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Bizar Wolf
Carbon 7
2
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Posted - 2013.06.11 19:18:00 -
[871] - Quote
There could be a shipyard sort of map, where EVE ships are built. For Corps that have this sort of installation, it could provide some kind of benefit to any EVE corps that they are allied with, like random generation of regular to rare building components for some of the larger ships, or something along those lines. It could also act as a way for Dust Corps to make money by charging non-allied EVE corps to use its resources.
The concept I have in my head is a sort of semi-underground structure, with some buildings on top, but more of it is underneath, like a hollow tube going underground with multiple levels to fight in and maybe something like an unfinished ship in the middle that you could get aboard and fight in. Maybe even have some "test sequences" that players could initiate from a control room that would activate an engines test and burn any players who were on the bottom floors. thats just my idea for an installation anyways. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
93
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Posted - 2013.06.12 02:00:00 -
[872] - Quote
Adrhianny wrote:
Minmatar: .. let me think about that.
Klingon architecture from Star Trek ID |
Harry Hendersons
Royal Uhlans Amarr Empire
3
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Posted - 2013.06.21 02:02:00 -
[873] - Quote
Inside a sports arena. |
Ferren Devarri
Sinq Laison Gendarmes Gallente Federation
5
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Posted - 2013.06.21 08:40:00 -
[874] - Quote
Wreckage maps. Crashed starships (to scale) forming terrain rather than industrial walling.
Is it just me, or is some of the terrain designs in the current maps a little.. mentally deficient? Who the hell puts a pillbox at the bottom of a hill, facing the hill, where you can't see the top of the hill? |
Velvet Overkill
Seraphim Initiative. CRONOS.
113
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Posted - 2013.06.22 13:20:00 -
[875] - Quote
A spiky sand-storm canyon at night lit by a dim super giant start. Behind that star would be a dark nebula. |
Fire of Prometheus
Solaris Space Marines
8
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Posted - 2013.07.19 19:07:00 -
[876] - Quote
There should be a mountain oriented map similar to the one below
https://www.google.ca/search?um=1&safe=active&client=safari&hl=en&biw=1024&bih=672&tbm=isch&sa=1&ei=24zpUdDgFoXYyQHug4C4Aw&q=exo+force+mountain&oq=exo+force+mountain&gs_l=img.3...4146.19391.0.19686.42.38.4.0.0.10.481.6508.7j18j3j3j5.36.0....0...1c.1.21.img.eabR-dwdeGY#biv=i%7C19%3Bd%7CJklLfjlXWiMPQM%3A
Except not such a precise cut down the middle, but i love the idea of fighting to control bridges, as well as on different levels (so that you could capture a bridge and then jump off the side to land in the middle of another battle on a lower bridge), perhaps some hangers for jets would be tossed In, some sort of command centre/urban warfare type installation tossed into the side of the mountain on each side of the bridges and Bammo a mountain battle that would be epic |
Fire of Prometheus
Solaris Space Marines
8
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Posted - 2013.07.19 19:18:00 -
[877] - Quote
Or perhaps a map with a bunch of islands and bridges imbetween, players would have the option of using a dropship or other vehicle to travel between islands or they could simply run...but were's the fun in that :P |
Skybladev2
RUST 415 RUST415
20
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Posted - 2013.07.30 05:59:00 -
[878] - Quote
I just leave it here: Future thoughts. Part 3: How different planet maps will look like |
Kamil-13-PL
Blood Pack Mercenaries DARKSTAR ARMY
0
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Posted - 2013.08.14 16:49:00 -
[879] - Quote
I dont know if someone suggested this but maybe a planet like mustafar from star wars? |
Robert JD Niewiadomski
NULLIMPEX INC
424
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Posted - 2013.08.14 22:17:00 -
[880] - Quote
Kamil-13-PL wrote:I dont know if someone suggested this but maybe a planet like mustafar from star wars? There ARE lava type planets in New Eden. Capsuleers can build their PI colonies on them. I guess Dust mercs will go there too
Here is an old photo from CCP 2012 Fanfest featuring DUST 514 lava and gas (or storm) type planet: http://media.officialplaystationmagazine.co.uk/files/2012/03/lavaS.jpg
Here is the whole article with more teasers: http://www.officialplaystationmagazine.co.uk/2012/03/24/dust-514-reveals-neocom-ps-vita-app-survival-mode-mechs-and-in-game-betting/
I hope we will see it all delivered to us when the core game mechanics is finally put on it's feet
So far so good
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Turtle Hermit Roshi
Famous.OTF Only The Famous
4
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Posted - 2013.08.17 19:21:00 -
[881] - Quote
i would like to see a large inner city that is battle worn ie chunks from buildings missing ... piles of rubble etc . and lots or alleyways and ' parquor ' availability (jumping from rooftop to rofftop ) |
Bieomaxx
Forsaken Immortals Top Men.
1
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Posted - 2013.08.19 11:22:00 -
[882] - Quote
unlikely it'll be done but just for .... and giggles an Under water map.
low gravity type situation which would cause bodys fly/float about, jump higher/longer, but effects stamina due to increased effort.
Also have weird effects to weapons damage/range/fall offs
stop the calling in of surface vehicles.
MCC's could be above the water so you drop into the sea/lake and you'd sink slower once you've hit the water.
Internal spaces in buildings could be in a normal atmosphere so fighting/weapon dynamics is back to normal, potentially you destroy the internal atmosphere generators so effectively flooding the building.
anyhow just a thought.
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Bieomaxx
Forsaken Immortals Top Men.
1
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Posted - 2013.08.19 13:59:00 -
[883] - Quote
2nd idea of the day.
2 outposts seperated by a massive Canyon/Fissure which has tunnels leading down to caves/loading bays/warehouse which open out to bridges connecting the 2 sides of the maps.
mcc's are on each side so each outpost is easy to cap, but then you have to either fly (DS's) or use the road/personnel tunnels to be able to get to the other side.
this way vehicles can still be used on the map but have to be funnelled through a main road way tunnel/bridge.
possibility to add a further cap point to a suspended platform between the 2 land masses.
if you drop to the bottom of the canyon/fissure either have some personnel tunnels/step back up or some ladders.
anyhow just another map idea |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1364
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Posted - 2013.08.29 20:18:00 -
[884] - Quote
Was thinking about something in regards to verticality in outposts while making the high point accessible. What if instead of the outpost sitting on top of the land, it is actually dug into the land? There's already a small socket that does this so I know it's possible.
Basically have the outpost be a giant hole in the ground with a bunch of buildings and such. You approach the edge of the hole and then note different platforms on different elevations that you could use your intertia dampener to get to, and have some objectives at the bottom. The challenge then becomes how do you get out, but if you simply have a bunch of ramps going round and round around the edges of the hole that would be acceptable because at least you are reversing the order of how it works (descending and then ascending, instead of ascending and then descending). Plus since descending is first you'd likely experience some opposition while you are ascending to get out, so the ascension won't be that boring. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5895
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Posted - 2013.09.11 06:11:00 -
[885] - Quote
GEOLOGY!
Crystal formations http://3.bp.blogspot.com/_px-5XH9V1ZY/SqgktEroD2I/AAAAAAAAA04/FUV46mfncX8/s1600-h/crystal+caves+3.jpg Giant's Causeway http://travelmaestro.covingtontravel.com/wp-content/uploads/2013/07/GiantsCauseway.jpg
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Robert JD Niewiadomski
NULLIMPEX INC
503
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Posted - 2013.09.11 10:42:00 -
[886] - Quote
KAGEHOSHI Horned Wolf wrote: Landmarks like that could make planets easily distinguishable from each other. And make them unique despite same terrain and sockets... |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1966
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Posted - 2013.09.14 05:37:00 -
[887] - Quote
The current EVE planet Archetypes.
Blizzard/ low visibility Snow worlds with lots of crevasses and perhaps city ruins or Icicle spires rising up into the sky.
Shield Clad Storm world city complexes
Shattered Worlds with no signs of life, massive tectonic devastation.
Undersea Oceanic World bases, or archipelago island chains.
More so than anything I feel we should continue to include complex structures and defensible outposts, but also the same such dynamic content for vehicle pilots, like long rolling hills and fields, sparse industrial complexes for tank battles etc. |
dman the great
OSG Planetary Operations Covert Intervention
50
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Posted - 2013.10.03 18:24:00 -
[888] - Quote
Heres one for you, get us a map where the objective is to sabotage enemies harvester equipment that is generating the money for that faction/corporation whatever you want it to be and the only way to do that was destroy it, and heres the best part we use small turrets for protection on the harvesters and the harvesters move, like five of them all with 20k shields and armor but no regen unless a logi is repairing it. Mind you this is just a base Idea for a game mode behind the actuall map, but the map has sand dunes that rise and fall and rise and fall due to the harvesters driving back and forth and not getting that area inbetween each new track,, and if you destroy a harvester get like 200war points and then for defensive/ attack put bridges above the harvesters with turrets on them. just a few ideas. |
Denn Maell
PIanet Express
7
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Posted - 2013.10.14 04:43:00 -
[889] - Quote
How about a trench warfare map where both sides are fighting in parallel trenches and must overcome each other and push through...not as a skirmish map but as an ambush map?
Also I would love to be part of boarding actions in both Titans and Stations. |
mike LITERES
The Docters
0
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Posted - 2013.10.27 03:46:00 -
[890] - Quote
Though it would be so hard to create,I would absolutely love a randomly generated map system, never play the same battle twice. Or another idea an actual moving map, with location changing, such as cloud city gone haywire or buildings falling over and destroying terrain |
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
4001
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Posted - 2013.11.08 03:43:00 -
[891] - Quote
Forums Veteran wrote:I love what little time I can afford to spend in IRC and chat with some of you. I always get great ideas and feedbacks and today was no different. So, in this thread I would like to ask anyone who is interested to submit your ideas on a map theme that you would like to see and play in DUST 514. The sky's the limit, so let your imagination run wild.
CCP_CmdrWang DUST 514 Community Manager
Shielded Storm planets where we fight on landing platforms/ industrial docks under a shield bubble.
Lava sheathed Scientific Research Labs, magma erupting from fissures and crags.
Wintery Tundra with low visibility topside and below ground internal cargo facilities.
"All things were created by the Divine, and so the glory of our faith is inherent to us all"
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Darken-Soul
Tal-Romon Legion Amarr Empire
0
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Posted - 2014.01.18 14:31:00 -
[892] - Quote
True Adamance wrote:Forums Veteran wrote:I love what little time I can afford to spend in IRC and chat with some of you. I always get great ideas and feedbacks and today was no different. So, in this thread I would like to ask anyone who is interested to submit your ideas on a map theme that you would like to see and play in DUST 514. The sky's the limit, so let your imagination run wild.
CCP_CmdrWang DUST 514 Community Manager Shielded Storm planets where we fight on landing platforms/ industrial docks under a shield bubble. Lava sheathed Scientific Research Labs, magma erupting from fissures and crags. Wintery Tundra with low visibility topside and below ground internal cargo facilities.
If there were environmental hazards too that would be great |
Johnny Guilt
Algintal Core
435
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Posted - 2014.01.18 23:14:00 -
[893] - Quote
maybe a indoors outpost complex but then again you can just hollow out old outpost buildings with locked doors and make them more complex from within
A strange game.
The only winning move is
not to play.
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ishtellian
Ancient Erectiles
0
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Posted - 2014.01.29 18:25:00 -
[894] - Quote
A map with many platforms, some accessable by bridges, but some only accessable with dropships, I got this idea from the map from Star Wars BattleFront
http://battlefront.wikia.com/wiki/File:2012-04-14_00013.jpg
http://battlefront.wikia.com/wiki/File:2012-04-14_00010.jpg
I could imagine these type of hovering or floating installations on gas planets, I could see spawning in taking a different approach than normal because of the platforms and a MCC, maybe a different type of MCC that allows you to spawn vehicles on the inside and allow you to fly out of it.
My Heavy Never Dies.
Logibro In training.
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Johnny Guilt
Algintal Core
504
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Posted - 2014.02.14 18:44:00 -
[895] - Quote
-Abandoned Quafe factory -Destoryed station/moon base ruins that crashed on a planet - towering infantry bases with mutiple layers of complexity -implantation of outposts into terrain such as a montains,underground,hills etc. -forest/forest assets such as trees and boulders -more vertical terrain maps deigned like creater lake map from beta
A strange game.
The only winning move is
not to play.
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Thokk Nightshade
Onuoto Uakan Huogaatsu Lokun Listamenn
55
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Posted - 2014.04.14 23:43:00 -
[896] - Quote
Really the idea for the map is pretty simple. It will work extremely well for Domination and can be worked to fit Skirmish and ambush.
THE MAP:
Basically the map is a giant hill. It is about 1000 meters long by 200-300 meters wide. There is a ridgeline running down the middle of the map for the entire 300 meters. Running away in both directions are identical hills so there is no tactical advantage for either side. These hills are about a 150 meter climb over the course of 500 feet. (150 meters up by 500 meters length is a 15 degree hill). Basically, the teams will NOT see each other until one of them reaches the top of the hill. These hills include some impediments, rocky outcroppings, shallow and deep trenches carved throughout them that can be used to assail the hill, as well as other obstacles that can be used as cover. You can also add bunkers (i.e. small buildings) in various locations along the way for people to get into some nice up close firefights as well as plant uplinks/nanohives, etc. Throw some huge boulders out there for additional cover and make it extremely rocky so vehicles have a difficult time getting up (if at all) . Put a supply depot and clone reanimation point at the very bottom of the hill on both sides and one on either side of the null cannon (so 3 supply points and 3 clone reanimation units total on the map). There are no supply depots or clone reanimation points at any location on either side of the hill other than the very bottom.
On the top of the hill there is one main structure on a flat in the middle of the map (figure a plateau of about 30-50 meters, so we may have a small bowl or saddle on the top to accommodate this), but it thins out into a ridge of only 5 or so meters across at the very edges of the map.. Also on top of the hill are 4 or so turrets. In keeping with the theme, these are the machine gun nests that can be used to rain hell on the other team. These turrets need to able to see down at least one side of the hill to the bottom, preferably both (depending on how thin you want to make the ridgeline) Maybe place these closer to the edges of the map to give them a better chance to see the entire hillside on both sides. Just make it balanced so if there is one that can only see one side, make another one that can only see the opposite side of the hill.
That one single structure I mentioned on the top? This is where you would put the null cannon for Domination. For Skirmish, you can throw in a null cannon about halfway down the hill on either side in other "main bunkers" that were set up as well (I'm thinking any more than 3 would take away the "feel" of the map)
THE GAME: Each team starts out with an original spawn at the very bottom of the hill. Each team begins as the "allies" . Just as on D-Day, you have the basic supplies at the bottom of the hill and originally land on the beach, so this is your starting point. As a team, your objective is to get to the top of the hill and "claim" it, hence the idea of a single null cannon for Domination at that location. At this point, you and your team do a sort of "transition" to the Axis powers. By reaching the top first, you can claim the turrets and also gain the high ground to help suppress the other team. You also are able to get the clone reanimation unit to quickly get support to assist you. By claiming the supply point, you are able to keep your teams loaded. Essentially, by getting to the top of the hill, you are gaining a huge advantage. This takes Domination to the extreme. With the other match types (Ambush, Skirmish), you are keeping everything in place (turrets, supply etc), besides adding the extra null cannons so getting to the top and claiming it will still be huge.
Just as on D-day, there were no supply points or anything once they reached the beach. You had to rely on each other. In this game, with no supply depots except at the very top and bottom, you are going to love your Logis supplying you with ammo, medical care, etc. In all honesty, each class will have a role they are suited to in this game. The scouts can sprint to the top to claim everything and allow for a quick spawn of help and get the turrets raining down on the other team. If you don't get there first, the assaults/infantry can fight for it once they get there, and the heavies can help defend it. Even Snipers will be helpful in either claiming the top of the hill by picking off enemies as they crest or getting up to the top to suppress them coming up the other side. However, by making the top of the hill 500 yards from the edge, we are eliminating the redline campers who just want to sit back and snipe. If you want to get ANY War points, you need to get up into the middle of the fray and actually help your team unless your team is overrun and the reds are coming down your side of the hill to completely wipe you out. If that happens, you are probably going to get whacked anyways so it doesn't matter. |
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