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Denchlad 7
Dead Man's Game RUST415
1663
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Posted - 2015.01.23 02:42:00 -
[1] - Quote
Heres a thought;
Why not flip the spawn point every 3-5 minutes?
By that I mean your teams MCC and Ground Spawn will swap to the enemies side every 3-5 minutes. So there is still a safe place to call in vehicles and setup a squad as such, it will just be at a different place at different times of the game. And if you happen to be in your Redline when the spawns flip, you've got 20 seconds to get out before you die.
Pros: -Makes Redline sniping possible only for very short periods of time (as camping on a hive deep in the redline would no longer be viable), and encourages field sniping. Heavy suits with Thales/Symbs would be far less common, and Scout Snipers would become more common for mobility. -Makes Redline railgun sniping possible for very short periods of time, forcing the tank onto the field. Glass cannon Sicas/Gunlogis would be far less common as they couldnt always roll back down a hill to cover, they may be forced into the open, and their low eHP and lack of regen would make them far more vulnerable. -MCC Camping (or just sitting in the redline) would be impossible, as after at max 5 minutes you would commit suicide, and if AFK, would eventually be kicked from the game, allowing a player who wants to play into the match. Although camping would be possible on field, it would at least allow the player to be at risk of death. -Redlining would be possible for at maximum 5 minutes, allowing outclassed teams in Skirmish/Domination matches a chance to get back into the game, bypassing poor matchmaking to reinvigorate games that would otherwise be a lost cause. -Home/Enemy Home Points would flip regularly in Skirmish, making matches more tense, longer, and more entertaining. -The main Domination point would be attacked from either side at any time of the game. If Team A travel South to Point A, capture the point, and push Team B, who would be travelling North, back into the Redline, the spawns would eventually flip allowing Team B to travel South and potentially capture Point A before Team A get back, allowing the match to have a bit more life. Even if it is a stomp, having a chance is far more fun than a game thats decided before its begun.
Cons:
-Swapping MCCs. More of a Faction Warfare issue than Public Matches and Planetary Conquest issue, but it applies to all three. If fighting in Faction Warfare for the State Peacekeepers, swapping to the Federal Marines MCC is illogical. If in a Planetary Conquest match for say, the Ancient Exiles, swapping to say, the Red Star MCC doesn't make much sense either. Nor does fighting for Ikomari-Onu Enforcement and then swapping to the Crux Special Tasks Group. As you can tell, with Racial MCCs, this is more of a FW issue, as Pubs and PC players wouldn't really be bothered. The only potential fix I can think of is when the Redlines swap, allow the MCC to be "recalled" with the same recalling animation as for vehicles, and then respawn the MCC at the other spawn point, allowing them to 'swap'. -New Players not understanding the Spawn-Switching. They may spawn in, try and get a feel for the mechanics, and then be confused when their map goes red and the timer is counting for 20 seconds before they drop dead. Only real fix I see for this is an instruction about this in the academy, so new players get the concept. -The Broken Redline Timer. Lets say you spawn at your ground spawn to call in a vehicle. The spawns flip before you call it in. You have 20 seconds, which should be enough time, but depending on the RDVs deployment route, it may be longer. So you may need to abandon your vehicle and run to survive. The Broken Timer however, may say you have 8.5 seconds to escape, but in reality you have 2 seconds. This would need to be fixed (and really should be regardless).
What do you think? I'm pretty sure I forgot some of my reasoning as its approaching 3am but I like the principle.
"Why build ontop of foundations that aren't solid?"
HRI -> TUL -> FC -> ML -> TLoD -> RE -> DMG
Pilot & Assault.
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137H4RGIC
Bloodline Rebellion Capital Punishment.
417
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Posted - 2015.01.23 06:52:00 -
[2] - Quote
Well thought out, but I don't think it will fix the issue and the con of confusing spawn mechanice is just too high
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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logan turnbull
Capital Acquisitions LLC Bad Intention
5
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Posted - 2015.01.23 21:32:00 -
[3] - Quote
Denchlad 7 wrote:Heres a thought;
Why not flip the spawn point every 3-5 minutes?
By that I mean your teams MCC and Ground Spawn will swap to the enemies side every 3-5 minutes. So there is still a safe place to call in vehicles and setup a squad as such, it will just be at a different place at different times of the game. And if you happen to be in your Redline when the spawns flip, you've got 20 seconds to get out before you die.
Pros: -Makes Redline sniping possible only for very short periods of time (as camping on a hive deep in the redline would no longer be viable), and encourages field sniping. Heavy suits with Thales/Symbs would be far less common, and Scout Snipers would become more common for mobility. -Makes Redline railgun sniping possible for very short periods of time, forcing the tank onto the field. Glass cannon Sicas/Gunlogis would be far less common as they couldnt always roll back down a hill to cover, they may be forced into the open, and their low eHP and lack of regen would make them far more vulnerable. -MCC Camping (or just sitting in the redline) would be impossible, as after at max 5 minutes you would commit suicide, and if AFK, would eventually be kicked from the game, allowing a player who wants to play into the match. Although camping would be possible on field, it would at least allow the player to be at risk of death. -Redlining would be possible for at maximum 5 minutes, allowing outclassed teams in Skirmish/Domination matches a chance to get back into the game, bypassing poor matchmaking to reinvigorate games that would otherwise be a lost cause. -Home/Enemy Home Points would flip regularly in Skirmish, making matches more tense, longer, and more entertaining. -The main Domination point would be attacked from either side at any time of the game. If Team A travel South to Point A, capture the point, and push Team B, who would be travelling North, back into the Redline, the spawns would eventually flip allowing Team B to travel South and potentially capture Point A before Team A get back, allowing the match to have a bit more life. Even if it is a stomp, having a chance is far more fun than a game thats decided before its begun.
Cons:
-Swapping MCCs. More of a Faction Warfare issue than Public Matches and Planetary Conquest issue, but it applies to all three. If fighting in Faction Warfare for the State Peacekeepers, swapping to the Federal Marines MCC is illogical. If in a Planetary Conquest match for say, the Ancient Exiles, swapping to say, the Red Star MCC doesn't make much sense either. Nor does fighting for Ikomari-Onu Enforcement and then swapping to the Crux Special Tasks Group. As you can tell, with Racial MCCs, this is more of a FW issue, as Pubs and PC players wouldn't really be bothered. The only potential fix I can think of is when the Redlines swap, allow the MCC to be "recalled" with the same recalling animation as for vehicles, and then respawn the MCC at the other spawn point, allowing them to 'swap'. -New Players not understanding the Spawn-Switching. They may spawn in, try and get a feel for the mechanics, and then be confused when their map goes red and the timer is counting for 20 seconds before they drop dead. Only real fix I see for this is an instruction about this in the ach ademy, so new players get the concept. -The Broken Redline Timer. Lets say you spawn at your ground spawn to call in a vehicle. The spawns flip before you call it in. You have 20 seconds, which should be enough time, but depending on the RDVs deployment route, it may be longer. So you may need to abandon your vehicle and run to survive. The Broken Timer however, may say you have 8.5 seconds to escape, but in reality you have 2 seconds. This would need to be fixed (and really should be regardless).
What do you think? I'm pretty sure I forgot some of my reasoning as its approaching 3am but I like the principle. If that's the way you feel let's get rid of the sniper all together CCP has already cut the ranges way back to world war I ranges a 416 Barrett shoots out to 2750 yards and this is a sifi game????
war always profit in war
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Derpty Derp
Dead Man's Game
652
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Posted - 2015.01.23 23:45:00 -
[4] - Quote
Would make for very entertaining battles!
But I think a large portion of the player base would get confused and commit suicide in a public place, if this happened.
My vote would probably go for multiple spawns and a receding red line. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
397
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Posted - 2015.01.24 02:34:00 -
[5] - Quote
Hello, Denchaid. And as one player already posted, your idea is a good one,GǪ very sympathetic to the redlined team, and a good way to add length and entertainment to a match that may be close to finishing.
That doesn't mean I endorse it though, and her's why:
The Red Boundary (that area marked in Red that runs all the way around the map) is an inventive way CCP came up with to ensure your team's staging area gives you some sturdy buffer-protection and can't be overrun by gutsy lead-soldiers from the enemy's side. It ensures your staging area can't easily be overrun, and it is already very sympathetic to the team.
But the Red Boundary that protects your staging area is NOT meant to be used as a home-base or HQ. I suspect your teammates are NOT supposed to loiter there, other that leaving a dedicated couple of players to guard "the home Null Cannon" we sometimes have in our map. Your team (as many as possible) are supposed to be pushing out toward centre of the map as quickly as possible (it's the only way to claim assets/reds and win a match).
Redlining (not to be confused with the Red Boundary) is the "punishment" or calamity that a team earns by making the mistake of loitering around the staging area so long that they let the other team shut down access to the entire map and seal all the roads. It's a sad tactical error, even in real life fighting. GǪand sadly, the team that loitered deserves the Redline. Giving a sympathy-mechanic to relieve the Redlined team will only give a little more reason to stay stuck in the bad habit of loitering.
I know it sounds mean of me (not trying to be mean), but the solution to reducing Redlining is to prevent it---persuade your teammates to push out fast from the safe trenches--use a MIC if you have to, but try your best to break them out of the habit. They don't realize the gift they're giving the enemy team.
I am NOT an EXPERT-VET player in Dust. But I remember getting the equivalent of Redlined in my old CoD games---in those games the design-flaw makes Redlining impossible to safeguard against, it just painfully happens. But in Dust I get my plump coward caboose moving early. I have NEVER been stuck in a Redline more than once in all my Dust gaming, because there's no design-flaw that inescapably creates it----it's created only by the team's actions (or lack of action).
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Denchlad 7
Dead Man's Game RUST415
1667
|
Posted - 2015.01.24 04:18:00 -
[6] - Quote
CELESTA AUNGM wrote:Hello, Denchaid. And as one player already posted, your idea is a good one,GǪ very sympathetic to the redlined team, and a good way to add length and entertainment to a match that may be close to finishing. That doesn't mean I endorse it though, and her's why: The Red Boundary (that area marked in Red that runs all the way around the map) is an inventive way CCP came up with to ensure your team's staging area gives you some sturdy buffer-protection and can't be overrun by gutsy lead-soldiers from the enemy's side. It ensures your staging area can't easily be overrun, and it is already very sympathetic to the team. But the Red Boundary that protects your staging area is NOT meant to be used as a home-base or HQ. I suspect your teammates are NOT supposed to loiter there, other that leaving a dedicated couple of players to guard "the home Null Cannon" we sometimes have in our map. Your team (as many as possible) are supposed to be pushing out toward centre of the map as quickly as possible (it's the only way to claim assets/reds and win a match). Redlining (not to be confused with the Red Boundary) is the "punishment" or calamity that a team earns by making the mistake of loitering around the staging area so long that they let the other team shut down access to the entire map and seal all the roads. It's a sad tactical error, even in real life fighting. GǪand sadly, the team that loitered deserves the Redline. Giving a sympathy-mechanic to relieve the Redlined team will only give a little more reason to stay stuck in the bad habit of loitering. I know it sounds mean of me (not trying to be mean), but the solution to reducing Redlining is to prevent it---persuade your teammates to push out fast from the safe trenches--use a MIC if you have to, but try your best to break them out of the habit. They don't realize the gift they're giving the enemy team. I am NOT an EXPERT-VET player in Dust. But I remember getting the equivalent of Redlined in my old CoD games---in those games the design-flaw makes Redlining impossible to safeguard against, it just painfully happens. But in Dust I get my plump coward caboose moving early. I have NEVER been stuck in a Redline more than once in all my Dust gaming, because there's no design-flaw that inescapably creates it----it's created only by the team's actions (or lack of action). I understand the logic, but in Dust this is nearly impossible, as convincing a camper out of the "Red Boundary" is nearly as hard as making a Blueberry come out, most either do it on purpose or have no clue what they are doing,
"Why build ontop of foundations that aren't solid?"
HRI -> TUL -> FC -> ML -> TLoD -> RE -> DMG
Pilot & Assault.
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Denchlad 7
Dead Man's Game RUST415
1667
|
Posted - 2015.01.24 04:19:00 -
[7] - Quote
Derpty Derp wrote:Would make for very entertaining battles!
But I think a large portion of the player base would get confused and commit suicide in a public place, if this happened.
My vote would probably go for multiple spawns and a receding red line. Eh see the logic I guess. A little UI improvement could help though.
And get your ass back on Dust damnit.
"Why build ontop of foundations that aren't solid?"
HRI -> TUL -> FC -> ML -> TLoD -> RE -> DMG
Pilot & Assault.
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