Bojo The Mighty
Spaceman Drug Cartel-Uno
4882
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Posted - 2014.08.05 22:55:00 -
[1] - Quote
If there's one thing about dust that pissed me off is that there was not enough to do outside of combat. Dust is all pew pew pew, with one suit doing the oomph oomph oomph
Look at your own game, EVE. You can mine, trade, manufacture, salvage, explore, etc. etc. No one in EVE has to play the pew pew pew. EVE has a broad ecosystem which seems much more interesting than dust, because dust is just pew pew pew.
Legion must not follow the same template as dust. Dust is very one dimensional: pew pew pew. Legion needs to be much more 50/50 combat/non combat. Hell if anything that would be a great way for new player support, where new players can be assets as non-combat more often than combat, and work their way up to more combat if they want, or further the non combat aspect.
But we are looking at a first person video game. Usually, first person games always have weapons as centric. It's what "seems" to fit. 3rd person always seems to be associated with more sandbox. But then enter minecraft which I have never played.....but that is first person and you can build stuff, as far as I know. It's most definitely possible to have a first person game where combat may not be the primary focus.
Specifics
In dust, non combat roles are herded into Map Control & Support. These are broad catagories; map control meaning transportation, uplinks, & hacking. Support being medical (revive & reps), ammo, and scanning.
The combat roles could really be defined as Anti infantry, anti vehicle, and area denial. While you may say that there are more options for the non combat roles, not many of them are interactive enough to be a full-time occupation.
For instance, Uplinks & nanohives are just drop and forget, there's no active participation on that end. Scanning is like a mix. You can actively participate in just scanning, but then you are super limited in how you do it. You'd just be a scout running around with an active scanner (or maybe a fast vehicle with scanner) and merely just try and keep the enemy lit up by pointing & clicking and walking around. That is active participation but it's too simple & mundane to be very fun or intriguing. Revive and reps are the most active non combat role. It requires decision making (what to focus on, when's best to revive, etc.) and being mindful of squad presence.
Now in legion you need to expand non-combat roles and make them much more active in participation to follow suit with revives and reps.
For instance with map control, a simple introduction of locking/unlocking doors into buildings could come into play, expanding it and making it more active. For instance with doors, a mindful map control expert could carefully watch from a perch as an enemy squad walks through a doorway. They then close and lock the door in the middle of the squad, trapping half inside. Scanning could become more intriguing with introduction of photography recon. A squad could toggle between their minimap radar and the streaming of the squad photographer (think COD Black Ops but better).
A sect of non combat I have been dying to see in a first person game is the engineering aspect. Building forts, bridges, building roadblocks and maybe even cutting off power to buildings/areas. There's also the destructive aspect of engineering, which would be methodically destroying said forts, bridges, and blockades, to be faster than just shooting them. I remember a long time ago I requested that a tractor bucket should be able to be fit in place of a large turret on an HAV and a tow in place of small turrets. Imagine using a grimsnes to airlift a madrugar, towing crates across a bridge with a Saga, or reshaping the very ground with a Gunnloggi.
You get the message: less pew pew, more construction noises and other odd sounds that are made by scanning, maybe woo woo woo woo wuuuuuuuuuuh. Or the buzzzzzzzzzzzzz of a saw.
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4883
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Posted - 2014.08.06 00:46:00 -
[2] - Quote
Maken Tosch wrote:
From what I see on how CCP is intending Legion to start off with, there will be at least one other thing to do besides what you described. Market Trading.
You will no doubt see players like me diving into the secondary market making a massive profit without ever needing to leave the comfort of my merc quarters. And I have done plenty of marketeering in Eve Online and still do to this day in addition to manufacturing and mining. So don't be surprised if you see countless buy orders setup by players on day one of Legion because a lot of Eve Online players will flock to Legion with their skills in dealing with the market forces. Sure, there will be players who will setup sell order instead to maximize their profits, but there will always be players who are in a rush and can't wait for the ISK to roll in. In that case, those players will fire sell which is good for marketeers.
While I am glad Legion will most likely deploy with a functioning market, that is not a boots-on-the-ground ability. I'm talking about on battle non combat roles. Roles that help sway outcome without necessarily shooting stuff.
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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Bojo The Mighty
Spaceman Drug Cartel-Uno
4889
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Posted - 2014.08.06 03:11:00 -
[3] - Quote
Maken Tosch wrote: In a way it does involve boots on the ground. Right now in Dust, there is protostomping all over the place because there are plenty of players who profit from corp resources to fund their proto gear in addition to prices being fixed by the NPC primary market. Since Legion is obviously going to center around the market and it's obvious that militia gear might become the only NPC-seeded items in the market, it will become extremely expensive to continue funding a proto fit if it the whole fit cost the user nearly 5 million per death. Even with a wallet stuffed with over 500 million ISK, you'll run out of ISK fast especially if you happen to be a dedicated vehicle user.
As a result, players will start behaving conservatively and start using cheaper fits more often while using the salvage to subsidize their fits rather than immediately buying the salvage from another player. This means less protostomping in the battlefield and more balanced gameplay because constant protostomping will be too damn costly especially in an open-world environment where anything can happen.
Us marketeers will make an impact on the battlefield before the battle has even started as we then build up influence on the market. But as a marketeer I also have to watch out for others who will try to undercut me and steal my customers. To some of the folks here on the forums who don't realize it by now, this is known as market pvp. It happens all the time in Eve Online.
Of course the market doesn't affect the battle in a major way like how the battle of B-R5RB went in Eve, but it does influence it in subtle ways before the battle starts.
You are emphasizing the "new player friendly" point I made when the broad point was about having a diverse ecosystem; one that is not all-focal on combat but indirectly winning/influencing battles through other means. Something that adds dimension to the game. Again, market - cool , but building and controlling the map would be what I am talking about.
Just as long as the dice keep rollin, the hoes keep hoein, and the money keeps flowin!
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