Operative 1174 Uuali
True Companion Planetary Requisitions
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Posted - 2015.06.10 18:37:00 -
[1] - Quote
My candidacy depends on how acceptable my ideas would be to the player base. I'm posting my unofficial notes I've been collecting so they aren't properly formatted. I'll do that when ready to post a formal platform. I'm throwing it out there now to get early feedback. Some things my be repeated.
CPM platform
Main issue: as opposed to larger maps, which is not possible now, create higher contrast between offense and defense and make it fittings based. Also, make range a situational thing, i.e. long range isn't just staying back toward the redline, it is wherever you are and CQ ewar mods would protect long rangers from CQ dmg.
Ewar et al for shield tanks and infantry. Rethinking long range as a method of engagment. Also, infantry target painter, ECM and weapons disruptor.
Better balance with ADS and AV. Namely, target sig for infantry shooting at you and spread for turrets. Change aiming turret to push down on R joystick.
Change to what the swarm does. Is it an RPG? A javelin? Take away the curve, damage, rof, reload or ammo hive replenishment. Keep two characteristics. Maybe even make swarms a heavy weapon and make AV a role. It would grant better alpha as trade for not being able to carry nanos. Therefore you can solo a tank with the suit, dmg mod, weapon sp combo, but you don't get to sit on a building feeding ammo off a nano without logi or other suit support.
Game themes or overlays GÇô Different game modes and methods of winning, mainly for the team that is down. Game themes would overlay and change a game type. For example, skirmish redline, skirmish land war, domination redline, dom land war, ambush redline, ambush landwar. I can give a detailed explanation of these modes later in an official campaign post.
Match slots. You get two or three and if you leave a game early you must wait until a match is over before you can join a new game with that slot. Other options to make people want to stay in matches.
Sniper as a role with better scouting capabilities.
Boosters as per game rather than per day.
Vehicles should matter. Bigger contrast for offense and defense, anti-infantry or anti-vehicle, long range vs. short range for every turret type. Move more toward single shot present tank style turret functionality.
Have vehicle escalation mechanic in ambush for the losing team to being in vehicles with wide enough margin.
AV suit for soloing vehicles.
Pilot suits. Make them part of the whole vehicle equation.
Prevent spawn camping. Points penalty?
Make FW something I would want to play and make PC something I can play as a casual player.
Bring back role based vehicles.
Basic EVE interaction through high sec wardecs.
Split damage mods between shields and armor in low and high slots. Damage mods will be like ammo types in EVE. balance shields due to choice of mod. Create greater contrast between offense and defense.
Active scans for scouts and passive for logis. Nerf passive scans for others. Split the active scan duties off to the scout so the scout can scout instead of being relegated to shotty ninja. Redesign active scans around the scout moving forward of the main force and scanning. Therefore, have a minimum scan distance as well.
The CPM candidate we need, not the one we want. Friends are nice, ideas are golden.
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