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Thread Statistics | Show CCP posts - 6 post(s) |
Fizzer XCIV
Tal-Romon Legion Amarr Empire
2466
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Posted - 2015.03.04 05:02:00 -
[1] - Quote
This seems like something that new maps would have to be designed around, rather than just tossing them into our current maps. Besides maybe Iron Delta, Boulder Rim, and Border Gulch, I can't see these working well in our current maps. Suck powerful assets are best implemented on fairly symmetrical 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.
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2466
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Posted - 2015.03.04 05:10:00 -
[2] - Quote
CCP Rattati wrote: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.
That's probably best. I'd implement it as short range transportation from the home spawns to the closest point to said home spawns. 1 way transport.
Maybe have some as "elevators" to elevated positions, but I'm not too sure about that...
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2466
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Posted - 2015.03.04 05:22:00 -
[3] - Quote
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.
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2466
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Posted - 2015.03.04 05:49:00 -
[4] - Quote
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.
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2466
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Posted - 2015.03.04 05:54:00 -
[5] - Quote
Adipem Nothi wrote:Love it!
Remotes were the first thing which crossed my mind, and it looks like you've already worked that out. Exit Nodes would need strong scan precision (to show remotes) and scan range (to show campers).
Question: If a unit stood atop a Entry Node, would it be possible for his FOV to "phase between" Entry and Exit Nodes? This way he could look around the Exit Node from the safety of the Entry Node. If all looks clear, press "X" to commit to travel. If not, press "O" to cycle to next Exit Node.
I think an easier and more absolute way to provide RE protection would just be a vicinity based feature that made REs(and possibly all equipment) impossible to deploy near the teleporters. This would go a long way towards preventing Repair Hive, Uplink, and RE spam near the links, all of which could easily become a problem.
Home at Last <3
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Fizzer XCIV
Tal-Romon Legion Amarr Empire
2559
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Posted - 2015.03.11 03:53:00 -
[6] - Quote
Are in game renders of these portals a thing yet? For something like this, its probably best to give the community as much info as possible for feedback...
Don't be afraid to show us. Just ignore the inevitable "Omg, dey luk so dum." that some people will spew, so that we can provide actual constructive feedback on them. These things are something that this game could be made much better with, or much worse. There is no in between, so I'd like to seem them done right, or not at all, tbh. Good community feedback on every aspect of them will help to insure that they are well done.
Home at Last <3
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