Bojo The Mighty
Spaceman Drug Cartel-Uno
4242
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Posted - 2014.07.19 23:23:00 -
[1] - Quote
Opening Statement Objectives in Skirmish are mundane. Null cannons are the only asset that comes out of objectives. If Skirmish is to be a dynamic game mode some changes really need to occur.
The Null Cannon as is.... Every Null cannon in a skirmish match is functionally equal. Each one puts out a single missile at the same timing intervals. The only value of Null cannons comes from their location. Primarily city Null cannon objectives are prized over outskirt null cannons because they are clustered closer together thus once obtained, easier to defend by using the alternate nearby objectives. Also, because time is a factor, it's easier to hit the objectives in a city consecutively than it is to hit outskirt objectives consecutively. Not really a problem at all merely demonstrating how value is arbitrarily assigned to null cannons.
However what if we were to have a different Dust....
The Picture I picture a skirmish where there are 10 objectives but only five of them are null cannons. Of the five null cannons two are Mega Nulls, which launch a double missile volley at given intervals. Of the remaining five objectives 2 are MCC resistance amplifiers which harden the MCC. 1 objective is a data cache that pays extra ISK. 2 objectives are MCC Upgrade unlocks and the MCC will move over the battlefield to the objective.
Introducing the Greed Factor
There's not a whole lot of options in Dust. Sure you have a very liberal fitting system but really on the battle what is influential is merely who wins. This really limits your choices and causes everyone to focus on objectives with primary vigor followed by CRUs and lastly supply depots.
There's nothing interesting enough prevalent to split a merc down the middle. I have never found myself asking "Do I want to stuff my wallet for personal gains and put the win at stake or do I want to be a team asset and go for the objective?" There needs to be, basically, ISK caches on field that can persuade mercenaries to put their team at risk for greed. Greed is not prevalent in this game like the original concept insinuated.
This could come in many forms, like objectives I mentioned earlier, or a bounty system, or even adding in game abilities to make money like destroying property.
The difficulties
I don't expect CCP at all to actually deploy such difficult tasks as introducing new types of objectives and new ways to make money as I suggested. What I want to do is point out how objectives and game modes lack flavor and options. All I would like is to see baby steps take place.
Smell the burning flesh. Taste the tangy sulfur air. Volcano Season - Moltar's Haiku : SGC2C
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4327
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Posted - 2014.07.22 05:18:00 -
[3] - Quote
TYCHUS MAXWELL wrote:I think its a great idea to diversify the current game types but all of this would probably most certainly take a hefty patch. Which who knows if that will ever be a thing again. But, hopefully something will come of it. I made a suggestion myself for how current mechanics could be altered to change not so much personal greed but the risk vs. reward system to actually be a risk vs. reward system.
I would say you would probably need to make it to where the MCC missles ignore the resistance or that the resistance can never neutralize damage below one. Otherwise people might just cap the resistance on each team and then kill boost or something. People can do these sorts of things like in Oceanic anyways but now they would be able to do so without having to start multiple matches. I acknowledge the difficulties in my suggestion thus the bottom part where I acknowledge them I'm painting a picture and saying "work towards this"
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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