DiablosMajora
233
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Posted - 2015.07.17 01:27:00 -
[1] - Quote
Since my server questions were not answered, I'll go ahead and post this anyways!
Setting the Foundation for PvEvP: How to Not Reinvent the Wheel
So you're sitting there, staring at the Dust forums. Your body aches for the tender loving touch of Blue posts, hoping for hints and revelations of a post-1.2 world. You yearn for drones, salvage, FW 2.0, vehicle parity, the whole package, but nary a peep tickles your ears. Gazing out your basement windows, you look to the stars and think, "A man can dream..." (Disclosure: I'm never going to be a writer)
We're all waiting patiently for the next phase of Dust, so I decided to once again throw my hat into the ring of ideas to make our little corner of New Eden better. This is meant to be a progressive 'roadmap' of my own, constructing the stage upon which PvE(vP) in some form can be built and iterated upon. These ideas are by NO means outlandish or novel (well, maybe for our purposes they are. But the concept itself is not), but they do build upon ideas and mechanics that have not yet been implemented... specifically Salvage gameplay and Simple Crafting.
The only things I'm aware about for these two topics is what is on the Trello Crowdsourcing board and the Roadmap Backlog. As I understand, player corpses and vehicle wrecks will be changed in such as way as to remain on the battlefield for a set period of time before despawning. During that window of opportunity, a player can use a Salvaging Tool on the corpse/wreckage and obtain some VendorTrashGäó or simple crafting components (Crushed Magazine Housing, et al?). This simple crafting opens up an entirely new door of Industry production - EVE style, but that is something for another post. I will work under the assumption of salvaging VendorTrashGäó for the purpose of this post.
Introducing Salvaging Sites! The idea is to have 'battles' set up on the servers that begin with zero players, available in the Special Contracts section that clearly displays the number of players out of 32 that are currently in the game. Anyone should be able to come and go at their leisure in a Free For All mode (though ideally there would be MULTIPLE teams of... say, 4 players, for a total of 8 teams of 4, or some combination thereof. Worst case we have two teams of 16 like we do now). Now for the fun stuff...
Each game can consist of any of the multiple maps we currently have, each LITTERED TO THE BRIM with corpses and vehicle wrecks making it look like the players are coming in to a post-battled over area. The goal? Salvage what you can as quickly as possible! You'll be competing against up to 31 other people, so there is a very very large incentive to both team up or deploy with a group AND look for games that have the least amount of players. While you're salvaging the corpses you can for VendorTrashGäó, or possibly some rarer loot, a new inventory mechanic will need to be put into place that simply calculates your loot from a loot-table, displays what you just picked up on screen, and lets you 'carry' stuff until you 'deposit' it into your team's Supply Depot. You get killed, your own corpse and loot carried before deposit can be salvaged!
After a certain amount of time (5 or 10 minutes?), when your team runs out of clones, or when all of the salvage has been looted, the game will end and everyone's loot will be totaled at the end of the game.
This is the essence of simple Archaeology sites in EVE; it opens the door to emergent gameplay (I'm playing solo and this guy wants to squad with me for loots, will he backstab me and take my stuff?) and is a much simpler starting point for PvE than drones. Something like this could further be iterated upon with drones, for example, or even moving into Mining in a similar style. Further down the road, when we as Dust players can explore the EVE universe and all its plentiful solar systems (even in Molden Heath!), Salvage sites could be dynamically spawned in certain systems on TQ where we could look for them and get phat loots. Even missions (or Mission Agents!) could be found among the Region and tell us to "go here, salvage/mine this mission object, return to me to turn in the mission, and get rewards".
Please advise on feedback!
Prepare your angus
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Fox Gaden
Immortal Guides Learning Alliance
6
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Posted - 2015.07.17 19:07:00 -
[5] - Quote
Well it sounds like a cut down version of the Project Legion Salvage Grounds that we might be able to implement in DUST on the PS3.
The question is whether Rattati would be able to sue duct tape and bailing wire to scratch together a loot mechanic? We already get salvage at the end of a match, so that mechanic could be used to place the Salvage into our inventory. We just need some sort of graphic indicator of the location of salvage, a way to pick it up (assuming just using the circle as if we were hacking), and a way for the game to keep track of what we have picked up.
In the crudest sense it could be an icon for an unsecured strongbox, we "hack" it to add it to our inventory, and then we get salvage contents at the end of the match for ever unsecured strongbox we picked up.
Actually to modify that a bit, have us only be able to carry one strongbox at a time, and have points on the map where they can be dropped off for safe keeping. So, you click circle to pick up an item, go to a terminal and hold circle to deposit the strongbox for transport off planet. Every strongbox you successfully deposit gets opened at the end of the match. But if you get killed before you deposit the item, it gets dropped where your body is, and someone else can pick it up.
Or... we could just scatter a bunch of Hacked Description Keys around the salvage district. I mean who among us does not have several hundred Locked Strongboxes in their inventory?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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