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Juno Tristan
Obscure Reference
216
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Posted - 2014.12.04 02:39:00 -
[1] - Quote
Currently installations don't fit in the risk/reward balance
Remove all installations, replace with hackable 'nodes' that are used to call them in at the current location
Players can then call in the installations like vehicles and get in them (to give incentive to use them)
This gives blueberries a reason to hold installations and allows for much more tactical deployment
Might need to give vehicles something else to do though... |
Finn Colman
Immortal Guides Learning Alliance
81
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Posted - 2014.12.04 03:38:00 -
[2] - Quote
I'm assuming you mean to have people buy them in order to call them in right? Otherwise I don't really understand what good this would really do.
A shadow clad in duct tape, waiting for the moment to strike.
PSA: Tell players to terminate in order to access mCRUs.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15442
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Posted - 2014.12.04 03:54:00 -
[3] - Quote
Juno Tristan wrote: Currently installations don't fit in the risk/reward balance
Remove all installations, replace with hackable 'nodes' that are used to call them in at the current location
Players can then call in the installations like vehicles and get in them (to give incentive to use them)
This gives blueberries a reason to hold installations and allows for much more tactical deployment
Might need to give vehicles something else to do though...
That's a rather clever idea.
If turrets were build on these nodes, and I could destroy them.....send them into whats often called reinforcement on a cool down time before one team can hack them and call another one down I'd be damn happy. We wouldn't need 12K EHP turrets.... maybe only 6-7.5 K EHP ones since vehicles can never permanently destroy them.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Kallas Hallytyr
Skullbreakers
1046
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Posted - 2014.12.04 04:59:00 -
[4] - Quote
Yes please.
Also installation skills.
Alt of Halla Murr. Sentinel.
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Terry Webber
Molon Labe. General Tso's Alliance
524
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Posted - 2014.12.04 06:25:00 -
[5] - Quote
Interesting idea, Juno. What do you think about giving 3 nodes for a large socket, 2 for a medium, and 1 for a small at predetermined points? As for Finn, instead of being bought on the spot, they can be bought through the marketplace and put into the players' assets. When players get to the node, they can just select what is already paid for and it'll deploy. Lastly, it would be cool if turrets can be customized with modules if they could actually be sold on the marketplace. |
Juno Tristan
Obscure Reference
218
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Posted - 2014.12.04 08:52:00 -
[6] - Quote
Finn Colman wrote:I'm assuming you mean to have people buy them in order to call them in right? Otherwise I don't really understand what good this would really do.
Yes, they would have to be stocked like vehicles and would probably price them around the same as a militia tank
This is why i think that you should be able to get in them (and with the same proposed vehicle exit delay) because otherwise you're going get knifed, which is fine when it's free but negates the reason to call them in.
Given the option to completely overhaul them, I would have them set up like vehicles where you can equip modules such as armour plates and reps |
Juno Tristan
Obscure Reference
218
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Posted - 2014.12.04 08:59:00 -
[7] - Quote
Terry Webber wrote:Interesting idea, Juno. What do you think about giving 3 nodes for a large socket, 2 for a medium, and 1 for a small at predetermined points? As for Finn, instead of being bought on the spot, they can be bought through the marketplace and put into the players' assets. When players get to the node, they can just select what is already paid for and it'll deploy. Lastly, it would be cool if turrets can be customized with modules if they could actually be sold on the marketplace.
I like the idea of being able to bring in different things, originally i was just thinking of the large turrets but i would be good to call down a CRU or Supply depot
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Thaddeus Reynolds
Facepunch Security
98
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Posted - 2014.12.04 09:04:00 -
[8] - Quote
True Adamance wrote:Juno Tristan wrote: Currently installations don't fit in the risk/reward balance
Remove all installations, replace with hackable 'nodes' that are used to call them in at the current location
Players can then call in the installations like vehicles and get in them (to give incentive to use them)
This gives blueberries a reason to hold installations and allows for much more tactical deployment
Might need to give vehicles something else to do though...
That's a rather clever idea. If turrets were build on these nodes, and I could destroy them.....send them into whats often called reinforcement on a cool down time before one team can hack them and call another one down I'd be damn happy. We wouldn't need 12K EHP turrets.... maybe only 6-7.5 K EHP ones since vehicles can never permanently destroy them.
Holy....I...uh...
Never thought about that...maybe add purchasable turrets that players could call in on the nodes when the default ones are on cooldown (and finally use that installations section of Off Map Support)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Terry Webber
Molon Labe. General Tso's Alliance
524
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Posted - 2014.12.04 14:22:00 -
[9] - Quote
Juno Tristan wrote:Terry Webber wrote:Interesting idea, Juno. What do you think about giving 3 nodes for a large socket, 2 for a medium, and 1 for a small at predetermined points? As for Finn, instead of being bought on the spot, they can be bought through the marketplace and put into the players' assets. When players get to the node, they can just select what is already paid for and it'll deploy. Lastly, it would be cool if turrets can be customized with modules if they could actually be sold on the marketplace. I like the idea of being able to bring in different things, originally i was just thinking of the large turrets but i would be good to call down a CRU or Supply depot The CRU and the supply depot can be the first ones on the field like always. If they get destroyed, they would need to be replaced. |
Sgt Kirk
Fatal Absolution
9184
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Posted - 2015.01.11 05:39:00 -
[10] - Quote
This game needs more diversity and tactical moves.
This satisfies both needs.
CCP holds the Caldari's hand so this doesn't happen again.
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Indy Strizer
Osmon Surveillance Caldari State
267
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Posted - 2015.01.11 05:48:00 -
[11] - Quote
This would be cool, destroying installations could be something for tankers to do on the battlefield. |
All Gucci
T.H.I.R.D R.O.C.K General Tso's Alliance
55
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Posted - 2015.01.11 08:22:00 -
[12] - Quote
let get this done.... I know we have some smart players that can give balanced figures, get on it.
Emperor Gucci
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Varoth Drac
Titans of Phoenix
548
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Posted - 2015.01.11 10:31:00 -
[13] - Quote
Love this idea. Would be nice if we could call in small turret anti infantry installations as well, maybe at additional nodes. This would make tanks important on the battlefield, rather than what they are now, as they would be needed to take out the anti infantry turrets. |
Finn Colman
Immortal Guides Learning Alliance
107
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Posted - 2015.01.12 16:16:00 -
[14] - Quote
Varoth Drac wrote:Love this idea. Would be nice if we could call in small turret anti infantry installations as well, maybe at additional nodes. This would make tanks important on the battlefield, rather than what they are now, as they would be needed to take out the anti infantry turrets. It would also help to ease my annoyance at the map icons that aren't used because they represent things that don't currently exist in the game (like small turret installations and heavy air vehicles).
PSA: Tell players to terminate in order to access mCRUs.
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