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Thread Statistics | Show CCP posts - 15 post(s) |
Ghural
WarRavens Capital Punishment.
362
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Posted - 2014.12.29 06:28:00 -
[181] - Quote
Rather than just providing a bunch of modifiers, I'd like to see warbarge modules provide new abilities and effects.
For example, the modules that you fit determine the types of orbital strikes you can call in. A module that allows a vehicle to materialise directly on the ground without requiring an RDV (a stealth deploy) A module that allows a player to deploy at high altitude and halo drop in. the ability to call in a single installation (or maybe replace one that has been destroyed) |
Kain Spero
Goonfeet
4088
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Posted - 2014.12.29 06:32:00 -
[182] - Quote
Rattati, it just seems like the personally owned item and Corp owned barge should have different nomenclature. Also, while personal vessels and Corp-owned barges don't need a location in eve online for now I think a location conveyed on the dust star map and gameplay associated with that is needed to truly make these assets feel like home.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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CCP Rattati
C C P C C P Alliance
14104
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Posted - 2014.12.29 06:46:00 -
[183] - Quote
Kain Spero wrote:Rattati, it just seems like the personally owned item and Corp owned barge should have different nomenclature. Also, while personal vessels and Corp-owned barges don't need a location in eve online for now I think a location conveyed on the dust star map and gameplay associated with that is needed to truly make these assets feel like home.
thats why the "warbarge flotilla" is the corporate owned part or fleet command, the "corp warbarge" is an overarching structure, not a ship.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cat Merc
Fatal Absolution General Tso's Alliance
14143
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Posted - 2014.12.29 07:23:00 -
[184] - Quote
CCP Rattati wrote:MINA Longstrike wrote:For some reason I envision personal warbarges almost like garrisons in WoW and this makes me hopeful as the game will feel like less of a lobby shooter. Maybe there'll be a way to use them to travel space and set up orbit on FW planets you want to attack, and as another individual said - eve players *could* attack them but it would only offline bonuses instead of destroying the warbarge.
Corporate warbarges could be much bigger investments and would likely have some common grounds, where the eve dream of walk-in-stations (read, barred in prisons) could finally be realized. Right on the money, but EVE attacks are not on the table. These Warbarges will not exist as a physical entity in 2015, they are as someone said, a metaphysical "home" and can not be attacked or destroyed except through new game modes that are not being discussed at the moment but A)"warbarge vs warbarge" is an idea, and B) "raid the warbarge" would mean a type of non-district PC where the attacker would fight in a "ship map" and steal resources (dust moon goo), but again not on the table for 2015. So we won't be able to move Warbarges to a desired location to attack? Because that kind of kills half the reason I think Warbarges would be useful in fixing PC.
Feline overlord of all humans
Assault Conglomerate: Because we don't shave
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Kain Spero
Goonfeet
4089
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Posted - 2014.12.29 07:23:00 -
[185] - Quote
I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics?
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
1217
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Posted - 2014.12.29 07:23:00 -
[186] - Quote
What are the steps being taken to ensure that this doesn't just become another barrier for new players?
Also, what is the monetization strategy for these new features? I feel that while you guys have been doing great at providing early information on features for feedback, we've been left mostly in the dark when it comes to future monetization efforts. Strong boxes in particular could've had a really solid release if we had been given the numbers beforehand.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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Aeon Amadi
Chimera Core
7625
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Posted - 2014.12.29 07:27:00 -
[187] - Quote
Pseudogenesis wrote:What are the steps being taken to ensure that this doesn't just become another barrier for new players?
Also, what is the monetization strategy for these new features? I feel that while you guys have been doing great at providing early information on features for feedback, we've been left mostly in the dark when it comes to future monetization efforts. Strong boxes in particular could've had a really solid release if we had been given the numbers beforehand.
Please don't give their marketing team any ideas on ways to make this another "Freemium" thing.
Aeon's Links
In an effort to be "positive" I will agree to everything CCP does.
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Pseudogenesis
Subdreddit Test Alliance Please Ignore
1217
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Posted - 2014.12.29 07:29:00 -
[188] - Quote
Aeon Amadi wrote:Pseudogenesis wrote:What are the steps being taken to ensure that this doesn't just become another barrier for new players?
Also, what is the monetization strategy for these new features? I feel that while you guys have been doing great at providing early information on features for feedback, we've been left mostly in the dark when it comes to future monetization efforts. Strong boxes in particular could've had a really solid release if we had been given the numbers beforehand. Please don't give their marketing team any ideas on ways to make this another "Freemium" thing. You're daft if you think there won't be any monetization in these new features. The only thing we can do is provide feedback on them early to ensure that they're fair.
Stabby-stabber extraordinaire
I stabbed Rattati once, you know.
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GLOBAL fils'de RAGE
Consolidated Dust
116
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Posted - 2014.12.29 07:34:00 -
[189] - Quote
Modules?
I would like a module that auto kils every high latency player that I encounter @ MILITIA
@ ADVANCED it would auto kill an entire squad if 50% of them had latecy.
@ PROTO would apply a DC shock to the corporations CEO's gentleman's sausage if that corporations success was based on a latency advantage.
Add a ping avg. index to the scoreboard. |
Aeon Amadi
Chimera Core
7625
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Posted - 2014.12.29 08:01:00 -
[190] - Quote
CCP Rattati wrote:Breakin Stuff wrote:I don't believe active bonuses would be the way to go. I'd rather see things like:
VR simulation and mnemonic enhancement area. Adds a bonus to active/passive SP.
Contract filtering computers: higher ISK/LP payouts.
Limited manufacturing: build x fit dropsuits per day or X vehicles.
Salvage drone deployment: better EOM salvage.
Things like this can enhance gameplay without breaking the in game battles and gunplay. This is very much aligned what we are thinking for the first iteration of warbarge modules.
Allow me to provide a differing viewpoint about this.
The basis of a Loyalty Rank dependence, which already provides additional benefits, as well as echoing the above poster, tells me that these modules are likely planned to be boosts of the same type.
Due to the recent trend in new features (instant SP boosts, booster stacking, daily missions) I suspect and fear that these new Warbarges and their associated modules will be more Aurum items. I feel this may be a waste of potential toward what the Warbarges could contribute toward the game as a whole.
An additional concern I have is that, if implemented in this manner, these modules would further devalue SP. Given current skill caps and applicable boosts a player can make upwards of 112 million SP or more a year. To my knowledge, there's only around 200 million SP worth of skills in the entire progression system. This poses a problem due to lack of content, which further ties into my next argument:
This is an opportunity to do something unique and add a different element to the monotony. SP/currency boosters are plentiful as is so having more is both redundant and unnecessary. I personally feel that we should consider alterations in gameplay through production of new gameplay mechanics exclusive to Warbarges such as production of basic crafting elements, manufacturing capabilities, and trade assistance. Furthermore, IGÇÖd like to repeat my caution that Warbarges should not be more GÇ£free-to-payGÇ¥ aspects of the game and should not be exclusive to paying players.
This is a great opportunity to apply to a large amount of the community in a provocative and beneficial way.
Aeon's Links
In an effort to be "positive" I will agree to everything CCP does.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6034
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Posted - 2014.12.29 08:35:00 -
[191] - Quote
Actually I think some warbarge upgrades should be an ISK dump while others should be LP rewards.
Aurum should be excluded from warbarge upgrades entirely to give a pure "play the game" objective that isn't given a shortcut via wallet.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Regis Blackbird
DUST University Ivy League
495
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Posted - 2014.12.29 09:11:00 -
[192] - Quote
I agree with the notion that Warbarge should not give any active (gunplay) bonuses. For that we have the current SP, modules and dropsuites structure. (One exception would be increased available bandwith, which could be introduced as a Warbarge module instead of a Dropsuite upgrade skill... Just a thought)
I think the Corp Warbarge (used for PC) should only provide tactical advantages on the battlefield. Corporations should also be able to increase the defence "rating" on any owned districts, using the same resources used for equipping the Warbarge. This would mean a corporation have to choose between beeing offencive or defensive, but they can't have both at the same time.
Sadly the current PC matches (standard Skirmish) etc does not give much room for this, which is why I think it's fundamental it changes as well. There have been many calls for Skirmish 1.0 (or similar), but perhaps we can work with what we got.
My take on a future PC battle would be 3 consecutive matches of 1: Ambush, 2: Domination and 3: Skirmish.
1: The first Ambush match is just to get a foothold on the district and reduce the enemy clones. Win or loose, the next game (Domination) will always occur, but some aspects can be changed depending on who won the last game.
2: The second game is a Domination with a twist. The District owner already have all installations, CRUs and of course the objective at the start of the game. The opposing team goal is to hack the objective (once) before their clones or command ship is destroyed. If they manage to take the objective, the game is over and the next (Skirmish) will start. If they don't, the attack failed and the last game will not start
3: Provided the attackers won the domination Match, the third and last game (Skirmish) commences. As with the Domination, the district owners have all objectives and installations etc at the start of the game. As with the Domination, the objective is to hack all objectives before clones run out of command ship is destroyed. It will be very hard (but not impossible) to counterhack any point if taken.
If the attackers win all matches the district is theirs, regardless how many clones the district owners have left, which will be lost / salvaged at the loss of the district.
Now, the tactical part comes in. With the above scenario if a corporation equip their Warbarge for offence, they might get access to closer (fixed) spawn points, or even the mythical "sky spawn" which was discussed for Legion.
For the defenders, if they don't spend some points in "defends" for the district, the districts will be "empty" of installations, Supply Depots etc. (turrets will have a much more tactical advantage if the defenders automatically own them at the start of the game).
... slightly off topic (warbarges that is), but I think much can be done to spice up PC with the game modes we have today, with slight alterations. |
Lynn Beck
Delta Vanguard 6
2341
|
Posted - 2014.12.29 09:19:00 -
[193] - Quote
Regis Blackbird wrote:I agree with the notion that Warbarge should not give any active (gunplay) bonuses. For that we have the current SP, modules and dropsuites structure. (One exception would be increased available bandwith, which could be introduced as a Warbarge module instead of a Dropsuite upgrade skill... Just a thought)
I think the Corp Warbarge (used for PC) should only provide tactical advantages on the battlefield. Corporations should also be able to increase the defence "rating" on any owned districts, using the same resources used for equipping the Warbarge. This would mean a corporation have to choose between beeing offencive or defensive, but they can't have both at the same time.
Sadly the current PC matches (standard Skirmish) etc does not give much room for this, which is why I think it's fundamental it changes as well. There have been many calls for Skirmish 1.0 (or similar), but perhaps we can work with what we got.
My take on a future PC battle would be 3 consecutive matches of 1: Ambush, 2: Domination and 3: Skirmish.
1: The first Ambush match is just to get a foothold on the district and reduce the enemy clones. Win or loose, the next game (Domination) will always occur, but some aspects can be changed depending on who won the last game.
2: The second game is a Domination with a twist. The District owner already have all installations, CRUs and of course the objective at the start of the game. The opposing team goal is to hack the objective (once) before their clones or command ship is destroyed. If they manage to take the objective, the game is over and the next (Skirmish) will start. If they don't, the attack failed and the last game will not start
3: Provided the attackers won the domination Match, the third and last game (Skirmish) commences. As with the Domination, the district owners have all objectives and installations etc at the start of the game. As with the Domination, the objective is to hack all objectives before clones run out of command ship is destroyed. It will be very hard (but not impossible) to counterhack any point if taken.
If the attackers win all matches the district is theirs, regardless how many clones the district owners have left, which will be lost / salvaged at the loss of the district.
Now, the tactical part comes in. With the above scenario if a corporation equip their Warbarge for offence, they might get access to closer (fixed) spawn points, or even the mythical "sky spawn" which was discussed for Legion.
For the defenders, if they don't spend some points in "defends" for the district, the districts will be "empty" of installations, Supply Depots etc. (turrets will have a much more tactical advantage if the defenders automatically own them at the start of the game).
... slightly off topic (warbarges that is), but I think much can be done to spice up PC with the game modes we have today, with slight alterations. THAT my friend, is a beautiful sight to behold.
PLEASE PLEASE PLEASE RATATTI(see, i even spelled it right) IMPLEMENT THIS NYAOOOW(activates Cat Merc signal)
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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steadyhand amarr
shadows of 514
3430
|
Posted - 2014.12.29 09:59:00 -
[194] - Quote
I like the idea of the foltta(sp) where people band together into ammardrs (really can't spell today).
As an idea you could have getting your first very basic warship a part of being aloud into FWD as a natural gate and a bit of new player guidance this natural growth could then lead into PC as you upgrade your ship.
For example rookie ship allows you to store 3 tanks and a dropship. But a mid range also allows you strap OB equipment to it. Thus players with bigger and badder ships will naturally be sort out. While rookies can still be used to transport basic equipment to the field.
The idea being to mimic how newbs are still useful in fleet fights by filling out core roles as tackerls.
Rough idea more trying to get the feel across. Logistics of transport tanks around PC should be a thing imo forming front lines and natural borders normally generates communtys and natural fights from what iv seen
You can never have to many chaples
-Templar True adamance
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Stefan Stahl
Seituoda Taskforce Command
892
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Posted - 2014.12.29 14:23:00 -
[195] - Quote
CCP Rattati wrote:That's exacly the point, I, as a solo player, lack the feeling of ownership and progression Personally, I disagree. Compared to my 0 SP infantry alt my main is a demigod. If I could stage a fight between my two characters one of them would win with a 50/0 kdr using quafe suits only.
Everything else I have to say on the topic hinges on that argument that I have no further objective proof on, so feel free to have a different opinion. |
Dubya Guy
Abandoned Privilege Top Men.
137
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Posted - 2014.12.29 17:41:00 -
[196] - Quote
CCP Rattati wrote:ZDub 303 wrote:
... Here is a spitball idea though, something to consider at the very least?
1. Create two new tiers of items.
-The first is 'Specialist' which already exists in a limited fashion. This is proto stats at advanced CPU/PG.
-The second is 'Overcharged' (or whatever) which has higher than proto stats at proto CPU/PG costs. These sort of exist already with items like the 100% needle or those special uplinks (forget the name).
2. Create these variants for everything you can in the game and make them available in the FW LP store and as fairly rare strongbox loot.
3. Create a 5th LP store. This 5th LP store would be slightly cheaper than faction LP stores and have all Specialist and Overcharged variants available, no standings grind.
4. Now, research labs (only) generate a static amount of 5th faction LP per day as payment for hired out research services and distributes that as a paycheck to members with a flagged role type (allowing the CEO to flag which member statuses would have access to this pool) in a similar way any CEO can flag certain members for starbase management in eve for example. Finally allowing the corp to tax a portion of this paycheck as they please (separate from ISK tax).
In this situation, clones are purely war assets and research labs do not increase clone jump distance (a necessary nerf to power projection). Research Labs and Cargo Hubs no longer generate ANY clones, just clone production facilities. Now a corp must figure out how they want to balance money generation vs. war asset generation, and since the LP is paid directly to members its a bottom up approach instead of top down.
So the above idea might be horrible and flawed or whatever. But at least thats a system I could see myself wanting to participate in, and other people when they see "ZDub 303 (Overcharged Assault Rail Rifle) [Insert name here]" then these players are gonna go "wtf is that and how do I get one?". I think the more active players in Dust may think of other, better, ideas than mine... but just a thought to get the ball rolling.
Very good points, I think we need to keep the LP weapons as a special category (That's where you go to get the specialist weapons as they are coming straight from the mass produced specialty rationed faction labs, and the overcharged "new" are coming from warbarge experimental labs. Officer remains salvage only.
I think this is a great idea, I have suggested something related in detail directly to a CPM and in less detail in this thread https://forums.dust514.com/default.aspx?g=posts&m=2499362#post2499362
ZDub 303's (no relation) idea is much better fleshed out, but I completely support any idea related to Corp-branded gear as a non-isk incentive to district ownership. Particularly if different districts are known to produce different gear. This would make some districts more desirable than others to a Corp.
FPS = First Person Support. Kills win battles but it's kinda hard to kill if you're dead and out of ammo.
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Celus Ivara
DUST University Ivy League
252
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Posted - 2014.12.29 18:17:00 -
[197] - Quote
If I may, one thing I'd like to throw into the conversation is the idea that these custom Warbarges should be viewed less as existing for a specific purpose, and instead as open-ended tools.
Right now, we are largely viewing Warbarges as serving a role in PC (and to a lesser degree FW and Pubs). Now I do agree that Warbarges can help fix some massive problems in those areas. But we are limiting ourselves here a bit. We are succumbing to the fallacy of looking at Dust as it is now (the arena-FPS) and not what Dust could be (the Sandbox-MMORPG-FPS).
Yes, Warbarges can be used for combat. In fact I'll agree that combat is what we should be balancing them against and making sure they are feature-complete for. But Merc built/owned/upgradable ships can be so many other things, too!
I want to see Warbarges built as casinos, class-rooms, bars, personal yahts, third-party trade hubs, talk-show sets... I want to see war orientated Corps using barges not just for direct attack, but also for resorce production, quarter-master barges built for storing and distributing weapons to the front line, area-denial and guerrilla-warfare orientated barges, Corp social areas, rifle ranges....
To a certain degree, this is just repeating the situation of what the "Corporations" feature is and how it's used. Hypothetically, Corps exist to enable a group of players to grow in power, and eventually buy clone packs, take a district and then-on fight in the PC "end-game". But in the New Eden sandbox people repurpose tools constantly to serve their goals. People have utilized the Corporation feature to make banks, schools, escrow-services, and whatever-the-kitten Jadek Menaheim's been doing. ;) But with Corps being purpose built for war, many features that would aid/enable these other uses are critically missing. - There is no way to deploy to a district out side of direct PC warfare, this eliminates tons of other uses of Corps; no LAV races, no 1v1 gladiator tournaments, no schools giving hands-on lessons. - Corp messaging ability (both internal and external) is terrible; try sending a 30 mail lesson pack to each new student under the current mail system, try advertising your Corps services to anyone not living on the forums, try giving a lecture in a hundred person chat with no ability to mute loud people or kick trolls, try organizing in-game events without an in-game calender.
At the heart of all this is a question of what we want Dust to be: Do we want to focus on the arena-FPS we've had since launch? Or do we want to build towards the Sandbox-MMORPG-FPS we fell in love with in the trailers? |
Kevall Longstride
DUST University Ivy League
2197
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Posted - 2014.12.29 21:36:00 -
[198] - Quote
The 30 mail lesson pack to new players is a particular near daily joy of mine.
Warbarges are an important first step in what I hope will be a continuing iteration of corporation strength and identity. PSN outages and the only day off I had over Christmas being Christmas Day itself, I've had some really good games in Dust 514 over the festive period. The core of the game is in a good place right now (I'm not glossing over the issues it still has but I'm having more fun playing the game right now than I've had in months) and it's time to start thinking beyond weapon balance, which will never end by the way, it happens in Eve all the time.
But increasing the sense of being in a corp and having that be of a direct benefit to your character is going to help build a solid foundation for the new iteration of PC that is mentioned in the Roadmap and the Epic for Faction Warfare in the later point builds of 'New Release' after Fanfest.
As much as PC and to a lesser degree FW grab the forum headlines and attract splenetic juices, the greatest untapped strength of the game is the corporation model and how it works in New Eden. I can't begin to tell you how pleased I am with the current development arc that Warbarges are going to put us in.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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Kain Spero
Goonfeet
4096
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Posted - 2014.12.29 23:51:00 -
[199] - Quote
I would say that the social in Dust is the strongest of any FPS on console already. I think it's important to drive players towards corporations, but we can't loose sight that those corporations need something for those players to DO as a corporation to actually keep people logging in for that social.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
11857
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Posted - 2014.12.30 00:32:00 -
[200] - Quote
I kind of hate the idea of personal warbarges. It's like every single real life mercenary having their own personal aircraft carrier, but even more ridiculous. Warbarges should be something that a corporation owns.
These "high level" PC ideas are pretty hard to care about, because the executions are always too intangible. I want tangibility. I want to be able to hangout in what me or my corp owns at any time I want; that means being able to walk on districts, and that means being able to walk in the warbarge that I or my corp owns whenever I want. Ownership should be more than text on a screen, it should be tangible.
EDIT: On the subject of warbarges, I would like to see an evolution of corporate conflict in which battles take place inside a warbarge for control of it. Would likely require a ton of new art assets for ship interiors, so likely won't happen.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4245
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Posted - 2014.12.30 00:41:00 -
[201] - Quote
KAGEHOSHI Horned Wolf wrote:I kind of hate the idea of personal warbarges. It's like every single real life mercenary having their own personal aircraft carrier, but even more ridiculous. Warbarges should be something that a corporation owns.
These "high level" PC ideas are pretty hard to care about, because the executions are always too intangible. I want tangibility. I want to be able to hangout in what me or my corp owns at any time I want; that means being able to walk on districts, and that means being able to walk in the warbarge that I or my corp owns whenever I want. Ownership should be more than text on a screen, it should be tangible.
EDIT: On the subject of warbarges, I would like to see an evolution of corporate conflict in which battles take place inside a warbarge for control of it. Would likely require a ton of new art assets for ship interiors, so likely won't happen.
Yeah the personal Warbarge is kinda ridiculous but it is entirely a lore thing and has zero effect on how the system works functionally. I'm not too worried about what they call it, as long as functionally it makes sense.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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CCP Rattati
C C P C C P Alliance
14148
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Posted - 2014.12.30 02:55:00 -
[202] - Quote
Kain Spero wrote:I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics?
That is a good idea for making logistics work, clone packs should be good to get a foothold but not sustainable. Some form of distance formula penalty from warbarge using clonepacks would make sense. Then reinstill the movement penalties on land, and then the whole system starts working as intended, i.e. investments in infrastructure to overcome logistic penalties, just like war.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Thor Odinson42
Molon Labe. General Tso's Alliance
5605
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Posted - 2014.12.30 03:50:00 -
[203] - Quote
Kain Spero wrote:I would say that the social in Dust is the strongest of any FPS on console already. I think it's important to drive players towards corporations, but we can't loose sight that those corporations need something for those players to DO as a corporation to actually keep people logging in for that social.
The raids you and Pokey are kicking around fill that void in a big way.
Most people I play with want to spend their time playing with people they are communicating with. I wish 90% of my time in Dust were matches free of random blueberries.
Spontaneous, frequent matches as a team would be amazing. I think a platoon/team building UI of some form is necessary for something like this to really take off. It gets to the point you feel as though you are herding cats when putting a PC together and even worse when syncing.
Low payouts ensure that only the best are running decent gear.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4248
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Posted - 2014.12.30 03:53:00 -
[204] - Quote
CCP Rattati wrote:Kain Spero wrote:I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics? That is a good idea for making logistics work, clone packs should be good to get a foothold but not sustainable. Some form of distance formula penalty from warbarge using clonepacks would make sense. Then reinstill the movement penalties on land, and then the whole system starts working as intended, i.e. investments in infrastructure to overcome logistic penalties, just like war.
Ahhhh music to my ears to hear you approve of that concept, Rattati.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Cat Merc
Fatal Absolution General Tso's Alliance
14146
|
Posted - 2014.12.30 04:20:00 -
[205] - Quote
Lynn Beck wrote:Regis Blackbird wrote:I agree with the notion that Warbarge should not give any active (gunplay) bonuses. For that we have the current SP, modules and dropsuites structure. (One exception would be increased available bandwith, which could be introduced as a Warbarge module instead of a Dropsuite upgrade skill... Just a thought)
I think the Corp Warbarge (used for PC) should only provide tactical advantages on the battlefield. Corporations should also be able to increase the defence "rating" on any owned districts, using the same resources used for equipping the Warbarge. This would mean a corporation have to choose between beeing offencive or defensive, but they can't have both at the same time.
Sadly the current PC matches (standard Skirmish) etc does not give much room for this, which is why I think it's fundamental it changes as well. There have been many calls for Skirmish 1.0 (or similar), but perhaps we can work with what we got.
My take on a future PC battle would be 3 consecutive matches of 1: Ambush, 2: Domination and 3: Skirmish.
1: The first Ambush match is just to get a foothold on the district and reduce the enemy clones. Win or loose, the next game (Domination) will always occur, but some aspects can be changed depending on who won the last game.
2: The second game is a Domination with a twist. The District owner already have all installations, CRUs and of course the objective at the start of the game. The opposing team goal is to hack the objective (once) before their clones or command ship is destroyed. If they manage to take the objective, the game is over and the next (Skirmish) will start. If they don't, the attack failed and the last game will not start
3: Provided the attackers won the domination Match, the third and last game (Skirmish) commences. As with the Domination, the district owners have all objectives and installations etc at the start of the game. As with the Domination, the objective is to hack all objectives before clones run out of command ship is destroyed. It will be very hard (but not impossible) to counterhack any point if taken.
If the attackers win all matches the district is theirs, regardless how many clones the district owners have left, which will be lost / salvaged at the loss of the district.
Now, the tactical part comes in. With the above scenario if a corporation equip their Warbarge for offence, they might get access to closer (fixed) spawn points, or even the mythical "sky spawn" which was discussed for Legion.
For the defenders, if they don't spend some points in "defends" for the district, the districts will be "empty" of installations, Supply Depots etc. (turrets will have a much more tactical advantage if the defenders automatically own them at the start of the game).
... slightly off topic (warbarges that is), but I think much can be done to spice up PC with the game modes we have today, with slight alterations. THAT my friend, is a beautiful sight to behold. PLEASE PLEASE PLEASE RATATTI(see, i even spelled it right) IMPLEMENT THIS NYAOOOW(activates Cat Merc signal) Implement it right meow!
Feline overlord of all humans
Assault Conglomerate: Because we don't shave
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GLOBAL fils'de RAGE
Consolidated Dust
118
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Posted - 2014.12.30 05:02:00 -
[206] - Quote
Kain Spero wrote:Stefan Stahl wrote:Two quick comments: - Personally I don't think I will look into PC as long as timers are a thing that exist. I'm just not that committed to Dust to schedule a match. Take that feedback for what it is, a subjective opinion. - What is the purpose of the Warbarge-concept? What I personally read is that I will be granted a bonus over new players. More so if I team up with other vets on the new players. Is that the intent? If not, what exactly is the intent behind Warbarges? I really don't see the barge granted in-match bonuses as being acceptable (more damage, more ammo, more health, etc.) for this exact reason. Also, a personally owned barge is a really dumb idea and everyone running around with a capital ship in their pocket seems just plain silly (a personal ship maybe). A corp-owned asset that provides logistical bonuses in Planetary Conquest, LP bonuses in Faction Warfare, Salvage Bonuses in Pub matches, etc. I could see. Upgrading your merc quarters or your personal Merc vessel (not a personal capital ship, c'mon it's just silly) in this sort of End of Match vein I could see. In this vein I see Agent Jara actually as a good example of a personal upgrade and the direction the kinds of bonuses should take. On the point of timers. Because we are in a lobby shooter you have to have some element of scheduling because having an empty fight when you are trying to get a fight really isn't that exciting or having all of your stuff taken while you are asleep isn't compelling gameplay. Timer windows would make much more sense (2-4 hours) and be tied to district resource production. One of the reasons passive ISK generation was such a bad element of gameplay was because the output didn't scale with activity level. Districts need to produce something of value that is separate from clones and this needs to be actively extracted. While this extraction is occurring players with a Corp Warbarge in range (or maybe just anyone with a Corp Warbarge) can raid this extraction in order to steal the resources.
If any concerted "grown up" attention was given to the #1 problem with DUST, then timers would be a management tool to organise, and not an offense/defence mechanic used soley to game geographical timezones.
What is the #1 problem? It is the same problem every FPS ever made or will ever be made!
It effects, straffing, hit detection, frame rate, client lock ups, and overall enjoyment.
It determines victory and defeat.
It is the 900lb Gorilla staring CCP in the face!
It is latency.
Every router between you and the server MUST be looked at like jump gate.
Would a local fisherman personally deliver his daily catch to the other side of the world?
No, he would bankrupt.
Moving fighters across a galaxy is the same.
Revenue generation is paramount to CCP, I do agree, and I have financially put my money where my mouth is.
CCP you must practice "tough love" fixing your geographical routing problem will upset the baby carriage/pram, but babies bounce. Latency is a cancer, and DUST's growth has been negatively impacted, because it's game play ruining effects are obvious.
JUMP GATES=eve lore JUMP GATES+EVELORE > latency -latency = +$$$$
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Kain Spero
Goonfeet
4099
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Posted - 2014.12.30 05:30:00 -
[207] - Quote
CCP Rattati wrote:Kain Spero wrote:I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics? That is a good idea for making logistics work, clone packs should be good to get a foothold but not sustainable. Some form of distance formula penalty from warbarge using clonepacks would make sense. Then reinstill the movement penalties on land, and then the whole system starts working as intended, i.e. investments in infrastructure to overcome logistic penalties, just like war.
Having location matter will really be key to getting planetary conquest humming like a well oiled machine. It might be worthwhile to examine replacing messy clone loss mechanics with load clones from district to barge/flotilla (or have barge generate clones via the vat if you have no districts) then move barge/flotilla in range of targets. Instead of range (movement) costing clones potentially have it cost fuel. Trying to figure out how many clones were actually going to land for a fight back in the old days of planetary conquest was a pain and I'd hate to see that return.
I think the list of targets you mention could work well with this. Select the flotilla and get a list of targets in range according to filters the player sets.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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CCP Rattati
C C P C C P Alliance
14158
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Posted - 2014.12.30 05:47:00 -
[208] - Quote
Kain Spero wrote:CCP Rattati wrote:Kain Spero wrote:I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics? That is a good idea for making logistics work, clone packs should be good to get a foothold but not sustainable. Some form of distance formula penalty from warbarge using clonepacks would make sense. Then reinstill the movement penalties on land, and then the whole system starts working as intended, i.e. investments in infrastructure to overcome logistic penalties, just like war. Having location matter will really be key to getting planetary conquest humming like a well oiled machine. It might be worthwhile to examine replacing messy clone loss mechanics with load clones from district to barge/flotilla (or have barge generate clones via the vat if you have no districts) then move barge/flotilla in range of targets. Instead of range (movement) costing clones potentially have it cost fuel. Trying to figure out how many clones were actually going to land for a fight back in the old days of planetary conquest was a pain and I'd hate to see that return. I think the list of targets you mention could work well with this. Select the flotilla and get a list of targets in range according to filters the player sets.
ahh, beautiful and elegant. Basically a calculator of clone loss based on position of attack initiation and attacked district, could work from both flotilla and district, calculation based on Infrastructure and or Warbarge Modules (Long Range Assault Launchers or Improved MCCs).
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Lady MDK
Kameira Lodge Amarr Empire
235
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Posted - 2014.12.30 07:40:00 -
[209] - Quote
Dreaming again but rather than 3 matches would a new version of skirmish 1.0 be workable where the objectives close in on the enemy base?
Stage 1 : hack one of the points around the base to choose your staging ground. Defenders can scout to try and find you and stop you gaining a hoothold.
Stage 2 : Attackers must hack several points may be the power grid, defence grid and communications.
Stage 3 : Storm the base, if the attackers out clone the enemy and the match ends but the defender retains the base and gets the chance to commit more clones to the fight. Succeed in infiltrating and hacking and you take the base. If the owner outclones the attacker the assault must be restarted.
I know I see a lot of people asking for the return of something like this. I don't know if it's a possibility even. But I like how the single match progresses, it's more open and seemless. Of course non of this maybe possible.
I do like the idea that an ambush is used to try and reduce clonecount.. raids could be used for the same thing.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Regis Blackbird
DUST University Ivy League
498
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Posted - 2014.12.30 07:42:00 -
[210] - Quote
CCP Rattati wrote:Kain Spero wrote:CCP Rattati wrote:Kain Spero wrote:I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics? That is a good idea for making logistics work, clone packs should be good to get a foothold but not sustainable. Some form of distance formula penalty from warbarge using clonepacks would make sense. Then reinstill the movement penalties on land, and then the whole system starts working as intended, i.e. investments in infrastructure to overcome logistic penalties, just like war. Having location matter will really be key to getting planetary conquest humming like a well oiled machine. It might be worthwhile to examine replacing messy clone loss mechanics with load clones from district to barge/flotilla (or have barge generate clones via the vat if you have no districts) then move barge/flotilla in range of targets. Instead of range (movement) costing clones potentially have it cost fuel. Trying to figure out how many clones were actually going to land for a fight back in the old days of planetary conquest was a pain and I'd hate to see that return. I think the list of targets you mention could work well with this. Select the flotilla and get a list of targets in range according to filters the player sets. ahh, beautiful and elegant. Basically a calculator of clone loss based on position of attack initiation and attacked district, could work from both flotilla and district, calculation based on Infrastructure and or Warbarge Modules (Long Range Assault Launchers or Improved MCCs).
While I think a built in "clone loss" calculator would help, I agree with Kain it would be better to have another limiting factor than available clones. For example: - The Warbarge module bonuses could diminish with a set amount every jump. - Some form of fuel (as Kain mentioned) - Overall attack efficiency (tactical advantage) get reduced, making it technically possible to attack far of districts, but very hard to capture. - Making it possible for other corps to raid your Warbarge fleet during transit, making it very dangerous to travel long distances.
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