IAmDuncanIdaho II
Nos Nothi
1560
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Posted - 2015.03.09 13:57:00 -
[1] - Quote
CCP Rattati wrote: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
- Please no more static things with built-in scans. It's not long since we got rid of them. It can be used offensively as well as to make sure you *don't* spawn somewhere that is being camped. Don't allow remotes etc. to be placed anywhere near in the first place, and figure out a mechanic to prevent mercs camping in the first place...though I'm more inclined to say that if you're that much of a blueberry with spawn choices that you spawn to that camped area a second time, more fool you.
Re: redlining:
- if your team is lacking enough to be redlined in the first place, then the problem is you can't break out of it either, nor can you hold an objective
- I have a droplink runner fit for exactly this occasion. But when I break out at 10.38 m/s undetected and place some decent uplinks well away from my redline, it's not long, assuming my team even uses them, before we're redlined again. Because we're not running as a team remember.
- perhaps if redlining is an issue that we would benefit from having fixed, then we can adjust the spawn points (either existing or new) so that there is no concept of a home point. Then they can be at opposite sides of the map, thereby splitting any teams of campers. Perhaps the MCCs can circle the map...
Dunno - I like the idea, but I'm struggling to think of how it could change anything to solve a problem. We have vehicles, we have 11 m/s scouts if needs be, and we have, in theory, a whole 16 man team of redlined mercs that should be able to overrun campers to break out if there is any chance of then doing something useful for the rest of the game. Which I do not believe there is. Coz team A is that much better than team B.
Certainly I do not think portals have any place as ways to travel across the map. Again, vehicles and scouts have mobility there, one of the penalties on slower moving mercs is it takes a long time to get anywhere else without support.
So sorry to not really offer anything, but I thought it was worth posting my thoughts anyhoo... :) |