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Author |
Thread Statistics | Show CCP posts - 9 post(s) |
Stile451
Red Star. EoN.
368
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Posted - 2014.11.19 06:12:00 -
[1] - Quote
Having read the thread and grasped the idea I have to say I see promise but I don't like it in it's current incarnation. I would want to see a few changes happen before I actually liked it. I would love to hear your opinions on it.
1: The first would be that the amount of active deployed equipment would be based on an equipment type hard cap per player(any equipment dropped beyond the hard cap causes the first to self destruct). This will help with performance/spam issues.
2: The second would be that equipment wouldn't self destruct but would rather deactivate if you don't have the bandwidth on your current suit(disabling visuals - no uplink light, no hive bubble). If the newest deployed equipment is destroyed or depleted the next newest would become active after a short waiting period(lets say 10 seconds). This should still help with performance issues(I believe it's caused by the concurrent VFX), and equipment spammers will think twice about spamming useless equipment. This should also allow a logistics player to switch out to another role for a short time as needed without being harshly penalized.
3: Proposed hard caps:
Uplinks: 6-7 deployed - the Amarr logistics only has 3 equipment slots at proto level. Nanohives: 6-7 deployed - ditto but for Caldari logistics. Remote Explosives: None - limited by bandwidth. Proximity Explosives: None - limited by bandwidth.
4: I propose removing the bandwidth tiers and giving these bandwidth limits:
Logistics: 24 Assault, Commando, Scout: 6(because the selfish among us only need 1 active equipment) Sentinal: 3(so they don't feel left out)
5: I suggest lowering proximity mine bandwidth cost to 1
Here are a few examples:
Example 1: I drop 6 uplinks in a logistics suit, then need to swap to AV for a second and take out my Minmatar Commando at a supply depot. The uplinks would become inactive except the last one I dropped. I drop a nanohive causing the last uplink to deactivate, finish with my AV suit and swap back to my logi fit. The uplinks I previously dropped except the first one I dropped would all become active again.
Example 2: I drop 6 uplinks in a logistics suit but this time I die. I decide to respawn as a scout with REs. All but that last deployed uplink become inactive. I hack a point and place my RE on the panel and the last uplink deactivates(due to bandwidth restraints). Some silly person doesn't check the panel before counter hacking and I get a free kill. The latest uplink reactivates(the first five are still inactive).
Example 3: I drop 6 uplinks, swap to scout with links and all but the last deactivate. I drop another uplink and the previous uplink deactivates, the new one activates, but the first uplink that I dropped self destructs keeping the hard cap at 6. If the new uplink becomes depleted(or destroyed) the next newest uplink activates(and so on while I'm in a lower bandwidth suit).
Example 4: I spawn as a scout with 2 sets of remote explosives to go tank hunting. I find an inattentive tank and place all of the REs on it's weak point. Only the last RE is still active. I detonate and the tank is destroyed due to the damage the other REs being detonated by the active RE(while the other REs aren't being actively detonated by me they are still armed and are activated by the damage caused by the one I detonated).
Example 5: Again I spawn as a scout with remote explosives but have a different idea in mind. I place REs on 3 objective panels(A, then B, then C). B is being hacked by the enemy and I detonate the active RE(on point C) and get nothing, the RE on point B begins it's activation countdown. B is successfully hacked before the remote on B is active. I detonate anyway but get nothing. The remote on A now becomes active. |
Stile451
Red Star. EoN.
369
|
Posted - 2014.11.19 16:24:00 -
[2] - Quote
Doshneil Antaro wrote:Although I love this idea, the bw pop is necessary. The reason it pops is as much for frame rate as well as game immersion. Ever suit picked, every equipment placed need to be well thought out and serve a purpose. Spam, switch, and forget is not a purpose, but rather abuse. Your fix would be ideal if not for the frame rate issue would still be present. I'm not sure about that. Disabling the FX for dormant equipment should give a big performance improvement.
Do you lose performance when you see a mine field? If yes then dormant equipment would affect performance, if no then it will not. |
Stile451
Red Star. EoN.
371
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Posted - 2014.11.30 01:04:00 -
[3] - Quote
With no dev feedback for over 10 days I'm guessing they're not interested in community responses or ideas that aren't in line with the original post. |
Stile451
Red Star. EoN.
372
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Posted - 2014.12.01 03:11:00 -
[4] - Quote
Meee One wrote:Stile451 wrote:With no dev feedback for over 10 days I'm guessing they're not interested in community responses or ideas that aren't in line with the original post. Well,if the responses consisted of more than BW work around suggestions (BW modules,BW skill,BW on sents),then maybe they would. Dev feedback stopped when people started making suggestions of which many don't address the main issue of performance problems due to spam and instead push personal wants without understanding the main reason behind the need for something like this.
Fixing a performance issue is the goal of this change, not forcing a specific group of players into a specific role for the entire match or permanently punishing them if they change roles.
There are ways to reach this goal without permanently punishing players. |
Stile451
Red Star. EoN.
372
|
Posted - 2014.12.01 16:50:00 -
[5] - Quote
What is CCPs stance on deactivation vs destruction? Have you done any tests to check on the performance impact(which from what I understand is the main reason to implement bandwidth)? |
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