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[Veteran_Taijin Sato]
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Posted - 2012.05.31 18:31:00 -
[91] - Quote
Anyone thought about defending civilians from Sansha forces in incursions? And as a counterpoint, having Sansha hire mercs to attack civilian installations and capture civilians?
As at the moment there are only going to be Barren and Temperate worlds for Dust 514, this can still work well, as these worlds are likely to be the major population areas.
Sorry if this has been brought up already, but this thread is getting quite large and didn't pass my TL:DR filter |
[Veteran_Radan]
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Posted - 2012.05.31 23:05:00 -
[92] - Quote
Zones =====
* City environments would be good; perhaps a hostage situation skirmish map in a tower block, or a subway map with instagibbing trains.
* A mohole map would be interesting, too. Moholes - 'Mohorovicic holes', after the Mohorovicic Discontinuity, the boundary between the crust and the mantle of a rocky planet - are extremely deep pits dug in the crust to aid terraforming by heating the atmosphere.
Other desires ===========
* living worlds -- day/night cycles synchronised with the planet's rotation -- weather systems visible in both games. * CTF and other trad shooter modes, perhaps enabled by simulation/"tank" modes * Less tactical realism, more rocket launchers and goo guns, please |
[Veteran_Radan]
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Posted - 2012.05.31 23:12:00 -
[93] - Quote
John Surratt wrote:For the Minmatar, make it a ruined urban map, house to house in the bitterest sort of fighting. The kind of map where no quarter is given or asked. Stalingrad, Berlin or the Battle of Manila x 10 to the nth degree. Lots of rubbled out areas with mouse holes to snipe through. Also, while this game seems to be set up as a strafer, I'd like to see more tactical driven play, reinforced by the maps. It galls me as a former soldier to see people dancing, running in circles and jumping to avoid fire. I know I'm being silly, asking for realism, when EVE spaceships act more like flying submarines than spaceships but still. . .the existing maps look like a MOUT training site and I'd like to see it a little less game like and a little more real
The drive toward realism - tedious rifle play and chest-high walls - is what I like the least about contemporary AAA shooters. I hope DUST can have some the chaos and frantic pace of UT or Tribes. |
[Veteran_Tidaen]
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Posted - 2012.05.31 23:47:00 -
[94] - Quote
Lots of cool ideas being tossed around in here so I thought I would add a scenario that I think would be an awesome addition to both the Eve and Dust experiences. Ladies and Gentlemen - the POS tactical insertion.
New Modules in Eve: The Clone Insertion Vehicle ( CIV ) - Launched from an SB bomb bay - Can penetrate non-reinforced pos shields when they drop below 25%
The Tactical Reinforcement Hub ( TRH ) - Anchorable starbase module - Can be anchored within the shield while POS is in reinforced mode
General Concept: During the post reinforcement pos battle, hostile forces can launch a 'Clone Insertion Vehicle' at the starbase tower which is capable of piercing the shields and attaching to the tower where Dust mercenaries can then be animated with the goal of disabling various POS functions from the inside. To counter this threat, the defending force may anchor a Tactical Reinforcement Hub during the reinforcement period and offer a contract to a dust corp to defend the tower in case of hostile boarding.
Once the CIV has been launched, it takes 5 minutes (maybe 10?) to bore through the tower hull and begin spawning mercs.
I scribbled down a concept drawing for a possible starbase map with different objectives Map Concept (warning, just a scribble)
The goal of the attackers is to disable or sabotage various POS functions like shield health, off-lining modules and causing defenses to behave randomly. The Defenders try to prevent the attackers from completing these objectives while also accelerating repair of the starbase shields. Because this is happening as the POS bash is going on in Eve, Dust mercs will play an active part in deciding the outcome of the space battle as it happens in real time.
If the attackers are successful the pos defenses will begin firing at random and the shields will drop to 5% within minutes, if the defenders are capable of pushing back the assault the pos shields will immediately rep back up to 45% (example number) giving the defenders a chance to rep back to 50% and re-stront the tower during the battle.
The idea with the Tactical Reinforcement Hub is that it acts as a way to associate a specific starbase with a defense contract for a specific time so that interested dust corps can plan accordingly to have people online and ready when the POS exits reinforced mode. The anchoring of a TRH also lets the attacking forces know that Dust mercs will be supporting POS defenses and that they run the risk of having the tower re-stronted unless they engage mercenaries of their own to attack the tower.
Lets keep the ideas coming...
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[Veteran_Otto Golaso]
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Posted - 2012.05.31 23:50:00 -
[95] - Quote
Unreal 2004 map, ONS - Torlan:
http://tinyurl.com/7a25ly8
Fun and fast, could be an intro map to get people used to UI and command/comm functions. Could also have spawned vehicles (like Torlan did), so as to introduce some higher level fittings to newer players, like me.
Maps like UT map ONS - Torlan, and Primeval, would provide some basic training in strategy and tactics for team-based play. |
[Veteran_Samuel Green]
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Posted - 2012.05.31 23:50:00 -
[96] - Quote
i know urban settings have been stated before, but it'd be cool if said urban settings featured destructible buildings. A few well place tank rounds, and you bring a sky scraper toppling down upon the enemy, while drastically changing the battlefield. for this style of map spawning from an MCC and inertia dampening onto the field would be better, while also allowing for rooftop combat. and if the map is on a planet controlled by a corp/alliance in EVE and the possibility of fighting on the same map arises, perhaps add the ability in EVE to rebuild the city, fortify it in new ways, and help out the Mercs. below in ways other than orbital strikes. (i.e. the other stuff mentioned at fanfest). This sort of dynamic map will also make some fun scenarios, such as the following dropship pilot;
"'approaching drop point D-6 what's the situation on the gro.... Oh ****' as a nearby sky scraper slammed into the dropship as it fell towards the ground, leaving a trail of destruction in it's wake."
stuff like that would be pretty cool |
[Veteran_IRobbedAGoon Andilikedit]
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Posted - 2012.06.01 00:22:00 -
[97] - Quote
I'm loving the vertical map suggestions, it would certainly be something different! I'm also all for the downed Titan idea etc but i think the most logical ones to suggest are starbases for Sov fighting...
With that in mind, how about possibly adding the pirate faction home worlds? Having recently visited Serpentis Prime in EVE i think it would be nice fight on their home world as well as loosing a Hoarder in their space. |
[Veteran_IRobbedAGoon Andilikedit]
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Posted - 2012.06.01 04:33:00 -
[98] - Quote
Apologies for the double post but i've been playing Dust for awhile and had an idea, i'm not sure if its already been suggested but why not a battle on or for the MCC?.....
Starts as a ground assault and you have to get on the MCC via a hotdrop and then take it over? |
[Veteran_Anshur Fulkrieg]
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Posted - 2012.06.01 05:53:00 -
[99] - Quote
Dock with a lost and ruined station to race the other team to the communications core to retrieve lost data. Tight corridors fallen wall sections lots of cover. Problem is the station is in a decaying orbit over a gas giant and will soon be crushed due to atmospheric pressures.
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[Veteran_Rivict O'Brien]
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Posted - 2012.06.01 06:30:00 -
[100] - Quote
Intel gathering, for Faction Warfare.
Have Dust Mercs hack consoles in stations or at bases on enemy planets to reveal POS locations, enemy fleet compositions and activity times, maybe even character names. These all are stored on PI databases and in stations (at least temporarily) anyways. Let's make intel channels more in depth (for null this would be awesome especially for the "new local" intel ideas).Eve pilots want more to fight over anyhow, lets give them more to pay mercs to fight for too.
Listening Posts. |
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[Veteran_John Surratt]
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Posted - 2012.06.01 07:31:00 -
[101] - Quote
Tidaen wrote: New Modules in Eve: The Clone Insertion Vehicle ( CIV ) - Launched from an SB bomb bay - Can penetrate non-reinforced pos shields when they drop below 25%
The Tactical Reinforcement Hub ( TRH ) - Anchorable starbase module
From a cloaky f.ag/bomber pilot, thank you sir.
I cut my PVP teeth with those things. Love me love my Hound.
I'd love to see an expanded use for Black Ops. I'd like to see it as a way to take a POS over outside the POS bash. Make it work like a wardec with 24 hrs to get your own mercs to defend your POS. When the CIV gets launched/anchored you could have it post a contract into the DUST side. . .
Plus, it'd be a way to clean up those annoying abandoned POSes floating around moons, especially in lowsec (where you take the sec penalty hit for cleaning them up). It'd be a way to flip ownership of a POS without blowing everything up.
Imagine the fun of flipping an enemy cyno chain or stealth napping a tech moon harvesters/silos and all. . .
Also, I thought uo a couple ideas for maps at work again.
#1 Amarr Temple District. . . Incense drifting heavenward through the elaborate golden splendor of a High Amarr Cathedral. . . carrying the supplications of the Empresses people to their God. Let the DUST bunnies hear the damn Amarr station chanting too. . .
#2 Ancient Minmatar site: The ruins of an ancient stone fortress, once part of a thriving tribal seat of government, now ruined for hundreds of years since the Amarr came. . . but secrets still lurk among the ruins and the Elders walk amongst the Tribes once more. . . |
[Veteran_Jarrick Darlone]
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Posted - 2012.06.01 08:09:00 -
[102] - Quote
A variety of ideas and hopes for the future of maps/games
Certain amounts of resistances should be required for survival on different planets. Like lava/plasma Thermal resistance either based off of the specific planet or needing higher resistances depending on where the planet is located high sec requiring less resistances and the lower sec null sec etc having planets that require more resistances to survive on the ground not the hazards ie a lava flow. Those with out the required level of resistance could be allowed to still join the matches or accepted the contract with a warning about having to low of resistances and then being told that your current fitting with survive for only a set amount of time (based on skills and current fitting) before being destroyed. This could effect everything you can fit tanks drop ships etc.
It would be nice to see planets either broken up into sectors or completely open free-roam (not sure what is actually possible due to hardware limitations) That way you can explore set up, corp or self owned planetary structures. This would allow for similar freedom like in eve in certain sectors of the universe attacking others is restricted and/or punished by something like CONCORD Orbital satellites. When battles start happening they could be listed in the battle finder as hotspots (depending on size of fight or if the involved combatants decide to call for extra mercs) so you can join up with the fight and choose a side or bring your own side to the fight and claim the winnings for yourself. for control of the area.
Persistent battle fields where controlling corporation can add structures, and possible other features via terraforming or adding things to the battle field like hey we need a mountain or crater, and then get someone bring us an asteroid that we can use to make it.
When it comes to expanding the reach of dust corps should be required to move gear suits to different planets or systems in order to quickly stay in the fight. I.E. you go into a worm hole with your corp and it closes behind you and you have only 10 fittings for your main suit you SOL after 10 losses unless your corp has the means to produce more or until you can reacquire more from a stocked sector
Battle types -Multiple corp battles where there are multiple MCC's and last MCC standing wins. -Transporting an item or bomb to a secure location or detonation site, with a twist of requiring a drop ship or something else to transport the object(s). - Defending a Transport line on a PI installation, possibly giving the eve player bonus resources if it is defended (one more reason for eve players to create contracts for mercs) and the count to it another eve player/corp requesting transport line to be attacked. -Racing for the luxurious Car owner -Capture the power node or Clone supply ship and bring it back to your base to increase the number of remaining Clones you have while you deplete your enemies reserves.
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[Veteran_Iceyburnz]
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Posted - 2012.06.01 08:54:00 -
[103] - Quote
My Suggestions:
Large Open Space map for full use of vehicles.
Can we have more planet biomes please. (I know we are getting whole worlds, but the environs of earth like works is not restricted to the nevada desert).
Coastal Map.
Revines with more bridges.
Can we have more buildings we can actually go inside. Game is too outdoorsy atm. The point of infantry over mechanicals is they can actually go into and seize structures.
Space stations.
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[Veteran_Zohnar]
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Posted - 2012.06.01 10:24:00 -
[104] - Quote
I would love to see maps that need some people to use vehicles such as boats for water maps. I would love to have more indoors based maps or even battles that could happen inside a massive city or jungle. I would also like to see maps that take place at night and are pitch black making you need those lights on your tank lol. I would also like to have fighting in space somehow. I know there would be problems with fighting on ships but what about in space stations or on the offices placed in orbit of the planets. |
[Veteran_Dragon Grace]
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Posted - 2012.06.01 20:32:00 -
[105] - Quote
when it comes to maps, im pretty easy going. However. i think it would be cool if on the ice maps....ground friction for vehicles (and maybe soldiers alike) would be effect on frozen lakes and stuff.
not that this is a new idea no doubt, but it would certain add a variety of control skill requirements to the game :)
you could use a tank as a giant bowling ball :P |
[Veteran_lorrenzo nub2]
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Posted - 2012.06.01 21:15:00 -
[106] - Quote
i have a few ideas not exactly map's but id like to see a ingame bug reporting button or maybe a psn message adress to send bug /glitch reports while playing dust , a hack speed mob would be nice so we can train to hack buildings and other stuff faster , would be nice if i could hold onto my granade untell its ready for use , like be able to pull the pin and hold down a leaver that when released starts the 3 second tell explosion countdown . while holding the granade you cant use and other wepons or hack but can move around and aim where the granade will be thrown. |
[Veteran_Wilbur Robinson]
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Posted - 2012.06.02 05:05:00 -
[107] - Quote
"Templar One" maps.. take any action scene from the book.. and make a map. Would be a GREAT tie-in for the game at E3! The battle scene around the downed drop-ship was fantastic.. as was the "extraction" scene where they discover the guy fighting them is the guy they just killed a few moments ago..
Heck the MTAC scene .. basically just recreate the whole battle map from the pivotal end-game fight over the "Templar One" clone... the orbital bombardment of all the CRUs was awesome! |
[Veteran_Bad Furry]
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Posted - 2012.06.02 08:01:00 -
[108] - Quote
Men Without Hats - Safety Dance |
[Veteran_Halcyon Daio]
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Posted - 2012.06.02 09:53:00 -
[109] - Quote
Ice Planets Skirmish - ATK spawns at their points, their goal to disable the guns hammering at the MCC. As they advance uphill to the first set of control points, the environment could factor in to the difficulty somewhat by having low-friction surfaces for vehicles to slip and slide on (And deep crevasses for them to fall into), as well as unpredictable chances for avalanches to come down on random parts of the maps. DEF's job is to hold them back (Per usual) while avoiding getting buried in the snow drifts. All of this while a constant snowstorm is bringing visibility down to maybe ten or twenty meters, making sniping very difficult without thermal optics of some sort.
MTAC's would be the king of this map because they have better mobility and better tactical awareness of their surroundings.
Ambush - Both sides are engaged in CQC battle in a vertical structure built up in a very large crevasse. With slippery surfaces, strong winds, and destructible gantries and scaffolding, the fear of falling to your death is a very real thing.
Barren Planets I see no reason why we can't keep them the way there are currently in beta. Moving on.
Gas Planets Check this out, this is a video from a level in Halo 2, where the player's character starts out at a huge floating "sky anchor" in the upper atmosphere of a gas giant, working down a few levels to an elevator to descend to a tethered laboratory section hanging several kilometers below. In my head, this is how I imagine PI structures to look in EVE for gas planets, not like Cloud City in Star Wars. I would love for these particular planets play host to aerial vehicle combat, such as dropships and whatever personal combat craft you implement in a future patch (If any).
Due to the fact that various volatile gasses are gathered from these installations, it would only make sense that there should be metric boatloads of explosive barrels. And, of course, they'd have to be red.
Both Skirmish and Ambush would be on these structures, and of course the structures would vary based on what their purposes are and whatnot.
Plasma Planets One dude already hit on it before - Since it's an extremely inhospitable planet, these maps would be largely indoors, possibly a huge dome (Think about COD: Black Ops' **** Zombie lunar map's big central dome). Due to the high EM interference from the storms outside, being able to trigger parts of the map opening up to the outside to screw with TacNets and whatnot would be a sweet mechanic. Also getting hit by lightning would be awesome, I know as an EVE player that seeing this live in a future arena video would make me laugh my soggy ass off while in orbit.
I have no clue how Skirmish and Ambush would work, but I'd think that maybe this might be one of those maps where vehicles wouldn't be the best things to use due to high EM (Possible EMP disabling vehicles?).
Temperate Planets Everyone hits on the OMG JUNGLE portion of temperate planets, and while yes, I'd love to see those done well, I think the biggest draw for temperate planets for me is that like Earth, there's a huge smorgasbord of environments to choose from, and each different district would reflect this at length. Deserts, mountainous regions, island archipelagos, tundras, jungles, forests, grasslands, etc. Everything you do in the other maps would be doable here, but I think what temperates should have that others don't are space elevators. I think I remember reading post-Fanfest that space elevators could be put on any planet, but what if temperates had bigger ones to account for all the extra stuff it offloads into orbit? It's temperate, which means on top of raw ore and gas and water and stuff, it's got organic materials, livestock, wood, etc. Makes sense to me.
And hell, the space elevators could count as their own districts entirely on account of sheer size.
Lava Planets Installations similar to the one in the climactic scene in Episode Three would be key here. Environmental hazards such as thermal vents and lava flows and just sheer drops into awaiting lava pools would be the biggest hurdle here. I would have to assume that the engines of dropships wouldn't like the superheated air for very long, so maybe have a flight restriction.
Oceanic Planets Now here is where I go on my wildest tangent.
A while back there was a Reddit thread where we talked about several different ways we could engage in combat on oceanics.
"Derrick" - A huge oil derrick type structure, suspended above the surface and anchored in place. The MCC has to LAND on the thing (Did I mention it's huge?). MTAC's and aerial vehicles are the kings here. Mercs are able to traverse several different levels of the derricks, from outside rigging and catwalks to structural pods containing capture points and CRU's.
"Boarding Action" - Both sides have an MCC, and their goal is to drop on and take control of a large floating vessel. Purely CQC, dropships would help more than anything else.
"Archipelago" - Either man-made or natural, a series of closely-grouped small islands act as the battleground, where PI structures or what have you are erected and need to be taken for the glory of dear leader Montolio.
"The Abyss" - Underwater. You read that right. Underwater rigs, and we use specialized submarine vehicles to not only get there, but capture points to allow attackers to seize and gain access to the indoor facilities where our objective awaits.
Okay. I'm going to bed now. Oy vey...
EDIT: Really? N-A-Z-I is blanked out? |
[Veteran_John Surratt]
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Posted - 2012.06.02 11:35:00 -
[110] - Quote
Dragon Grace wrote:dont know if youre still checking this Cmdr_Wang... to the recent "remove jump from the game" forum post.
. . .
P.S oh....and rage away but a little nerf here and there will go a long way in disproving that Dust514 was a mistake on consoles and only make the game richer as a result :)"
Nice thread Hijack. Now, do you have something to add about maps?
Halcyon Daio wrote:Gas PlanetsCheck this out, this is a video from a level in Halo 2, where the player's character starts out at a huge floating "sky anchor" in the upper atmosphere of a gas giant, working down a few levels to an elevator to descend to a tethered laboratory section hanging several kilometers below. In my head, this is how I imagine PI structures to look in EVE for gas planets, not like Cloud City in Star Wars. I would love for these particular planets play host to aerial vehicle combat, such as dropships and whatever personal combat craft you implement in a future patch (If any).
I like it
Halcyon Daio wrote: Plasma Planets One dude already hit on it before - Since it's an extremely inhospitable planet, these maps would be largely indoors, possibly a huge dome (Think about COD: Black Ops' **** Zombie lunar map's big central dome). Due to the high EM interference from the storms outside, being able to trigger parts of the map opening up to the outside to screw with TacNets and whatnot would be a sweet mechanic. Also getting hit by lightning would be awesome, I know as an EVE player that seeing this live in a future arena video would make me laugh my soggy ass off while in orbit.
I see a whole new form of betting on "which Dust Bunny is gonna get hit by lightning?"
Halcyon Daio wrote: Temperate Planets And hell, the space elevators could count as their own districts entirely on account of sheer size.
Imagine fighting your way DOWN the space elevator to seize it. . . could tie in to your gas planet idea too. . .
Halcyon Daio wrote: Oceanic Planets
I like it. I got one, speaking of Archipelago. . . what about "Island Hopping" sort of like WWII Pacific theater on a really big map. . . now add air-moble ops and air to air in drop ships (when do I get a gunship drop ship for air to air and air to mud?). . .
I can't believe I'm endorsing an idea from TEST. . . |
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[Veteran_Aeon Amadi]
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Posted - 2012.06.02 13:29:00 -
[111] - Quote
Something I want to add for all of you who are saying "oil derrick" and "platform" regarding the oceanic planets.
According to lore, Oceanic installations are all underwater at the ocean floor. It would be better to see submersible vehicles and battles in glass tunnels.
I'm looking forward to seeing the MTAC Walkers, however, as the devs did mention they would implement them sometime in the future.
My suggestions are just repeated from others:
The maps don't have to be drastically different. I'll take ten maps with full day/night cycles and weather changes over a hundred maps that all look the same.
I'm sure most of you would agree with me that a skirmish on Communications would be intense with heavy fog/snow. |
[Veteran_David Cho]
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Posted - 2012.06.02 15:00:00 -
[112] - Quote
platforms in the sky where the battle will start. Players try to capture the command post in the center of the city in the sky. After that, the losing team is forced to fall back, and the winners jump off onto the planet's surface in an amazing display of epic and badass. On the surface, a factory is a main target in a heavy urban environment. |
[Veteran_St Savage]
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Posted - 2012.06.02 15:23:00 -
[113] - Quote
A very green jungle/forest map of three main levels. The lowest level being the bottom of a network of canyons. The middle layer being enclosed and open ramps along the sides of the canyons, linking up with tunnels and rooms built into the rich dark soil and ochre colored rocks of the canyon walls with a few narrow or enclosed bridges crossing the cliffs. The top layer flat and linked together via bridges and one or two main roads passing through, with lots of trees. Unnaturally tall straight trees could be easy to model and give some sense of being somewhere "different" to earth. Stacks of boxed equipment in shiny, new looking and mostly white cases scattered around the upper and lower levels while the rooms and tunnels on the middle level would resemble a scientific, research and engineering area. Maybe with a large communications dish on the upper level, perhaps as the objective which must be destroyed by an attacking force which starts on the lowest level.
A futuristic urban city setting, all skyscrapers made of stainless steel holding together panes of glass shaded black or blueish. All the fighting would occur on the bitumen streets and concrete sidewalks. Army green, military style barriers set up strategically as though the city was expecting to be attacked, or was under martial law. Some of the barriers could be destructible. Civilian vehicles have all been removed from the streets.
I'd also like to see some more creative match types like escorting a land vehicle from point A to point B, having to fight ahead to clear defenses and destroy obstacles with explosives, or a map where a critical object or number of critical objects have to be destroyed. Just hacking every objective is getting a bit dull. |
[Veteran_Eco Esper]
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Posted - 2012.06.02 15:39:00 -
[114] - Quote
I'm loving every idea so far and I've a few of my own to add.
First off, since I reside in wormholes I'd love to raid one similar to what was mentioned in Templar one. The environment is seething with radiation (have a rad bar letting you know how long your clone will last). It's possible to have PvE and PvP maps mixed for this. Two faction corps storming the same installation making the player have to fight against npcs and members of the other faction in a race to acquire sleeper tech, getting there isn't enough, it needs to be brought back as well adding a "capture the flag" style into the game. Another idea to help link the two games is have the EVE pilots act as a diversion for the sleepers by assaulting the ships on grid while a small team of Dust mercs infiltrate and extract, similar to the idea above but more PvE focused.
For urban environments, I'm thinking of maps similar to Crysis 2. The collapsed hotel skyscraper just sounds delicious to me.
Space elevator assaults! If anyone's read Robinson's Mars Trilogy you'll know what I mean when I say "cut the cord". As a final act of desperate defiance the defenders have an option to destruct the elevator. As the cord comes crashing down all around the structure are killed from the impact and affects all other battles occurring on the same planet, thinking massive nullsec sov assaults! |
[Veteran_Ethereal3600 3600]
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Posted - 2012.06.02 17:51:00 -
[115] - Quote
id like to see a good part of dust used as a tool for taking stations and more mech based stuf on the plannets
-----------------------NEW SPAWNING SYSTEM------------ this is easly the single biggest f up in every fps ever made and dust is set up to fix this totaly. the current problem is you can spawn dam near anywere you want even at a base thats still beeing contested this is stupid for both sides as the attackers are dealing with constant and instant renforcements and the defenders are spawning into the line of fire with lots of expancive equipment pluss with a mobile spawn point the attackers are renforcing just as fast now theres no real penility for dieing so players dive in and die in seconds now you have a mosh pit of bunny hopping, spawn death, quick scoping and spawn campers aka the problem with every fps out there makeing dust no diffrent HOW TO FIX IT in dust you spawn via clone bay witch should be a huge installment that is only in 3 places. 1 in a space ship 2 the mcc 3 the main base, this meens more spawing styles and less spawning locations. say you spawn at base you come out of your big test tube take a few seconds to equip and run to the near by hanger were either a player or npc fariys you to certin points on the field as said by your commander. say you spawn at the mcc now you come out of your tube equip and hop into a drone you tell it were to go and it takes you to a certin altitude over a set LZ or mobile LZ marker and you drop in like a awsome parra trooper with cool effect. say you spawn in space you spend a decet amount isk for a drop pod and it hot drops you were ever you need. all while your seeing commanders orders on the battle map telling you were your most needed
now your players are spawning instantly but it takes time to equip and be tanken to the fight a good full min give or take now they will die less useing a more practial amount of equipment and they are forced to be more carfull on the field witch will change tactics and encurage more team work also adding a new level of realisim never seen in any game let alone a sifi
if your at all intrested i could go into the finer details of this just ask |
[Veteran_uncleniccius regal]
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Posted - 2012.06.02 18:45:00 -
[116] - Quote
An ancient abandoned city, similar to that of stuff in Lord of the rings, but abandoned. Big map, but really tight corners so it's intense. |
[Veteran_Ethereal3600 3600]
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Posted - 2012.06.02 18:46:00 -
[117] - Quote
entering turrets / vechiels- holding the O botton and poof your in what is this 1999 show my dude climb in once the tank show me a few monitors i pick what 1 to foucus in on. 1 showing the battle map 1 showing the turret cam 1 showing the tanks info have other things on it to like a secondary crappy cam thay has no night vishion or other modes so when your tank is jacked up they may knock out the main cam or it gets slow or the power supply is damaged and slows the turrets speed and rof things like this can be used on large turrets as well i want to feel like im in a tank or turret not just standing still with a bigger gun
hacking timer- realy? just stand there and wait 15 seconds. you should have to go to a device at a certin point on the unit you chould even have a lil mini game like a short puzzel. and for things like turrets that you had to blow up you should have to hack it then repair it if its dammaged beond a certin point only a certin class player can fix it maby its not awalys a hack maby its a fix play a mini game like leaky pipes to fix it lol the more its dammaged the harder the mini game is for larger units like buildings they may have to do a few mini games but from inside were there not getting shot up even have a jurry rigging skill for a werecked corps of a tank so you can crawl into and jurry rig the turret to work half ass like a mounted gun with only a lil ammo or to make it drive or over load its power suply to explode what options are avabial will be random on each corps |
[Veteran_Commander Daniel Black]
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Posted - 2012.06.02 19:22:00 -
[118] - Quote
I'd love to get some more interaction with the environment/surroundings. Perhaps not fully destructible buildings, but how about making certain sections of the communications tower (where A, B and C are) destructible? Such sections would be limited to the surrounding wall and gates. Instead of having a section of the wall already torn down and a few of the gates already open, why not make these destructible?
Such additions make replayability much better and the game more interesting, since each time the enemy will be coming in from a different spot.
Additionally, you could have some sort of engineer specialisation of patching up destroyed walls or setting up a shield barrier where a door once was.
Lastly, you could have some interesting developments with players creating small openings in buildings that essentially act as foxholes. Sniper on the 50th floor of the tower? AA-swarm launcher operator in a foxhole carved in the large building? *Guess it's time to shift that railgun away from the passing troopers and take those guys down*
Imagine what this would mean in an urban map... You really have to CHECK THOSE CORNERS, because maybe that half-torn building is also house to a shotgunner ready to turn you into Slaver hound saut+¬... Or even better, make sure to check for explosives under that skybridge, because the platoon will be passing right below in a few seconds...
Another use of destructible environments could involve a raiding sort-of approach: Aside from conventional objective-based maps, also have missions where the main goal of the aggressor (who only has a handful of soldiers at his disposal) is to blow up as much of the infrastructure as possible. Factory? Sure, just need to blow some walls up, go in, plant a charge with a 45-second timer on the reactor and then GTFO. Pipeline? Yeah, let's get the tanks to blow those up, forget about the enemy! Once a certain level of destruction has been caused, or the raiding parties have been disposed of, the op is completed.
Lastly, I would like to see some major operations involve things like bringing an entire skyscraper (e.g. the command centre) down, wreaking havoc to the defender's base but at the same time extremely hard to accomplish (this could be the final "boss" takedown of a planet, once all other districts have been secured, and, say, the command centre's shields and automated defenses -impossible to defeat- have been neutralised, as those are controll |
[Veteran_Resistance 2017]
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Posted - 2012.06.02 19:35:00 -
[119] - Quote
Here's some ideas that i have for maps
1 - Big maps 2 - Medium maps 3 - Small maps 4 - Maps that have different ships crashed on the planet and let people be able to fight in it but not be able to camp and kill people in it easily. 5 - Parts of a Outpost crashed on the map. 6 - Parts of a POS on the map 7 - Fights that take place in ships. |
[Veteran_cogan kraldir]
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Posted - 2012.06.02 19:45:00 -
[120] - Quote
+1 to all ideas, but i have a question.
CCP says that DUST will be connect to EVE.What you have done in Dust, have consequences in EVE. For example, if you assasinate a titan pilot, what is going to be in EVE? is the assasinated pilots titan will be gone? If not, what is the point of the connection. If yes, what will be titans pilot reaction? I will be mad if someone hijack my titan because of Dust. |
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