything else.
Then create secondary objectives that increases bandwidth gain rates (sattelight uplink) or reduction in bandwidth costs (vehicle depot)
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Gallente Logistics =// Unlocked
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Hawk-eye Occultus
ARKOMBlNE
253
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Posted - 2014.07.02 22:29:00 -
[23] - Quote
Iron Wolf Saber wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Would you consider a team wide bandwidth (along with player one)? Team assets would consume team bandwidth instead such as orbital strikes and vehicle call downs and more. Have it time and resource based too so for example a team that deploys many vehicles very heavily will not access orbitals as often as a team that doesn't deploy anything else. Then create secondary objectives that increases bandwidth gain rates (sattelight uplink) or reduction in bandwidth costs (vehicle depot)
Tiny, tiny issue there...
Vehicles (not being drones) don't really have a reason to eat up a lot of bandwidth. And surely the targeting data for orbital strikes would be on different frequencies than other equipment.
Team limit is good though.
Shofixti beats an Ur-Quan Dreadnought and a Kor-Ah Marauder.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11502
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Posted - 2014.07.02 22:33:00 -
[24] - Quote
Iron Wolf Saber wrote:
Have it time and resource based too so for example a team that deploys many vehicles very heavily will not access orbitals as often as a team that doesn't deploy anything else.
Does this infer that in a PC or FW battle a team deploying numerous HAV will have longer OB timers....whereas a team with less vehicles and equipment will have faster timers on strikes?
" We need to reclaim their fates and envelop them in ours. And we need to love them, no matter how much it hurts."
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CCP Wolfman
C C P C C P Alliance
3147
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Posted - 2014.07.03 02:05:00 -
[25] - Quote
Aeon Amadi wrote:Hawk-eye Occultus wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Don't we already have a "max placed per player" (akin to bandwidth per player) for equipment in DUST already? You know, the system that has the equipment spam problem? Just something to point out... It's on a per item basis, not per type. I can set down 4 A-Type Nanohives and 4 B-Type Nanohives, just as an example. This leads to really irritating behavior where a single person can flood an entire map with different Nanohives just by switching out their fittings at a supply depot. See below video for details: http://youtu.be/85knBV2_kGY
Correct. This would be a for all equipment carried not just individual items. |
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CCP Wolfman
C C P C C P Alliance
3147
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Posted - 2014.07.03 02:10:00 -
[26] - Quote
Iron Wolf Saber wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Would you consider a team wide bandwidth (along with player one)? Team assets would consume team bandwidth instead such as orbital strikes and vehicle call downs and more. Have it time and resource based too so for example a team that deploys many vehicles very heavily will not access orbitals as often as a team that doesn't deploy anything else. Then create secondary objectives that increases bandwidth gain rates (sattelight uplink) or reduction in bandwidth costs (vehicle depot)
I think it's an interesting idea having the whole team share some sort of resource be it bandwidth or something else. |
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SponkSponkSponk
The Southern Legion Final Resolution.
897
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Posted - 2014.07.03 02:25:00 -
[27] - Quote
CCP Wolfman wrote: I think it's an interesting idea having the whole team share some sort of resource be it bandwidth or something else.
The problem is that there's not really a concept of 'team' in an open world situation.
Dust/Eve transfers
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Syeven Reed
G0DS AM0NG MEN
719
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Posted - 2014.07.03 07:17:00 -
[28] - Quote
CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. This is needed!
Twitter MajLagSpike
CPM Application
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6138
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Posted - 2014.07.03 12:45:00 -
[29] - Quote
CCP Wolfman wrote:Aeon Amadi wrote:Hawk-eye Occultus wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Don't we already have a "max placed per player" (akin to bandwidth per player) for equipment in DUST already? You know, the system that has the equipment spam problem? Just something to point out... It's on a per item basis, not per type. I can set down 4 A-Type Nanohives and 4 B-Type Nanohives, just as an example. This leads to really irritating behavior where a single person can flood an entire map with different Nanohives just by switching out their fittings at a supply depot. See below video for details: http://youtu.be/85knBV2_kGY Correct. This would be a for all equipment carried not just individual items.
Honestly, I think that'd be enough of a change to encourage interesting/tactical placement. Something a lot of us have been asking for for a while, though I know some members of the community hound-dog about the 'Play-style Police' interfering with their spamability
Useful Links
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Scheneighnay McBob
Cult of Gasai
5546
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Posted - 2014.07.03 13:33:00 -
[30] - Quote
CCP Wolfman wrote:Iron Wolf Saber wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Would you consider a team wide bandwidth (along with player one)? Team assets would consume team bandwidth instead such as orbital strikes and vehicle call downs and more. Have it time and resource based too so for example a team that deploys many vehicles very heavily will not access orbitals as often as a team that doesn't deploy anything else. Then create secondary objectives that increases bandwidth gain rates (sattelight uplink) or reduction in bandwidth costs (vehicle depot) I think it's an interesting idea having the whole team share some sort of resource be it bandwidth or something else. That gives me another idea on top of that: what if you could set things like uplinks to be limited as to who can use them (Team, squad, individual), and each one could be at a different bandwidth, with different resources?
As in, the "team" bandwidth could support far more uplinks than the "squad" bandwidth, but the squad one would be more likely to be used wisely. Of course, something would need to be added so that solo squads aren't made just for extra bandwidth.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
8712
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Posted - 2014.07.04 00:25:00 -
[31] - Quote
CCP Wolfman wrote:Iron Wolf Saber wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Would you consider a team wide bandwidth (along with player one)? Team assets would consume team bandwidth instead such as orbital strikes and vehicle call downs and more. Have it time and resource based too so for example a team that deploys many vehicles very heavily will not access orbitals as often as a team that doesn't deploy anything else. Then create secondary objectives that increases bandwidth gain rates (sattelight uplink) or reduction in bandwidth costs (vehicle depot) I think it's an interesting idea having the whole team share some sort of resource be it bandwidth or something else. It's interesting but in the end I tend to find it ultimately a bad mechanic. The reason being because you have players who may specialize in a specific thing and they are being told they can't use it because of the team bandwidth. It becomes even more infuriating when you see something of lesser value occupying that bandwidth. It's bad enough already that we must share a vehicle quota and then say the dedicated dropship pilot can't fly because everyone is roaming around in LAVs, but that's necessary because of system performance. However, in general you should try to avoid all instances of team resource sharing where possible.
Amarr are the good guys
Their way of the Commando seems right and noble
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Marcus Stormfire
G.R.A.V.E INTERGALACTIC WARPIGS
29
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Posted - 2014.07.04 20:25:00 -
[32] - Quote
Iron Wolf Saber wrote:CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course. Would you consider a team wide bandwidth (along with player one)? Team assets would consume team bandwidth instead such as orbital strikes and vehicle call downs and more. Have it time and resource based too so for example a team that deploys many vehicles very heavily will not access orbitals as often as a team that doesn't deploy anything else. Then create secondary objectives that increases bandwidth gain rates (sattelight uplink) or reduction in bandwidth costs (vehicle depot)
I agree with the Bandwidth idea for equipment with a couple of exceptions. -Proxies since they are designed to be stand alone to a point. -Consider removing PG and CPU requirements of the deploy-able equipment. (kind of like Drones in EVE) -Consider keeping PG and CPU and not adding bandwidth to items that are on you such as rep tools and injectors.
Bandwidth for vehicles and orbital strikes would make immersion into the game strange if not harder. This is war. Moving vehicles to the front lines would be more of a logistics problem than a communication problem (unless jammed comms?)
- The team quota system in Dust 514 makes it seem like some bureaucrat is on the Warbarge saying
"Nope sorry guys you cant get any more stuff until you complete lines 33-45 in triplicate to explain why you need to go over the allotted deployment points put forth in the Fair Deployment Act instituted by Concord regarding the damaging use of equipment to the local indigenous fungi on all New Eden planets."
-Do Lava planets have Fungi? You bet your A** they do according to Concord.
-Marcus
-I don't always kill Mercs with a sidearm, But when I do I use militia.
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The SONNET
New Age Empire. General Tso's Alliance
0
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Posted - 2014.07.05 11:42:00 -
[33] - Quote
It should be based on a territorial scale. Spawn spots should be at random, though this shouldn't negate tatical oppositional moves. |
Fox Gaden
Immortal Guides
3862
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Posted - 2014.07.09 18:43:00 -
[34] - Quote
I think Drop Uplinks should be a short range spawn option. For a Drop Uplink to work you should have to have a source of clones on the ground (MCC, DCC, or CRU).
I think that a CRU should act as a large Drop Uplink with a longer range and a larger capacity. A CRU should be able to create an artificial wormhole (as a Drop Uplink does) but have the range to transport clones from Orbit (WarBarge). A CRU should run out of power after 50 or 100 clone transports, and stop functioning until it is has a chance to recharge.
The CRU should also act as a router, so that it can transport clones from Orbit, and then rout them to Drop Uplinks.
I think that if you do not control a CRU, or a source of clones on the ground, then you should spawn in free fall over the district, high enough so that you can control your drift in order to select your landing site, and to provide a time penalty for those who do not have control of clones on the ground.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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SponkSponkSponk
The Southern Legion Final Resolution.
907
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Posted - 2014.07.09 23:37:00 -
[35] - Quote
IMO, CRUs should have a separate stockpile of clones, so when you capture one, you get some free clones to respawn into (and if you lose them, someone else gets to use them, until they run out or are replenished somehow)
Dust/Eve transfers
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Scheneighnay McBob
Cult of Gasai
5620
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Posted - 2014.07.10 13:41:00 -
[36] - Quote
SponkSponkSponk wrote:IMO, CRUs should have a separate stockpile of clones, so when you capture one, you get some free clones to respawn into (and if you lose them, someone else gets to use them, until they run out or are replenished somehow) Clone counts as a whole need to be rethought for Legion, as it seems like the battles won't be pitched a majority of the time, like Eve. I'm thinking something along the lines of what you said: each CRU and MCC has its own clone count, which the owner can restock.
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CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
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Posted - 2014.07.10 16:57:00 -
[37] - Quote
CCP Wolfman wrote:As it happens we are considering an 'equipment bandwidth' system to reduce equipment spam in Legion. We were thinking it would be per player rather than for an entire team though which is a bit easier to grasp I think.
I'll talk about spawning once the suspicion conversation in the salvage thread has run its course.
I heard you mention bandwidth being a limiting factor. Much like drones have bandwidth in EVE, I too feel that doing this on an individual basis as opposed to a team would be the best thing to do.
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