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[Veteran_Dewie Cheecham]
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Posted - 2012.06.19 07:33:00 -
[1] - Quote
I'm looking at the whole spawn point problem from a slightly different angle here, I'm also trying to take the immersion aspect into account, what could make a little more sense given the EVE/DUST tech base, the trailers we've seen, and perhaps some logic.
Generally, waking up fully fitted at some random location outside a Clone unit makes little sense, especially when we can apparently do the same for something the size of a laptop (player supplied drop nodes).
Instead use the notion that the clone units are fixed drop nodes. High energy beacons the MCC's clone unit can target easily, where the smaller player nodes have limited power, and a much weaker transmitter, requiring a little lock on time before being dropped from the MCC on a ballistic trajectory. Flight time could then be 10 seconds fixed, or that too could vary a little with distance.
The drawback is of course that you can't make a drop inside a structure.
The bonus is that if you have a little manoeuvrability at the final few seconds, you can land anywhere within a limited distance of a drop node, and if you are good, literally get the drop on a spawn camper
If a "spawn shield" is still required/desired, you can use the explanation that the inertial dampener used upon landing takes a few seconds to dissipate, reducing the damage taken and given by for instance 50% while the bubble lasts, and the player remains inside it. Again, only a few seconds.
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[Veteran_Card Drunook]
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Posted - 2012.06.19 14:57:00 -
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The current spawn system exists because of a bug. So anything relating to it right now is worthless because this isn't how it's supposed to work.
Here's a link to a Dev's comment on it. |
[Veteran_Dewie Cheecham]
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Posted - 2012.06.19 15:03:00 -
[3] - Quote
I know this. My comment still stands, as what I'm suggestion is a severe departure from what has been suggested from teh devs so far.
Their solution is that the spawn point must randomize within range of the cone unit. My suggestion will essentially do the same, but the difference is in delivery. |
[Veteran_Jason Sera]
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Posted - 2012.06.19 19:01:00 -
[4] - Quote
Dewie Cheecham wrote:The bonus is that if you have a little manoeuvrability at the final few seconds, you can land anywhere within a limited distance of a drop node, and if you are good, literally get the drop on a spawn camper
If I understand you correctly, this is used in Starhawk. It's a pretty nifty way to handle spawning....and it feels great when you squash an opponent.... |
[Veteran_Kain Spero]
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Posted - 2012.06.19 19:33:00 -
[5] - Quote
I like the idea of being launched out of a CRU into the air to my spawn point. It kind of makes me think of vehicle smoke launchers except with people lol.
http://www.armyproperty.com/Equipment-Info/Pictures/Smoke-Grenade-Launcher-2.jpg |
[Veteran_Alliria Seedspawns]
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Posted - 2012.06.19 19:40:00 -
[6] - Quote
I like it - makes more sense then just waking up on the battlefield. |
[Veteran_Chao Wolf]
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Posted - 2012.06.19 20:17:00 -
[7] - Quote
I like the idea
would also be nice to just be able to jump off the MCC for example |
[Veteran_Ydnas Nogero]
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Posted - 2012.06.19 20:33:00 -
[8] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=115126#post115126
Yep. CCP uses a live drop in the Immortal trailer. I really would hope that they would follow through on it.
http://www.youtube.com/watch?v=GI53ydJaus8
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