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Derrith Erador
Fatal Absolution
3
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Posted - 2015.07.08 16:38:00 -
[1] - Quote
Well, here comes the D with yet another excessively long and possibly bad solution to a very vexing problem. It's been a long time for me playing, and when I made my not so dramatic return, I noticed the AV/V war has had almost no change (PLC and AV nades are more used, though).
I first thought of this idea when I was just doing my usual thing, flying around, thwarting enemy plans, when suddenly I was accosted by a hard and unpleasant hit from the enemies redline. I look out after doing my drunk hillbilly flight technique to discover it was a rail tank sitting in his redline. I thought "gee, it sure would be swell if I could actually hit that guy". It then happened later with a bunch of forges/swarms.
So anyway, here's my idea that probably won't work too well. Keep in mind that with this the rules for hostile redlines should remain the same (20 sec time).
Basically once you first spawn in, you are given a 2 minute time in your red, and during this time, you will be treated as if you're afk, or in your enemies base.
If you fail to leave your redline in this time, you die much the same way if you were in hostile red turf. Or, if you go the afk route, then you get kicked with your stuff forfeit.
After exiting your red, you will be given a cooldown timer for when you can reenter and refuel and whatnot. The time should take anywhere from 60 to 90 seconds. Afterwards the timer will reset giving you two minutes, and if you reenter before the cooldown completes, it is subtracted from your remaining time, and you suffer the same penalty as if you never left.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Cresta2000ESP
Iberica Racing Team
5
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Posted - 2015.07.08 23:14:00 -
[2] - Quote
This should solve the redline snipers,the shy Gauss HAVs (you hit them once and they hide,when are full HP,they come back) and more. +1 |
No-one-ganks like-Gaston
Seykal Expeditionary Group Minmatar Republic
191
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Posted - 2015.07.09 17:21:00 -
[3] - Quote
I like this, also.
Although! We would need some sort of alternate colored map lines to tell us where exactly in our redline we are so we don't accidentally bumble into actual redlines. Also, some spawn points are kinda far back there and it would suck if you spawned in a heavy fit and didn't know if you could quite make it out in time. I know I've accidentally spawned in the MCC with a heavy fit a couple of times. That trek out is slow.
Another problem would be, what if your team is being redlined by the enemy and they can't leave? Does the timer still apply? We don't want people actually trying to leave only to be stopped because of enemy denial. And then your options are run out and give the enemies points, or stay in your redline and die to the timer. You lose your suit, regardless, so I hope you didn't put on proto in the hopes of making a difference to your team. What would you suggest for this?
Now, if vehicles had a set amount of time they could stay in their own redline, that would be something else entirely. Two minutes is plenty of time to scamper back into the redlines and put your vehicle away if you need to. But it still begs the question, what if you're being redlined and the brought in tank is for suppression fire, or is trying to make a break in the lines?
Two minutes is a long time, though, and wouldn't make redline tanking go away entirely; just more annoying. Fire off a few shots until you get to the thirty second mark, roll out of the redline behind cover until the timer cools down, roll right back into the redline, rinse and repeat. |
Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.09 18:25:00 -
[4] - Quote
If one side gets Red-Lined you don't want to add insult to injury by having the Red-Line itself start killing them too.
As an alternate suggestion, how about have two Red Lines. - Boarder zone will be just like the current Red Line with enemy being killed if they remain too long. - Deep in the Red Line will provide the same protection from enemy incursion, but your weapons will not work. You can spawn, resupply, repair, but not shoot.
So in the intermediate zone between the inner and outer boundary of the Red Line there will be a Zone where team members can Snipe, but this area will also be accessible to quick enemy incursions, particularly by speed fit Scouts, but for other fits as well. (I have often run into the Red Line on my Sentinel to kill Snipers.)
In areas which are deep enough in the Red Line that the enemy can't get there and get out again before the timer runs out, no weapons will operate.
This would leave an engagement zone for Red Lined matches, but would not allow Snipers to operate in completely risk free areas.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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