el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.21 23:34:00 -
[1] - Quote
Though I'm very optimistic about these jumpgates ( haven't tried them yet) I'm actually more curious about the creation of the special area for testing them in Other Contracts. Question for me is this: Could there be established a "Training Mode" area the same way, under this section? Not neccessarily meta-locked but a no scoring, never ending just free-for-all area players could enter and exit at will to test their fits/loadouts? Or squad queue into and work tactics or just fart around? Cap it 16 to each side like normal, maybe just use one dom or skirm map or section (since its for player/squad training map training = go play a real match) vehicles ok and nonstats? Maybe on a timer, if need be?
Since obviously we can setup a special mode to test stuff, lets make a permanent place to fully test stuff !
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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el OPERATOR
Capital Acquisitions LLC
1
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Posted - 2015.05.24 21:18:00 -
[2] - Quote
Played a couple rounds with the portals, went fine. They were a unique element and if some of the other suggestions others have made are used ( randomizing the placements a little or tying them to a deployable, short exit cloaking or red detection to discourage camping etc) I think they'll round out nicely.
I also agree about the "playlisting", the available lobby directory is huge IMO, if a couple could be made that are nonstat "TRAINING" areas that holy NPE will get a huge boost, as well as casual players.
I also see a possible solution using these portals I don't think has been touched on: Lopsided game ending. What if, upon attaining and all consoles on the field a timer started, say 35 seconds, which when it hits zero would open a portal near the losing teams redline that would transport mercs into the losing teams MCC where a final console awaited which if hacked destroyed the MCC after another short (15 seconds) timer? Losing team can spawn in their mcc to defend as well as cover that new portal entrance which opens near their redline OR work the map and flip a console (which would close the new portal). This adds a new layer of game to the game, creates an opportunity to accelerate the conclusion of ridiculously lopsided games and creates a nice tactical context use for the portals besides alleviating peoples' laziness about crossing the map/getting out of their redlines. And maybe let us experiment tactically with a precursor act to actual ship-boarding.
Open-Beta Vet.
Egbinger Original.
DUST514 is WARFARE, not WAR-FAIR
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