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Imp Smash
Molon Labe. General Tso's Alliance
238
|
Posted - 2014.10.02 01:43:00 -
[1] - Quote
I like the idea of droppable spawn points. However I also like the concept of battle lines, territory taken meaning something tactically, pushing people back, etc...
And I honestly feel like the current drop uplink mechanic hurts this.
The current mechanic DOES encourage uplink spam (which our ps3s and netcode just LOVE). That in turn discourages strategic uplink placement. And it ruins the concept of taking control of territory for assaulting the next part of the map. It makes the game lose a ton of tactical and strategic depth.
Basically I think we need a bit more brain power required for good uplink usage.
So my suggestion is this: How about uplink tethering? As in - links create a chain. Uplinks outside of x meters of another uplink are inactive. Any CRU (mobile included) being within those x meters causes the link to become active. Any active link within x meters of a link likewise activates it. Range would probably be based on the cost of said uplink and I would bet that racial modifiers could affect the distance of the link (I'm looking at you Amar)
Killing one in a chain renders all others behind it (no link to a cru ya know) inoperative until the chain is restored.
Mobile CRUs in vehicles being able to instantly activate a link will give more depth to all vehicle usage (especially if your team has a link in enemy lines they didnt notice.) Etc.
It would be prudent to add more CRUS at strategic locations of the map to generate actual battle lines and engagement areas. And of course the distance they can be placed would be reasonably long (30 meters? no way... more like within 75 meters) Due to all logis having an uplink limit it would prevent cluster spams of 15 uplinks on one spot.
Strategic link placement will start to matter again.
my 2 isk. |
KEROSIINI-TERO
The Rainbow Effect
1324
|
Posted - 2014.10.02 01:47:00 -
[2] - Quote
Imp Smash wrote:I like the idea of droppable spawn points. However I also like the concept of battle lines, territory taken meaning something tactically, pushing people back, etc...
And I honestly feel like the current drop uplink mechanic hurts this.
The current mechanic DOES encourage uplink spam (which our ps3s and netcode just LOVE). That in turn discourages strategic uplink placement. And it ruins the concept of taking control of territory for assaulting the next part of the map. It makes the game lose a ton of tactical and strategic depth.
Basically I think we need a bit more brain power required for good uplink usage.
So my suggestion is this: How about uplink tethering? As in - links create a chain. Uplinks outside of x meters of another uplink are inactive. Any CRU (mobile included) being within those x meters causes the link to become active. Any active link within x meters of a link likewise activates it. Range would probably be based on the cost of said uplink and I would bet that racial modifiers could affect the distance of the link (I'm looking at you Amar)
Killing one in a chain renders all others behind it (no link to a cru ya know) inoperative until the chain is restored.
Mobile CRUs in vehicles being able to instantly activate a link will give more depth to all vehicle usage (especially if your team has a link in enemy lines they didnt notice.) Etc.
It would be prudent to add more CRUS at strategic locations of the map to generate actual battle lines and engagement areas. And of course the distance they can be placed would be reasonably long (30 meters? no way... more like within 75 meters) Due to all logis having an uplink limit it would prevent cluster spams of 15 uplinks on one spot.
Strategic link placement will start to matter again.
my 2 isk.
I SO like this!
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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Kensai Dragon
DUST University Ivy League
7
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Posted - 2014.10.02 01:54:00 -
[3] - Quote
Once you've been redlined, you've just lost the ability to setup an effective counterattack from behind enemy lines. Or are you saying that a minimum number 'touching' would activate a separate network? |
Imp Smash
Molon Labe. General Tso's Alliance
238
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Posted - 2014.10.02 02:00:00 -
[4] - Quote
Well, redlining is redlining. Even the current dynamic doesn't allow you out of that too much more.
But the network is set from any CRU. That includes mobile. So one sneaky scout getting a CRU in the back would allow a new network to form. A vehicle flown or driven to another part of the map would allow a new network to form.
And as I mentioned there would be a few more CRUs on some maps. So you would have a larger number of options.
Mainly it would require more teamwork with people quickly spawning and building/defending the network or sneaking off to take other CRUs so that the number of networks you could form would increase.
But I would not think just having a minimum number (say 5) in an x meter radius would allow the chain to form. That just encourages uplink spam. |
Foundation Seldon
Molon Labe. General Tso's Alliance
763
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Posted - 2014.10.02 02:14:00 -
[5] - Quote
I think I prefer the idea proposed by some of the members of the CPM a couple weeks back.
Dramatically decrease time to spawn for an uplink Each deployed uplink only gives a single spawn before being exhausted Increase amount of carried uplinks by 5-10 depending on tier with the Amarr Logi having a bonus to the number carried
This discourages "tourist" fits where someone simply spawns an uplink suit throws them down and then goes back to their main role. It makes the deployment of Uplinks a more active process and genuinely makes them an active job that someone has to keep up with during the course of the match.
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Imp Smash
Molon Labe. General Tso's Alliance
238
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Posted - 2014.10.02 07:56:00 -
[6] - Quote
I dug that idea by CPM too to be honest. But it still leaves 2 gaping holes. 1: Uplink spam (even more!) and 2:) complete battle line insolvency.
I'd honestly like area and territory controlled to matter more. |
Vyzion Eyri
The Southern Legion Final Resolution.
2491
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Posted - 2014.10.02 10:40:00 -
[7] - Quote
Like suggestion because it means more people will consider my mCRU when spawning, but I don't really like the idea that the 'chain' has to begin from a CRU. Lines of uplinks leading from CRUs are too exposed, confusing and tedious to set up in the first place. I forsee most people simply spamming their links around the CRU, defeating the purpose of uplinks as portable spawn points that can be placed in obscure locations, far away from a CRU which can be easily camped.
A possibility considered previously is having an area around an uplink where placing another uplink will cause interference in the wormhole tech.
ie. If you have 4 uplinks within 100m of each other, opting to spawn on one gives you a 50% chance of spawning there, and the other 50% chance is distributed equally amongst the other 3 uplinks.
This forces uplinks to be 1)spread out or 2)concentrated in a single point so as not to confuse your teammates:
1)If a team spreads the uplinks out, outside of the range of other uplinks, then we solve the problem that team being able to spawn in continuously at a single point.
2)If a team chooses to concentrate the uplinks in a location to defeat the random spawning mechanic, then enemies can clear the uplinks with a few flux grenades.
In PC I'd daresay people won't want to leave their spawns up to chance, and be extremely careful with uplink management.
As for front lines, you'd need a lot longer TTK for that. And by that I mean removing aim assist or something radical to make it much harder to kill people, or increasing match sizes (24v24 or more) so that there are enough people alive at any one time to maintain a battle line.
> Quis custodiet ipsos custodes?
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John Demonsbane
Unorganized Ninja Infantry Tactics
4117
|
Posted - 2014.10.02 21:39:00 -
[8] - Quote
Foundation Seldon wrote:I think I prefer the idea proposed by some of the members of the CPM a couple weeks back.
Dramatically decrease time to spawn for an uplink Each deployed uplink only gives a single spawn before being exhausted Increase amount of carried uplinks by 5-10 depending on tier with the Amarr Logi having a bonus to the number carried
This discourages "tourist" fits where someone simply spawns an uplink suit throws them down and then goes back to their main role. It makes the deployment of Uplinks a more active process and genuinely makes them an active job that someone has to keep up with during the course of the match.
God I hate this idea soooo much I can't even put it into words....
I do like the OP's idea to an extent, but the point made about redlining is very true. Perhaps take the current quantum uplink variant, reduce the total spawns back in line with the standard uplink variant of that tier, maybe even lower, but it would behave as a CRU in that it could function independantly.
Thing is though, not sure this idea really discourages spam as much as actually making it mandatory.Vyzion does have a pretty interesting idea, but I've proposed something a little simpler than that which might be just as effective.
The radius is absolute. You can't deploy an uplink within x many meters of an existing one. It will simply 'pop' when it hits the ground... the interference doesn't just scramble it, it overloads the damn thing as it tries to activate.
(The godfather of tactical logistics)
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Imp Smash
Molon Labe. General Tso's Alliance
242
|
Posted - 2014.10.04 00:32:00 -
[9] - Quote
I also thought about the limit of spawn links in a given area and felt that would definitely help with link spamming but it creates two problems for me.
1: We get one spot to link in a given area which means you are limited depth wise. Might be we want a link on the first floor of a building and one on the roof. That limits our link placement options tactically.
2: Someone can still run somewhere, drop a link, and completely change the battle line. As it stands there is virtually no battle flow. Links randomly pop up anywhichway and prevent player territory gains from meaning anything. 'Oh you went and captured that building we can use as a hardpoint to defend that gate? Sweet! Oh wait, random uplinks halfway across the map means they are popping in and taking objectives behind it all without having to fight their way to it...'
I'm all for flanking and whatnot but EVERYONE ALWAYS being able to bypass the entire fight really ruins it for me tactically. Put like 10 CRUS on a map in strategic locations and all of a sudden we have battle flow and lines. Actual directives beyond just the point. |
Zindorak
G0DS AM0NG MEN General Tso's Alliance
1012
|
Posted - 2014.10.04 01:24:00 -
[10] - Quote
I would love to see a skill for Am logi which increases the amount of uplinks you can deploy
Pokemon master!
Death to all Swarm scrubs
CCP please buff AScR and normal AR :(
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Cross Atu
OSG Planetary Operations Covert Intervention
3099
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Posted - 2014.10.04 17:43:00 -
[11] - Quote
First +1 OP for creative thinking and attempting to constructively solve a problem that you see.
Second, I hate to rain on your parade but many of the aspects of what you are proposing would require fundamental game system rebuilds because of the mechanics they'd be changing (mCRUs, Uplinks, CRU placement <-- All actually separate systems in the code AFAIK and that makes forcing them to interact require the creation of an entire new system).
Third, you know the most notorious instances of spam? Those around objectives and supply depots, they could still exist under the proposed system. Now, grated, the depot spam would be easier to deactivate but that would still leave a swarm of inert items deployed which could A) be reactivated and B) would actually increase server load because now the system is checking the status of all of those items constantly to see if they are "on" or "off" not simply marking them as "present", thus unless total links used were cut by more than half it is entirely possible this would be a net loss for performance.
Outright stopping spam is hard/unlikely, discouraging it so that it is reduced/no longer worthwhile is more attainable and that is what the CPM proposal aims to do. Reducing the number of spawns per link (spawn time remains the same btw) and increasing the number of links carried, but keeping max active at the current ~2 means links are used up and removed from the field rapidly and thus spam is less persistent even if someone decides to spam.
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Combining reduced spawns per link, with increased CPU/PG to fit links reduces the potential rewards for spam (because the links burn out faster) the ease of spam (because the links require more to fit) and the duration of spam (again because the links burn out faster). Will this stop the depot swap spam entirely? No. Will it stop rooftop nets via Dropship entirely? No. But it will require those to be actively maintained if they are to exist on field, those clusters will still be easy to clear.
These changes also give the Amarr Logi a more defined and meaningful role on the field by shifting uplink placement into uplink maintenance. The player stays in the suit to actively re-deploy expended links, those links have faster spawn times due to the Amarr racial skill and overall the Amarr racial starts to become meaningful rather than mostly novel.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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hfderrtgvcd
621
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Posted - 2014.10.04 17:51:00 -
[12] - Quote
Cross Atu wrote:
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Cross
I agree with most of your post but this is just a terrible idea. People who spam uplinks don't care about combat efficiency. They make suits designed to solely spam links. This doesn't affect them at all while it hurts people who fit a single uplink to be used strategically.
You can't fight in here! This is the war room.
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Kensai Dragon
DUST University Ivy League
8
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Posted - 2014.10.04 18:17:00 -
[13] - Quote
hfderrtgvcd wrote:Cross Atu wrote:
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Cross
I agree with most of your post but this is just a terrible idea. People who spam uplinks don't care about combat efficiency. They make suits designed to solely spam links. This doesn't affect them at all while it hurts people who fit a single uplink to be used strategically.
I for one will wholly admit that I have a light suit expressly for the purpose of getting uplinks down. In my defense though, I started doing this because it seems like half the teams I'm on are allergic to uplinks. This idea might help to alleviate server issues, but when you're trying to be a team player and get those uplinks out there it would be even more frustrating knowing that your efforts are useless.
I know, squadding up with friendly vets is the ideal solution, but not always a viable option. Not everyone is a social butterfly, lol. Maybe instead limit the number of uplinks allowed per side at a given time? Maybe 10 uplinks per side? I'll agree that spamming is ridiculous, but don't discourage the 1 or 2 on a team trying to actually be productive. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3390
|
Posted - 2014.10.04 18:19:00 -
[14] - Quote
hfderrtgvcd wrote:Cross Atu wrote:
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Cross
I agree with most of your post but this is just a terrible idea. People who spam uplinks don't care about combat efficiency. They make suits designed to solely spam links. This doesn't affect them at all while it hurts people who fit a single uplink to be used strategically.
There is a saying in the Marine Corps:
It only takes one a**hole to f*ck things up for the rest of us. One in every ten is that A**hole.
I think expending the uplinks like ammunition is the best way to go. that way you throw an uplink and a blueberry pops in, uplink goes away. in order to maintain uplinks in an area you have to maintain control of the area. Make it so nanohives will not replenish uplinks but Supply depots will, and make a 2-uplink deployed at a time hard limit per suit and suddenly there is a tactical value to uplinks rather than a lazy lemming approach. Most players want the lazy lemming easy warpoints. making the uplinks expendable will make them more high-value in squads. "I need to respawn, drop me a link!"
Make certain links squad-only and suddenly you dont have to worry about some idiot blueberry expending your squadmate's respawns in the field. for more general-use, if you don't like the whole ammo links, then make it so the team can have four. one down per suit, and they exist until you drop another one or until they are destroyed. if more links are deployed they autodestruct.
there's too many damned links on the field anyway.
Of a similar bent, nanohives. make them ONE PER CUSTOMER but MUCH longer-lasting. that way you can't have some idiot park in a four rep hive cluster. he gets ONE. if he wants another, the old one will pop when he deploys the new one.
make it so hives and uplinks become tactical assets that you must place carefully rather than simple fire-and-forget warpoint batteries. |
Apothecary Za'ki
Biomass Positive
946
|
Posted - 2014.10.04 18:27:00 -
[15] - Quote
Imp Smash wrote:I like the idea of droppable spawn points. However I also like the concept of battle lines, territory taken meaning something tactically, pushing people back, etc...
And I honestly feel like the current drop uplink mechanic hurts this.
The current mechanic DOES encourage uplink spam (which our ps3s and netcode just LOVE). That in turn discourages strategic uplink placement. And it ruins the concept of taking control of territory for assaulting the next part of the map. It makes the game lose a ton of tactical and strategic depth.
Basically I think we need a bit more brain power required for good uplink usage.
So my suggestion is this: How about uplink tethering? As in - links create a chain. Uplinks outside of x meters of another uplink are inactive. Any CRU (mobile included) being within those x meters causes the link to become active. Any active link within x meters of a link likewise activates it. Range would probably be based on the cost of said uplink and I would bet that racial modifiers could affect the distance of the link (I'm looking at you Amar)
Killing one in a chain renders all others behind it (no link to a cru ya know) inoperative until the chain is restored.
Mobile CRUs in vehicles being able to instantly activate a link will give more depth to all vehicle usage (especially if your team has a link in enemy lines they didnt notice.) Etc.
It would be prudent to add more CRUS at strategic locations of the map to generate actual battle lines and engagement areas. And of course the distance they can be placed would be reasonably long (30 meters? no way... more like within 75 meters) Due to all logis having an uplink limit it would prevent cluster spams of 15 uplinks on one spot.
Strategic link placement will start to matter again.
my 2 isk. TL;DR up-links are necessary to keep the battles moving or else its a case of 2 things.. being CRU camped or being pushed all the way back to redline with no chance to get back into the game.. while with uplinks you can place them stragically to stay in the game and get some good fights in a concentrated area/point.. WITHOUT UPLINKS THE GAME GOES STALE!
[[LogiBro in Training]]
Level 2 Forum Pariah
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3390
|
Posted - 2014.10.04 18:34:00 -
[16] - Quote
Apothecary Za'ki wrote: TL;DR up-links are necessary to keep the battles moving or else its a case of 2 things.. being CRU camped or being pushed all the way back to redline with no chance to get back into the game.. while with uplinks you can place them stragically to stay in the game and get some good fights in a concentrated area/point.. WITHOUT UPLINKS THE GAME GOES STALE!
you should actually read a post sometime.
With uplink spam the game lags out and turns into a rubber band slog that performs poorly, has sh*t framerate and oh yeah, becomes a lemming rush, which is about as interesting as chewing on glass shard donuts.
People actually aren't asking to remove links, but to change them so they aren't simply WP farming tools. |
Apothecary Za'ki
Biomass Positive
946
|
Posted - 2014.10.04 18:53:00 -
[17] - Quote
Breakin Stuff wrote:hfderrtgvcd wrote:Cross Atu wrote:
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Cross
I agree with most of your post but this is just a terrible idea. People who spam uplinks don't care about combat efficiency. They make suits designed to solely spam links. This doesn't affect them at all while it hurts people who fit a single uplink to be used strategically. There is a saying in the Marine Corps: It only takes one a**hole to f*ck things up for the rest of us. One in every ten is that A**hole. I think expending the uplinks like ammunition is the best way to go. that way you throw an uplink and a blueberry pops in, uplink goes away. in order to maintain uplinks in an area you have to maintain control of the area. Make it so nanohives will not replenish uplinks but Supply depots will, and make a 2-uplink deployed at a time hard limit per suit and suddenly there is a tactical value to uplinks rather than a lazy lemming approach. Most players want the lazy lemming easy warpoints. making the uplinks expendable will make them more high-value in squads. "I need to respawn, drop me a link!" Make certain links squad-only and suddenly you dont have to worry about some idiot blueberry expending your squadmate's respawns in the field. for more general-use, if you don't like the whole ammo links, then make it so the team can have four. one down per suit, and they exist until you drop another one or until they are destroyed. if more links are deployed they autodestruct. there's too many damned links on the field anyway. Of a similar bent, nanohives. make them ONE PER CUSTOMER but MUCH longer-lasting. that way you can't have some idiot park in a four rep hive cluster. he gets ONE. if he wants another, the old one will pop when he deploys the new one. make it so hives and uplinks become tactical assets that you must place carefully rather than simple fire-and-forget warpoint batteries. uplinks already have their own LIMITED supply of "ammo" and only problem with uplinks i have seen is uplinks being placed on glitched terrain so they deploy like 50m in the air. no matter where you place them they can/will be found and destroyed but people do not do this because of current active scanner mechanics making them useless compaired to a passive scanning caldari scout.
cannot find uplink? Active scanner! uplink on roofs? dropship or OB or sniper. uplinks have only 100-200hp and are easy to destroy.
the risk of an uplink is they can get camped easily, scouts just love to use RE to troll people spawning on them.. they are limited spawns between 10-20 spawns and 20 spawns is nothing in a single cap point meat grinder where bodies are eating dirt left right and center.
you cannot replenish uplinks with out useing the round-a-bout way of going to a supply depo and changing suit, granted your team owns a supply depo at the time which is in an easy to reach area.
standard uplinks are 1 active 2 carried. adv uplinks are 2 carried 2 active. proto are 2 active 3 carried(mostly)
so with all this said uplinks are fine as they are..HOWEVER! a limited spawn beacon which does not exhaust (just time between being able to place one again) is a good idea..
lets say the "Rapid Limited Deployment UPLINK" RLDU has a max of 5 spawns before it bursts the spawn time modifier will be 1/2 of its meta level counterparts.. so lets see..
RLDU (standard) 10 active uplinks* 5 spawns per unit spawn time modifier 20% health 50hp Cooldown 10-30seconds**
RLDU (adv) 10 active uplinks* 5 spawns per unit spawn time modifier 10% health 75hp cooldown 10-30 seconds**
RLDU (pro) 10 active uplinks* 5 spawns per unit spawn time modifier 0% health 100hp cooldown 10-30 seconds**
*max active of 10 due to limited spawns and cooldown allowing them to get used up fully or reaching the upper limit of 10 before they start to pop.
** still unsure on how long the cooldown before another uplink can be placed, i was thinking 20-15-10 std adv pro.
due to its self resupplying nature the fittings will need to be a touch higher then their non self resupplying counterparts, because its only 5 spawns per uplink it may be geared more toward squads and not random blueberrys so maybe have them limited to squad only for spawning?
[[LogiBro in Training]]
Level 2 Forum Pariah
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Apothecary Za'ki
Biomass Positive
946
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Posted - 2014.10.04 18:54:00 -
[18] - Quote
Breakin Stuff wrote:Apothecary Za'ki wrote: TL;DR up-links are necessary to keep the battles moving or else its a case of 2 things.. being CRU camped or being pushed all the way back to redline with no chance to get back into the game.. while with uplinks you can place them stragically to stay in the game and get some good fights in a concentrated area/point.. WITHOUT UPLINKS THE GAME GOES STALE!
you should actually read a post sometime. With uplink spam the game lags out and turns into a rubber band slog that performs poorly, has sh*t framerate and oh yeah, becomes a lemming rush, which is about as interesting as chewing on glass shard donuts. People actually aren't asking to remove links, but to change them so they aren't simply WP farming tools. it dosnt as CCP have yet to find out the real reason why the game lags and they have been unable to recreate the lag due to uplinks and other equipment being spam deployed around depo's
[[LogiBro in Training]]
Level 2 Forum Pariah
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Cross Atu
OSG Planetary Operations Covert Intervention
3100
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Posted - 2014.10.04 19:14:00 -
[19] - Quote
Apothecary Za'ki wrote:Breakin Stuff wrote:Apothecary Za'ki wrote: TL;DR up-links are necessary to keep the battles moving or else its a case of 2 things.. being CRU camped or being pushed all the way back to redline with no chance to get back into the game.. while with uplinks you can place them stragically to stay in the game and get some good fights in a concentrated area/point.. WITHOUT UPLINKS THE GAME GOES STALE!
you should actually read a post sometime. With uplink spam the game lags out and turns into a rubber band slog that performs poorly, has sh*t framerate and oh yeah, becomes a lemming rush, which is about as interesting as chewing on glass shard donuts. People actually aren't asking to remove links, but to change them so they aren't simply WP farming tools. it dosnt as CCP have yet to find out the real reason why the game lags and they have been unable to recreate the lag due to uplinks and other equipment being spam deployed around depo's Correct. I have stress tested this myself many times with multiple proto logis spamming a full load of everything and had zero lag during combat within under 40m of the spammed area. Meanwhile some of the most pronounced lag I have ever encountered (outside of PC) has been in matches where the deployable count was just slightly above zero prior to and at the time of lag.
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3100
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Posted - 2014.10.04 19:18:00 -
[20] - Quote
Breakin Stuff wrote:hfderrtgvcd wrote:Cross Atu wrote:
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Cross
I agree with most of your post but this is just a terrible idea. People who spam uplinks don't care about combat efficiency. They make suits designed to solely spam links. This doesn't affect them at all while it hurts people who fit a single uplink to be used strategically. There is a saying in the Marine Corps: It only takes one a**hole to f*ck things up for the rest of us. One in every ten is that A**hole. I think expending the uplinks like ammunition is the best way to go. that way you throw an uplink and a blueberry pops in, uplink goes away. in order to maintain uplinks in an area you have to maintain control of the area. Make it so nanohives will not replenish uplinks but Supply depots will, and make a 2-uplink deployed at a time hard limit per suit and suddenly there is a tactical value to uplinks rather than a lazy lemming approach. Most players want the lazy lemming easy warpoints. making the uplinks expendable will make them more high-value in squads. "I need to respawn, drop me a link!" Make certain links squad-only and suddenly you dont have to worry about some idiot blueberry expending your squadmate's respawns in the field. for more general-use, if you don't like the whole ammo links, then make it so the team can have four. one down per suit, and they exist until you drop another one or until they are destroyed. if more links are deployed they autodestruct. there's too many damned links on the field anyway. Of a similar bent, nanohives. make them ONE PER CUSTOMER but MUCH longer-lasting. that way you can't have some idiot park in a four rep hive cluster. he gets ONE. if he wants another, the old one will pop when he deploys the new one. make it so hives and uplinks become tactical assets that you must place carefully rather than simple fire-and-forget warpoint batteries.
Making deployed assets burn out faster, and thus require active rather than passive use (remove the fire and forget aspect) is exactly what the proposed method does. The 'ammo' idea is mechanically similar to this proposal with the exception that it allows for more than one spawn per link due to the way spawns are handled in the interface (have spoken to CCP about that mechanic, I started out with the idea that 1 per link would be best).
Granted some of the proposal aspects are more 'work-around' if compared directly to your suggestion but in many ways they are functionally the same, and the discrepancies are largely a matter of honing for best performance within the engine.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3100
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Posted - 2014.10.04 19:30:00 -
[21] - Quote
Kensai Dragon wrote:[quote=hfderrtgvcd] Maybe instead limit the number of uplinks allowed per side at a given time? Maybe 10 uplinks per side? I'll agree that spamming is ridiculous, but don't discourage the 1 or 2 on a team trying to actually be productive. I am amendment opposed to limiting uplinks or any asset in this manner due to the potential for trolling and loss of ability to access ones skilled role.
With team wide link limits a single board blueberry can spam the max number of links somewhere such as deep in the redline thus locking out all uplink use for that side. In Pubs there would be nothing anyone could do about it, and even in FW it would force people into raising their 'team kill tally' (which is based on damage done to friendly assets) to clear those links which could then simply be reapplied by the griefer thus preventing the problem from ever being solved (the griefer would be doing no damage to friendly assets and as such could continue this behavior indefinitely).
Changes like this would also require a rework of the fundamental system AFAIK (as opposed to changes which alter only the numbers plugged into the current uplinks) and so would require updates beyond the current scope of development.
0.02 ISK Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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Apothecary Za'ki
Biomass Positive
947
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Posted - 2014.10.04 19:32:00 -
[22] - Quote
Cross Atu wrote:Breakin Stuff wrote:hfderrtgvcd wrote:Cross Atu wrote:
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Cross
I agree with most of your post but this is just a terrible idea. People who spam uplinks don't care about combat efficiency. They make suits designed to solely spam links. This doesn't affect them at all while it hurts people who fit a single uplink to be used strategically. There is a saying in the Marine Corps: It only takes one a**hole to f*ck things up for the rest of us. One in every ten is that A**hole. I think expending the uplinks like ammunition is the best way to go. that way you throw an uplink and a blueberry pops in, uplink goes away. in order to maintain uplinks in an area you have to maintain control of the area. Make it so nanohives will not replenish uplinks but Supply depots will, and make a 2-uplink deployed at a time hard limit per suit and suddenly there is a tactical value to uplinks rather than a lazy lemming approach. Most players want the lazy lemming easy warpoints. making the uplinks expendable will make them more high-value in squads. "I need to respawn, drop me a link!" Make certain links squad-only and suddenly you dont have to worry about some idiot blueberry expending your squadmate's respawns in the field. for more general-use, if you don't like the whole ammo links, then make it so the team can have four. one down per suit, and they exist until you drop another one or until they are destroyed. if more links are deployed they autodestruct. there's too many damned links on the field anyway. Of a similar bent, nanohives. make them ONE PER CUSTOMER but MUCH longer-lasting. that way you can't have some idiot park in a four rep hive cluster. he gets ONE. if he wants another, the old one will pop when he deploys the new one. make it so hives and uplinks become tactical assets that you must place carefully rather than simple fire-and-forget warpoint batteries. Making deployed assets burn out faster, and thus require active rather than passive use (remove the fire and forget aspect) is exactly what the proposed method does. The 'ammo' idea is mechanically similar to this proposal with the exception that it allows for more than one spawn per link due to the way spawns are handled in the interface (have spoken to CCP about that mechanic, I started out with the idea that 1 per link would be best). Granted some of the proposal aspects are more 'work-around' if compared directly to your suggestion but in many ways they are functionally the same, and the discrepancies are largely a matter of honing for best performance within the engine. 0.02 ISK Cross maybe insted of my RLDU idea (modified breaking stuff idea)
why not leave uplinks as they are since they are kind of slow and vulnerable.. but have a modual(for equipment slot) which turns yourself into a spawn beacon, 2 varients..
squad only which is like -50% spawn modifier and would require communication to the logi from the squad to warn of impending spawns so you dont darwin a whole team to a group of heavys. this leaves the logi able to do what is needed.. like ammo and reps and rezzing and defending theirself.
Team only squad members cannot use it and is spawn modifier of of -25%, again makes spawning on the logi a high risk but possibly high reward thing to do.
both varients are classed as a mobile CRU so amarr logi bonus will not apply to them, they are "logi suit only" so you cannot have every tom rich and harry running with them and is sort of a little love for logi..
now random thought.. i happen to like advanced(and higher) uplinks because i can have one as a rally/fallback point and one as a Forward "higher risk" spawn point as being able to keep my guys close to the action means MORE action at a faster pace.. because with out uplinks the game stagnates into dull matches where CRU camping and redlining are stupidly common... at-least uplinks can be blown up or booby-trapped* by either/or friendly/hostile forces*
*Booby-trapping as a friendly.. its the process of putting an RE ontop of your uplink so when some one goes to melee it they get blown up for Meleeing the uplink.
*booby-trapping as a hostile.. basically place an RE or two on /around the uplink and wait for a spawn and then BLOW IT.. +50 and +5 points in 1 go
ps. my typical equipment loadout on a 3 equip logi is Uplink, injector, reptool as these are nessesary for bringing a force and maintaining the force on the field.
[[LogiBro in Training]]
Level 2 Forum Pariah
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medomai grey
WarRavens Capital Punishment.
992
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Posted - 2014.10.04 19:50:00 -
[23] - Quote
I think they just need to reduce the maximum amount of deployable equipment one player can have active.
What percentile of Dust514's infantry arsenal belongs to the category of machine guns?
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Cross Atu
OSG Planetary Operations Covert Intervention
3100
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Posted - 2014.10.04 21:08:00 -
[24] - Quote
hfderrtgvcd wrote:Cross Atu wrote:
Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field.
Cross
I agree with most of your post but this is just a terrible idea. People who spam uplinks don't care about combat efficiency. They make suits designed to solely spam links. This doesn't affect them at all while it hurts people who fit a single uplink to be used strategically. That is a matter of degree and what you mean by "spam".
People who do the "swap and drop" at a depot will not be effected by that aspect of the idea it is true. Which is part of why it is not the only aspect purposed.
Also people who fit more than one link to a suit are not guaranteed to be "spamming" or behaving in a non-tactical manner, nor are those who fit a single link guaranteed to be acting in a tactical manner.
So the question really becomes what is "spam" because if "spam" is poorly placed uplinks then no proposal can prevent that, that is player behavior. If "spam" is sheer volume of persistent deployed uplinks than that can be moderated within the current game mechanics by A)making them less persistent and B) making them less deployed (by making them harder to fit). How much harder to fit, or if to change it at all, is up for debate which is why I mentioned it though I do think it relevant to ask questions such as "would making a fit run ADV rather than PRO remove strategic use?" because if the answer is "no" then there isn't a problem and if the answer is "yes" then there is a problem regardless of whether we dismiss the proposal or not but proto is a small premium selection of the gear available, it is not - or should not be - the only useful option to use. If running anything less than proto is not worth doing, then the stats of the line need to be looked at so that more than that select premium is worthwhile.
0.02 ISK Cross
PS ~ Glad you like the rest of the idea, I am all for feedback either in support or objection to a notion and don't take my above as a refusal to consider other options. I simply supply the reasons for the presentation so that it can be discussed in it's proper/actual context. The whole point, for me, is for the ideas to be discussed. o7
See a cool idea thread? Mail me the title and I'll take a look =)
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Cross Atu
OSG Planetary Operations Covert Intervention
3100
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Posted - 2014.10.04 21:44:00 -
[25] - Quote
Simple guideline for server side changes
This is not comprehensive, but as a general trend if an idea only alters numeric values within preexisting functions, it is likely something that can be done. If an idea introduces an entire new mechanic or method of object behavior, it is quite possible that is a client side change.
Just presenting this so that everyone can focus their ideas and creative suggestions in on stuff that is more likely to be an actionable option rather than a "maybe for Legion" option.
Cheers, Cross
EDIT: Examples in this context
- Changing the number of spawns on an uplink - Server Side
- Changing the number of uplinks in an area or altering how uplink spawns work - client side
- Creating a infantry mCRU - likely a mix, server side for the mechanics, client side for the art assets and UI
See a cool idea thread? Mail me the title and I'll take a look =)
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hfderrtgvcd
624
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Posted - 2014.10.04 21:46:00 -
[26] - Quote
Cross Atu wrote:Simple guideline for server side changes
This is not comprehensive, but as a general trend if an idea only alters numeric values within preexisting functions, it is likely something that can be done. If an idea introduces an entire new mechanic or method of object behavior, it is quite possible that is a client side change.
Just presenting this so that everyone can focus their ideas and creative suggestions in on stuff that is more likely to be an actionable option rather than a "maybe for Legion" option.
Cheers, Cross what would you say the chances are of us getting a client side patch?
You can't fight in here! This is the war room.
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Cross Atu
OSG Planetary Operations Covert Intervention
3100
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Posted - 2014.10.04 21:54:00 -
[27] - Quote
hfderrtgvcd wrote:Cross Atu wrote:Simple guideline for server side changes
This is not comprehensive, but as a general trend if an idea only alters numeric values within preexisting functions, it is likely something that can be done. If an idea introduces an entire new mechanic or method of object behavior, it is quite possible that is a client side change.
Just presenting this so that everyone can focus their ideas and creative suggestions in on stuff that is more likely to be an actionable option rather than a "maybe for Legion" option.
Cheers, Cross what would you say the chances are of us getting a client side patch? They are in direct relation to the revenue generated by Dust. CCP does not share their financial records with the CPM, but as a player/individual it is my impression that we are in the ballpark of sustainability but not heavy profit. If Dust begins to make a substantial profit once again then client patches become possible because more staff can be hired/allocated for the project thus providing all the proper skill sets required to do a client patch.
There is a lot of material currently on hold unless/until a client patch can happen again. That being the case it is anyones guess which items would make it during a patch (or even within the first few patches should ongoing patching become a reality). In essence what this means is that any changes we want to see sooner rather than "soonTM" should focus on server side solutions rather than client side reworks. (Hence the nature of most of my proposals and feedback threads, because I focus hotfix compatible items so we can have them in game in the near term rather than waiting until some unknown future date).
Cheers, Cross
See a cool idea thread? Mail me the title and I'll take a look =)
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hfderrtgvcd
627
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Posted - 2014.10.04 22:02:00 -
[28] - Quote
Cross Atu wrote:hfderrtgvcd wrote:Cross Atu wrote:Simple guideline for server side changes
This is not comprehensive, but as a general trend if an idea only alters numeric values within preexisting functions, it is likely something that can be done. If an idea introduces an entire new mechanic or method of object behavior, it is quite possible that is a client side change.
Just presenting this so that everyone can focus their ideas and creative suggestions in on stuff that is more likely to be an actionable option rather than a "maybe for Legion" option.
Cheers, Cross what would you say the chances are of us getting a client side patch? They are in direct relation to the revenue generated by Dust. CCP does not share their financial records with the CPM, but as a player/individual it is my impression that we are in the ballpark of sustainability but not heavy profit. If Dust begins to make a substantial profit once again then client patches become possible because more staff can be hired/allocated for the project thus providing all the proper skill sets required to do a client patch. There is a lot of material currently on hold unless/until a client patch can happen again. That being the case it is anyones guess which items would make it during a patch (or even within the first few patches should ongoing patching become a reality). In essence what this means is that any changes we want to see sooner rather than "soonTM" should focus on server side solutions rather than client side reworks. (Hence the nature of most of my proposals and feedback threads, because I focus hotfix compatible items so we can have them in game in the near term rather than waiting until some unknown future date). Cheers, Cross Thanks for the detailed response
You can't fight in here! This is the war room.
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Cross Atu
OSG Planetary Operations Covert Intervention
3101
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Posted - 2014.10.04 22:08:00 -
[29] - Quote
hfderrtgvcd wrote:Thanks for the detailed response o7 Sure thing More/better communication creates a better experience for all IMO and I try to take an active role in that whenever I'm able.
See a cool idea thread? Mail me the title and I'll take a look =)
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Imp Smash
Molon Labe. General Tso's Alliance
245
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Posted - 2014.10.05 23:55:00 -
[30] - Quote
Cross Atu wrote:First +1 OP for creative thinking and attempting to constructively solve a problem that you see. Second, I hate to rain on your parade but many of the aspects of what you are proposing would require fundamental game system rebuilds because of the mechanics they'd be changing (mCRUs, Uplinks, CRU placement <-- All actually separate systems in the code AFAIK and that makes forcing them to interact require the creation of an entire new system). Third, you know the most notorious instances of spam? Those around objectives and supply depots, they could still exist under the proposed system. Now, grated, the depot spam would be easier to deactivate but that would still leave a swarm of inert items deployed which could A) be reactivated and B) would actually increase server load because now the system is checking the status of all of those items constantly to see if they are "on" or "off" not simply marking them as "present", thus unless total links used were cut by more than half it is entirely possible this would be a net loss for performance. Outright stopping spam is hard/unlikely, discouraging it so that it is reduced/no longer worthwhile is more attainable and that is what the CPM proposal aims to do. Reducing the number of spawns per link (spawn time remains the same btw) and increasing the number of links carried, but keeping max active at the current ~2 means links are used up and removed from the field rapidly and thus spam is less persistent even if someone decides to spam. Another way to reduce spam, also being discussed in the linked thread, is to rails the CPU/PG cost of uplinks. Doing so makes them harder to fit and thus less likely to be used casually by those who are not electing to make active spawn maintenance a key part of their primary role on field. Combining reduced spawns per link, with increased CPU/PG to fit links reduces the potential rewards for spam (because the links burn out faster) the ease of spam (because the links require more to fit) and the duration of spam (again because the links burn out faster). Will this stop the depot swap spam entirely? No. Will it stop rooftop nets via Dropship entirely? No. But it will require those to be actively maintained if they are to exist on field, those clusters will still be easy to clear. These changes also give the Amarr Logi a more defined and meaningful role on the field by shifting uplink placement into uplink maintenance. The player stays in the suit to actively re-deploy expended links, those links have faster spawn times due to the Amarr racial skill and overall the Amarr racial starts to become meaningful rather than mostly novel. 0.02 ISK Cross
Well, I figured as much. Changing the way uplinks work would require a client side patch. The idea is less a matter for NOW and more a matter for 'later if we ever get another patch.' And from a programming standpoint I also guessed it would be pretty hard.
However with a minimum distance as well as a maximum distance (you could actually use the weapon range systems -- that is already in place) you could very well stop uplink spam (links within 10 go pop.) Furthermore you would just have all links check radius once a link dies or is placed (which would be necessary to enforce minimum distance) thereby reducing server load to negligent.
I fully expect that uplinks would need to be changed in a complete fundamental way as well as 2 systems (CRUs and uplinks themselves) which share minimal coding.
More a matter of long term back burner game improvement this as, while it's arguable that Dust is done as far as development goes, it could also not be done. Ya never know the future.
My thoughts on uplink limitations:
1: Fewer active at one time seems like a bad idea. It limits players that actually use smart placement and who can go around and set up multiple intellegent and strategically sound spawnpoints. And, as you mentioned earlier, the worst uplink spam is at supply depots -- that won't be discouraged.
2:Fewer spawns per beacon seems like a great idea for PC -- bad idea for public. I only say that for one reason though as while it encourages tactical use of beacons (yay!) it will limit the available number of tactical spawns and, I think, actually increase uplink spam. People use spawns for convenience. And people are selfish. If they see a beacon close to where they want to go they will take it. Even if it's a suicide fit. You WILL have large numbers of unorganized players and randoms burning out that beacon you placed for your well organized fireteam.
3: I both like and dislike increased CPU costs. People will be forced to spawn maintenence. That's awesome. The warpoint gain from spawns is not so much. It's far more profitable SP wise to repgun, nanohive, and even needle. As such people will shy away from spawn points for the higher score given by the other equipment slots. EXCEPT, of course, for well organized disciplined squads who will have a logi dedicate their time to beacons -- and then have all the spawns taken up by lazy randoms thereby not actually having a spawn point.
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