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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
0
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Posted - 2014.07.16 01:41:00 -
[1] - Quote
Hi all, I'm new to these forums so I dunno if it's taboo for my first post to be a mass suggestion like this, but so be it.
I've played this game on and off since it first came out and I love it, but I always end up feeling like it doesn't quite reach its full potential, so I've come up with some ideas as to how this game could further evolve. Some of you might like something here, some of you might be totally opposed to it, and that's OK Got questions/more ideas/hate? leave it here mang.
(?) means not sure about implementation.
Interactive environments
- Ziplines
- Launchpads (Jump-pads, Conveyor belts)
- Opening/Closing doors
Hack key doors to lock/unlock? Adds some depth.
New Equipment
Jumpjets/Dashjets
- Jump is largely vertical, with arc based off initial movement, and Dash is for forwards or sideways movement
- Scouts move most, Heavies least. Heavies benefit from dashjets in that contact with enemies will disorient them, creating an opening for attack. DonGÇÖt rely on that though.
- Double-tap to activate (?)
HUD Disruption Grenades/Beacons
- Name says itGÇölittle to no damage, but erases/blurs enemy HUD
- Beacon effects are continuous, grenade effects have a duration
- Roll this effect into flux grenade?
Predator Missiles
- Purchasable at a supply depot in game (?)
- Player is immobile while piloting missile
- Enemies lit up for targeting in missile view
Sticky variants of all grenade types
Hara Detonators
- Your clone self-destructs on termination to get revenge
New Vehicles
Solo Ground/Air Vehicles
- ATVGÇöequipped with a booster for zipping in and out of key locations. Or being a really fast murder-taxi.
- HoverjetGÇöHas a minigun and rocket launcher
- Rocket variantsGÇöRegular, Crash (high speed), Cluster, Homing (best for vehicles)
- Has flares and afterburner to make up for poor defense
New Match types-kinda CTF-esque
Infiltration
One team defends a base, one team attacks from a couple smaller outposts from far away. The attackers have an MCC at their end to serve as a start/end point.
Attackers are to infiltrate the enemy base and steal a power core from the containment field inside, and rush it back to the MCC to transport it and win. They must hurry, as their MCC is under fire from an encrypted NULL cannon, encrypted meaning GÇ£unhackable and unfindable.GÇ¥ They lose if their MCC is destroyed.
Defenders are to defend their base from enemy attack both offensively and strategically, by locking mechanic doors in their base, slowing down attacker progress. If the core is out of containment too long, the base will meltdown and self-destruct, causing a loss. This makes protection and/or retrieval of the unit a priority.
When the core is removed from containment, a countdown begins on defender screens to show them how much time they have to retrieve it. Once a defender (w/ core) is inside the containment room, the countdown clears.
---------A good counter to this would be for attackers to lock the door after grabbing the core. That way, defenders expend extra time getting it open and can lose that way. Points are awarded for pick-up of the core by either side, but defenders get bonus point if the core is returned to the containment unit.
Depletion of clone reserves is a loss for either side, as per regular DUST gameplay.
First-Strike
- Similar to Infiltration, but different. The map is inspired by the CCP logo: Its one larger arena surrounded by six smaller zones, serving as bases. Each team gets three different zones on one side. In each of these zones is one part of a three-part coordinate to where the enemyGÇÖs cloaked MCC is in the vicinity. Each side has an encrypted NULL cannon awaiting coordinate input. The difference is that they are outfitted with immense TOMs (Total Obliteration Missiles. I tried.), which will destroy the enemy MCC with two strikes (shields, armor).
- The goal is to get to each enemy zone, steal the coordinates, and get them back to any of your own zones to uplink them (like hacking, takes time) to the encrypted NULL cannon, all while defending your own bases.
- Players may enter coordinates one at a time, or all at once, as any player can carry all three coordinates. Players with coordinates are marked and visible on HUD.
- Only one of each coordinate may be carried at a time, but if the player carrying them dies, they must be retrieved again.
ETC
- Roll Locus and AV grenades into oneGÇöan explosiveGÇÖs an explosive, ja feel?
- Allow match/match type/side selection when looking for fights. If I only want to fight for my nation, I should be allowed to. If I only like skirmish, well I best be getting to only play my skirmish. Genuinely sorry if that sounds entitled.
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Deathonswift
SINISTER DEVELOPMENTS
0
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Posted - 2014.07.16 07:22:00 -
[2] - Quote
I agree with a great deal of this, most of my support lies with these two game mode suggestions. I think that perhaps replacing either Dom or Skirmish with one of these would be awesome, as they both would add a more tactical perspective to the game. Right now, Dust lacks what would set it apart from other FPS games today, that would be innovative gameplay modes. |
Wondah Boah
Vherokior Combat Logistics Minmatar Republic
1
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Posted - 2014.07.16 14:38:00 -
[3] - Quote
Got one more:
Melee weapon class
- For an array of melee weapons to be used by light and medium dropsuits
- Nova Knives moved to this category, and new weapons added, such as the Plasma Machete and Garrotte.
- New animations for melee, as well as takedowns and sneak attacks, which pair well with cloak field.
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Deathonswift
SINISTER DEVELOPMENTS
2
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Posted - 2014.07.17 00:43:00 -
[4] - Quote
Hmm. I do find my self wondering why such advanced societies haven't shown signs of advanced cqc weaponry. However, today, Dust has become so formulated that using such weaponry is nearly impossible unless you cloak, hide, and hit from behind. Unless Dust can recieve a few new changes, it'll fade into the annals of gaming history as just another FPS game... But you've got the right train of thought, what with introducing new stealth gameplay avenues. For this, I have favorited this thread. Keep the interesting ideas coming, CCP hasn't COMPLETELY discounted us.
I'd like you to explain these predator missles. This sounds like something from COD.
Darkness shrouds as Fire purges. I am the Wraith.
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Kallas Hallytyr
Skullbreakers
648
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Posted - 2014.07.17 00:51:00 -
[5] - Quote
Some things are great, some are CoD cloned ideas, and I'm inherently biased against CoD.
One thing I think could happen is making some of these WP based. If the WP system was flexible enough to accommodate 'spending' earned WP for different things beyond just OBs, like the Predator missile, which could be very useful AV on the fly, but would set back using an OB by however much it cost to launch.
Perhaps we could get multiple options (all numbers pulled from my arse): - AV missile from the MCC (500 WP) - redeploy turret installations that have been destroyed as blue ones, possibly based on proximity to blue objectives (250 - 750) - deploy new depots/CRUs based on location relative to blue objectives (500 - 1000)
Something like that would be good...
Alt of Halla Murr.
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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
4
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Posted - 2014.07.17 04:26:00 -
[6] - Quote
I thoroughly detest CoD, and I don't think predators are unique to the game, so I hope I'm in the clear there.
As for an explanation, it's essentially a player guided missile. Good for AV and all around huge damage, bad because while you're dropping it, you have to stay in one spot.
Gameplay-wise you'd grab the transmitter from a depot and guide the missile from its source--NULL, MCC, etc.--to the target. Upon activation, your soldier crouches down and the camera switches to the bird's eye view of the missile so you can steer it to enemies, which will be highlighted |
Deathonswift
SINISTER DEVELOPMENTS
2
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Posted - 2014.07.17 04:36:00 -
[7] - Quote
Aye, but as Kallas suggested, perhaps the warhead should be Anti-Vehicle. In which case, you acheive squad total of say... 500-690wp, and request an AV missile from off-map support. When they missile is deployed enemy vehicles will be highlighted, and the missile can have a small splash radius which could damage infantry. Though to combat spamming of this technique, the damage to infantry should be minimized to say 170/180dmg? That way squads are still tempted to use a warbarge which is all out obliteration.
Darkness shrouds as Fire purges. I am the Wraith.
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Deathonswift
SINISTER DEVELOPMENTS
2
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Posted - 2014.07.17 04:37:00 -
[8] - Quote
Other ideas could include a small scale flux blast?
Darkness shrouds as Fire purges. I am the Wraith.
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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
4
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Posted - 2014.07.17 13:14:00 -
[9] - Quote
I can get behind those ideas, especially because spamming could be an issue |
Deathonswift
SINISTER DEVELOPMENTS
7
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Posted - 2014.07.18 21:06:00 -
[10] - Quote
Could you, perhaps explain the ATV?
Darkness shrouds as Fire purges. I am the Wraith.
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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.07.19 00:03:00 -
[11] - Quote
Its just a one man 4 wheeler, better at maneuvering than the LAV. I figured it would be useful when one wants to roll solo or get somewhere really fast. Other possiblilities could be to make it two man, with the rear rider able to fire their primary, or to have a minigun mounted on front. |
Deathonswift
SINISTER DEVELOPMENTS
11
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Posted - 2014.07.19 17:57:00 -
[12] - Quote
That could be quite fun. Allowing for some really intense LAV v ATV action. Perhaps make the ATVs a Minmatar vehicle (Not saying it because I am a Minmatar, just that it fits in with the rustic, rugged feel of the Minmatar)
Darkness shrouds as Fire purges. I am the Wraith.
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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
7
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Posted - 2014.07.19 19:47:00 -
[13] - Quote
That would be the goal for both the hoverjet and the ATV, designed as speedy and deadly machines to deal with enemies. |
Deathonswift
SINISTER DEVELOPMENTS
12
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Posted - 2014.07.19 20:16:00 -
[14] - Quote
Of course, we should start to discuss how to balance a new light vehicle with the game. No doubt people will thouroghly test the capabilities of such a vehicle. I'm no good with numbers,but let's at least decide how an ATV would perform. It's high and low points, so to speak. I'm thinking, that the LAV would outclass it in protection and speed, but, like you said Boah, the ATV gain manuverability and perhaps modules? Whether or not the ATV has any combative ability is definitly a deciding factor.
Thoughts?
Darkness shrouds as Fire purges. I am the Wraith.
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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
7
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Posted - 2014.07.19 22:47:00 -
[15] - Quote
The main point of the ATV would be speed, especially if it were a Minmatar vehicle.
That being said, the only modules I can justify it using would be Boosts and Active Scanners.
As far as armor/shields? Minimal, considering the driver is exposed. Its speed and control would be key to your survival. One well placed rocket would end your course, but that's not to say you can't be shot off of the thing if you aren't careful.
After thinking about it, Its a vehicle for rushing in and out of target areas, so I don't think it should have a mounted gun. However, if the rear rider is quick enough, they might be able to pop some shots off as suppressive fire.
TL;DR
ATV + Highest speed/ maneuverability of land vehicles + Passenger can fire weapons - Almost zero defensive capability
While we're at, let's talk hoverjet too. I was thinking it'd emulate the ATV in its focus on speed, but it would be more of a glass cannon in that it can also really dish out serious damage on most, if not all units. Again, its weakness would be low defenses, so it would be more of a hit-and-run vehicle. Thoughts?
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Zindorak
1.U.P
155
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Posted - 2014.07.19 23:56:00 -
[16] - Quote
I like this the distortion grenade could be called the EMP grenade or distortion grenade |
Deathonswift
SINISTER DEVELOPMENTS
12
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Posted - 2014.07.20 00:34:00 -
[17] - Quote
When talking 'Hover', you think quick to a certain degree with an obtuse maneuverabilty when idle. These would be a support vehicle best used with constant movement. Not as fast as the lighter vehicles but slightly faster than a tank. I propose that it have three light turret slots, with a four person capacity. With enough armor or sheild to survive without mods, but not enough to take a tank or a group of AVs without aid. As I said, it would be a more solid defensive choice but can't go at it withvehicles unless it has some supportive action. (I like the ATV spread, btw.)
Darkness shrouds as Fire purges. I am the Wraith.
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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
7
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Posted - 2014.07.20 15:14:00 -
[18] - Quote
I feel like that just makes it a more offense intensive dropship, and I think it should differbas much as possible to cover a different style of gameplay.
I think it should be a solo fighter type vehicle, armed with a primary HMG and a secondary turret (small or large, to be installed by the player). It'll be, again, the fastest in the sky, with great, maneuverability (including barrel rolling), and the ability to hover. However, it will have low-average shields and low armor, so just like the ATV, speed is key to survival. Mods CAN improve defenses to a more livable point, but not enough that it can tank. That does not bar it from playing a support role with air support/suppression.
Tl;dr Hoverjet + High speed/control + High Offensive capability - Garbage defense -/+ Services only one person |
Midnight Cardinal
Osmon Surveillance Caldari State
0
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Posted - 2014.07.20 17:55:00 -
[19] - Quote
Ahhh, see I missed the 'Jet' part. Ok, though I think adding in another offensive air vehicle is going to make Dropship piloting (Which is what I do.) much less productive than it is. People would just run strikes, turn around and kamikaze, jumping out at the last second. I mean sure it would be awesome as hell, but then you'll just have less infantry, and more graceless idiots in the sky. The teams are only 16v16 in regular pubs, and awesome new fighter jets are going to make a few people, who usually hit the ground, start to cloud the skies. In no way am I knocking this idea,it is completely up my alley. I just think that new air-based vehicles that are defined by offensive tactics should be geared more towards Valkarie. Besides, getting it into the air will be a nightmare, especially with the vehicle deployment system in Dust. Due to it being speed oriented, you would need at least a small runway to get to the required amount of speed before initiating a hover to glide upwards. Which also means each jet would require afterburners as standardized mods. However, I would love to see these. Perhaps we can discuss some changes that should be made to allow for these to be implentable?
Your heart pumps faster, you feel the power and energy of pure adrenaline.
You're in my sights, you're gone in a moment.
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wiseguy12
Ancient Legion
38
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Posted - 2014.07.20 19:29:00 -
[20] - Quote
Holy Call of duty batman. New vehicles r ok The new missile variants need to be added back in Though. The jumpjets also good buff for assaults as an equipment with a 3 min. recharge time and assaults get a reduction to Recharge time and a higher jump. Every other idea to halo and CoD.
Eye of the Reaper
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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
7
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Posted - 2014.07.21 01:45:00 -
[21] - Quote
Midnight Cardinal wrote:Ahhh, see I missed the 'Jet' part. Ok, though I think adding in another offensive air vehicle is going to make Dropship piloting (Which is what I do.) much less productive than it is. People would just run strikes, turn around and kamikaze, jumping out at the last second. I mean sure it would be awesome as hell, but then you'll just have less infantry, and more graceless idiots in the sky. The teams are only 16v16 in regular pubs, and awesome new fighter jets are going to make a few people, who usually hit the ground, start to cloud the skies. In no way am I knocking this idea,it is completely up my alley. I just think that new air-based vehicles that are defined by offensive tactics should be geared more towards Valkarie. Besides, getting it into the air will be a nightmare, especially with the vehicle deployment system in Dust. Due to it being speed oriented, you would need at least a small runway to get to the required amount of speed before initiating a hover to glide upwards. Which also means each jet would require afterburners as standardized mods. However, I would love to see these. Perhaps we can discuss some changes that should be made to allow for these to be implentable?
Due to the hover ability, it would have a vertical liftoff versus needing a runway, which fits in muuuch better in Dust |
Wondah Boah
Vherokior Combat Logistics Minmatar Republic
7
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Posted - 2014.07.21 01:50:00 -
[22] - Quote
wiseguy12 wrote:Holy Call of duty batman. New vehicles r ok The new missile variants need to be added back in Though. The jumpjets also good buff for assaults as an equipment with a 3 min. recharge time and assaults get a reduction to Recharge time and a higher jump. Every other idea to halo and CoD.
Such as? The CoD argument only works if its only in CoD brother.
In any case, I made these suggestions under the pretense that Dust has the frame to execute each to near perfection, if only CCP would give us some real attention before tryingbto sum us for legion. |
Deathonswift
SINISTER DEVELOPMENTS
12
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Posted - 2014.07.21 03:21:00 -
[23] - Quote
Wondah Boah wrote:Midnight Cardinal wrote:Ahhh, see I missed the 'Jet' part. Ok, though I think adding in another offensive air vehicle is going to make Dropship piloting (Which is what I do.) much less productive than it is. People would just run strikes, turn around and kamikaze, jumping out at the last second. I mean sure it would be awesome as hell, but then you'll just have less infantry, and more graceless idiots in the sky. The teams are only 16v16 in regular pubs, and awesome new fighter jets are going to make a few people, who usually hit the ground, start to cloud the skies. In no way am I knocking this idea,it is completely up my alley. I just think that new air-based vehicles that are defined by offensive tactics should be geared more towards Valkarie. Besides, getting it into the air will be a nightmare, especially with the vehicle deployment system in Dust. Due to it being speed oriented, you would need at least a small runway to get to the required amount of speed before initiating a hover to glide upwards. Which also means each jet would require afterburners as standardized mods. However, I would love to see these. Perhaps we can discuss some changes that should be made to allow for these to be implentable? Due to the hover ability, it would have a vertical liftoff versus needing a runway, which fits in muuuch better in Dust
If it uses only a hover to lift, breaking into a fullburst of speed would cause the the nose to dive. Unless there are propulsions on the underside further up, but then it couldn't be much of a 'jet'.
Darkness shrouds as Fire purges. I am the Wraith.
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Wondah Boah
Vherokior Combat Logistics Minmatar Republic
7
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Posted - 2014.07.21 03:27:00 -
[24] - Quote
Deathonswift wrote:Wondah Boah wrote:Midnight Cardinal wrote:Ahhh, see I missed the 'Jet' part. Ok, though I think adding in another offensive air vehicle is going to make Dropship piloting (Which is what I do.) much less productive than it is. People would just run strikes, turn around and kamikaze, jumping out at the last second. I mean sure it would be awesome as hell, but then you'll just have less infantry, and more graceless idiots in the sky. The teams are only 16v16 in regular pubs, and awesome new fighter jets are going to make a few people, who usually hit the ground, start to cloud the skies. In no way am I knocking this idea,it is completely up my alley. I just think that new air-based vehicles that are defined by offensive tactics should be geared more towards Valkarie. Besides, getting it into the air will be a nightmare, especially with the vehicle deployment system in Dust. Due to it being speed oriented, you would need at least a small runway to get to the required amount of speed before initiating a hover to glide upwards. Which also means each jet would require afterburners as standardized mods. However, I would love to see these. Perhaps we can discuss some changes that should be made to allow for these to be implentable? Due to the hover ability, it would have a vertical liftoff versus needing a runway, which fits in muuuch better in Dust If it uses only a hover to lift, breaking into a fullburst of speed would cause the the nose to dive. Unless there are propulsions on the underside further up, but then it couldn't be much of a 'jet'.
I used the term jet as a means to say that it accelerates quickly, and functions at high speed. Given the setting of Dust it stands to reason that the jet as we know it does not exist anymore, in favor of better aircraft. |
Deathonswift
SINISTER DEVELOPMENTS
12
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Posted - 2014.07.21 04:38:00 -
[25] - Quote
I see, well, I'll get more clarity on your wording from now on.
Darkness shrouds as Fire purges. I am the Wraith.
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