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KalOfTheRathi
Nec Tributis
1
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Posted - 2015.05.20 01:19:00 -
[1] - Quote
Works great in MOG**.
Note it does seriously limit where you can access a vehicle. Dropping on roof tops for instance. Also the Reds will be setting up mines, AV squads and PRO HAV will be waiting for suckers at the exit. So, it might not be that great in Dust. In MOG the maps are massive, tiny Dust514 maps mean there will be little option for escape.
What would work nearly as well is allowing the driver/pilot to place a target on the ground and have the vehicle materialize (pointed in the proper direction!). It would eliminate the massive amount of work to plot navigation maps in UE3. And it would look cool, like Star Trek transporters. This would be the best of both worlds, getting rid of the drunken RDV* pilots and simplifying the vehicle deployment mechanism.
* I suspect that the entire hype train associated with the entry trailer is the entire reason for the RDV existence, much less their continued existence. Somebody higher up really, really liked them. So we are still stuck with their massive load on the system and their junk performance.
* My Other Game. I post in the foot locker as mentioning it here is a banning offense, last I checked.
My favorite tank is a Lightning. Just sayin.
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KalOfTheRathi
Nec Tributis
1
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Posted - 2015.06.05 22:32:00 -
[2] - Quote
Terry Webber wrote:What do you guys think? What I would prefer is for the deployment to be handled by the Mercenary. Select the vehicle to deploy and a target icon is shown on the ground in front of the Merc. If it is Red you cannot deploy here. Once green, you can deploy. Also it would allow for the vehicle to be aimed in the proper direction, as in facing the actual battle.
Once the green icon is ready, put the crown thingie out and materialize the vehicle.
Completely remove the RDV. This will remove the vast navigation pass they are having to do offline for RDV paths now. The reason many of the current locations "aren't acceptable for deployment" is the navigation map doesn't include them. Limiting them is fine, but the pathfinding is a huge time burner.
And yes, this was proposed before. Maybe we can get some traction this time.
One wonders about the entire RDV design. It smells of an early must have, really cool feature that was favored by some layer of management at CCP/Mothership. That it has turned into a massive resource hog, a constant source of frustration and player rage has yet to alter its position as a cornerstone of Dust. Time to kick it to the curb.
My favorite tank is a Lightning. Just sayin.
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KalOfTheRathi
Nec Tributis
1
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Posted - 2015.06.05 22:44:00 -
[3] - Quote
Second comment; this is regarding the locked thread concept of stealing gear.
We cannot acquire all items from others. It is quite possibly impossible once you consider how the game is constructed. Many fittings are uniquely identified to a Merc. BPOs and reward items to name a few. Now we have skins as well, no doubt there will be more. This is one reason why CCP Rattati is adding items slowly to the 'give item' menu, the other being changes to the economy.
Some you will never be able to acquire, no matter how buttons you mash on your controller.
Salvage, as provided by CCP at end of match, is the answer. In PC battles it was originally stated that all lost equipment, modules, suits and weapons were placed into a pool. Some percentage of that inventory is then distributed to the players at the end of the match. As PC battles are not interesting to me (way too laggy) I have no idea if that is still true. It might be true for FW as well, another battle type I don't play.
There are several checks that have to happen in relationship to inventory, it is best if they can be done by the server and not in real-time. We have significant network loading (as evidenced by the latency) and adding packets during battle isn't a great idea. I have no idea if there are sufficient server resources to solve it quickly there as well.
My favorite tank is a Lightning. Just sayin.
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