WeapondigitX V7
The Exemplars RISE of LEGION
234
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Posted - 2015.03.04 12:39:00 -
[1] - Quote
if there are no down sides to my idea, I suggest you put 6 of these portals on a every CRU and around objectives which are only usable if the specified objective or CRU is captured, this would allow players to choose exactly where they want to spawn on objectives. (this may be a lot f work so this is a small priority idea)
My main suggestion is having 1 'entering' portal that transports you to 4 other portals very close by, the 'exit' portals could be near the allied MCC in skirmish and domination but are closer to the left and right edges of the map allowing players that are losing to more easily flank the enemy, until the stomping enemy retreats or dies. These portals could be positioned on large maps like skirmish to reduce walking distance from the rear spawn point to home objectives, don't do it domination maps, they are usually too small.
I liked a suggestion by others of having 2 safe zones (1 for each team) where once you spawn there, you use a 1 way infantry portal to enter the battlefield near the rear spawn point behind the MCC, that has no redline in skirmish and domination, but you better give them a supply depot and a big roof at the safe zone to prevent orbit strikes on that safe zone (or prevent to overhead map camera from reaching to safe spot so orbitals cant be placed accurately there, having no roof would help prevent problems with calling in vehicles).
I would suggest you allow allied players to spawn in that safe zone during the entire match, but make those players be teleported to a sky portal (sky portal is at a high elevation that is higher than the MCC but is very close to the MCC on the horizontal plane, where you die if you land on top of the MCC just like if you land on heat vents on the gallente research facility) in 3 minutes if they don't exit the safe area after that time period, which allows them to potentially drop behind enemy forces that are very close to your allied MCC. (Or you die while AFKing because you didn't use inertia dampener).
If you use my forced sky spawn idea, make a warning notification that a player will be forcibly deployed in 30 seconds.
Another suggestion I read, is that you create bigger portals for vehicles from those safe zones which lead to the very back of the battlefield behind the allied MCC, allowing players to call vehicles safely in safe zones and then deploy them onto the battlefield at 2 different locations near the allied MCC using portals. (If they don't exit the safe zone in 3 minutes while they are using a vehicle, they will be terminated, instant explosion).
Multiple offences of not deploying to the battlefield results in being kicked from the match with no SP or ISK gain (such as 3 offences).
I like the idea of allowing vehicles to destroy all the 'infantry only' portals of there enemy that lead to the battlefield, which in combination with the condition that a team has captured all objectives, creates an instant win, and additional decryptor keys as rewards.
While allowing the vehicles portals to be indestructible and not needed for an instant win, it would allow a team that is being stomped to deploy vehicles at any time to help push out against the enemy and so the allied team can push past there allied MCC.
I would add to the idea by making the safe zone have 5, 1 way portals, which lead to 5 'exit only' infantry portals placed near the allied MCC allowing multiple points to flank only the enemy near the allied MCC.
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WeapondigitX V7
The Exemplars RISE of LEGION
234
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Posted - 2015.03.05 02:21:00 -
[2] - Quote
I would suggest putting 1 way portals at the base of some narrow towers to allow shotgun scout, nova knife scouts, and HMG sentinels, and shotgun assaults to assassinate enemy snipers and heavy forge gunners on top of the tower, and assassinate large amounts of enemies that are camping those specific places. This would mean that a team would require at least 2 players on a tower in order to attack players below and have 1 player watch the portal in case of a stealth attack. (using dropships instead would allow players to use missile turrents or blaster turrents at long 50m distances that are powerful, so hovering dropships would still be usefull).
Although dropships with only the pilot to hop out and assassinate players on towers, that would be made redundant.
Possible portal locations could be:
Skim Junction:
H12 and H15 allows 1 way access to the top of the towers from the ground or (if you think its a better idea, leading to currently existing platforms with railings at mid height of the towers, they are built into the towers already)
Spine Crescent:
D9, G9 at base of towers to allow 1 way access to the top of towers, they can jump off anyway but reveal themselves if they jump off using inertia dampeners.
(to allow access out of the city) F4 with a 1 way 'enter' portal leading out of city with a 'exit' portal outside the walls.
Line Harvest:
1 way portal on the ground in G10 allowing 1 way access to the mid height of the tower where there is already a small platform with a railing where players can snipe and use rail rifles with a good height advantage. (not the top of the tower)
H7 where a 1 way portal on the ground leads to mid height of the tower to a small platform with a railing that already exists that is built into the tower (snipers can defend objectives easier but be more exposed cause its a railing, its not solid cover that they can duck behind)
F6, 1 way portal to mid height of the tower
F10, 1 way portal to mid height of the tower
Most of these portal locations lead to places on tower that drop ships are not currently used to reach.
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