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Juno Tristan
Obscure Reference
1138
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Posted - 2016.06.06 22:44:00 -
[31] - Quote
CCP LogicLoop wrote:Don't worry. I've been keeping my eye on this thread. =)
Good to hear!
Did you get to use the dropships much in Dust? because flying a Assault dropship through tunnels in a Citadel (death star style) would be amazing!
The Final PLC Kill
Dust 514 - My Final Moments
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Garth Mandra
The Southern Legion
415
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Posted - 2016.06.07 00:56:00 -
[32] - Quote
PvP in PI Customs Offices to change ownership (I think Eve players have to blow them up and replace them if they want the spot). -Customs offices would have huge spaces in them for storage which could easily have 'roads' for vehicles and access for RDVs. -If the contract system was set up well it would be tolerated by Eve players. -Are there still NPC customs offices about? Could start there before migrating to player owned.
PvE against rogue drones at PI sites on planets. -CCP may already have some drone art assets. They definitely have ground structures. -Could buff PI at installations that have been cleared of drones to provide more interaction. -Add some kind of risk to Eve player? Drone hive self-destructs after X minutes unless mercs succeed, debuffing PI output. -Again could start with NPC contracts to make sure things work. -Progression from Hi sec to Null sec.
Faction Warfare NPC capitals as battleground. -Plenty of big areas for vehicles to get involved. -Scope for progressive, non-linear (and thus different playstyles) missions (entry via boarding torpedo, disable the docking bay shield, damage engine....) -Moar interaction since you could influence faction warfare. (destroy enough capitals in a system and something something I can't remember how FW works) |
Maken Tosch
DUST University Ivy League
13510
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Posted - 2016.06.07 01:56:00 -
[33] - Quote
The one thing I see everyone here forgetting is to ask one of the simplest, yet biggest, question of all when it comes to Nova maps and PC gameplay.
What do you look for in the core design of every single map and in every gameplay of the game itself?
When it comes to maps, the core design to me is being able to see whether you are the attacker or the defender. In Dust 514 there was no clear indication if you are the attacker. Both sides had an MCC and both had an end goal. Sure, the match roster would tell me, but I never felt like I was defending or attacking an outpost.
Blizzard's Overwatch addressed this with the way how the maps are laid out and how certain objectives behave. Fights where you had to escort a vehicle to its destination is a very clear example of that.
The maps in Project Nova should do the same. In fact, Project Nova needs to take inspiration from one of Dust 514's oldest game modes. Dust 514 use to have a game mode where there was NO mistake who was attacking and who was defending. We call it "Skirmish 1.0" and many of us who played it still want to see it again.
Skirmish 1.0 was the game mode that required the most amount of teamwork, featured a dynamic redline that shifted based on the progress of the attackers which introduced the concept of a match that went through stages, it had a moving MCC, and the defenders started the match with all objectives hacked in their favor. The attackers had to first hack or destroy the defense relays before their advancing MCC's shields were depleted. Otherwise their MCC would be forced to retreat thus meaning a defeat for the attackers. If they succeeded in overcoming the defense relays, the redline would move back to finally expose the defender's home base which was an outpost with all of the objectives located there. At this point, the attackers had to continuously maintain the null cannons from firing at their MCC long enough for the MCC to arrive at the defender's outpost and dock before its armor is depleted.
Unfortunately Skirmished 1.0 didn't last because it was poorly coded into the game with the way how the MCC had to move across the map and because player-run corps, private squads and chat channels never existed which would have made coordinating a lot of easier for both sides. But overall, everyone knew which side they were on and everyone was encouraged to at least try to coordinate.
As a side note, it is possible we may have seen one of the effects of skirmish 1.0 when playing acquisition not too long ago. Remember when people reported seeing the redline change every time the objective changed position during acquisition mode? It's possible that the legacy code used to run with skirmish 1.0 was somehow bleeding over to acquisition when it shouldn't be doing that by simply shifting the redline when certain conditions were unwittingly being met. But since now Dust is dead and so is its legacy code, CCP now has a chance to recreate Skirmish 1.0 but without the technical mess it had. This is a great opportunity to carry over what made Dust truly fun in the past into Project Nova.
Radio chatter on the ship's comms could be used to help with that. As I pass through the ship's bridge it would be nice to hear the radio chatter between two Caldari characters relaying bits of information back and forth giving either the attacking player or the defending player and idea on how things are going in the match. A Caldari commander might be heard saying that the defenders are almost done dealing with the armed incursion of the ship. At which point the attackers could use this as a means to motivate themselves to push hard as that is telling them that the match is almost over.
I have seen this being used in Blizzard's Overwatch in which the heroes would say something that would motivate the player to push hard when the going gets tough or when its almost over to get that last hoorah.
The radio chatter could also be use to tell a story about what's going on out there beyond the hull of the ship. I remember when the fight for Caldari Prime started where players in both Eve Online and Dust 514 were fighting in the same system to determine who would have control of the planet. I think in the end the Caldari won out. Imagine if we were fighting inside the Titan in the moments before it started to fall from space and crash onto the planet's surface and we hear the Caldari commander on the radio chatter hinting that critical systems across the Manhattan-sized ship are failing. Meanwhile you look out the window and see the Gallente and Caldari fleets fighting each other over the planet.
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CCP LogicLoop
C C P C C P Alliance
1520
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Posted - 2016.06.07 02:08:00 -
[34] - Quote
Bright Cloud wrote:CCP LogicLoop wrote:Don't worry. I've been keeping my eye on this thread. =) And you probs gonna completely ignore the feedback regardless what people say.
You can catch more flies with honey than with vinegar.
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CCP LogicLoop
C C P C C P Alliance
1520
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Posted - 2016.06.07 02:11:00 -
[35] - Quote
Maken Tosch wrote:The one thing I see everyone here forgetting is to ask one of the simplest, yet biggest, question of all when it comes to Nova maps and PC gameplay.
What do you look for in the core design of every single map and in every gameplay of the game itself?
When it comes to maps, the core design to me is being able to see whether you are the attacker or the defender. In Dust 514 there was no clear indication if you are the attacker. Both sides had an MCC and both had an end goal. Sure, the match roster would tell me, but I never felt like I was defending or attacking an outpost.
I agree. It should be very clear who is attacking and defending.
You can catch more flies with honey than with vinegar.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22488
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Posted - 2016.06.07 02:25:00 -
[36] - Quote
CCP LogicLoop wrote:Maken Tosch wrote:The one thing I see everyone here forgetting is to ask one of the simplest, yet biggest, question of all when it comes to Nova maps and PC gameplay.
What do you look for in the core design of every single map and in every gameplay of the game itself?
When it comes to maps, the core design to me is being able to see whether you are the attacker or the defender. In Dust 514 there was no clear indication if you are the attacker. Both sides had an MCC and both had an end goal. Sure, the match roster would tell me, but I never felt like I was defending or attacking an outpost. I agree. It should be very clear who is attacking and defending.
Lovely.
This is really important to me personally as throughout the time we played Dust 514 it never did feel like one side was the aggressor or defender. Even the simplest things like a spawn zone at the start of a game mode where warclones are entering a walled complex through a breach point would be fantastic.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
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Avallo Kantor
1164
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Posted - 2016.06.07 03:00:00 -
[37] - Quote
I like to imagine that once NOVA Mercs become a big deal, larger ships will start being installed with clone bays (inactive clones) that can be onlined when boarders arrive.
I imagine such a clone bays being in various strategic locations on the ship, heavily guarded, with a more central location on the ship. I imagine a setup that gives the imagination view to rows and rows of clones in vats, and maybe a "Iron-Man" style armoring station where a clone could be spat out, armored up, and spat into the area. All very clean and fortified.
This would be in contrast to the boarders where the pods have just breached in, a look of havoc and rush that makes the boarding area look frantic, and out of order.
As to voice overs, I think the attackers should have special VO for the attackers, from a commander giving updates, orders, etc. Maybe have the map change slightly in regards to the attackers gaining objectives vs defenders reclaiming objectives.
Lights going from "standard" to "emergency" lighting (if dynamic lighting is possible), Engine sounds going off or on, or even other minor effects changing. (For example out of a window you could see guns firing, or not firing based on who controls the hardpoint)
Edit:
How dynamic do you think maps will be? Will they be able to having "moving parts" as it were?
If you have any plans for moving parts what do you think of doing in a broad sense? [Lighting effects, Sound effects, all the way up to parts of the map actually moving]
"Mind Blown" - CCP Rattati
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CCP LogicLoop
C C P C C P Alliance
1523
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Posted - 2016.06.07 03:15:00 -
[38] - Quote
Avallo Kantor wrote:I like to imagine that once NOVA Mercs become a big deal, larger ships will start being installed with clone bays (inactive clones) that can be onlined when boarders arrive.
I imagine such a clone bays being in various strategic locations on the ship, heavily guarded, with a more central location on the ship. I imagine a setup that gives the imagination view to rows and rows of clones in vats, and maybe a "Iron-Man" style armoring station where a clone could be spat out, armored up, and spat into the area. All very clean and fortified.
This would be in contrast to the boarders where the pods have just breached in, a look of havoc and rush that makes the boarding area look frantic, and out of order.
As to voice overs, I think the attackers should have special VO for the attackers, from a commander giving updates, orders, etc. Maybe have the map change slightly in regards to the attackers gaining objectives vs defenders reclaiming objectives.
Lights going from "standard" to "emergency" lighting (if dynamic lighting is possible), Engine sounds going off or on, or even other minor effects changing. (For example out of a window you could see guns firing, or not firing based on who controls the hardpoint)
Edit:
How dynamic do you think maps will be? Will they be able to having "moving parts" as it were?
If you have any plans for moving parts what do you think of doing in a broad sense? [Lighting effects, Sound effects, all the way up to parts of the map actually moving]
Too early to tell how dynamic. But dynamic is certainly being discussed. I like the lighting suggestion too. Should help with that sense of urgency. Unreal 4 supports dynamic lighting of course, it just all depends on what it will cost in terms of performance. Being on PC does give us a lot more room than before.
You can catch more flies with honey than with vinegar.
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Baltazar Pontain
Blauhelme
197
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Posted - 2016.06.07 03:19:00 -
[39] - Quote
I would like to love to work as game designer at ccp to improve game link between EVE and Nova. It must be an awesome job with a lot of possibilities to create something new.
For example mercs raiding ships in New Eden but in a way that engages Nova AND EVE players.
A small example to get a rough picture in my mind: New Fighter/Heavy fighter type "boarding ships". If a squadron of boarding ships is "attacking" an enemy ship it opens the possibility for a match in Nova on that ship. The defending ships has an amount of clones ready and the boarding ships have a certain amount of clones also ready.
In the case that no match starts (or it takes a bit) both parties reduces clones by time until one side has no clones left. If a match starts the defending ship should have additional automatic defense systems because an EVE ship can be very expensive like turrets and drones.
The eve players can avoid the match (or shift it to their favor) by destroying boarding ships fast to reduce clones.
If the boarding is successful the result could be very dramatic (ship is destroyed) or more soft (ships is disabled for X seconds) or certain modules are destroyed.
Ahh my god.... I need to change panties.
COME ONE CCP! BUILD SOMETHING GREAT!!! YOU CAN DO IT! :) |
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8202
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Posted - 2016.06.07 03:28:00 -
[40] - Quote
Baltazar Pontain wrote:I would like to love to work as game designer at ccp to improve game link between EVE and Nova. It must be an awesome job with a lot of possibilities to create something new.
For example mercs raiding ships in New Eden but in a way that engages Nova AND EVE players.
A small example to get a rough picture in my mind: New Fighter/Heavy fighter type "boarding ships". If a squadron of boarding ships is "attacking" an enemy ship it opens the possibility for a match in Nova on that ship. The defending ships has an amount of clones ready and the boarding ships have a certain amount of clones also ready.
In the case that no match starts (or it takes a bit) both parties reduces clones by time until one side has no clones left. If a match starts the defending ship should have additional automatic defense systems because an EVE ship can be very expensive like turrets and drones.
The eve players can avoid the match (or shift it to their favor) by destroying boarding ships fast to reduce clones.
If the boarding is successful the result could be very dramatic (ship is destroyed) or more soft (ships is disabled for X seconds) or certain modules are destroyed.
Ahh my god.... I need to change panties.
COME ONE CCP! BUILD SOMETHING GREAT!!! YOU CAN DO IT! :) Those would make for excellent mission content. Combined EVE/Nova mission to take over a pirate-faction ship or something.
The extremely low likelihood of TiDi would mean that could be executed smoothly.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Maken Tosch
DUST University Ivy League
13511
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Posted - 2016.06.07 03:34:00 -
[41] - Quote
CCP LogicLoop wrote:Avallo Kantor wrote:I like to imagine that once NOVA Mercs become a big deal, larger ships will start being installed with clone bays (inactive clones) that can be onlined when boarders arrive.
I imagine such a clone bays being in various strategic locations on the ship, heavily guarded, with a more central location on the ship. I imagine a setup that gives the imagination view to rows and rows of clones in vats, and maybe a "Iron-Man" style armoring station where a clone could be spat out, armored up, and spat into the area. All very clean and fortified.
This would be in contrast to the boarders where the pods have just breached in, a look of havoc and rush that makes the boarding area look frantic, and out of order.
As to voice overs, I think the attackers should have special VO for the attackers, from a commander giving updates, orders, etc. Maybe have the map change slightly in regards to the attackers gaining objectives vs defenders reclaiming objectives.
Lights going from "standard" to "emergency" lighting (if dynamic lighting is possible), Engine sounds going off or on, or even other minor effects changing. (For example out of a window you could see guns firing, or not firing based on who controls the hardpoint)
Edit:
How dynamic do you think maps will be? Will they be able to having "moving parts" as it were?
If you have any plans for moving parts what do you think of doing in a broad sense? [Lighting effects, Sound effects, all the way up to parts of the map actually moving] Too early to tell how dynamic. But dynamic is certainly being discussed. I like the lighting suggestion too. Should help with that sense of urgency. Unreal 4 supports dynamic lighting of course, it just all depends on what it will cost in terms of performance. Being on PC does give us a lot more room than before.
Excellent!
What do you think about Skirmish 1.0? Is there any possibility of making that work in a ship setting where doors open or close depending on the outcome of the battle?
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CCP LogicLoop
C C P C C P Alliance
1525
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Posted - 2016.06.07 04:48:00 -
[42] - Quote
Maken Tosch wrote: What do you think about Skirmish 1.0? Is there any possibility of making that work in a ship setting where doors open or close depending on the outcome of the battle?
I liked Skirmish 1.0 but I feel it could have been much more. However, we were clearly limited by the hardware and the direction changing during the development of DUST 514 to meet those limitations.
We are currently discussing many interesting mechanics for an entertaining experience. Please realize again that it is very early in development and things can change on the fly during this stage of the process. We are getting ready to experiment with many things, and ideas are a plenty.
I asked a lot of questions before I returned to CCP and wanted to ensure I would be excited and happy with the direction of this project and CCP's other projects. I have a lot of faith in CCP_Rattati and his vision, and with the quality and experience of the development team currently involved and also with CCP as a company.
You can catch more flies with honey than with vinegar.
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Juno Tristan
Obscure Reference
1140
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Posted - 2016.06.07 07:32:00 -
[43] - Quote
@LogicLoop are you designing the social spaces as well? For a F2P game Nova needs somewhere to show of your gear and I want to see the other side of the mercs quarters!
The Final PLC Kill
Dust 514 - My Final Moments
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CCP LogicLoop
C C P C C P Alliance
1531
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Posted - 2016.06.07 07:34:00 -
[44] - Quote
Juno Tristan wrote:@LogicLoop are you designing the social spaces as well? For a F2P game Nova needs somewhere to show of your gear and I want to see the other side of the mercs quarters!
I am currently focused on the actual game-play map design and construction (block-outs), entity placement, etc. What ever that role will call for in the long run. The role will likely have additions and subtractions as time goes on.
Anything is possible given enough time.
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Lex DOCIEL
Mikramurka Shock Troop Minmatar Republic
277
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Posted - 2016.06.07 11:13:00 -
[45] - Quote
I am reading a great amount of very cool and good ideas here. But let's keep in mind that Nova will surely be completely separate from EVE mechanics / interactions at the beginning. Only to prevent any unintentional drawbacks on EVE players. They are great ideas, but would only be discussed later in the development of Nova.
So we will most probably fight inside NPC space stations. They are present in every Hi-Sec space systems, are owned by NPC corporations, all having histories of competition against each other. It is plenty enough lore to get our public contracts running, and will allow to crash-test Nova.
Concerning vehicles, if they are a great idea (I just love LAV, HAV and DS, like any other duster), it would make much more sense at first, in small and fast pace public matches, to have mountable turrets, tactical LAV, on-site mechanical elements (I would love to crush some soldiers with an industrial truck, or a crane, or something). Even piloting sentry bots or other hackable stuff like that.
Ok, we get dangerously close to some CoD things, but in confined lobbies, I don't see much room to introduce a tank for example, and these elements, while making sense, can be damn fun to play with too. And I would be OK with these, as long as, we do end up with tanks and stuff during on-ground PC of course!!!! :)
I would like to get your attention on something else that I found really cool in Battleborn (which I am currently playing on): they made some nice and different PvP modes of what we would be used to see.
Incursion, which is basically the most MOBA style map of the game, but which would completely fit in an attack of a space station, where the attackers would try to get down the main, deepest, strongest sentry (or whatever equipment) of the station. Where predefined spots would be available for the construction, hacking, destruction of turrets, supply depot, CRU (you got my idea), helping as much the defenders, or the attackers, depending on their strategies and the battle itself. this would actually allow a strong tactical gameplay, and both intense and interesting battles.
The other mode I would like to talk about is Meltdown, where you have to escort minions to the meltdown point, while destroying the minions (and opponents). This mode could 100% fit in industrial stations for example, where the minions could be karts loaded with production goods, or the hacking of a production chain, or the heist of containers of goods, etc.
The only BIG difference from Battleborn I would set for Nova for these two modes, which will take into consideration what you guys were saying about making a more obvious distinction between attackers and defenders, would be -- rather than the two teams having the exact mission during the match, and their paths being crossed, or mirrored, to force fight to happen -- to build maps unilaterally, where one team have to protect something, and the other to attack this thing. And the deal is done!
I think the big advantage of this approach, apart from the interest of these two modes, which are a bit more interesting, in my opinion, than TDM or CAH modes (which are cool too, don't get me wrong), is that it will allow to build much more vertical complexes (where Battbleborn has a very flat approach, due to the mirroring needed). It would have the intensity of the levels in Unreal Tournament first of its kind all over again, with EVE lore, with dusters tactics and strategies, with loadouts and classes... That is pretty strong to launch a new lobby shooter in my opinion.
Proud player of the most strategic and addictive massively-multiplayer FPS in the world.
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Juno Tristan
Obscure Reference
1140
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Posted - 2016.06.07 11:40:00 -
[46] - Quote
Can we get some maps with 3-4 teams fighting each other? The squad sizes might have to limited but I always thought it'd add an interesting element over whether teams collude (more sand in the sandbox!)
The Final PLC Kill
Dust 514 - My Final Moments
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8203
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Posted - 2016.06.07 12:38:00 -
[47] - Quote
Juno Tristan wrote:Can we get some maps with 3-4 teams fighting each other? The squad sizes might have to limited but I always thought it'd add an interesting element over whether teams collude (more sand in the sandbox!) Multi-team chaos? **** yes!
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8203
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Posted - 2016.06.07 12:45:00 -
[48] - Quote
CCP LogicLoop wrote:
I liked Skirmish 1.0 but I feel it could have been much more. However, we were clearly limited by the hardware and the direction changing during the development of DUST 514 to meet those limitations.
We are currently discussing many interesting mechanics for an entertaining experience. Please realize again that it is very early in development and things can change on the fly during this stage of the process. We are getting ready to experiment with many things, and ideas are a plenty.
I asked a lot of questions before I returned to CCP and wanted to ensure I would be excited and happy with the direction of this project and CCP's other projects. I have a lot of faith in CCP_Rattati and his vision, and with the quality and experience of the development team currently involved and also with CCP as a company.
One of the things I remember hearing about from people who tried the FanFest demo that doesn't actually effect gameplay is windows. I believe it was Kevall Longstride who told me on Discord that looking out the window and seeing ships outside was a really cool way to ground the player in the idea that they're fighting on board a ship. I would hope that being able to see outside remains an element in maps.
Are you guys going to be working with the EVE Online team as far as design language for the factions? Since the maps are going to be in ship interiors and there was talk of them being far more racial looking than the FanFest demo, are you going to be comparing notes with the EVE art team?
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Blakk Blood
The Hundred Acre Hood
25
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Posted - 2016.06.07 15:30:00 -
[49] - Quote
So just to be clear, Nova will be fought inside of space and spacestations? How would vehicles be used? Is it safe to say dropships are out of the game? I liked the open maps fought on the ground tbh, i thought that would kinda suck |
Marston VC
SVER True Blood RUST415
1855
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Posted - 2016.06.07 16:43:00 -
[50] - Quote
Blakk Blood wrote:So just to be clear, Nova will be fought inside of space and spacestations? How would vehicles be used? Is it safe to say dropships are out of the game? I liked the open maps fought on the ground tbh, i thought that would kinda suck
According to the developers and multiple interviews, it's supposed to start out on ships with smaller maps and no vehicles at first. Once ccp feels comfortable with the core gameplay as far shooter mechanics/balance goes, the plan is to then make our way back onto planets and have vehicles.
More specifically in regards to planetary conquest ccp has said "it's in the roadmap" it just won't be a day 1 feature
Marston VC, STB Director
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Juno Tristan
Obscure Reference
1142
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Posted - 2016.06.07 18:05:00 -
[51] - Quote
Marston VC wrote:Blakk Blood wrote:So just to be clear, Nova will be fought inside of space and spacestations? How would vehicles be used? Is it safe to say dropships are out of the game? I liked the open maps fought on the ground tbh, i thought that would kinda suck According to the developers and multiple interviews, it's supposed to start out on ships with smaller maps and no vehicles at first. Once ccp feels comfortable with the core gameplay as far shooter mechanics/balance goes, the plan is to then make our way back onto planets and have vehicles. More specifically in regards to planetary conquest ccp has said "it's in the roadmap" it just won't be a day 1 feature
To add to this, CCP have said no vehicles until they have a clear role, and I can begrudgingly accept their point. Changing the setting to be more 'space' based shouldn't be an issue when you consider the size of structures in New Eden, and the range of choices they have (which True pointed out)
Therefore the task we have is to come up with a clear idea of what vehicles should do and how powerful they should be.
Because Assault Dropships are amazing to fly and I've not seen anything like it in any other game!
The Final PLC Kill
Dust 514 - My Final Moments
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Avallo Kantor
1167
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Posted - 2016.06.07 18:13:00 -
[52] - Quote
How much is team size a factor in map creation, and to what degree would it differ the map?
Also do you plan to have any continuation of the "Socket" system from DUST? I remember when first hearing about it that it could, long term, have huge possibilities for nearly infinite map variations. On the downside, I realize that such customizability takes away from a well designed overall map experience, if you have to design each socket to be potentially independent parts of a larger map.
"Mind Blown" - CCP Rattati
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Maken Tosch
DUST University Ivy League
13513
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Posted - 2016.06.07 21:57:00 -
[53] - Quote
Avallo Kantor wrote:How much is team size a factor in map creation, and to what degree would it differ the map?
Also do you plan to have any continuation of the "Socket" system from DUST? I remember when first hearing about it that it could, long term, have huge possibilities for nearly infinite map variations. On the downside, I realize that such customizability takes away from a well designed overall map experience, if you have to design each socket to be potentially independent parts of a larger map.
I barely paid any attention to the variance in the sockets in every battle. Even if I did, it hardly mattered to me. I feel it was better to just save the server processing power and have us fight in static maps where the sockets don't change.
Besides, since we're likely to be fighting inside ships that have standardized internal structures within them it stands to reason that we will be fighting in very static maps. It would be very hard to implement a socket system for the interior of a ship. It's better to make static maps that represent different parts of the ship. From there you can each generate 3 separate battles across the 3 parts of that ship or perhaps have one seemless battle transitioning from the hangar to the bridge and then to the powerplant depending on the progress of the battle.
Also, since we're going into ships I now feel it is high time to get rid of the redline. Instead parts of the interior of the ship should act as physical barriers that just block the player from entering. For example: sliding doors sealed by a hack that occurred just as the attackers initially boarded, collapsed catwalks, force fields that the ship itself deployed to seal off parts of the ship that have suffered a hull breach, etc. I shouldn't be seeing a redline inside a ship. They are redundant in such an environment anyways.
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DeathwindRising
ROGUE RELICS
1457
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Posted - 2016.06.07 22:25:00 -
[54] - Quote
CCP LogicLoop wrote:Maken Tosch wrote: What do you think about Skirmish 1.0? Is there any possibility of making that work in a ship setting where doors open or close depending on the outcome of the battle?
I liked Skirmish 1.0 but I feel it could have been much more. However, we were clearly limited by the hardware and the direction changing during the development of DUST 514 to meet those limitations. We are currently discussing many interesting mechanics for an entertaining experience. Please realize again that it is very early in development and things can change on the fly during this stage of the process. We are getting ready to experiment with many things, and ideas are a plenty. I asked a lot of questions before I returned to CCP and wanted to ensure I would be excited and happy with the direction of this project and CCP's other projects. I have a lot of faith in CCP_Rattati and his vision, and with the quality and experience of the development team currently involved and also with CCP as a company.
this statement alone has renewed my faith.
it means alot that you feel so positive about the direction and quality of the efforts being made, that you would return to work for CCP and be part of this project. |
Derpty Derp
Dead Man's Game
1430
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Posted - 2016.06.07 23:26:00 -
[55] - Quote
Juno Tristan wrote:@LogicLoop are you designing the social spaces as well? For a F2P game Nova needs somewhere to show of your gear and I want to see the other side of the mercs quarters! There is no other side... That door's an airlock straight into space! |
Maken Tosch
DUST University Ivy League
13516
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Posted - 2016.06.08 21:19:00 -
[56] - Quote
Derpty Derp wrote:Juno Tristan wrote:@LogicLoop are you designing the social spaces as well? For a F2P game Nova needs somewhere to show of your gear and I want to see the other side of the mercs quarters! There is no other side... That door's an airlock straight into space!
It was Hodor the whole time.
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Echo 1991
WarRavens Imperium Eden
1250
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Posted - 2016.06.08 22:08:00 -
[57] - Quote
Maken Tosch wrote:Avallo Kantor wrote:How much is team size a factor in map creation, and to what degree would it differ the map?
Also do you plan to have any continuation of the "Socket" system from DUST? I remember when first hearing about it that it could, long term, have huge possibilities for nearly infinite map variations. On the downside, I realize that such customizability takes away from a well designed overall map experience, if you have to design each socket to be potentially independent parts of a larger map. I barely paid any attention to the variance in the sockets in every battle. Even if I did, it hardly mattered to me. I feel it was better to just save the server processing power and have us fight in static maps where the sockets don't change. Besides, since we're likely to be fighting inside ships that have standardized internal structures within them it stands to reason that we will be fighting in very static maps. It would be very hard to implement a socket system for the interior of a ship. It's better to make static maps that represent different parts of the ship. From there you can each generate 3 separate battles across the 3 parts of that ship or perhaps have one seemless battle transitioning from the hangar to the bridge and then to the powerplant depending on the progress of the battle. Also, since we're going into ships I now feel it is high time to get rid of the redline. Instead parts of the interior of the ship should act as physical barriers that just block the player from entering. For example: sliding doors sealed by a hack that occurred just as the attackers initially boarded, collapsed catwalks, force fields that the ship itself deployed to seal off parts of the ship that have suffered a hull breach, etc. I shouldn't be seeing a redline inside a ship. They are redundant in such an environment anyways. PS: To answer your question about team size, it matters in the sense that having too few players in map might result in fights that are unnecessarily long or drawn out because players are not encountering each other as often as they expected. The same is true for the opposite in which too many players could result in what we saw with Domination matches. while i agree with the whole ship battles being the same maps, based on the ship they are in, what about ground battles? Static maps for those would be a waste, unless the maps and number of people were reminiscent of how MAG was.
If CCP could make it so Nova has ground battles similar to how MAG was it would be amazing. Make it so the defender is actually defending an objective and not just 5 control points.
Change the Ion Pistol Fitting Skill Pls.
#PortDust514
'Echo is a dirty hooker' - UnclS2
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Maken Tosch
DUST University Ivy League
13516
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Posted - 2016.06.09 02:12:00 -
[58] - Quote
Echo 1991 wrote: while i agree with the whole ship battles being the same maps, based on the ship they are in, what about ground battles? Static maps for those would be a waste, unless the maps and number of people were reminiscent of how MAG was.
If CCP could make it so Nova has ground battles similar to how MAG was it would be amazing. Make it so the defender is actually defending an objective and not just 5 control points.
I'm not so sure about the planets. Again, it doesn't matter to me whether it's static or ever changing like how we saw with Dust's socket system. But if CCP can pull off the latter without compromising performance, then all the better I guess.
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Marston VC
SVER True Blood RUST415
1857
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Posted - 2016.06.09 02:54:00 -
[59] - Quote
Maken Tosch wrote:Echo 1991 wrote: while i agree with the whole ship battles being the same maps, based on the ship they are in, what about ground battles? Static maps for those would be a waste, unless the maps and number of people were reminiscent of how MAG was.
If CCP could make it so Nova has ground battles similar to how MAG was it would be amazing. Make it so the defender is actually defending an objective and not just 5 control points.
I'm not so sure about the planets. Again, it doesn't matter to me whether it's static or ever changing like how we saw with Dust's socket system. But if CCP can pull off the latter without compromising performance, then all the better I guess.
I think one of the biggest things that washes down CCP's socket system for you is the fact that it really didn't seem to have any tangible effect in most games. Most games had the main facility that would pretty much always be on the same terrain, and off in the outskirts of the map you had little outposts that would occasionally change. If CCP could find a better way to implement the socket idea. Make more maps 'more' modular, Kind of like what someone (maybe you) mentioned above with players having customizable ship map designs that would make it a bit more important for you.
I felt the same way. CCP hyped modular maps as a way to keep the experience fresh despite only having a few "foundations" for each map. I think the idea is sound, but i also feel the console limitations got in the way with how CCP could execute it.
as for planets, I think they are a core aspect for what makes the concept of dust unique. There really isn't a big role for us mercs in the eve universe, outside of planets, that CCP actually has a chance to execute as a concept. Sure one day we might be able to capture citadels or whatever. But i feel developing that is going to be far down the road and thats assuming NOVA works out. Planets on the other hand are static locations in EVE universe and they cant be destroyed. They are "stable" enough in the eve universe to provide a good tangible place for NOVA mercs to have a real tangible effect in EVE without CCP running into the technical problems of trying to figure out how to make the two games work live together (at least early on)
Nova mercs capturing and conquering planets, developing on them and making PI for eve players way more profitable or perhaps creating giant stations and maybe that old doomsday weapon back in skirmish 1.0 would be what I like to see.
OF COURSE performance should be the first thing to consider. CCP needs to make NOVA feel just as smooth and fluid as any of the AAA shooters today. Or at least as smooth as other shooters like CSGO, TF2, and PS2. Bugs need to be kept to a minimum and FPS needs to be a steady 30 FPS MINIMUM (30 is the absolute bottom out) with a 60 FPS optimal. They need to hammer that out because those issues were some of the biggest game breaking problems for so many of the new players back when the game was initially released.
That being said, Im happy to see logicloop being so active on the forums. Just the small amount of posts he's been making, I feel, has made a big impact on a lot of peoples mindsets for the new game!
Marston VC, STB Director
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Marston VC
SVER True Blood RUST415
1857
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Posted - 2016.06.09 03:19:00 -
[60] - Quote
HOLY CRAP! I JUST HAD A GREAT IDEA FOR NOVA! AND FOR EVE ONLINE!
One of the biggest issues for EVE online is how much money is created vs how much money is lost in the game. Basically, prices have been inflating massively the last couple of years in EVE. This idea is, in my opinion, a potentially good and innovative way to create an isk sink in EVE while also providing a dynamic and tangible eve/nova link that (in theory) shouldn't be too hard to create.
Everyone who plays eve knows about concord and how they absolutely decimate anyone who breaks the rules in high sec. Depending on the local security level, Concord will show up in 30 seconds max, and immediately incapacitate your ship via EWAR, then one shot it a second later.
So, what if instead of destroying the eve player's ship, Concord just EWAR's it then forces it to warp off to some secret CCP wormhole or wherever and then promptly puts a contract up on EVE-Nova for Nova mercs to land on the ship and infiltrate/secure it. Who do the Nova Mercs fight against? Easy answer, one of two things, Either NPC Drones that can be "on board security" for these ships, OR other Nova Mercs that the NPC Pirate factions (like angel cartel or serpentis) contracted to also invade/secure the ship from Concord. Heck, EVE players could even create their own contracts to capture back their own ships.
So why would this benefit EVE players? If Concord is able to secure the ship from the onboard defenses/competing factions, they can then take that ship and re-sell it on the player market VIA an open bidding system/contract with the name of the old ship and its former owner being public information. This benefits eve players because pirates might be able to buy back their ships from Concord for sentimental reasons, or it might give unique trading opportunities to other players looking to make extra isk. All the while, CCP creates a giant isk sink because of how much money people would be paying into Concord or other NPC factions.
So why would Nova players benefit from this? It gives them a tangible effect on EVE. It could be used as a way to get loyalty points for NPC factions. It could also be used as a good social tool between EVE/Nova players. It also checks the box of Nova players boarding EVE ships and capturing them that so many people wanted WITHOUT the technical/game mechanic issues involved with having all of that done live during a space battle. If all of this occurs in the "safe" space of an non playable area where only CCP and NPC factions can see then it creates a much easier way to pull this off from a game development point of view.
THE ONLY drawback to this idea that I can see is that CCP would need to design a map for pretty much every ship. One way or another Im positive every type of ship in game has been destroyed (or hopefully one day captured) by Concord. So theres really not a lot of ways around that. Lore/mechanically Concord would just have to say "were not interested in aqcuiring these types of ships yet" to explain lore wise why there aren't any maps for most ships right away, but thats a completely different topic.
Anyway, what do you guys think of that idea? I know I wrote a lot but the idea really is a simple one. It seems like a perfect way to have ship boardings/ captures while avoiding all of the giant gameplay implications having a ship boarding feature in a real EVE battle would create. Its also potentially a massive ISK sink for EVE as a whole which is always welcome in my opinion.
Marston VC, STB Director
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