Lord Echo Prime
Ghost Reconnaissance Unit
19
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Posted - 2015.03.17 04:24:00 -
[1] - Quote
IAmDuncanIdaho II wrote:
- 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... :)
I would like to expand on the concept of having a portal and its functionality, at the designer level and at the player level, with the following:
Designer Level:
1) In agreement with IAmDuncanIdaho II (as I am also a 10+ m/s Scout and can attest to such gameplay), I'm not sure how much it could offer, having a stationary /objective/ CRU-like portal without shorting/ under-utilizing/ neutralizing the tools that we do have to break redlining: LAVs with Logis, Dropships, Scouts, and some much needed Teamwork.
For those with Redlining Issues, please refer to the above quote by IAmDuncanIdaho, and the following by DJINN Jecture (https://forums.dust514.com/default.aspx?g=posts&t=187993&find=unread) and Big Burns (https://forums.dust514.com/default.aspx?g=posts&t=190343&find=unread). It can help your gameplay immensely.
2) The Portal Camping would become just as bad as any other situation, ie spawn camping, redlining, etc., while the QQ continues and skilled, tactical gameplay/ teamwork drops off.
3) The Round Robin gameplay would be the side-effect, and may override actually trying to win/ claim the objectives.
Experimentation is ALWAYS good, but I would not want anything that would simplify Dust 514 to any other FPS. I like mechanics that make you think of unique and unexpected ways of handling dynamic situations, making you HTFU. So for this level, I say "Hold Off" until/ unless it incorporates more of the EVE side gameplay (district to district, maybe?)
Player Level: IF IT WERE POSSIBLE
1) Have portal devices/ units like the spawn units. The problem is when redlining occurs/ you die, your options are limited to spawning in the MCC or at whatever team uplink is available. What would change that and add to the gameplay is being able to drop a portal on the map to allow "in-game spawning/ travel" within play, without having to die to pick an uplink to spawn to.
2) You could only carry two portal uplinks, one as A, the other as B. Leave it up to the individual as where to place them. You could make them one-way, ie A to B, and apply CPU/ PG cost for the devices.
3) Have different levels/ versions of Portal Uplinks available, based on the skill level of the player: Level 1, Individual/ unit portal. can transport only people. Level 3, LAV level. Can move people and LAV. Level 5, HAV level. Can move people, LAV and HAV.
4) Limit the number of "spawns" the portal can have, just like the regular uplinks, and the speed/transfer rate of the portal, based on the kind and level, ie 3 sec vs 12 sec. Also, have an equation that calculates WHAT can go through, based on what has already went through, ie:
Individual = 1, LAV = 3, HAV = 5. A Level 3 Portal Uplink has 8 usage. That is 8 Individuals, 2 LAV + 2 Individuals, 1 HAV + 1 LAV or 1 HAV + 3 Individuals.
5) Expanding on #2, make them one-way for regular usage, and make a special two-way portal uplink a special, hard to get/ find item.
6) Allow the player to see where the portal uplinks are, using the overhead map, and have a glowing effect for the entrance/ exits of the Portal Uplinks, like some Radiation Green for an entrance and a Crimson Red for an exit., along with a number showing/ displaying how many usages are left, (see #4). Also, like the spawn uplinks, have the portal uplinks team/ side-based also, ie only the side dropping the portal uplinks can be used by that side.
Just an idea, my take on the portal issue. But if a Portal Uplink EVER rolls out, I have one request: name the most badass version after me (LEP-86 Portal Uplink) or my corp (GRU- 19 Mass Portal Uplink). Now we're having fun! :
Modus Operandi: We Are Legion. We Are Ghosts. We Do Not Exist.
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