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Draxus Prime
Nos Nothi
4
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Posted - 2016.02.11 02:47:00 -
[1] - Quote
Infiltrator Demo. All this is just a tech demo and they spent weeks making this "cutscene" it gives you an idea of what the new game might have graphically and physics wise Another reason why I'm hyped :p
"Spilling floor cleaner only makes the floor cleaner." - Draxus Prime
Closed Beta Vet
Scout
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maybe deadcatz
Serris Inc
2
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Posted - 2016.02.11 02:54:00 -
[2] - Quote
Neatly done. But why are they using bullet weapons from the looks of it,if Mr sneaky man has holograms? Not even a cloak?
Ha!You can't kill me! I'm already dead!
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Demandred Moores
Ghosts of Dawn General Tso's Alliance
494
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Posted - 2016.02.11 02:59:00 -
[3] - Quote
maybe deadcatz wrote:Neatly done. But why are they using bullet weapons from the looks of it,if Mr sneaky man has holograms? Not even a cloak? It wasn't a ccp demo just a tech demo for unreal engine 4 and it's like a year old already.
Ghosts of Dawn
Rip beezwax we'll never forget you.
ghtda #family
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LOOKMOM NOHANDS
595
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Posted - 2016.02.11 04:52:00 -
[4] - Quote
https://www.youtube.com/watch?v=nMxfZ3k8TFw |
P14GU3
WarRavens
1
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Posted - 2016.02.11 08:38:00 -
[5] - Quote
Someone posted this awhile ago saying that they wished our cloak mechanic was more like the video. If you look, the video is 3 years old. Im sure they have progressed a bit even in the last 3 years.
If they decide to keep the lobby shooter setup they have, the unreal engine will do what they want beautifully. If they decide to go a more mmo route, which is what I hoped for originally, there are much better engines to use.
Also, this is CCP's early attempt if you haven't seen or don't remember. https://m.youtube.com/watch?v=13bbL9LHU0k
'Sault AK.0 - Logi AK.0 - 'Sault GK.0 - Logi GK.0 - Scout GK.0 - 'Mando MK.0 - Sentinal MK.0
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Alaika Arbosa
RUST415
2
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Posted - 2016.02.11 15:03:00 -
[6] - Quote
P14GU3 wrote:Someone posted this awhile ago saying that they wished our cloak mechanic was more like the video. If you look, the video is 3 years old. Im sure they have progressed a bit even in the last 3 years. If they decide to keep the lobby shooter setup they have, the unreal engine will do what they want beautifully. If they decide to go a more mmo route, which is what I hoped for originally, there are much better engines to use. Also, this is CCP's early attempt if you haven't seen or don't remember. https://m.youtube.com/watch?v=13bbL9LHU0k IMHO follows below.
They should go with more of an MMO open world environment designed akin to Eve. Pepper the open world environment with places where you can enter contract queues for a corporation and they infomorph your ass to the battlefield of their choice be it some broadcast bloodsport or a literal hostile takeover of some rival corporations assets. If the contracts work similar to how missions work for Eve (though with more of a PVP bent), each contract level could be assigned admittance guidelines (similar to ship-locked gates in missions/plexes) which would dictate what quality drones/suits/vehicles were deployable. Each side would be a mix of human and AI combatants that were under contract to (or owned by) their corporation. Contracts would be the "Missions" of the game and fulfill the lobby shooter aspect of it. They would function largely as they do now though with the addition of drones and the level guidelines.
The open world aspect of the game should be just like as it is in Eve, though with planets rather than systems and districts rather than cosmic sites. Districts should be roamable maps where you can find resources to exploit, sites to explore and mission kiosks where you can gather and apply for lobby shooter contracts. If a District is claimable, it should also be developable (including terraforming); look to players for map designs within given guidelines. It might cost a lot of Isk to do some of the grander things, but give us the option to do it.
I'm going to stop rambling now.
I <3 introducing reddots to ragdoll physics!
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Draxus Prime
Nos Nothi
4
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Posted - 2016.02.11 16:55:00 -
[7] - Quote
Alaika Arbosa wrote:P14GU3 wrote:Someone posted this awhile ago saying that they wished our cloak mechanic was more like the video. If you look, the video is 3 years old. Im sure they have progressed a bit even in the last 3 years. If they decide to keep the lobby shooter setup they have, the unreal engine will do what they want beautifully. If they decide to go a more mmo route, which is what I hoped for originally, there are much better engines to use. Also, this is CCP's early attempt if you haven't seen or don't remember. https://m.youtube.com/watch?v=13bbL9LHU0k IMHO follows below. They should go with more of an MMO open world environment designed akin to Eve. Pepper the open world environment with places where you can enter contract queues for a corporation and they infomorph your ass to the battlefield of their choice be it some broadcast bloodsport or a literal hostile takeover of some rival corporations assets. If the contracts work similar to how missions work for Eve (though with more of a PVP bent), each contract level could be assigned admittance guidelines (similar to ship-locked gates in missions/plexes) which would dictate what quality drones/suits/vehicles were deployable. Each side would be a mix of human and AI combatants that were under contract to (or owned by) their corporation. Contracts would be the "Missions" of the game and fulfill the lobby shooter aspect of it. They would function largely as they do now though with the addition of drones and the level guidelines. The open world aspect of the game should be just like as it is in Eve, though with planets rather than systems and districts rather than cosmic sites. Districts should be roamable maps where you can find resources to exploit, sites to explore and mission kiosks where you can gather and apply for lobby shooter contracts. If a District is claimable, it should also be developable (including terraforming); look to players for map designs within given guidelines. It might cost a lot of Isk to do some of the grander things, but give us the option to do it. I'm going to stop rambling now. No, no continue rambling, that's literally exactly what I want
"Spilling floor cleaner only makes the floor cleaner." - Draxus Prime
Closed Beta Vet
Scout
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Llamastar
Chickenhawk.
173
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Posted - 2016.02.11 18:21:00 -
[8] - Quote
Alaika Arbosa wrote:P14GU3 wrote:Someone posted this awhile ago saying that they wished our cloak mechanic was more like the video. If you look, the video is 3 years old. Im sure they have progressed a bit even in the last 3 years. If they decide to keep the lobby shooter setup they have, the unreal engine will do what they want beautifully. If they decide to go a more mmo route, which is what I hoped for originally, there are much better engines to use. Also, this is CCP's early attempt if you haven't seen or don't remember. https://m.youtube.com/watch?v=13bbL9LHU0k IMHO follows below. They should go with more of an MMO open world environment designed akin to Eve. Pepper the open world environment with places where you can enter contract queues for a corporation and they infomorph your ass to the battlefield of their choice be it some broadcast bloodsport or a literal hostile takeover of some rival corporations assets. If the contracts work similar to how missions work for Eve (though with more of a PVP bent), each contract level could be assigned admittance guidelines (similar to ship-locked gates in missions/plexes) which would dictate what quality drones/suits/vehicles were deployable. Each side would be a mix of human and AI combatants that were under contract to (or owned by) their corporation. Contracts would be the "Missions" of the game and fulfill the lobby shooter aspect of it. They would function largely as they do now though with the addition of drones and the level guidelines. The open world aspect of the game should be just like as it is in Eve, though with planets rather than systems and districts rather than cosmic sites. Districts should be roamable maps where you can find resources to exploit, sites to explore and mission kiosks where you can gather and apply for lobby shooter contracts. If a District is claimable, it should also be developable (including terraforming); look to players for map designs within given guidelines. It might cost a lot of Isk to do some of the grander things, but give us the option to do it. I'm going to stop rambling now.
Lemme take it one step further, as long as we're in daydream land.
I'm in a 0.0 SOV Alliance. Leadership has designated D-3GIQ in Delve as Staging, due to its proximity to the minor trade hub and fallback point of PR-8CA in NPC Blood Raider space 4 jumps away. As part of our campaign, it's important to build defensive indexes and gain Citadel bonuses in the region. So I deploy my Warbarge to PR- with a good chunk of my Assets ( gear, vehicles, dropships, and some BPO's which can be used to manufacture more gear from assets mined by EVE pilots or given as rewards from Blood Raider NPC missions in the area ). Now I'm set up to operate in theater. http://evemaps.dotlan.net/map/Delve#sov
Active enemy incursions from a rival Alliance are threatening planetary assets in region. These battles are based on active pilots in region and focus on nearby districts owned by various player Alliances. I get situated, and one of our FCs calls for support. I squad in and spawn onto a continent on SVM-3K, right on the edge of the Delve/Querious border. Enemy action is hot on map, and they're taking objectives. We're outnumbered and outgunned as this is just getting into our primetime and not many are logged in yet.
I hop into a stealth recon ship piloted by a Corp mate. It can't take many troops or incoming damage, but it's great for infiltrating enemy positions and its passive scanner gives great intel while not revealing its presence. My Corpie drops me into the enemy backfield in a Scout suit with a cloak and links. I proceed to sap their installations and drop surreptitious uplinks near key locations.
As our Alliance starts to become activate for the evening, our map control grows as we're now hitting them from two fronts thanks to my field prep. The tide turns, and finally they concede the field for another day. The butcher's bill comes in at 563mil ISK lost but 1.2bil destroyed as we rampaged through their vehicles and infantry towards the end.
Defending the district also gives us ISK payouts at the Corp and Alliance level, and secures our bonuses within region by an incremental amount. These bonuses only apply to the Delve region. We'd have to take Districts in Querious in order to have them apply to any SOV beachheads there. Not a current priority to Leadership. I've netted quite a bit of salvage off of the shiny suits they brought onto field. Some of it is useful, but most will be melted down at the Reprocessing facility back in PR- to be turned into more gear and ammo for my own use.
I sort some inventory back at my home dock in PR- and respond to some Corp mails while in station. I may have to have my EVE pilot make a BPO run in a travel fit Interceptor from the nearest High Sec trade hub as there's a couple things I forgot to pack. Note to self for tomorrow.
To cap the evening, I run a couple of NPC missions to build my Standings with Blood Raiders and net some SP, ISK, and some throwaway mission rewards to be melted down to base components and create more gear for the fights surely coming this weekend.
Overall, a successful night in New Eden. |
AldnoahZero
Forty-Nine Fedayeen Minmatar Republic
16
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Posted - 2016.02.11 19:11:00 -
[9] - Quote
It's a copy and paste with prettier graphics and more places to walk on the bridge. The control being used is obviously controller. Not impressed. |
Llamastar
Chickenhawk.
174
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Posted - 2016.02.11 19:46:00 -
[10] - Quote
AldnoahZero wrote:It's a copy and paste with prettier graphics and more places to walk on the bridge. The control being used is obviously controller. Not impressed.
Not impressed with something that's a year and a half old, was shelved, and has nothing to do with the current plans for the new title. So... what's your point?... |
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