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Apothecary Za'ki
Biomass Positive
237
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Posted - 2014.08.04 16:10:00 -
[1] - Quote
Bulwark 300 clones or so each side.. 1 cap point small urban/semi urban map MCC has shield, armor AND hull damage extending the game length to like 30 minutes instead of 15.
would be perfect for big SP/WP but cap the isk to maybe 350k tops on that mode?
Logibro in training.
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Taurion Bruni
D3ATH CARD
249
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Posted - 2014.08.04 16:25:00 -
[2] - Quote
so its dom but with a longer game time?
Python Pilot // Minmatar Assault
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Apothecary Za'ki
Biomass Positive
237
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Posted - 2014.08.04 16:30:00 -
[3] - Quote
pretty much.. more clones more mcc hp more time to kill
Logibro in training.
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wiseguy12
Ancient Legion
57
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Posted - 2014.08.04 17:02:00 -
[4] - Quote
No This wont happen because they already have a game mode so close to it.
Eye of the Reaper
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KEROSIINI-TERO
The Rainbow Effect
1211
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Posted - 2014.08.04 17:10:00 -
[5] - Quote
With only one stationary capture point - no thx. Current dom is already campy campy enough.
[SUGGESTION:] Bulwark with changing cap point
One cap point which CHANGES LOCATION over the time
- Makes a rush for the new one - No one knows for sure when the change is gonna be (maybe some actions outside of cap point speed up the change?) - No one knows which location is the new one for sure
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Zindorak
1.U.P
244
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Posted - 2014.08.04 17:20:00 -
[6] - Quote
How a bout a modified Skirmish in which the null cannons drop from the sky one at a time and its a mini domination at each point. Maybe once its hacked there is no getting it back
Master of the Scrambler Pistol. Carthum Assault ScP <3
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Apothecary Za'ki
Biomass Positive
237
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Posted - 2014.08.04 17:56:00 -
[7] - Quote
that would be unbalanced.. hacking geared min-scout could hack it in maybe 3 to 5 seconds and done.
but i know what your getting at.. *cough* BF3/4 Rush mode *cough*
Logibro in training.
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Raven Tarmiskis
FACTION WARFARE ARMY FACTION WARFARE ALLIANCE
0
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Posted - 2014.08.05 00:11:00 -
[8] - Quote
I'm liking the idea, but however instead of being like Domination, have it something brand new all together. Still call it Bulwark (love the name btw), but just how it works is different.
I'm thinking that it's kind of like an RTS in the regards that the Defending team would be able to set up defenses, to protect a giant Null Cannon which is still being built by drones while the two teams fight it out. The defending team would not have access to vehicles, but they would be able to call down turrets to help defend their camp against the attackers.
The attacking team would also have time to prepare for the assault, with calling in a limited number of vehicles from a depot on the ground (I'm thinking 5-10). Once this number is depleted, they can't spawn anymore unless they capture at least one of the vehicle depots scattered around the map, which would add 2-5 to that vehicle pool.
The teams would have 200 clones per match, with static re-spawn points. For the Factional Warfare version of this game type, those numbers would change based on system/planetary/district control (+25 per controlled thing).
Anything placed by players, be it walls, turrets, or other defensive/offensive structures can be destroyed by weapons fire, or explosives. Of course it would be more adventitious to use tanks, PC and SwL, explosives or orbital strikes.
The time limit would be 15 minutes, with a 1-2 minute preparation time for both teams (meaning think fast, tactical and efficient). With the Victory Conditions as; the destruction of the giant Null Cannon, holding out for 15 minutes or the classic "Kill all the attacking clones".
Of course the prep time can be taken out with pre-built destructible defenses that land whenever a player calls them in, during the match. And yes, calling in turrets, walls or dragons teeth could be used as a weapon per say, however it would not be a constant call in, there would be a cool down, or delay between calling it in and it actually arriving.
This would also open up the option for players to buy turrets and other installations they could call down onto a battlefield that supports OMS. They would be similar to vehicles with high, and low slots, and use the vehicle upgrades as they are now. One exception is that player built turrets do not need reloading or ammo supply, they're placed and there until destroyed, or captured. These Turrets would take no skill to use or call down, as long as you're bought one and have it in stock you can use it.
Turrets, outside of Bulwark, would be expensive to buy. I'm thinking the equivalent of a(n) (advanced) Tank, or Drop ship. I'm not really a tank/drop ship pilot so this price would defiantly need adjusting. |
Apothecary Za'ki
Biomass Positive
240
|
Posted - 2014.08.05 00:41:00 -
[9] - Quote
Raven Tarmiskis wrote:I'm liking the idea, but however instead of being like Domination, have it something brand new all together. Still call it Bulwark (love the name btw), but just how it works is different.
I'm thinking that it's kind of like an RTS in the regards that the Defending team would be able to set up defenses, to protect a giant Null Cannon which is still being built by drones while the two teams fight it out. The defending team would not have access to vehicles, but they would be able to call down turrets to help defend their camp against the attackers.
The attacking team would also have time to prepare for the assault, with calling in a limited number of vehicles from a depot on the ground (I'm thinking 5-10). Once this number is depleted, they can't spawn anymore unless they capture at least one of the vehicle depots scattered around the map, which would add 2-5 to that vehicle pool.
The teams would have 200 clones per match, with static re-spawn points. For the Factional Warfare version of this game type, those numbers would change based on system/planetary/district control (+25 per controlled thing).
Anything placed by players, be it walls, turrets, or other defensive/offensive structures can be destroyed by weapons fire, or explosives. Of course it would be more adventitious to use tanks, PC and SwL, explosives or orbital strikes.
The time limit would be 15 minutes, with a 1-2 minute preparation time for both teams (meaning think fast, tactical and efficient). With the Victory Conditions as; the destruction of the giant Null Cannon, holding out for 15 minutes or the classic "Kill all the attacking clones".
Of course the prep time can be taken out with pre-built destructible defenses that land whenever a player calls them in, during the match. And yes, calling in turrets, walls or dragons teeth could be used as a weapon per say, however it would not be a constant call in, there would be a cool down, or delay between calling it in and it actually arriving.
This would also open up the option for players to buy turrets and other installations they could call down onto a battlefield that supports OMS. They would be similar to vehicles with high, and low slots, and use the vehicle upgrades as they are now. One exception is that player built turrets do not need reloading or ammo supply, they're placed and there until destroyed, or captured. These Turrets would take no skill to use or call down, as long as you're bought one and have it in stock you can use it.
Turrets, outside of Bulwark, would be expensive to buy. I'm thinking the equivalent of a(n) (advanced) Tank, or Drop ship. I'm not really a tank/drop ship pilot so this price would defiantly need adjusting. thanks, i remembered it from W40k Dawn of war 1 when farseer thaldeer was commenting on the ORCs superior entrenched warfare :x
Bulwark it could be an assault on an entrenched position to see if attackers can route/raze the defenders.
a typical example of a bulwark in dust could be when its "the bridge" with single cap point and every one is entrenched and fighting/defending the point hard.
PS. your post was a little TL;DR but i did see "push in and destroy nullcannon" .. maybe in bulwark mode its simple LOTRO Helmsdeep style fight though once inside the fort you have to fight your way to the Complex's Power generator/core and blow it up... 2 stages.. 2 hack points you gotta defend either side to lower the defense shield then you can blow the hell outa the core
Logibro in training.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
12576
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Posted - 2014.08.05 01:47:00 -
[10] - Quote
Apothecary Za'ki wrote:Bulwark 300 clones or so each side.. 1 cap point small urban/semi urban map MCC has shield, armor AND hull damage extending the game length to like 30 minutes instead of 15.
would be perfect for big SP/WP but cap the isk to maybe 350k tops on that mode?
How is the mode special? Its just an urban skirmish.
I was expecting a Siege scenerio.....................
*leaves disappointed.
"We were commanded us to burn the system...We did. I mourn the loss of the innocent caught in our fires" -Kador Ouryon
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Apothecary Za'ki
Biomass Positive
241
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Posted - 2014.08.05 01:59:00 -
[11] - Quote
True Adamance wrote:Apothecary Za'ki wrote:Bulwark 300 clones or so each side.. 1 cap point small urban/semi urban map MCC has shield, armor AND hull damage extending the game length to like 30 minutes instead of 15.
would be perfect for big SP/WP but cap the isk to maybe 350k tops on that mode? How is the mode special? Its just an urban skirmish. I was expecting a Siege scenerio..................... *leaves disappointed. try reading other posts.. its an assault on a fortified area with the goal to destroy the power core of the nullcannon while the opposing team have to try defend it
Logibro in training.
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