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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.26 17:52:00 -
[1] - Quote
I originally posted this here, in response to this post, but I thought this deserved it's own thread. What do you think of these ideas?
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: - No timer. The 15 minutes in the Warbarge is all the warning the Defenders get. - 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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.26 18:03:00 -
[2] - Quote
Neat!
Shoot scout with yes. - Ripley Riley (for CPM2)
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.26 20:32:00 -
[3] - Quote
Great stuff !
Know what cannot be known.
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Terry Webber
Molon Labe. RUST415
759
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Posted - 2015.06.27 04:14:00 -
[4] - Quote
I like it.
Inertial Booster Module
Vehicle Installation
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One Eyed King
Nos Nothi
10
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Posted - 2015.06.27 04:20:00 -
[5] - Quote
Using four words here!
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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One Eyed King
Nos Nothi
10
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Posted - 2015.06.27 04:21:00 -
[6] - Quote
Sorry, but I had to.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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One Eyed King
Nos Nothi
10
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Posted - 2015.06.27 04:22:00 -
[7] - Quote
I really like the idea though.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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korrah silain
True Illuminate
75
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Posted - 2015.06.27 05:42:00 -
[8] - Quote
You mean turn ambush from a chaotic circus of undirected stupidity into a coherent game mode with strategy and objectives?! Well I'm sold. |
Kallas Hallytyr
Skullbreakers
1
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Posted - 2015.06.27 07:37:00 -
[9] - Quote
Yes please. (Sorry 1EK, he spoiled it already.)
Alt of Halla Murr. Sentinel.
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.29 14:01:00 -
[10] - Quote
I am glad to get all the positive feedback.
I was thinking that this could provide more of a tactical role for Tanks as well.
Destroying a CRU would not always be the best tactical decision, but when it is, it is best to use a Tank.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.30 18:09:00 -
[11] - Quote
Fox Gaden wrote:I am glad to get all the positive feedback.
I was thinking that this could provide more of a tactical role for Tanks as well.
Destroying a CRU would not always be the best tactical decision, but when it is, it is best to use a Tank.
Tanks desperately need a raison d'etre as it is.
LET'S DO EET
Know what cannot be known.
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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.06.30 18:53:00 -
[12] - Quote
Fox Gaden wrote:I am glad to get all the positive feedback.
I was thinking that this could provide more of a tactical role for Tanks as well.
Destroying a CRU would not always be the best tactical decision, but when it is, it is best to use a Tank.
What do you think about having installations placed near CRUs (If possible). If mercs want to take a CRU from the enemy, they'll need tanks to break through the installations protecting them
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.06.30 18:57:00 -
[13] - Quote
Piercing Serenity wrote:Fox Gaden wrote:I am glad to get all the positive feedback.
I was thinking that this could provide more of a tactical role for Tanks as well.
Destroying a CRU would not always be the best tactical decision, but when it is, it is best to use a Tank. What do you think about having installations placed near CRUs (If possible). If mercs want to take a CRU from the enemy, they'll need tanks to break through the installations protecting them I think there is definite potential to that idea.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.07.01 17:16:00 -
[14] - Quote
While I won't comment on your new game mode idea, I will say that raiding shouldn't be a typical skirm match up. Something more like acc and skirm.
And I agree with the idea that raiding should be a way to weaken clone reserves for an actual flip. Not Rattati's idea that you lose district ownership by simply not showing to a raid or losing one. Why send actual attacks when short notice raiding will accomplish so much more.
And you really need to be careful with short notice battles any how. A 15 minute start time to battle would cause all sorts of trouble. A corp can't field a team 24/7, and shouldn't be required to do so. Either you want a fight, or you just want an easy way of generating isk.
Limiting the amount of raids a day and lowering player count for a raids would help that out. But your time for attack needs to be at least 4 hours or so. Else you just pick out corps on their off time and make easy money.
Tanks - Balancing Turrets
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.02 12:41:00 -
[15] - Quote
Tebu Gan wrote:While I won't comment on your new game mode idea, I will say that raiding shouldn't be a typical skirm match up. Something more like acc and skirm.
And I agree with the idea that raiding should be a way to weaken clone reserves for an actual flip. Not Rattati's idea that you lose district ownership by simply not showing to a raid or losing one. Why send actual attacks when short notice raiding will accomplish so much more.
And you really need to be careful with short notice battles any how. A 15 minute start time to battle would cause all sorts of trouble. A corp can't field a team 24/7, and shouldn't be required to do so. Either you want a fight, or you just want an easy way of generating isk.
Limiting the amount of raids a day and lowering player count for a raids would help that out. But your time for attack needs to be at least 4 hours or so. Else you just pick out corps on their off time and make easy money. You make some good points. How about if the max size of both teams is set at half the number of members logged on in the defending Corp when the raid is initiated, up to a max of 16? So if the defending Corp only has 6 people logged in, then the match will consist of two 3 man teams. That would remove the advantage of raiding in a Corp's off hours.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.07.02 17:25:00 -
[16] - Quote
Fox Gaden wrote:
I agree that a district should only be raided once per day, or there should be some other governing factor on it, so that large Corporations can't just beat down a district by launching multiple back to back raids in one day.
I think if raiding was limited to once every 24 hours or so, a short notice timer would be acceptable. I still see an issue with with battles in off times for a corp though.
Raiding wouldn't be so much a battle, as it would be quite easy to catch a corp off guard. Even with a 4 hour timer, there's still a lot of room to catch a corp in it's off time.
Reducing player count in proportion to corps members online would be a good idea IF it could even be feasibly implemented. Though it's not something I see they could easily implement. I think 16 total player count (8 vs 8) should be a given for a raid, which does make it easier to field a team.
As for fixing off time, I don't think that one should get isk for biomass. Maybe focusing on the "keep what you kill" idea with an augmented payout for the winner (better return on equipment sale) is the way to go. In this way, if you do launch a short term raid where no one shows, you can't get paid.
And maybe adjust it so that you get a smaller portion of the clone biomass for a no show, this way you get a small something for a corp that no shows. This way a corp can't just ignore a raid, but also isn't penalized to heavily for being unable to show for one outside their timer.
Tanks - Balancing Turrets
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.07.02 21:06:00 -
[17] - Quote
Not a bad idea.
Something to consider though.
If you are saying that a CRU would add 25 clones (for example), then you'd technically have to limit the amount of spawns from that CRU to whatever number your team gains.
Also, there would be some problematic scenarios.
Say you were down to 10 clones, then hacked a CRU, gaining 25, then lost 11 clones, then lost your CRU. You are now at negative clones. Do you suddenly lose the match?
Official CPM Platform
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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.07.03 00:24:00 -
[18] - Quote
Talos Vagheitan wrote:Not a bad idea.
Something to consider though.
If you are saying that a CRU would add 25 clones (for example), then you'd technically have to limit the amount of spawns from that CRU to whatever number your team gains.
Also, there would be some problematic scenarios.
Say you were down to 10 clones, then hacked a CRU, gaining 25, then lost 11 clones, then lost your CRU. You are now at negative clones. Do you suddenly lose the match?
In this scenario, I would say that you're team is at 0 clones (No negative clones allowed). Additionally, they are on a timer (Let's say 1m 30s) to capture a CRU. After this time passes, they will lose the game.
As for your first point, maybe we could just have an object that looks like a CRU, but functions like an uplink. When the "uplink" is destroyed, the object turns to nanites?
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.03 12:11:00 -
[19] - Quote
Talos Vagheitan wrote:Not a bad idea.
Something to consider though.
If you are saying that a CRU would add 25 clones (for example), then you'd technically have to limit the amount of spawns from that CRU to whatever number your team gains. After the CRU runs out of Clones it simply acts as an Uplink. If you have a clone reserve somewhere else you can still spawn at it.
Talos Vagheitan wrote:Also, there would be some problematic scenarios.
Say you were down to 10 clones, then hacked a CRU, gaining 25, then lost 11 clones, then lost your CRU. You are now at negative clones. Do you suddenly lose the match? In your scenario at least one of the 11 re-spawns used a clone from the CRU but you don't say how many of those clones came from the CRU. Here are some possible scenarios based on the scenario you described:
1) One of your team spawned at the CRU, and the rest re-spawned from Uplinks. The enemy hacks the CRU and gains 24 clones while your team is left with 0 clones. (In this scenario you suddenly lose the match.)
2) All 11 dead team members spawned from the CRU. The enemy hacks the CRU and gains 14 clones, while your team is left with the 10 clones it had before hacking the CRU.
3) Then there are all the scenarios in between, such as 5 spawns at the CRU, the enemy hacks it and gets 20 clones while your team is left with 4 clones, etc.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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