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Jooki Chewaka
Stalking Wolfpack
113
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Posted - 2014.11.20 02:06:00 -
[1] - Quote
We need more game types, and by game types I don't mean capture the flag, that's too much oldskool unreal tournament.
What we need is more lore-coherent gametypes, here my thoughts:
Say a wyvern class supercarrier ship has crashed on a planet and it contained very valuable information belonging to the caldari state, gallente need to grab it to gain its intel, so the game would be to secure that intel and caldari need to prevent it.
Couple ideas come to my mind, maybe the caldari can destroy the supercomputer aboard the wrecked ship by planting 3 bombs in it, these bombs should be a modules that people need to buy, train and fit into their suits, it needed to be planted and armed, the arming process would be hacklike, this module would also be useful to destroy vehicles, buildings, devices, etc. When the time is up, if the caldari havent managed to destroy the supercomputer the gallente win because they have succesfully uploaded the data. This would be caldari attack, gallente defend.
Or instead, make that the gallente attack and caldari defend.
The match would start out the ship, the caldari have had time to reinforce the wreckage, puting some barricades on it, so gallente need to fight its way in, destroy with said explosives these barricades until they reach the mainframe room where they need to hack it, the hack would be cumulative, meaning that each time someone hacks the progress isnt lost, but the hack would be slow, really slow.
Maybe even before destroying the barricades the attackers need to build up an EM pulse emitting device to shut down some kind of force field emitter to allow their team to go further ahead.
very much like enemy territory staged maps where in the same map there where several objectives to fullfill before reaching the last one.
Maybe there should be also a power generator that needed to be destroyed with said bombs...
In other words, this would give more playability to the game... and im just going to paste this to forums !
See you from orbit
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14866
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Posted - 2014.11.20 02:22:00 -
[2] - Quote
Siege Game Mode.
Team 1 starts with a fortress.
Team 2 tries to kick over their sand castle.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Alaika Arbosa
Matari Combat Research and Manufacture Inc.
2233
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Posted - 2014.11.20 02:24:00 -
[3] - Quote
True Adamance wrote:Siege Game Mode.
Team 1 starts with a fortress.
Team 2 tries to kick over their sand castle. This is stacked too heavily in favor of the defenders and is an unfun game mode
/sarcasm
Gò¡Gê¬Gò«(Gùú_Gùó)Gò¡Gê¬Gò«
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Jooki Chewaka
Stalking Wolfpack
113
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Posted - 2014.11.20 02:26:00 -
[4] - Quote
True Adamance wrote:Siege Game Mode.
Team 1 starts with a fortress.
Team 2 tries to kick over their sand castle.
But to do what?
Battles make no sense, why do we need to destroy the enemy's MCC? yes, to get control over the district, but to what purpose? ressources? what ressources?
Do you see what im talking about?
In enemy territory there was a purpose, a story of each map, it all made sense, in dust it doesnt, and what youre saying is not ambitious enough.
See you from orbit
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
14867
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Posted - 2014.11.20 02:52:00 -
[5] - Quote
Jooki Chewaka wrote:True Adamance wrote:Siege Game Mode.
Team 1 starts with a fortress.
Team 2 tries to kick over their sand castle. But to do what? Battles make no sense, why do we need to destroy the enemy's MCC? yes, to get control over the district, but to what purpose? ressources? what resources? Do you see what im talking about? In enemy territory there was a purpose, a story of each map, it all made sense, in dust it doesnt, and what youre saying is not ambitious enough.
Ah you wanted a lore based explanation. My apologies I was not prepared for someone else to care about this sort of thing.
If there has to be a scenario let it be this.
Due to a new system of mineral scanning developed by Deep Core Mining and militarised first by the Republic Command, MInmatar forces have located several of what what appear to be heavily fortified Amarrian Staging Facilities which are thought to house Kamiera units and other valuable Amarrian resources.
A Recon Group id dispatched and reports that the Amarrian forces have dug into position at the end of a narrow valley, it's plateaus firmly entrenched with Anti Aircraft and Anti Tank Batteries. Unable to assail the plateau the Minmatar are forced down into the Valley to lay siege to the facility where after a disastrous bombing run the facilities shields have been knocked out.
Field of Battle is laid out with a Staging groups at the mouth of the Valley which continues on into an exposed section of open ground andTrenchworks arranged out before high walls with several large turrets positioned upon them. Within the compound is a much smaller inner keep, but is small, cramped, and exposed from certain angles within the walls.
The Attacking forces has the goal of attacking the forward positions and making it to the walls (which cannot be fired down directly over) where their goal is to target designated weak points like the main gate, turrets, etc with heavy weapons and explosives to gain access to the fortress. When kill attackers can spawn on uplinks or back at the staging ground.
Defenders must simply outlast their opposition grinding down and holding out long enough for their Void Shield (massive shields) or evacuation is possible. When killed defenders (having limited clones) re-spawn in the central keep.
"The moment passed in thunder and calamitous intent and yet no order was given to retreat or give their ground"
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Lonewolf Heavy
Chaotic Company
154
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Posted - 2014.11.20 15:05:00 -
[6] - Quote
True Adamance wrote:Jooki Chewaka wrote:True Adamance wrote:Siege Game Mode.
Team 1 starts with a fortress.
Team 2 tries to kick over their sand castle. But to do what? Battles make no sense, why do we need to destroy the enemy's MCC? yes, to get control over the district, but to what purpose? ressources? what resources? Do you see what im talking about? In enemy territory there was a purpose, a story of each map, it all made sense, in dust it doesnt, and what youre saying is not ambitious enough. Ah you wanted a lore based explanation. My apologies I was not prepared for someone else to care about this sort of thing. If there has to be a scenario let it be this. Due to a new system of mineral scanning developed by Deep Core Mining and militarised first by the Republic Command, MInmatar forces have located several of what what appear to be heavily fortified Amarrian Staging Facilities which are thought to house Kamiera units and other valuable Amarrian resources. A Recon Group id dispatched and reports that the Amarrian forces have dug into position at the end of a narrow valley, it's plateaus firmly entrenched with Anti Aircraft and Anti Tank Batteries. Unable to assail the plateau the Minmatar are forced down into the Valley to lay siege to the facility where after a disastrous bombing run the facilities shields have been knocked out. Field of Battle is laid out with a Staging groups at the mouth of the Valley which continues on into an exposed section of open ground andTrenchworks arranged out before high walls with several large turrets positioned upon them. Within the compound is a much smaller inner keep, but is small, cramped, and exposed from certain angles within the walls. The Attacking forces has the goal of attacking the forward positions and making it to the walls (which cannot be fired down directly over) where their goal is to target designated weak points like the main gate, turrets, etc with heavy weapons and explosives to gain access to the fortress. When kill attackers can spawn on uplinks or back at the staging ground. Defenders must simply outlast their opposition grinding down and holding out long enough for their Void Shield (massive shields) or evacuation is possible. When killed defenders (having limited clones) re-spawn in the central keep.
So Skirmish 1.0 in other words. Also, Skirmish 1.0 was very fair to be honest because you didn't have to hack all the objectives, you could simply blow them up, which is why the null cannons give off a hit marker. It was hard for both teams honestly however, Simply because Not only did you have to defend objectives, you also had to kill any tanks on the enemy team to prevent them from firing on the MCC or Null Cannons.
The salvaging of the ship is an idea proposed for legion as well.
(Note: I am pretty tired and not 100% on if null cannons still give hit markers, even though I just got off dust this morning)
Sentinel/Commando
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Jooki Chewaka
Stalking Wolfpack
113
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Posted - 2014.11.21 04:41:00 -
[7] - Quote
True Adamance wrote:Ah you wanted a lore based explanation. My apologies I was not prepared for someone else to care about this sort of thing.
If there has to be a scenario let it be this.
Due to a new system of mineral scanning developed by Deep Core Mining and militarised first by the Republic Command, MInmatar forces have located several of what what appear to be heavily fortified Amarrian Staging Facilities which are thought to house Kamiera units and other valuable Amarrian resources.
A Recon Group id dispatched and reports that the Amarrian forces have dug into position at the end of a narrow valley, it's plateaus firmly entrenched with Anti Aircraft and Anti Tank Batteries. Unable to assail the plateau the Minmatar are forced down into the Valley to lay siege to the facility where after a disastrous bombing run the facilities shields have been knocked out.
Field of Battle is laid out with a Staging groups at the mouth of the Valley which continues on into an exposed section of open ground andTrenchworks arranged out before high walls with several large turrets positioned upon them. Within the compound is a much smaller inner keep, but is small, cramped, and exposed from certain angles within the walls.
The Attacking forces has the goal of attacking the forward positions and making it to the walls (which cannot be fired down directly over) where their goal is to target designated weak points like the main gate, turrets, etc with heavy weapons and explosives to gain access to the fortress. When kill attackers can spawn on uplinks or back at the staging ground.
Defenders must simply outlast their opposition grinding down and holding out long enough for their Void Shield (massive shields) or evacuation is possible. When killed defenders (having limited clones) re-spawn in the central keep.
Very nice but the gameplay isnt original enough.
YOu should have played enemy territory to understand what im saying im afraid...
See you from orbit
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
101
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Posted - 2014.11.21 05:55:00 -
[8] - Quote
People, what True Adamance is trying to tell you is that, THE LORE CAN BE MADE UP 2 NANOSECONDS.
What we need is more game modes. I agree with OP in that new excitment must be implemented soon (TM) because I am really sick and tired of capturing Alpha, Bravo, Charlie, Delta and Echo all the friggin time.
It might be capping, but give us some old-school themes because THEY WORK.
If Dust514 is staying as a lobby shooter in the forseeable future, give us lobby shooter stuff.
Amarr Victor
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