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Averllik
WarRavens Final Resolution.
4
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Posted - 2014.08.06 09:44:00 -
[1] - Quote
Suggestions for Maps & Optimization of Weapons Maps: As most people would of seen if they want to play legion, is the fan fest trailer of the first in game footage, CCP are already falling into the same pattern on map designs, as they had with dust. From whatGÇÖs been shown is two starting points and bridge dividing the two, these sort of maps need to be changed as there is nothing exciting or challenging about them. I suggest there should be maps with staging areas with multiple capture points and repairable walls and gates, donGÇÖt take this for the same as skirmish, more along the line as defenders and attackers, taking forward bases till they reach the end goal pushing the defenders out of the region. The maps could be converted for different mods, such as skirmish where all objective are open or domination but it creates a more dynamic game play. The best example is Battlefield meets MAG, as you have repairable blockades and multiple capture points and you have to keep pushing forward, taking one staging area to the next, till you reach the final objective. Once you capture a staging area, helicopters fly in over that area every 10-20 seconds spawning new troops and fly off, in one map a transport plane would fly in and you parachute out. (MAG) Also to reference a previous post I did missions should be tiered so new players can have fun with out being crushed, like in eve you got to work up to be able to do better and more skilled contracts. -Military Base Capture Maps -City Maps -Open Areas -Ship & Stations Base Capturing: Imagine this, you and your squad spawn down from a transport ship into and around a quickly made forward base, as you run out of this outpost you look round the map and see it is engulfed in flames, to your far left there is stream of lava and you look up, and ahead of you in the distance you can see the tips of two small guard towers connected via a walk way. You and your squad start moving to your objective icon which is in the same direction. As you make your way, you notice around you that there are the remains of dropships and tanks from previous fights, and the ground has gone from flat to rugged pot marked terrain. Looking up you are right in view of the towers and to the left and right of them are large stone walls stretching into the distance, the enemy start shooting, you all take cover in a ditch, while you as squad leader look for a point of entry, you see the entrance and its barricaded, your men call in a tank which blasts a hole in the barricade, the enemy scramble to block it and start the repair process, but your men push through before they have a chance (proto stomped). After a few minutes you and your squad have cleared the enemy forward base, and you and your men begin to climb up the towers, where you see an objective to set explosives, as you set the explosives you hear gun firing, and you realise a second wave of resistance has reached the base, ready to prevent you from destroying the towers, you look over the edge and you see they are running down over the ridge in the red zone. Looking at your hand console, the timer has only a few seconds, you think fast and jump over the tower railing, as you do the two towers explode behind you taking out your shield, you look back and watch as they crumble down onto a few blueberries who were standing in the way. As the dust clears you see there is large enough entrance for the vehicles to enter the forward base, and the red boarder zone fades away and a second objective appears over the ridge and the enemy start falling back. You look up and see transport ships flying overhead and hovering for a few second, filling the sky with fresh blueberries dropping down, before it flies of again, while another starts to appear in the distance ready to come back within a few seconds with more men to fill the new staging area, ready for the next advance. City Conquest: Using different worlds Environments for unique scenery and of course building construction, where players can run through a war torn city, as you look around half the sky scrapers are levelled and only partly standing bellowing out black smoke into the sky, slightly blotting out the sun and warbarges crashing down in the far distances of the city. High in the sky you can see AI generated ships zooming through the sky and exploding, and on the ground you see ruined civilian vehicles scattered about upside down laying in bomb craters on the side of the road. Players are able to run into buildings, and smash the glass creating sniper nests or traps in alleyways by putting or defending pre generated barricades to prevent advancing troops from reaching their objective mark. However in each map multiple routes are made to get to an objective. While soldiers lay wait in the buildings the bulk of the squad have gone down into tunnels under the road only to find that the tunnels are a maze of rooms and unmarked turnings and rigged with remote explosives, while a sniper in the squad climbed up the adjacent skyscrapers only to find an accessible cross over via a connecting sky bridge, giving them entry into the enemy buildings, putting down a drop link in open space you see a transport ship fly overhead and your squad filling the sky. The map needs to make the player feel like they have a purpose on this map, either fighting for the survival of the city and its populace or there to destroy the resistance, granting them glory for their federation for capturing this part of the city.
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Averllik
WarRavens Final Resolution.
4
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Posted - 2014.08.06 09:44:00 -
[2] - Quote
Station Infiltration: For maps like this, they should be made very diverse, creating multiple levels to play on, accessible from many ways including elevators and sections of the station should be destructible/repairable causing environmental damage. Starting areas also need to change more frequently, so that you donGÇÖt always start in the same positions on the same map making it harder to create a routine pattern, where you get players running to positon knowing they can hold x area. You and 2x 6 manned teams from your corporation want to join one match, so instead of trying to Q jump the system registers that you all have selected the same defence contract and are from the same Corporation or Alliance, and sends a conformation message. Moments later you are loaded in to a staging area, looking around you are in the stations bar on the ship, you notice there are not many people here par you and your two squads, however the area is lively full of bright lights and music and after a few moments of walking and chatting, the lights go out and emergency alarms go off, the on-board system announces within 30 seconds the enemy infiltration team will impact and the game begins, walking quickly to the port window, you look out onto a mass of ships colliding into the station, the countdown goes to 0 and the system announce the station has been breached, the bar doors swing open and you can now draw your weapon, as you and your men fill the corridor, the on board system begins to announce rooms that are being targeted and highlights the area onto your personal maps, you and your squad mates reach a stairwell, you look left and right and see two signs, one saying engine room with an arrow pointing up and system control room pointing down the corridor. You decide to split the squads and your 6 start to follow you up the stairwell, as you near the top you can hear gun firing in the distance, you raise your gun as you come round the finial corner of the stairwell and you hear a swirling sound above you, instinctively you drop to the ground taking cover and your squad following suit as rounds of bullets spray against the wall, as they stop you look up quickly to identify a heavy machine gunner at the top of the rails, ducking just in time as another spray of bullets smash into the wall, as the bullets stopped you load your missile tub attached to your machine gun with a plasma round, jump up and fire, the rocket propelled missile smashes against the railing and explodes with a bright light temporally blinding you, as you stood there momentarily thinking crap, you see the rails have completely been blasted apart and the edge of the platform gives way with the heavy in toe, as you stand there with a smug look on your face, watching as the heavy starts falling, and in his last effort he jumps but misses the landing and smashes against the rails and you watch as the life drains out of him as he continues to fall (+50 +10 environmental kill). Quickly you and your squad scramble to the top and in single fill edge your self-round the platform into the corridor. Hastily following the sounds of gun shots, you make your way down the corridor to a double set of doors, as you approach they swoosh open and in front of you is 2 lots of squads battling it out in a large open lounge area, bullets flying overhead as people crouch up and down behind couches and lean out from behind pillars, you briefly watch as the bullets hit and start removing chunks of concrete reducing the area of cover. You and your squad quickly take action and start moving for cover, as you run and jump into a prone position just behind a small wall, you quickly move to a crouch and start firing, the enemy are taking cover in stores and behind anything they can find. Think to yourself there in a good position you, look behind them you notice the spectacle view out of a large port window spanning the back wall, and you see in the reflection two men moving position and you instantly start firing, taking one of them out as he moved into open space with a head shot, the enemy slumps forward on to his knees and roles heavily to his side, instantly the other guy rounds on you with gun fire, you and two others take the opportunity to throw grenades in his direction. However they were over thrown and smash into the glass, as they go off you see the glass crack, then againGǪ everyone has stopped firing and is looking around to see the cracks spread, the alarm goes off stating imminent decompression is about to commence, shield activation in 20 seconds, then it happened the glass imploded and you just watched as you saw one enemy then two then three get sucked out into space instantly dyeing (+150 +50 environmental kill). Everyone close enough to the open hole, you see running forward fighting the pull that is being created as the atmospheric pressure is changing. While everyone is taking cover you look down and your shields are being depleted rapidly due to the reducing air in the room, the alarm goes off again with the following message shield activation and the room stabilizes instantly and you and the other 2 squads jump out from behind cover and push forward quickly taking full advantage of the weakened enemy, and in seconds you have cleared them all out before they had a chance to react. Scanning the room quickly you see a drop link, quickly running towards it, you see it on the floor you start firing at it but your too late, you here a large thud and on the wall a red circle appears and in a bright flash a hole appears leading into a large pod and in your moment of shock 2 full squads push through the gap and over run you.
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Fox Gaden
Immortal Guides
4014
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Posted - 2014.08.07 17:19:00 -
[3] - Quote
I strongly suggest editing your posts and adding spaces between paragraphs at the very least.
I will check back later. If it is in a readable format I will read it and provide my feedback.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Games Haven
Seykal Expeditionary Group Minmatar Republic
295
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Posted - 2014.08.07 17:47:00 -
[4] - Quote
Fox Gaden wrote: Reserved
Fixed.
Also I would very much like to see customizable districts in Legion. You could reassign your installations and mining machinery to harvest resources more efficiently. However you also have to design it knowing that it will also be used by your team in combat.
The struggle is real.
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Averllik
WarRavens Final Resolution.
7
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Posted - 2014.08.07 22:31:00 -
[5] - Quote
Games Haven wrote:Fox Gaden wrote: Reserved Fixed. Also I would very much like to see customizable districts in Legion. You could reassign your installations and mining machinery to harvest resources more efficiently. However you also have to design it knowing that it will also be used by your team in combat.
Ye I would say that is also kind of a topic i touched on in another thread, would be good to be able to do salvage missions or mining missions where you can skill into barrages and have convoys, such as you have in eve when you do mining in hard places.. Also the ability to deploy traps and road blocks or auto mated sentry's would be kl for defend missions, for example if you got to defend a base would be kl to position turrets to the walls for defence.
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lateris ablon
Commando Perkone Caldari State
19
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Posted - 2014.08.08 18:19:00 -
[6] - Quote
/signed Much love for the station suggestion.
ATC
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Averllik
WarRavens Final Resolution.
8
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Posted - 2014.08.09 23:31:00 -
[7] - Quote
As the post seems to be getting momentum, I thought I would add another short Map Description:
Mining Contracts:
Say that CCP install missions for salvage, which you have to use crates or barrages to transport, this should also incorporate the idea of raw materials for building of weapons, vehicles or materials that can be used and sold to EvE Players. (This contract you can come and go from and each time you leave you receive your payment for materials extracted, until the targets are reached, but at the same time anyone could finish this and get the end bonus.)
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Standing around the console screen in the corporation lounge, up comes a contract set by a High Ranking member of the EvE side Corporation, requesting for any member out there to join forces and invade & hold a Mining Corporation in x system on x plant and secure x amount of three types of building materials.
Quickly you jump on the contract, as so many of your comrades are doing and the battle system automatically registering you as a lone solider, recruits you to any available squads.
Moments later the lights dull around you and your mind drifts, for a brief moment you feel your mind being dragged through space, and next you awaken to the sounds of explosions, looking around you, you are strapped into a transport ship with two squads all wearing the corporation symbol of the Raven. The ship jolts up as another explosion goes off, looking ahead of you out the port window you see other transport ships and black smoke, and the systems says 10 seconds till drop point, ready your weapons.
As the time counts down to 0 it announces, are you ready to be deployed!! One by one the seats lean back and eject members from the transport ship. As youGÇÖre being thrown from the ship, you look around and team mates are still ejecting from the ship, slowly turning round to face the ground you see in the distance three huge concrete compounds nestled at the foot of a mountain, and up comes on your radar a rally point, just in the valley one click from the destination. You quickly adjust your course to the direction of the rally point and the dampers kick in and all around you bright blue lights and loud heavy thuds and a distortion of dust all around you.
Quickly grouping with your squad mates, you all form up and make your way through the lush vegetation of plants and trees growing in the valley, suddenly you all stop as there is movement on radar and looking up you see a Mimitar attack drop ship pelting pass pulling a hard right and carrying on, in the mean time you see to panels open up beneath it and seconds later a huge ball of fire and smoke shoot up just around the bend.
Rushing through the trees to the head of the valley you open up to the view of a battle under way, as you and your squad look at the onslaught of the unexpected resistance by the mining corporation, you see AI Soldiers, Tanks, Drones and automated turret systems, defending the mining shaft entrances.
Just then you see a bright flash and hear a load sound of thunder, quickly yelling out to take cover you and your squad jump back into prone position just as an explosive plasma round hits just meters in front of you throwing dirt and dust over you causing minor damage to your shields.
Enough is enough you order three squad members to bring out Two Heavy Rail Tanks using explosive rounds and a Gallante Tank with a blaster for cover support. Spreading out your men they throw out flares marking the landing zones, and in a few seconds you see the transport ships descending from the sky at speeds in the distance, one by one the tanks are dropped down, the tanks slowly rolled over the hill joining in the fight and fired round after round with such force the ground shock. Using the tanks as cover, you slowly pushed forward removing any threat that was missed by the tanks.
After Ten minutes of hard fighting, the sounds of gun fire had dulled down and coming out of the compound to see if the other complexes had fallen, you see the finial few attacks by a few Attack Drop Ships dropping bombs and missiles.
You quickly run back to your squad, and give them the order to call down a collector and a container trucks and scavenge as much as they can and set up a defensive perimeter around the entrance to the base and place two turret installations. Quickly everyone gets to work, collecting everything and collectively putting it in the container trucks.
The entrance was secure now and you moved into the mine and began getting as many men that you could spare to start collecting and loading the trucks, as quickly as you begin a notification from other squads started popping up, stating that there were sightings of another corporation transport ships over the sky. It seems that another corporation wants the minerals in the mines, you quickly tell some of your men in tanks to escort the cargo trucks to the transport location for collection. Another Note comes in from other squads saying prepare yourself for a strong fight.
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lateris ablon
Commando Perkone Caldari State
20
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Posted - 2014.08.10 17:16:00 -
[8] - Quote
Level Design inside a mine would be really cool and versatile to add. +20
ATC
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Hawk-eye Occultus
ARKOMBlNE
339
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Posted - 2014.08.16 13:56:00 -
[9] - Quote
I want music.
I also want the cool death effects from the beta, you know, where when you were downed, instead of just seeing your killer and some random stats in your face, you could still see the battle while you lay in the dirt, and when you actually died, it made a cool fadeout before your perspective changed.
Also music.
Following Stanley, to ADVENTURE! (Courtesy of The Adventure LineGäó)
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Jathniel
G I A N T
1151
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Posted - 2014.08.21 18:33:00 -
[10] - Quote
A TL;DR summary would be nice. You know, making the point without the graphic narrative. Please don't take offense. It's just that I can easily visualize scenarios containing your proposals without you actually providing the scenario theatrically. lol
The proposals I noticed:
1. Interactable/Hazardous environment. (I'm sure CCP had things like lava planets planned already.) 2. Customizable base layouts and defensive grids. 3. Actual function and utility from the arm console. 4. Persistent wreckage. 5. Logistical spawn system. 6. Active friendly, hostile, and neutral NPC/AI presence. 7. Very detailed interior structures.
Good proosals.
But with a lot of the narrative, I noticed that there are certain things that you described, that I would like to see GONE. Like, this line: "You and your squad start moving to your objective icon which is in the same direction. . ." and this line: ". . .the lights go out and emergency alarms go off, the on-board system announces within 30 seconds the enemy infiltration team will impact and the game begins." and this line: ". . .the countdown goes to 0 and the system announce the station has been breached. . ." or this one: ". . .the on board system begins to announce rooms that are being targeted and highlights the area onto your personal maps. "
What "System"?
Nearly, every shooter handles IFF on a system basis. Like in Battlefield 4, you go into the redzone, you got some random voiceover saying, "Get back here soldier! We need you in the fight!" Honestly, think about that. If some random dude jumped on comms in the military and started talking like that people would answer him with, "Identify yourself." "Who in the living fk is this?" "Clear comms." or some other response reflecting bewilderment.
In Dust, we know this abstract authority as TACNET. In Legion, I would like TACNET to be under player control.
I don't want a random abstract authority telling us, what is and isn't a hostile. Or what's defining the mission as starting or ending. To provide an open-world seamless experience in Legion, TACNET shouldn't function that way.
TACNET handles: - Communication with Warbarge for Orbital Strikes. - Communication with RDV pilots for the deployment and retrieval of assets. - Status monitoring of assets and objectives. - And most importantly, IFF interrogation. Which enables player's EWAR solutions.
In Legion, the introduction of IFF interrogators and transponders would make gameplay even more tactical. And active scanners would be able to include a function where you IFF test a target, or group of targets. Here's a short wiki entry on in: IFF (Identification friend or foe)
To get an idea of how critical TACNET is... go ahead and disable it during the last 5 minutes of a really close Skirmish match. That would be both a crazy fun, and nightmarish scenario.
Set your goals high, and shoot for the moon; even if you miss you'll land amongst the stars.
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