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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Brush Master
Onslaught Inc
1477
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Posted - 2015.04.10 16:53:00 -
[1] - Quote
This is more of a post geared towards CCP Rattati and other devs. From a technical stand point can any of the following ideas be implemented with the framework that we have. These are secondary objectives, something that can change gameplay and offer some dynamic elements to a map so it does not feel like, this is just what you do on xx map to win.
Is this possible:
- Hack a console in one area to turn on/off one or multiple installations in another (linked sockets?)
- Hacking a console that can provide a timed event aka turns on a turret for xx seconds
- Hacking a CRU adds xx allied clones and removes xx enemy clones
- Upon successful hack of a null cannon, any installation within xx distance reverts back to unhacked
- If you team owns a line of turrets or null cannons, it deals xx bonus damage
Just a couple ideas but general concept is can consoles cause events and can installations be linked to provide some sort of benefit, making them a more important factor aka secondary objectives worth defending.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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killian178
Random Gunz Rise Of Legion.
134
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Posted - 2015.04.11 01:57:00 -
[2] - Quote
Bump
Every commando k.o, every weapon at adv or above. Don't give a damn bout my kdr, I will kill you.
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CCP Rattati
C C P C C P Alliance
20373
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Posted - 2015.04.11 02:26:00 -
[3] - Quote
I will mark these as "interesting things to research"
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Brush Master
Onslaught Inc
1483
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Posted - 2015.04.11 03:44:00 -
[4] - Quote
CCP Rattati wrote:I will mark these as "interesting things to research" Awesome, you can expect a monthly, "did you find anything out yet " question
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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G Clone
Amarr Templars Amarr Empire
50
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Posted - 2015.04.11 07:27:00 -
[5] - Quote
This topic is interesting to me, due to a possible gamemode I've been contemplating - would be very interested in hearing the outcome of this. |
Regis Blackbird
DUST University Ivy League
720
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Posted - 2015.04.11 07:41:00 -
[6] - Quote
Great ideas If the basic framework for secondary objectives gets implemented, a lot of really interesting modes can be invented.
Perhaps one day a player looks at Dust loading screen describing the icons and say: "Defence Relays, yeah I know... They are a pain to activate"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7991
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Posted - 2015.04.11 10:04:00 -
[7] - Quote
CCP Rattati wrote:I will mark these as "interesting things to research" I think hacking control consoles to take over turret arrays was actually intended for tge original game concept. In fact the icon legend specifically has markings for such terminals.
Question is twofold:
Was that code implemented?
If yes, is the code still viable?
AV
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Lenz Hong
Resheph Interstellar Strategy Gallente Federation
18
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Posted - 2015.04.25 18:26:00 -
[8] - Quote
If this is possible would be awesome :)
Also, would be possible to turrets in a given point communicate between each other? So they keep all aware of a tank or even infantry?
The first, you meant like in FW? If 2 or more battles are ocurring a team in one battle could help the team in another by hacking the Turrets or the MCC? (Also, the portals could be changed/improved to help in these moments?)
About the clones (the 3rd), I thought about these too, but in another way. Why not put a battle mode (in faction or under other contracts) that can keep changing the numbers to the next battle in some way? For example, Gallente win a battle against Caldari per a district in a given planet, since Caldari don't want to lose another district in this planet they could mode more clones to the district (maybe the fight could be expected to happen as 150-150 but starts as 150-210). |
Tebu Gan
Capital Acquisitions LLC Bad Intention
1382
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Posted - 2015.04.25 18:29:00 -
[9] - Quote
CCP Rattati wrote:I will mark these as "interesting things to research"
Very interesting indeed, they could really change the dynamics of battles and make them far far more interesting. Great idea's they are!
Tanks - Balancing Turrets
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Brush Master
Onslaught Inc
1517
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Posted - 2015.04.26 00:29:00 -
[10] - Quote
Regis Blackbird wrote:Great ideas If the basic framework for secondary objectives gets implemented, a lot of really interesting modes can be invented. Perhaps one day a player looks at Dust loading screen describing the icons and say: "Defence Relays, yeah I know... They are a pain to activate"
It could unlock a whole array of new ideas for sure.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Brush Master
KILL-EM-QUICK Rise Of Legion.
1
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Posted - 2015.06.26 12:39:00 -
[11] - Quote
CCP Rattati wrote:I will mark these as "interesting things to research"
Friendly bump, it has been 76 days since your last comment.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.26 16:45:00 -
[12] - Quote
Brush Master wrote:
Hacking a CRU adds xx allied clones and removes xx enemy clones
I like this one. Have each CRU start the match with 15 clones loaded. Those clones get added to the total clone count of whichever team currently holds the CRU. That number gets reduced by 1 every time someone spawns at the CRU, until the 15 clones are used up and the CRU begins to act as an Uplink, teleporting clones in from the MCC.
Thus: - Spawning from a CRU does not use one of your MCC's clones. (At least while the CRU clone count lasts.) - Spawning from a CRU uses up a clone that might otherwise be used by the enemy. - Capturing a CRU that was only lightly used earlier in the match might keep your team from getting cloned long enough to get a MCC win. - CRU's would become a much greater tactical asset. - Some matches might come down to hacking, or destroying, a CRU to clone the enemy team.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Scheneighnay McBob
Penumbra or something
7
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Posted - 2015.06.26 20:24:00 -
[13] - Quote
Well, it's definitely possible to have 1 console affect multiple installations. In domination, the lettered console controls 4 or 5 different NULL cannons. Command nodes and Defense relays also did something of the sort, but you would have to ask someone who experienced skirmish 1.0 for longer than the week or 2 that I did.
Not caring about KD
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.26 20:30:00 -
[14] - Quote
I really like these ideas, it deserves a serious look, in my opinion ! +1
Know what cannot be known.
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Brush Master
KILL-EM-QUICK Rise Of Legion.
1
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Posted - 2015.07.01 14:30:00 -
[15] - Quote
Fox Gaden wrote:Brush Master wrote:
Hacking a CRU adds xx allied clones and removes xx enemy clones
I like this one. Have each CRU start the match with 15 clones loaded. Those clones get added to the total clone count of whichever team currently holds the CRU. That number gets reduced by 1 every time someone spawns at the CRU, until the 15 clones are used up and the CRU begins to act as an Uplink, teleporting clones in from the MCC. Thus: - Spawning from a CRU does not use one of your MCC's clones. (At least while the CRU clone count lasts.) - Spawning from a CRU uses up a clone that might otherwise be used by the enemy. - Capturing a CRU that was only lightly used earlier in the match might keep your team from getting cloned long enough to get a MCC win. - CRU's would become a much greater tactical asset. - Some matches might come down to hacking, or destroying, a CRU to clone the enemy team. New Game Mode: - Modified form of Ambush. - All Clone reserves are in the CRU's scattered across the map. No MCC. - Each team starts with a CRU (15 clone reserve) on opposite ends of the map. - Winning objective is to clone the apposing team, but you do that by controlling/destroying their CRU's as much as by killing individual clones. Raiding: - The object would be to capture the CRU's and clone the other team. - Defenders start the match with all the CRU's. - Attackers have to hack a CRU to get additional clones. (But they do have the element of surprise.)- If the Attackers win their Corp gets all the remaining Clones + enough Command Points to sell the clones. (Or they can use the clones and Command Points to finance another raid.)- Except for the 16 clones the attackers arrive with, all clones come out of the Defender's District clone reserves. Thus raiding can be a way of weakening a district. (The CRU's should not hold more than a third of the District's clone reserves, so raiding would not leave a district undefended.)- Raiding would not flip the district, as a raid would remove no more than a third of the clones. - Since the Attackers have to go around hacking CRU's to get a foothold, it gives the defenders a little time to rally a defense. - If the defenders don't successfully repel the raiders they will loos the clones in the CRU's, so if the A Team is not available when the raid happens, it is better for anyone who is on to try to defend, as it is better for the clones to die fighting than for the enemy to capture them. This gives newer players a chance to get involved in defending their districts.
It is ideas like this that could happen based on the answer to the question. Nice ideas.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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benandjerrys
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
233
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Posted - 2015.07.01 23:55:00 -
[16] - Quote
@ original post... Crus. Game mode where clone count drops if you do not hold cru. This would be HUGE for EvE side orbitals.
ONE UNIVERSE//ONE WAR
Let's bring back Dust/EvE cross content
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Brush Master
KILL-EM-QUICK Rise Of Legion.
1
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Posted - 2015.07.21 19:47:00 -
[17] - Quote
benandjerrys wrote:@ original post... Crus. Game mode where clone count drops if you do not hold cru. This would be HUGE for EvE side orbitals.
Ideas can be endless but first we just need to see what limits and options we have to work with.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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CROW and Cardinal
SINISTER DEVELOPMENTS
3
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Posted - 2015.07.21 21:01:00 -
[18] - Quote
Are people actually thinking of awesome ways to make the game more interesting, strategic, and challenging? You can't see it, but I'm saluting every one of you, individually.
Engulfed in darkness and set ablaze, the light will never permeate your intangible cage. -Crow & Cardinal
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.07.21 21:28:00 -
[19] - Quote
@CCP Rattati
Now that PC 2.0 and Warlords 1.2 are out of the way, what is the status of your "research"?
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
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Isa Lucifer
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
370
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Posted - 2015.07.21 23:13:00 -
[20] - Quote
I would like to know as well.
Amarr Victor
Join "PIE Ground Control" for secure Amarr FW syncing and orbital support
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Cross Atu
OSG Planetary Operations Covert Intervention
5
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Posted - 2015.08.04 16:44:00 -
[21] - Quote
CCP Rattati wrote:I will mark these as "interesting things to research" I'm going to optimistically hope that perhaps this research will be a meeting topic during the term of CPM 2. I'll also remain hopeful that the community decides to re-elect me so I can be in attendance at that meeting
CPM 1, reelection platform here.
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benandjerrys
Vader's-Fist
521
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Posted - 2015.08.04 17:05:00 -
[22] - Quote
I'll edit this layer and actually say something useful.
ONE UNIVERSE//ONE WAR
Support Dust/EvE cross content
We need live events discussion
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CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3
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Posted - 2015.08.05 10:04:00 -
[23] - Quote
CCP Rattati wrote:I will mark these as "interesting things to research"
Hello, did you manage to find anything out about this? Are any of the OP`s ideas feasible? I like his ideas to be fair.
"Madness how we turned our common-ground into a battle-ground.." - Essa
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Brush Master
KILL-EM-QUICK Rise Of Legion.
1
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Posted - 2015.08.27 13:32:00 -
[24] - Quote
Cross Atu wrote:CCP Rattati wrote:I will mark these as "interesting things to research" I'm going to optimistically hope that perhaps this research will be a meeting topic during the term of CPM 2. I'll also remain hopeful that the community decides to re-elect me so I can be in attendance at that meeting
Well now that you are on CPM2 and this is still on my mind, can we work on an answer?
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Brush Master
KILL-EM-QUICK Rise Of Legion.
1
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Posted - 2015.09.14 18:25:00 -
[25] - Quote
CROW and Cardinal wrote:Are people actually thinking of awesome ways to make the game more interesting, strategic, and challenging? You can't see it, but I'm saluting every one of you, individually.
Continuing to think...
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Billy Lawson
G.L.O.R.Y
14
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Posted - 2015.09.14 18:44:00 -
[26] - Quote
this would so totally be of use to me... I feel like I would actually be a nuisance to the enemy while actually be able to help my team instead of just take bullets and die... over and over again...
G.L.O.R.Y Logistics
I'm the guy you don't wanna f* with...
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DiablosMajora
284
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Posted - 2015.09.15 18:56:00 -
[27] - Quote
Special battlefield objectives to give free warbarge strikes to allied squads! Or other warbage-based rewards to use during battle... like WB Scanning, Jamming, Damping, etc.
Prepare your angus
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Megaman Trigger
OSG Planetary Operations
731
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Posted - 2015.09.15 19:22:00 -
[28] - Quote
Axillary Null Cannon Override Consoles: In Dom, there could be one or two, or more, axillary consoles (can use the Acquisition console prop) that could come online after a set time and then affect the main Null Cannon. If the cannon is hostile, hacking a console could reduce Missile launch rate, whike hacking them all could reset the cannon to neutral. If friendly, hacking consoles could increase launch rate or damage.
Defending the cannon wouldn't be as easy as 16 mercs on point, they'd have to spare a few to watch at least one axillary console.
Purifier. First Class.
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Baal Omniscient
Qualified Scrub
2
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Posted - 2015.09.18 17:12:00 -
[29] - Quote
Free bump in the interest of pushing for a response.
Winmatar Assault, Proficiency 5 SMG's & Proficiency 5 Swarms Since Uprising 1.0
I GÖú Puppies
(Gê¬n+Ç-´)GèâGöüGÿån+ƒ.*pâ+n+ín+ƒ.
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Luther Mandrix
WASTELAND JUNK REMOVAL RUST415
642
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Posted - 2015.09.19 11:10:00 -
[30] - Quote
Brush Master wrote:This is more of a post geared towards CCP Rattati and other devs. From a technical stand point can any of the following ideas be implemented with the framework that we have. These are secondary objectives, something that can change gameplay and offer some dynamic elements to a map so it does not feel like, this is just what you do on xx map to win. Is this possible:
- Hack a console in one area to turn on/off one or multiple installations in another (linked sockets?)
- Hacking a console that can provide a timed event aka turns on a turret for xx seconds
- Hacking a CRU adds xx allied clones and removes xx enemy clones
- Upon successful hack of a null cannon, any installation within xx distance reverts back to unhacked
- If you team owns a line of turrets or null cannons, it deals xx bonus damage
Just a couple ideas but general concept is can consoles cause events and can installations be linked to provide some sort of benefit, making them a more important factor aka secondary objectives worth defending. Man this is refreshing Thank You |
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