|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
![J'Jor Da'Wg J'Jor Da'Wg](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2012.09.21 21:34:00 -
[1] - Quote
BioClone Ax-45 wrote:CCP:
There is any chance you can configure the game so if on one battle, one MCC gets destroyed,on the next battle on that district there will be any kind of MCC husk? maibe even as a secondary objective that allows to the team who completes it (reach the husk) recover any high value resource who helps that corporation to use it to build a new MCC cheaper or a resource injection to that corporation as a reward..
A tihink It would be cool, realistic, add this kind of improvements.
Maybe it could crash instead of exploding, and wherever it lands it lands. It still explodes, just doesn't completely disintegrate. Awesome! |
![J'Jor Da'Wg J'Jor Da'Wg](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2012.11.25 21:53:00 -
[2] - Quote
Saucy Butt Love wrote:You could also take the whole GAME MODE feature away and just like eve, you just go into a battle by travelling there with a group and try to take over the district.
I think the objectives on each map should be different depending on what infrastructure is present.
No infrastructure: That district is won/lost by an AMBUSH match.
Null cannons: more difficult to take over the district, Skirmish mode.
Then when more unique player built infrastructure arrives, you can have objectives like capturing a Skyfire battery, destroying a supply depot, capturing a biomatter processing plant, securing the SCC, etc. All with uinque objectives. |
![J'Jor Da'Wg J'Jor Da'Wg](https://forums.dust514.com/themes/ccpDust514/avatars/avatar_1_male_128.jpg)
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2012.12.01 18:35:00 -
[3] - Quote
My idea for a terrain feature/map:
The terrain on this map would be very large, flat, and relatively barren. The map would be much like the russian steppe, with a huge emphasis on vehicle combat. Scattered far apart would be medium sized, shallow craters. Inside each crater would be tightly packed buildings containing the objective/ null cannon. These craters sould be covered with a huge shield dome extending from lip to lip of the crater. An access road would go up, over, and wind down the lip of the crater. These craters would provide focal points of CQC infantry combat, and protection from tanks, dropships, LAVs, and orbital bombardments (as long as the shield lasts).
Between each of the scattered crater installations would be a mostly flat landscape. Roads would shoot straight from installation to installation. Littered around would be small, eroded rock outcroppings, eaten away by the heavy wind over eons of time. Dried out streambeds would provide the occasional natural cover between installations. At median points between the installations, would be CRU's, supply depots, and fixed turrets to provide a staging area to attack into the craters.
While the land is flat, it also has changes in general elevation. A crater might be situated on a humongous plateua, but the hillside leading up to it would be large and smooth.
This map would be great for when we get larger playercount battles like 32 v 32, as it would promote large scale vehicle warfare, and a greater use of dropships and LAV's as transport.
Also would get away from the constant mountains we have surrounding us.
Visual Reference 1
Visual Reference for Crater
Visual Reference 2 |
|
|
|