DUST Fiend
16116
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Posted - 2015.03.17 07:47:00 -
[1] - Quote
With vehicles gaining their rightful place as MONSTERS on the field, infantry need more ways lurk around the map and operate in areas where vehicles aren't. Currently, this mostly is solved by enclosed areas, with the exception of the pit areas like C near the MCC on the ridge map, or the acid pit thing that shows up at B on Manus. These however don't qualify for my concept.
Underground Complexes would use the socket system exactly like sockets currently function, except the map would have to be split up into two levels. The first level would be what their is now, with the second level being beneath that. These sockets would connect via openings in buildings or bunkers, with large sockets potentially having a large door for tanks, but typically no such entrances.
In order to make this work, 3 things have to happen; amongst all the pain and anguish the dev team would have to endure to craft it.
- 24 vs 24 It was in the patch notes at one point, I know it was. This will allow just enough players (I feel) to allow you to:
- add 1-3 objectives in these underground sockets. And from here, you would have to:
- Increase MCC health, and possibly the damage of MCC missiles a little bit, to keep the match time about the same.
By ensuring that each underground socket connects in some way to each other socket, you would allow for extremely dynamic movement around a map, and creating MASSIVE space even with small sockets. Orbitals are removed from the equation in these areas, as well as vehicles, ensuring a safe haven from those, but a hellish reminder of CQC superiority fits. The increase in player count should allow for enough extra flow above and below ground. However it should be noted that underground sockets should never outnumber those on the ground. This should make it that vehicles still have their roles, but infantry only players can still make a notable impact on the battle below ground as well as above.
Adding in flashlights and introducing terminals that can be hacked to turn on and off the lights could create an interesting and tension building dynamic as well. Perhaps night vision modules, and night maps while you're at it.
With this addition, I feel you could maximize the space currently in the game, and create a very dynamic flow between vehicle and infantry superiority. I understand this is probably WAY out of the range of what you guys are able to do right now (reaaaallllyyyyy with you all could multiply yourselves :/), but something like this would probably go a long way towards filling out this game and making matches more intense.
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DarthJT5
Random Gunz
332
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Posted - 2015.03.17 14:45:00 -
[3] - Quote
I don't like vehicles having no impact on play around an objective. It's hard enough to even find a reason to field a tank besides killing infantry, which infantry can do much better than tanks. Objectives need to be accessible to vehicles, so the vehicles can help infantry take or defend the point. Otherwise, what's the point in vehicles?
Dedicated Shield Tanking vet since Open Beta.
Veteran Python Pilot for 1 year.
The awnser is always XT missiles....
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DUST Fiend
16118
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Posted - 2015.03.17 23:51:00 -
[4] - Quote
DarthJT5 wrote:I don't like vehicles having no impact on play around an objective. It's hard enough to even find a reason to field a tank besides killing infantry, which infantry can do much better than tanks. Objectives need to be accessible to vehicles, so the vehicles can help infantry take or defend the point. Otherwise, what's the point in vehicles? Exactly why i noted that underground objectives should always be less than those on the ground, and i even hinted at large sockets even having vehicle entrances.
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