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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.12.02 06:50:00 -
[1] - Quote
I just thought of this idea a few seconds ago, and posted it in a thread in GD:
IDEA: Killing a Downed clone adds X seconds to their respawn timer, added after all other bonuses have been considered.
EXAMPLE: I down a merc, he goes to the respawn screen and tries to spawn in on a null cannon (10s timer). I confirm the kill, and add 5s to his respawn timer. I get 5 WP for my actions, under the title "Kill Confirmed" or something like that
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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No-one-ganks like-Gaston
Corrosive Synergy RUST415
461
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Posted - 2015.12.02 07:01:00 -
[2] - Quote
I think it would be a neat idea, and people should definitely get into the practice of shooting downed clones to fully terminate them (since for as long as your clone is still on the field your spawn timer will decrease to a minimum of 3 seconds, I think? And terminating the downed clone prevents that timer from decreasing), but I think it would just give more excuse for people to abuse explosive spam, since with explosives the clone auto-terminates, and nanite injectors are barely used as it is, so giving bonus points for termination would drastically reduce their use as the bodies wouldn't be around to revive in the first place.
The thought that Dust 514 may one day be the game we dreamed it to be.
It fills you with Determination!
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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.12.02 07:05:00 -
[3] - Quote
No-one-ganks like-Gaston wrote:I think it would be a neat idea, and people should definitely get into the practice of shooting downed clones to fully terminate them (since for as long as your clone is still on the field your spawn timer will decrease to a minimum of 3 seconds, I think? And terminating the downed clone prevents that timer from decreasing), but I think it would just give more excuse for people to abuse explosive spam, since with explosives the clone auto-terminates, and nanite injectors are barely used as it is, so giving bonus points for termination would drastically reduce their use as the bodies wouldn't be around to revive in the first place.
I think that would be true for lone merc, but what about mercs in groups (or squads). If someone gets gunned down, they may call for a revive frantically before someone does hit their body with a grenade. I agree with you that there is a risk of an even stronger explosive meta with a clone termination bonus. However, I still think that there is at least some merit to the idea that groups of people would have more of an incentive to carry revives with them. It would allow them to keep their momentum.
What do you think about that idea, or any of the other ideas on the list?
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Bishop Harcourt
K-A-O-S theory
27
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Posted - 2015.12.02 08:13:00 -
[4] - Quote
An idea I had was to introduce a respawn hard limit for all battle modes. Once you reached that limit, you breach the battle contract and recive no isk, and only the sp acrued to that point. If you only had,lets say 10 clones(example) in a fight, then as soon as you go down you would be spamming the help button. With this system in place, Jadek and rattati's hidden injectors idea(combined with yours) would have merit, as it would be in everyone's best interest to have them and use them every chance they get.
Logibro,
Director,
KAOS THEORY's Official Minister of Science and Magic.
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Piercing Serenity
Immortal Guides Learning Alliance
1
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Posted - 2015.12.02 21:41:00 -
[5] - Quote
bumping for exposure/feedbak
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Megaman Trigger
OSG Planetary Operations
925
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Posted - 2015.12.03 01:15:00 -
[6] - Quote
If we're suggesting a WP bonus for being revived, as an incentive, then why not have an WP incentive to terminate a clone too?
+10WP "Immortal" bonus
+15WP "Termination" bonus
Purifier. First Class.
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Terry Webber
Mannar Focused Warfare Gallente Federation
910
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Posted - 2015.12.03 04:54:00 -
[7] - Quote
Piercing Serenity wrote:Personally, I think that the player base has experienced a sharp decrease in the value that they assign to a clone. In my early memories of DUST (E3 Build), clones mattered, being cloned out was a sign that you were out played, and people valued revives highly. Now, the value of a clone has diminished both literally and figuratively. I would argue that that average wallet size of the active players is significantly higher than it was two years ago, and losing one clone doesn't hurt as much as it used to. As a result, I think there is reason to look into ways that DUST can encourage valuing your clone's life both for your own sake and the sake of the team. Here are a few suggestion to consider. Each suggestion should be considered separately:
- Killing a downed clone adds X seconds to their respawn timer, added after all other bonuses have been considered.
- Players cannot being a respawn until their clone has bled out (Reduce bleedout time from 15s to 10s)
- Players receive a small (e.x. 15WP) warpoint reward for being revived called "Indefatigable" or something
- Make players invulnerable during the stand-up animation for the merc being revived (potentially)
- Give a multiplicative bonus to rapid revives (Reviving three mercs within 10s gives a "Multi Revive" reward)
- Disagree
- Disagree
- Disagree
- Agree
- Agree
Inertial Booster Module
Vehicle Installation
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