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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Rattati
C C P C C P Alliance
17821
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Posted - 2015.03.04 04:57:00 -
[1] - Quote
Dear players,
using some future technology, one of our QA testers was able jury-rig a portal.
It can be placed on the map by a level designer, not a player.
It can either have a one way transport, from A to B, but not B to A, or fully A to B, B to A functionality.
When I saw this, my jaw dropped to the floor, and have been possessed by the possibilities this has.
However, this needs careful consideration so as to not become some round-robin gameplay mechanic where the blob just uses teleports to react to any change.
Good 1) My first thought is to really help redlining issues. Place three portals behind cover, near the safe spawn point. These would be one way to eliminate fleeing to safety in the redline. The end points could be at three places, midway from objectives,
2) Simply reduce walking distances in the big maps. So you could have two or three both-way portals
Bad 1) Portal camping, which could be remedied by granting cloak through using the portal much like an mcru. Remotes would be annoying as hell. Could also give each portal a strong scan precision and range to reduce that.
2) Round Robin gameplay
Please discuss constructively
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17822
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Posted - 2015.03.04 05:04:00 -
[2] - Quote
Fizzer XCIV wrote:This seems like something that new maps would have to be designed around, rather than just tossing them into our current maps.
Something like this is a HUGE shake-up to point to point transportation, and would have huge effects on the flow of battle. If implemented well, it will be awesome. If implemented poorly, it will be horrifying.
Tread carefully Ratatti. Do it, but do it right.
That's why my focus is using it for simple new player experience, such as long walks and redlining, and not too far reaching into competitive meta, I don't want to diminish the role of transports and or logistics.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17822
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Posted - 2015.03.04 05:42:00 -
[3] - Quote
Fizzer XCIV wrote:For example: I'll use Border Gulch, as it seems the obvious choice for something like this... 1.)1-way transporter from the blue MCC spawn room to the little indent in the wall on the roof of C-12. 2.)1 way transporter from the blue ground spawn to the same indent. Mirror that on the other side for the red team. 3.)2-way transporter from the back of K-13 to the slanted roof you can see in E-9 Suddenly the mostly ignored Delta becomes a power-point in Skirmish, able to mount a strong attack onto the center point.
I am loving these. Please, everyone, think about and propose great spots, to make maps more dynamic, unused objectives, those pain points you hate. Be as specific as possible.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17828
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Posted - 2015.03.04 06:46:00 -
[4] - Quote
Fizzer XCIV wrote:CCP Rattati wrote:Fizzer XCIV wrote:For example: I'll use Border Gulch, as it seems the obvious choice for something like this... 1.)1-way transporter from the blue MCC spawn room to the little indent in the wall on the roof of C-12. 2.)1 way transporter from the blue ground spawn to the same indent. Mirror that on the other side for the red team. 3.)2-way transporter from the back of K-13 to the slanted roof you can see in E-9 Suddenly the mostly ignored Delta becomes a power-point in Skirmish, able to mount a strong attack onto the center point. I am loving these. Please, everyone, think about and propose great spots, to make maps more dynamic, unused objectives, those pain points you hate. Be as specific as possible. What do these transporters look like? Are they Halo 3 style energy pads, or are they Halo 1 style portal-doorways? Or something completely different? It would be nice to know so we can provide ideas that make more sense. doorways, I am not sure if we can modify them to be pads
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
17828
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Posted - 2015.03.04 06:55:00 -
[5] - Quote
Regis Blackbird wrote:Initial thought; Cool!!! After some further consideration, I am not so sure anymore.
The potential negative sides are too great if not handled with uttermost care, even if just providing an escape from the redline. Some maps might be logical, but under no circumstances should these portals be used all the time (on all maps); just because..
Another concern I have is the required development time/effort required to get this from QA to the actual game client. You don't want this to feel "tacked on" or "gimmicky", so you will need animations for the portal, some 3D modelling for the actual structure (if you don't want it to float in mid air), UI map markers to indicate which portals lead to where, and which ones are one way and which ones are A <-> B. I suspect it might take some effort to do this properly.
TDLR: It's a really cool idea, but I think there are more things which I would rather have than portals, such as racial symmetry of vehicles (models), completly new game modes, etc.
I really like Foundation's idea for a separate deployments zone, connected to a battle zone (with common redline) using portals. This is how portals should be used; As a completly new map / concept / game mode. Then it's worth it.
Sure, but this is not a choice between portals OR this other thing, certainly not those two things you mention,
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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CCP Rattati
C C P C C P Alliance
20620
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Posted - 2015.04.14 03:08:00 -
[6] - Quote
Thanks for the feedback. We will add copies of a couple of academy maps and see whether players find them intuitive.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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