Pages: 1 2 3 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Juno Tristan
Obscure Reference
1121
|
Posted - 2016.06.02 14:17:00 -
[1] - Quote
With CCP LogicLoop being back in the mix there's a lot of discussion about maps so I thought i'd post my idea
CCP Rattati stated that GÇ£GǪplanetary conquest is something that I consider the key feature of the game. ItGÇÖs where you had the veterans fighting the veterans, and that is on the roadmap.GÇ¥
But he has also stated that there is a greater focus about things being in space, with that in mind I would like to propose that the battles move to orbiting structures, which through being modular in design, can be edited by the controlling corp.
i.e. this door is closed off, this shield generator room is now over here, etc. with the option to also decide where supply depots, spawning points and turrets are placed.
This would give the defending corp an advantage, but could be used as an isk sink
The Final PLC Kill
Dust 514 - My Final Moments
|
Aero Yassavi
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
11304
|
Posted - 2016.06.02 18:48:00 -
[2] - Quote
The ships and structures in EVE can be many times larger than common cities. They could stick to maps in space and still have vehicles and be bigger than Dust maps.
Praetoriani Classiarii Templares = PIE Inc, Amarr dedicated Corp
Channel for AFW Squads & Orbitals: PIE Ground Control
|
LOOKMOM NOHANDS
1125
|
Posted - 2016.06.02 20:33:00 -
[3] - Quote
Being on stations and ships seems right considering the one demo map we saw. I think this also expands on the possibilities in tying in with the lore of Eve. We have already seen mentions of mercenaries boarding in Eve reports.
In theory we could have an event in Nova that comes down to being about a key station and only have the scores from that applied to some happening in Eve giving a soft link that can be used to promote Nova to Eve players. Since there is no actual code or link involved for that to take place it is something that could be a possibility right from the start.
Making the new game take place in an environment that is more integral to Eve instead of trying to create a whole new environment (planetary ownership) gives an amazing amount of different and better opportunities.
FAREWELL 514 /// FAREWELL CCP UNTIL WE HAVE NOVA OR FOREVER WHICH EVER ONE COMES FIRST
|
Avallo Kantor
1160
|
Posted - 2016.06.03 20:02:00 -
[4] - Quote
One thing I would hope to see is modes on the ships that represent us destroying / offlining ship assets during a fight.
I mean taking over a ship is one matter, but a mercenary strike force can be perhaps even more effective on huge ships if they are sent to certain regions with the idea of sabotage. After all, it's not like we need to get out alive.
*Hopes for a way to turn off gravity on a map*
"Mind Blown" - CCP Rattati
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22477
|
Posted - 2016.06.03 20:20:00 -
[5] - Quote
Let's all remember that environs in space need not be limited to ships. In New Eden mining platforms, arcologies, asteroid stations, communicaton hubs, illegal cloning facilities, pirate dens, ruins from ancient civilisations, and more all exist.
That's without even taking into account the terrestrial opportunities for conflict zone so which I sincerely hope and not limited to industrial areas and are expanded to encompass urban zones and exclusion zones.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
|
Avallo Kantor
1160
|
Posted - 2016.06.03 20:43:00 -
[6] - Quote
My true dream for a map is an orbital station where you can jump off, and drop down to a planetary portion of the map.
(Just the idea of basically skydiving from low-orbit)
"Mind Blown" - CCP Rattati
|
maybe deadcatz
Serris Inc
2844
|
Posted - 2016.06.03 20:52:00 -
[7] - Quote
Avallo Kantor wrote:My true dream for a map is an orbital station where you can jump off, and drop down to a planetary portion of the map.
(Just the idea of basically skydiving from low-orbit)
I wonder how many peices of you will hit the planet after rentry burns you up?
Twinkle twinkle little merc, This Dumbsh!t burned up quick.
Like a core locus in the sky Raining chunks like the 4th of july.
Am ded.
|
Terry Webber
WarRavens Auxiliaries
959
|
Posted - 2016.06.04 19:36:00 -
[8] - Quote
Boarding ships and stations would be great but some EVE players don't seem to like the idea about mercenaries messing around in their ship. We might have to stick with boarding only stations or compromise with EVE players to allow us to board both.
Inertial Booster Module
Vehicle Installation
|
Alena Asakura
Rogue Clones Yulai Federation
1138
|
Posted - 2016.06.04 23:38:00 -
[9] - Quote
Terry Webber wrote:Boarding ships and stations would be great but some EVE players don't seem to like the idea about mercenaries messing around in their ship. We might have to stick with boarding only stations or compromise with EVE players to allow us to board both. That's not all EvE players. Golden Day (Golden Dae in EvE) wanted me to come get him in my ship and transport him down to nullsec but I couldn't, simply because that hasn't been implemented yet. I would love if it was. I can't see any good reason why it can't, and as soon as it can, I intend to make use of it.
For those people who don't like the idea, they just don't accept contracts to do so. As with everything else in EvE there will be some way for people to hack their way in, and for that reason there should be a switch to allow the functionality so it's just not possible, to suit those players who never want to do this. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22486
|
Posted - 2016.06.04 23:54:00 -
[10] - Quote
Alena Asakura wrote:Terry Webber wrote:Boarding ships and stations would be great but some EVE players don't seem to like the idea about mercenaries messing around in their ship. We might have to stick with boarding only stations or compromise with EVE players to allow us to board both. That's not all EvE players. Golden Day (Golden Dae in EvE) wanted me to come get him in my ship and transport him down to nullsec but I couldn't, simply because that hasn't been implemented yet. I would love if it was. I can't see any good reason why it can't, and as soon as it can, I intend to make use of it. For those people who don't like the idea, they just don't accept contracts to do so. As with everything else in EvE there will be some way for people to hack their way in, and for that reason there should be a switch to allow the functionality so it's just not possible, to suit those players who never want to do this.
It's just that in may instances being able to 'steal' a ship or 'turn modules off' would be unbelievably unfair to the EVE players who could not fight back fairly especially if the result if potentially crippling and ends up costing them tens of millions of ISK.
Moreover the time scale of an EVE fight and a Nova conflict are completely different.
I could see us assailing orbital infrastructure or PI content but never combat ships be they capital or otherwise.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
|
|
Echo 1991
WarRavens Imperium Eden
1249
|
Posted - 2016.06.05 03:05:00 -
[11] - Quote
At least not player capital ships, NPC capital ships sure. Player ships, Hell no.
Change the Ion Pistol Fitting Skill Pls.
#PortDust514
'Echo is a dirty hooker' - UnclS2
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8198
|
Posted - 2016.06.05 14:12:00 -
[12] - Quote
As far as game modes, using ships and structures for standard matches sounds like a really cool idea.
However, any form of Conquest gameplay needs to stay on planets. You have to realize that now with them being on PC, this could allow them to develop massive open-world environments a few years down the line so we could actually get the gameplay many of us got into this game hoping for.
Trying to have vehicle combat inside a spacecraft doesn't really make a lot of sense, as well. Even if you could do it, I don't think vehicle users would be happy with how limited their mobility and sight-lines would probably be, and they'd be constant sitting ducks for infantry. It's likely any fighting inside ships will be infantry-only, which is likely why they decided to go that route for the start of the game since it won't have vehicles.
I wouldn't worry about Nova players every being inside EVE player ships. Trying to do that would be a special kind of torture on the programmers trying to make the database accept something like that, and I have to imagine the ever-present spectre of lag would rear it's ugly head hardcore if you got enough EVE players involved.
People over on the Valkyrie forums also love to speculate about a future where that game is linked with EVE Online, but you can't have the games linked in space in any way because of EVE's dependence on Time Dilation. Once you get a few thousand EVE players beating on each other and time slows down by 90% there's no way that the other games could participate because they would have to be slowed down too.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Draxus Prime
Nos Nothi
4949
|
Posted - 2016.06.05 14:41:00 -
[13] - Quote
Don't forget http://biomassed.net/wp-content/uploads/2015/12/173e454ad6-HighresScreenshot00017_Small-1024x619.png http://biomassed.net/wp-content/uploads/2015/12/b1087b2933-HighresScreenshot00021_small-1024x542.png
"Spilling floor cleaner only makes the floor cleaner." - Draxus Prime
Closed Beta Vet
Scout
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22487
|
Posted - 2016.06.05 15:25:00 -
[14] - Quote
Mobius Wyvern wrote:As far as game modes, using ships and structures for standard matches sounds like a really cool idea.
However, any form of Conquest gameplay needs to stay on planets. You have to realize that now with them being on PC, this could allow them to develop massive open-world environments a few years down the line so we could actually get the gameplay many of us got into this game hoping for.
Trying to have vehicle combat inside a spacecraft doesn't really make a lot of sense, as well. Even if you could do it, I don't think vehicle users would be happy with how limited their mobility and sight-lines would probably be, and they'd be constant sitting ducks for infantry. It's likely any fighting inside ships will be infantry-only, which is likely why they decided to go that route for the start of the game since it won't have vehicles.
I wouldn't worry about Nova players every being inside EVE player ships. Trying to do that would be a special kind of torture on the programmers trying to make the database accept something like that, and I have to imagine the ever-present spectre of lag would rear it's ugly head hardcore if you got enough EVE players involved.
People over on the Valkyrie forums also love to speculate about a future where that game is linked with EVE Online, but you can't have the games linked in space in any way because of EVE's dependence on Time Dilation. Once you get a few thousand EVE players beating on each other and time slows down by 90% there's no way that the other games could participate because they would have to be slowed down too.
Not sure I totally agree with this. If MTAC's were ever introduced and were compact enough I could get behind using them to clear out ship corridors.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8198
|
Posted - 2016.06.05 15:56:00 -
[15] - Quote
True Adamance wrote:Mobius Wyvern wrote:As far as game modes, using ships and structures for standard matches sounds like a really cool idea.
However, any form of Conquest gameplay needs to stay on planets. You have to realize that now with them being on PC, this could allow them to develop massive open-world environments a few years down the line so we could actually get the gameplay many of us got into this game hoping for.
Trying to have vehicle combat inside a spacecraft doesn't really make a lot of sense, as well. Even if you could do it, I don't think vehicle users would be happy with how limited their mobility and sight-lines would probably be, and they'd be constant sitting ducks for infantry. It's likely any fighting inside ships will be infantry-only, which is likely why they decided to go that route for the start of the game since it won't have vehicles.
I wouldn't worry about Nova players every being inside EVE player ships. Trying to do that would be a special kind of torture on the programmers trying to make the database accept something like that, and I have to imagine the ever-present spectre of lag would rear it's ugly head hardcore if you got enough EVE players involved.
People over on the Valkyrie forums also love to speculate about a future where that game is linked with EVE Online, but you can't have the games linked in space in any way because of EVE's dependence on Time Dilation. Once you get a few thousand EVE players beating on each other and time slows down by 90% there's no way that the other games could participate because they would have to be slowed down too. Not sure I totally agree with this. If MTAC's were ever introduced and were compact enough I could get behind using them to clear out ship corridors. "Corridors" would likely only be big enough for infantry. You're probably looking at the size of corridors we saw in the Project Nova demo.
At most you'd only be able to use them in large open spaces, and how would you even deploy them? I mean, part of what came to mind was the mission Truth and Reconciliation in the first Halo. You could go up to the second level in the hangar bay, turn off the outer shield, and another Pelican with more marines would come in to reinforce you. Maybe that's how you'd be able to get a small vehicle into a Carrier?
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Juno Tristan
Obscure Reference
1134
|
Posted - 2016.06.05 17:06:00 -
[16] - Quote
Structure ship hangers would have all the space you need for vehicles (or at least enough to match the current flight ceiling), plus it could make for some pretty interesting mechanics
For example X Corp won't unlock for fear of being blown up, Y Corp sends in the mercs to steal the ship/kill the eve pilot.
Mercs infiltrate the ship, hack the bridge main computer, boom!, X Corp pilot has booby trapped his ship, the mercs are dead but there was serious damage to the ship and it'll cost X Corp isk to fix it.
The Final PLC Kill
Dust 514 - My Final Moments
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8199
|
Posted - 2016.06.05 18:41:00 -
[17] - Quote
Juno Tristan wrote:Structure ship hangers would have all the space you need for vehicles (or at least enough to match the current flight ceiling), plus it could make for some pretty interesting mechanics
For example X Corp won't unlock for fear of being blown up, Y Corp sends in the mercs to steal the ship/kill the eve pilot.
Mercs infiltrate the ship, hack the bridge main computer, boom!, X Corp pilot has booby trapped his ship, the mercs are dead but there was serious damage to the ship and it'll cost X Corp isk to fix it.
Again, this can NEVER impact EVE gameplay in any way. The server-side logistics would be horrifying and as I already said, as soon as Time Dilation kicks in in a fight the whole system would break down because you would have to allow the Dust players to impact the ship they were inside of in real time while the fight EVE-side has been slowed down up to 90%.
That's not even considering that you'd probably end up with another Jita Riot if CCP tried to set up any mechanic in Nova that allowed players of another game entirely to infiltrate the ships of players who are docked, which is supposed to give you absolute safety.
****, if they actually did that I'd drop both my EVE subscriptions in a heartbeat because that would create levels of unbearable cheese that no one would be able to stomach.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Juno Tristan
Obscure Reference
1134
|
Posted - 2016.06.05 19:30:00 -
[18] - Quote
Mobius Wyvern wrote:Juno Tristan wrote:Structure ship hangers would have all the space you need for vehicles (or at least enough to match the current flight ceiling), plus it could make for some pretty interesting mechanics
For example X Corp won't unlock for fear of being blown up, Y Corp sends in the mercs to steal the ship/kill the eve pilot.
Mercs infiltrate the ship, hack the bridge main computer, boom!, X Corp pilot has booby trapped his ship, the mercs are dead but there was serious damage to the ship and it'll cost X Corp isk to fix it.
Again, this can NEVER impact EVE gameplay in any way. The server-side logistics would be horrifying and as I already said, as soon as Time Dilation kicks in in a fight the whole system would break down because you would have to allow the Dust players to impact the ship they were inside of in real time while the fight EVE-side has been slowed down up to 90%. That's not even considering that you'd probably end up with another Jita Riot if CCP tried to set up any mechanic in Nova that allowed players of another game entirely to infiltrate the ships of players who are docked, which is supposed to give you absolute safety. ****, if they actually did that I'd drop both my EVE subscriptions in a heartbeat because that would create levels of unbearable cheese that no one would be able to stomach.
It would be EVE player against EVE player, the mercs are just the tools used
TIDL wouldn't matter as it's not space, and the data communication been servers would just be change ship armour/hull value to X
Docked ships are not given absolute safety with current wormhole Citadel mechanics
The crux of the mechanic would be to drain the wallets of players who won't undock, but you would still need to know where they are
But ignoring any EVE link, ship hangers would be a good battleground for vehicles
The Final PLC Kill
Dust 514 - My Final Moments
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8199
|
Posted - 2016.06.05 20:26:00 -
[19] - Quote
Juno Tristan wrote:Mobius Wyvern wrote:Juno Tristan wrote:Structure ship hangers would have all the space you need for vehicles (or at least enough to match the current flight ceiling), plus it could make for some pretty interesting mechanics
For example X Corp won't unlock for fear of being blown up, Y Corp sends in the mercs to steal the ship/kill the eve pilot.
Mercs infiltrate the ship, hack the bridge main computer, boom!, X Corp pilot has booby trapped his ship, the mercs are dead but there was serious damage to the ship and it'll cost X Corp isk to fix it.
Again, this can NEVER impact EVE gameplay in any way. The server-side logistics would be horrifying and as I already said, as soon as Time Dilation kicks in in a fight the whole system would break down because you would have to allow the Dust players to impact the ship they were inside of in real time while the fight EVE-side has been slowed down up to 90%. That's not even considering that you'd probably end up with another Jita Riot if CCP tried to set up any mechanic in Nova that allowed players of another game entirely to infiltrate the ships of players who are docked, which is supposed to give you absolute safety. ****, if they actually did that I'd drop both my EVE subscriptions in a heartbeat because that would create levels of unbearable cheese that no one would be able to stomach. It would be EVE player against EVE player, the mercs are just the tools used TIDL wouldn't matter as it's not space, and the data communication been servers would just be change ship armour/hull value to X Docked ships are not given absolute safety with current wormhole Citadel mechanics The crux of the mechanic would be to drain the wallets of players who won't undock, but you would still need to know where they are But ignoring any EVE link, ship hangers would be a good battleground for vehicles That still leaves you with more limited space, and I'm not sure those should be a complete replacement for planets whatsoever.
Kinda funny, honestly. People raged at CCP for announcing planets wouldn't be in at first, but now people are suggesting replacing them with the ship interiors that they used to claim would make the game into a CoD clone.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Juno Tristan
Obscure Reference
1134
|
Posted - 2016.06.05 21:19:00 -
[20] - Quote
Mobius Wyvern wrote:Juno Tristan wrote:Mobius Wyvern wrote:Juno Tristan wrote:Structure ship hangers would have all the space you need for vehicles (or at least enough to match the current flight ceiling), plus it could make for some pretty interesting mechanics
For example X Corp won't unlock for fear of being blown up, Y Corp sends in the mercs to steal the ship/kill the eve pilot.
Mercs infiltrate the ship, hack the bridge main computer, boom!, X Corp pilot has booby trapped his ship, the mercs are dead but there was serious damage to the ship and it'll cost X Corp isk to fix it.
Again, this can NEVER impact EVE gameplay in any way. The server-side logistics would be horrifying and as I already said, as soon as Time Dilation kicks in in a fight the whole system would break down because you would have to allow the Dust players to impact the ship they were inside of in real time while the fight EVE-side has been slowed down up to 90%. That's not even considering that you'd probably end up with another Jita Riot if CCP tried to set up any mechanic in Nova that allowed players of another game entirely to infiltrate the ships of players who are docked, which is supposed to give you absolute safety. ****, if they actually did that I'd drop both my EVE subscriptions in a heartbeat because that would create levels of unbearable cheese that no one would be able to stomach. It would be EVE player against EVE player, the mercs are just the tools used TIDL wouldn't matter as it's not space, and the data communication been servers would just be change ship armour/hull value to X Docked ships are not given absolute safety with current wormhole Citadel mechanics The crux of the mechanic would be to drain the wallets of players who won't undock, but you would still need to know where they are But ignoring any EVE link, ship hangers would be a good battleground for vehicles That still leaves you with more limited space, and I'm not sure those should be a complete replacement for planets whatsoever. Kinda funny, honestly. People raged at CCP for announcing planets wouldn't be in at first, but now people are suggesting replacing them with the ship interiors that they used to claim would make the game into a CoD clone.
My original post was mainly about utilising modular design so that corps can customise their base, so long as vehicles are in it eventually it doesn't matter if it's planetside or in space.
Besides, Eve ship hangers are huge
The Final PLC Kill
Dust 514 - My Final Moments
|
|
|
CCP LogicLoop
C C P C C P Alliance
1509
|
Posted - 2016.06.06 05:22:00 -
[21] - Quote
Don't worry. I've been keeping my eye on this thread. =)
You can catch more flies with honey than with vinegar.
|
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8199
|
Posted - 2016.06.06 11:31:00 -
[22] - Quote
Juno Tristan wrote:Mobius Wyvern wrote:Juno Tristan wrote:Mobius Wyvern wrote:Juno Tristan wrote:Structure ship hangers would have all the space you need for vehicles (or at least enough to match the current flight ceiling), plus it could make for some pretty interesting mechanics
For example X Corp won't unlock for fear of being blown up, Y Corp sends in the mercs to steal the ship/kill the eve pilot.
Mercs infiltrate the ship, hack the bridge main computer, boom!, X Corp pilot has booby trapped his ship, the mercs are dead but there was serious damage to the ship and it'll cost X Corp isk to fix it.
Again, this can NEVER impact EVE gameplay in any way. The server-side logistics would be horrifying and as I already said, as soon as Time Dilation kicks in in a fight the whole system would break down because you would have to allow the Dust players to impact the ship they were inside of in real time while the fight EVE-side has been slowed down up to 90%. That's not even considering that you'd probably end up with another Jita Riot if CCP tried to set up any mechanic in Nova that allowed players of another game entirely to infiltrate the ships of players who are docked, which is supposed to give you absolute safety. ****, if they actually did that I'd drop both my EVE subscriptions in a heartbeat because that would create levels of unbearable cheese that no one would be able to stomach. It would be EVE player against EVE player, the mercs are just the tools used TIDL wouldn't matter as it's not space, and the data communication been servers would just be change ship armour/hull value to X Docked ships are not given absolute safety with current wormhole Citadel mechanics The crux of the mechanic would be to drain the wallets of players who won't undock, but you would still need to know where they are But ignoring any EVE link, ship hangers would be a good battleground for vehicles That still leaves you with more limited space, and I'm not sure those should be a complete replacement for planets whatsoever. Kinda funny, honestly. People raged at CCP for announcing planets wouldn't be in at first, but now people are suggesting replacing them with the ship interiors that they used to claim would make the game into a CoD clone. My original post was mainly about utilising modular design so that corps can customise their base, so long as vehicles are in it eventually it doesn't matter if it's planetside or in space. Besides, Eve ship hangers are huge I'm aware of that, but you'll also notice they don't have a lot of open areas that are good for vehicle usage. There are a lot of corridors and walkways that wrap around the hangar, but also consider that with the size of the hangar those distances would be beyond the Absolute Range stats of all the weapons we had in Dust 514 pretty much without exception.
Like I said, I've got no beef with the concept of having as much fighting as possible in NPC-controlled ships and structures because I always wanted that before. However I also think that being able to own Districts and even Planets is an important gameplay element that gives Corporations and Alliances a far more persistent experience, especially if procedural generation can be used to create a huge variety of terrain like Frontier Developments has done with Elite: Dangerous.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Bright Cloud
Namtar Elite Gallente Federation
1943
|
Posted - 2016.06.06 11:35:00 -
[23] - Quote
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.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
|
Kevall Longstride
DUST University Ivy League
3876
|
Posted - 2016.06.06 11:36:00 -
[24] - Quote
CCP LogicLoop wrote:Don't worry. I've been keeping my eye on this thread. =)
I'll say
https://twitter.com/ccp_logicloop/status/739639610515574784
CPM 1&2 Member
CEO of DUST University
|
Fox Gaden
Immortal Guides
7766
|
Posted - 2016.06.06 12:28:00 -
[25] - 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. Shouldn't that have been a Dark Cloud post?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8199
|
Posted - 2016.06.06 14:38:00 -
[26] - Quote
Fox Gaden wrote: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. Shouldn't that have been a Dark Cloud post? Witty. I will +1 it.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Avallo Kantor
1163
|
Posted - 2016.06.06 18:46:00 -
[27] - Quote
One thing I have always thought of for DUST / EVE gameplay in regards to ships was the notion of DUST mercs being a 'payload' type for EVE ships to use.
For example have special ship types that have landing pods / (those troop transports from the Future of EVE video) as their high slot armament. Then they contract out, or use corp mercs to be the ones ready to implant themselves in the inert clones if they manage to land. (Why bother having the mercs in the clones before that?)
What then happens is that in EVE during a battle, this weapon can be deployed by an EVE ship against another EVE ship. If successful this creates (on a separate battle server) a combat contract that the mercenaries can then take. Meanwhile a defensive contract opens up for the other side and a battle spools up. Objectives in the map can vary, as can size of deployment / map. The infiltrating force then vies for completion of those objectives. As certain events happen, the battle server sends a two part message back to the EVE side of things.
This message would be: [Timestamp, Event]
The EVE client would then treat this as any other activity in the game, taking the appropriate action once the relevant event is received. The timestamp can then be used in Time Dilation environments to determine when the event fires in EVE.
As an example:
Let us assume 2 fleets. A and B. In addition to those two fleets, two companies have been formed Ac and Bc. (Companies in this case meaning a large collection of mercs) These companies have been set up to see contracts that form on their respective fleets.
A and B engage in battle. During the battle A uses ships that are fitted with these boarding parties to attack fleet B. These create a number of contracts where Ac attacks Bc. These appear in some sort of contract system.
In the battles Ac manages to achieve certain objectives against certain ships. Let's say one effect is to damage engines, which mechanically act as a web effect until resolved. This happens 5 min into the battle. So the battle, that is running on a separate server, sends to the server running the EVE battle [Timestamp of battle start + 5 min, Web Effect on [Ship ID]].
Meanwhile, because of the size of the battle in EVE, time dilation has taken effect let's say... 10%. This means that when the event is received, the server knows that server time has not reached the timestamp of that event, and simply holds it in queue. After a set period of server time has passed that is the timestamped time, the event triggers in EVE.
-example over-
In this way, the following is achieved:
1) EVE ships can only have this action inflicted on them by another EVE ship. [Mercs can not invade a player ship without EVE actions]
2) Contracts are created as events so that you can have a pool of people who can take them. You do not need to have every ship filled with mercs and only those mercs. Those with the permissions to view fleet contracts can join any event. [Attack or Defense]
3) Battles happen on separate servers from EVE battles as not to have the two fight over resources. The only events that are sent over are short individual events that can be easily sent. It could be set up in such a way as to only have "one additional connection" load on the server. (And a fairly inactive connection at that, most user connections would be sending -far- more events to a server)
"Mind Blown" - CCP Rattati
|
knight guard fury
Sebiestor Field Sappers Minmatar Republic
1769
|
Posted - 2016.06.06 19:48:00 -
[28] - Quote
Reading through this thread I do agree with some of you that our battles should preferably be in stations and NPC ships to avoid EVE players QQ'ing that we f!cked their ship up in a station or something of that matter, but I also think that EVE players could willing allow certain ships of their choosing to let us Mercs. to fight in so that way we can have our fun and they can sacrifice a ship, but in that case they would probably want some type of reward in return.
[Idea] also i was thinking for PC, since its possibly being moved to stations, we could also involve some other competitive game type that allowed us to fight in NPC ships and which ever Corp of mercs win that battle then they control a certain amount of EVE side NPC ships to protect that station. (anything from a 6v6 frig/dessie fight to a 16v16 or 32v32 capitol fight for control of that ship)
As far as vehicles, that will be limited to what part of the station or ship your fighting in, for example if its the hangers or bay areas then yea of course there should be vehicles but corridors or more compact areas will have to be infantry only.
Kin of the Vherokior tribe and warrior of the republic
Self proclaimed minmatar lore master
|
Nirwanda Vaughns
1961
|
Posted - 2016.06.06 22:10:00 -
[29] - Quote
For me, when an idea of an FPS in the EVE universe was given the go ahead, my first thoughts were that the shooters would be used to invade the stations (and eventually capital ships) of the enemy forces.
In alliance battles i want it that when a target has taken enough damage the shielding around a docking bay on either ship or station an EVE or Valkyrie pilot can fly a troop transporter into the docking bay. from there you have to work your way through the corridors taking down enemy reinforcements. On a capital ship you work your way to the capsuleer bay and by blasting the capsuleer while in their pod one of your pilots can jump in and the ship becomes friendly. On a station you work your way through to the control room to capture the station and turn the defenses onto enemy ships instead of friendly or work your way to the power core and blow it. All the while having to fend off any clones the reddots have available.
admittedly devs have said they want to leave the eve connection out of it but it'd be pretty badass having all 3 games (EVE/Valkyrie/FPS) all working together in a battle, as was the dream
Find me in the new world or PSN: LaughlynVaughns
Facebook: Nirwanda Vaughns or It's An Ashton (business page)
|
Juno Tristan
Obscure Reference
1138
|
Posted - 2016.06.06 22:41:00 -
[30] - Quote
Avallo Kantor wrote:Avallo stuff
I like it but I think that any ship boarding has to come with the option for EVE pilots to use AI/Drones, so PVE from the Merc perspective, because otherwise they are dependant on other players and it would be too easy to game (deliberately throwing the fight)
It would be an additional cost like ship insurance, with the platinum tier offering near unbeatable defense.
In the example I gave the pilot had the option to booby trap their ship, they have a defence but its going to cost them.
The Final PLC Kill
Dust 514 - My Final Moments
|
|
Juno Tristan
Obscure Reference
1138
|
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
|
Garth Mandra
The Southern Legion
415
|
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
|
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.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
|
CCP LogicLoop
C C P C C P Alliance
1520
|
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.
|
|
|
CCP LogicLoop
C C P C C P Alliance
1520
|
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.
|
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22488
|
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.
|
Avallo Kantor
1164
|
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
|
|
CCP LogicLoop
C C P C C P Alliance
1523
|
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.
|
|
Baltazar Pontain
Blauhelme
197
|
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
|
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
|
|
Maken Tosch
DUST University Ivy League
13511
|
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?
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
|
CCP LogicLoop
C C P C C P Alliance
1525
|
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.
|
|
Juno Tristan
Obscure Reference
1140
|
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
|
|
CCP LogicLoop
C C P C C P Alliance
1531
|
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.
|
|
Lex DOCIEL
Mikramurka Shock Troop Minmatar Republic
277
|
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.
|
Juno Tristan
Obscure Reference
1140
|
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
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8203
|
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
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8203
|
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
|
Blakk Blood
The Hundred Acre Hood
25
|
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
|
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
|
|
Juno Tristan
Obscure Reference
1142
|
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
|
Avallo Kantor
1167
|
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
|
Maken Tosch
DUST University Ivy League
13513
|
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.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
DeathwindRising
ROGUE RELICS
1457
|
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
|
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
|
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.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
Echo 1991
WarRavens Imperium Eden
1250
|
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
|
Maken Tosch
DUST University Ivy League
13516
|
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.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
Marston VC
SVER True Blood RUST415
1857
|
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
|
Marston VC
SVER True Blood RUST415
1857
|
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
|
|
Arkena Wyrnspire
Fatal Absolution Bleeding Sun Conglomerate
30060
|
Posted - 2016.06.09 11:14:00 -
[61] - Quote
Fox Gaden wrote: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. Shouldn't that have been a Dark Cloud post?
Isn't his TDC account permabanned?
Gentlemen. It has been a pleasure. o7
|
Maken Tosch
DUST University Ivy League
13519
|
Posted - 2016.06.09 21:52:00 -
[62] - Quote
Marston VC wrote:
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.
[...]
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!
I agree. That might be why it didn't matter to me. And it didn't help that the large, medium, and small sockets were static as well meaning they didn't have any moving parts. No cranes moving, no doors opening or closing, etc. There was just no way to effect the map other than to just blob the opponents and spam uplinks all over the place.
As for the stability of Project Nova, CCP Rattati and CCP Frame mentioned on at least one of the interviews that they are aiming for a consistent 60 CCP Frames per second. And that is just for starters. It is extremely likely that it's because most PC players expect at least 60 frames per second on the games they play especially competitive PC gamers who see that every little frame counts.
And finally, I'm also happy to see CCP Logicloop back in action.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
Maken Tosch
DUST University Ivy League
13519
|
Posted - 2016.06.09 22:13:00 -
[63] - Quote
Marston VC wrote: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.
Interesting idea indeed. Although I think I will have to disagree on the part about too much ISK going into the Eve Online economy. CCP just recently posted their Monthly Economic Report for May 2016.
Source: https://community.eveonline.com/news/dev-blogs/monthly-economic-report-may-2016/
Pay particular attention to this one graph. http://content.eveonline.com/www/newssystem/media/70343/1/9a_sinksfaucets.png
If I understand this graph correctly, the ISK sink is actually bigger than the faucet. Please correct me if I'm wrong about that. So I don't think Eve is suffer from inflation.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
TheD1CK
Dead Man's Game Preatoriani
3412
|
Posted - 2016.06.10 11:51:00 -
[64] - Quote
The interior gameplay seen so far is cool... IF!
It is only a part of the package, such as smaller team public matches - added gamemodes but the real cheery on top would be if it directly affects Eve, and rather than have us running about pewpewing on a ship.. we are literally fighting to defend/destroy it via another Eve ship deploying the clones in attack.. The videos seens os far, have 2 uses.. TDM modes.. or Raiding.. as a side dish to the main course....
OPEN planet fighting.
If we had for example, defenders owning the entire map "Line Harvest" while the attackers spawn from "Manus peak" with a stretch of open land in between, maybe even outposts scattered in this area for added AA/AV turret defence.. WOW
Logicloop is the only one I'd trust to give opinions on what can be done here.. but at the end of the day, my concern is that we have more reasons to fight, more options on how to fight.. and move as far away from the bland lobby shooter we had and onto the immersive battles we all signed up for when Dust514 began....
*sigh* 4 years later, the dreams still haunt me
Pub chat "DeadMansGame"
Squads, rage, trolls, Qsyncs, CARNAGE.. and stuff.
|
TheD1CK
Dead Man's Game Preatoriani
3412
|
Posted - 2016.06.10 11:58:00 -
[65] - Quote
Arkena Wyrnspire wrote:Fox Gaden wrote: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. Shouldn't that have been a Dark Cloud post? Isn't his TDC account permabanned?
Surely
TDC makes a LOT of valid points.. Just lacks the required manner to get them across
It is a shame though, I relate to it, after this long giving anything other than bitter feedback is tough, because many of us have tried.. only to see the opposite take shape, so it has burnt out 90% of the dedicated players who have a say...
The walls listen more, so we just rant like the crazy people we are
Don't take it personally LL, some of the sh!tposting makes sense and depending how you see it, is justified. And some of the best posting.. Has been so far from the reality of what happens in game.. is madness
Good luck wading through it!
Pub chat "DeadMansGame"
Squads, rage, trolls, Qsyncs, CARNAGE.. and stuff.
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22495
|
Posted - 2016.06.10 13:23:00 -
[66] - Quote
Maken Tosch wrote:
EDIT: By the way, Eve Online still has that one feature where Faction Warfare systems can still be affected by Dust 514 battles. Obviously no one is playing Dust anymore but the feature is still there regardless. Considering the level of connectivity Dust had with Eve, I can see FW still being one of the first cross-game features if that were to ever happen.
Sadly you know as well as I do that the Dust 514 FW system was not a very good one at all and hardly representative of militia effort as a whole and merely of individual fights at 30 minute intervals on random planets in systems no sane eve player cared about.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
|
Maken Tosch
DUST University Ivy League
13520
|
Posted - 2016.06.10 21:12:00 -
[67] - Quote
True Adamance wrote:Maken Tosch wrote:
EDIT: By the way, Eve Online still has that one feature where Faction Warfare systems can still be affected by Dust 514 battles. Obviously no one is playing Dust anymore but the feature is still there regardless. Considering the level of connectivity Dust had with Eve, I can see FW still being one of the first cross-game features if that were to ever happen.
Sadly you know as well as I do that the Dust 514 FW system was not a very good one at all and hardly representative of militia effort as a whole and merely of individual fights at 30 minute intervals on random planets in systems no sane eve player cared about.
Here is hoping Project Nova can improve upon that. At the very least later down the road after Nova has established its own foundation there needs to be tools in place that enable both Capsuleers and Mercenaries to better coordinate. Eve players should be able to know in advance which planet the next battle will take place while having, by default, a direct line of communication with the ground troops.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
22495
|
Posted - 2016.06.11 00:32:00 -
[68] - Quote
Maken Tosch wrote:True Adamance wrote:Maken Tosch wrote:
EDIT: By the way, Eve Online still has that one feature where Faction Warfare systems can still be affected by Dust 514 battles. Obviously no one is playing Dust anymore but the feature is still there regardless. Considering the level of connectivity Dust had with Eve, I can see FW still being one of the first cross-game features if that were to ever happen.
Sadly you know as well as I do that the Dust 514 FW system was not a very good one at all and hardly representative of militia effort as a whole and merely of individual fights at 30 minute intervals on random planets in systems no sane eve player cared about. Here is hoping Project Nova can improve upon that. At the very least later down the road after Nova has established its own foundation there needs to be tools in place that enable both Capsuleers and Mercenaries to better coordinate. Eve players should be able to know in advance which planet the next battle will take place while having, by default, a direct line of communication with the ground troops.
No. The option to choose specific systems to attack needs to make it into the game. We'll never have real value otherwise.
Waves that dye the land gold.
Blessed breath to nurture life in a land of wheat.
A path the Sef descend drawn in ash.
|
ceb bou
WarRavens Imperium Eden
5
|
Posted - 2016.06.11 00:53:00 -
[69] - Quote
A cool mode to add in (as a private match instead of public) would be 4v4 squad fights to show other squads who is boss. In Eve superiority is shown in your history of how good you do, so having a small map to demonstrate your skills against other squads would either make you look like a more desirable player to have in a Planetary Conquest or a less capable player. |
Maken Tosch
DUST University Ivy League
13523
|
Posted - 2016.06.11 00:55:00 -
[70] - Quote
True Adamance wrote:
No. The option to choose specific systems to attack needs to make it into the game. We'll never have real value otherwise.
Why not couple your idea with mine? Let ground troops decide where to fight and then let the system send out a message to affected faction players in Eve of the incoming ground battle.
EDIT: Fixed a bad quote.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
|
Derpty Derp
Dead Man's Game
1432
|
Posted - 2016.06.11 01:21:00 -
[71] - Quote
True Adamance wrote: No. The option to choose specific systems to attack needs to make it into the game. We'll never have real value otherwise.
As much as I would love to see a game that has a real impact on the Eve Universe... That kind of connection can't be allowed in from the start, because they can't possibly risk screwing up the whole place with an untested game.
It's gotta start small and work its way up slowly... We all know what happens when CCP make a load of big changes in one go. |
Marston VC
SVER True Blood RUST415
1858
|
Posted - 2016.06.11 01:29:00 -
[72] - Quote
Another thing ccp needs to keep an eye on is player incentive on the eve side to participate, once we do go back to planetary conquest, nova corps that own a planet, or districts on a planet should be able to have a direct impact on eve players PI, be able to boost production but also set their own tax rates and have other tangible effects. Make it so that nova players can produce nova only items that have benefits to various eve things.
Of course, not huge impacts. Soft buffs like specialized modules that have slightly better stats then other items, or passive regional bonuses that reduce Corp/alliance members market broker fees if nova players own the planet a station is near. Small passive benefits that would get a lot of push from the filthy rich eve players that actually care about those small differences.
Dust didn't have these things. On top of that, eve didn't have any real connection to dust. You could have a 100 man fleet over a planet in dust, but only be able to launch 1 orbital every once in a while??? Come on! Instead of one big orbital, make it so that all those ships can shoot multiple small scale orbitals, and make it so that a commander in the MCC is in control of all of them rather then each squad leader! Also, give reasonable bounties to eve players who assist in orbital kills! These seem like soft features that wouldn't destroy any eve ecosystem but would instead create a positive atmosphere for cross game cooperation! Just my idea a though. I'm only posting this here because logic loop said he would be keeping an eye on this thread!
Marston VC, STB Director
|
Maken Tosch
DUST University Ivy League
13523
|
Posted - 2016.06.11 01:34:00 -
[73] - Quote
Derpty Derp wrote:True Adamance wrote: No. The option to choose specific systems to attack needs to make it into the game. We'll never have real value otherwise.
As much as I would love to see a game that has a real impact on the Eve Universe... That kind of connection can't be allowed in from the start, because they can't possibly risk screwing up the whole place with an untested game. It's gotta start small and work its way up slowly... We all know what happens when CCP make a load of big changes in one go.
I'm pretty sure True and I understand that ideas involving this much connectivity are likely not going to be implemented for a very long time anyways given what we previously experienced with Dust 514 and where CCP wants to start off first with Nova.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
Marston VC
SVER True Blood RUST415
1858
|
Posted - 2016.06.11 01:40:00 -
[74] - Quote
Maken Tosch wrote:Marston VC wrote: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. Interesting idea indeed. Although I think I will have to disagree on the part about too much ISK going into the Eve Online economy. CCP just recently posted their Monthly Economic Report for May 2016. Source: https://community.eveonline.com/news/dev-blogs/monthly-economic-report-may-2016/Pay particular attention to this one graph. http://content.eveonline.com/www/newssystem/media/70343/1/9a_sinksfaucets.pngIf I understand this graph correctly, the ISK sink is actually bigger than the faucet. Please correct me if I'm wrong about that. So I don't think Eve is suffer from inflation. EDIT: By the way, Eve Online still has that one feature where Faction Warfare systems can still be affected by Dust 514 battles. Obviously no one is playing Dust anymore but the feature is still there regardless. Considering the level of connectivity Dust had with Eve, I can see FW still being one of the first cross-game features if that were to ever happen.
Perhaps my isk sink theory is out of date, regardless it would still give ccp an excuse to have us take over ships and introduce the concept into the game! And yes, faction warfare is a great idea if they can find a way to link it stronger to dust. An idea I just came up with for that would be similar to the hard point game mode in call of duty with some small twists.
Make it so that faction warfare in eve, for whatever reason, has to follow along the path of nova players fighting battles on one specific planet/system of planets at a time.
How this works:
The computer drops all nova players in matches at a "neutral"/contested solar system in eve. The eve players, for an undecided game mechanic right now, have to/are encouraged to follow the solar system the nova players are concentrated. Depending on the outcomes of the nova players battles, the system for the next "hot spot" will change deeper into either factions space depending on who won the ground battle in nova.
This in my opinion would make faction warfare in eve a lot more lively AND give nova players a cool interaction too. Of course, make it so that if your faction owns space you have a lot more opportunity on the ground side too.
Basically the possibilities are endless!
Marston VC, STB Director
|
Maken Tosch
DUST University Ivy League
13527
|
Posted - 2016.06.11 16:25:00 -
[75] - Quote
I just realized something. This whole time we were talking about Nova's connectivity with Nova while ignoring the fact that this thread is mainly about Nova Maps and PC gameplay. I think we should get back to that original topic.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
Marston VC
SVER True Blood RUST415
1858
|
Posted - 2016.06.11 17:27:00 -
[76] - Quote
Maken Tosch wrote:I just realized something. This whole time we were talking about Nova's connectivity with Nova while ignoring the fact that this thread is mainly about Nova Maps and PC gameplay. I think we should get back to that original topic.
The topic of nova/eve connectivity is very important as far as map design and setting selection goes in my opinion ;)
But yeah, I love the idea of ships in eve if they can make them dynamic with opening and closing corridors and such. Perhaps control panels that teammates can activate would open and close different doors. My only warning to logic loop here is to take special care that these ship maps have a balanced amount of CQC and long range combat spaces. According to the demo there will be at least minmatar snipers. So it's important to have at least some level of map balance to accommodate these different play styles.
Dust was actually pretty decent with map balance. (With some noted exceptions) so I expect it to be more or less the same with nova. Hopefully with unreal engine 4 and being on PC, having a more dynamic/changing map will be possible.
One idea I have would be to have planetary shields. Basically the shields would stop any attacker from being able to use orbitals until the ground troops can take over the "shield control room". This type of map design/features would be perfect for a game mode like skirmish 1.0. It would also make a clear difference between being on attack and on defense
Marston VC, STB Director
|
Maken Tosch
DUST University Ivy League
13528
|
Posted - 2016.06.11 17:40:00 -
[77] - Quote
What about Warbarges? Every Dust merc had one and there use to be plans for corporations to have one. Those warbarges are so large that you can fit 2-3 MCCs in its hangar. Imagine the fights in that for control of each other's barges.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8213
|
Posted - 2016.06.11 22:35:00 -
[78] - Quote
Maken Tosch wrote:What about Warbarges? Every Dust merc had one and there use to be plans for corporations to have one. Those warbarges are so large that you can fit 2-3 MCCs in its hangar. Imagine the fights in that for control of each other's barges. Personally I think there's no question as far as those being in the game. I would consider Warbarge raids to be an essential feature.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Marston VC
SVER True Blood RUST415
1858
|
Posted - 2016.06.12 18:09:00 -
[79] - Quote
Maken Tosch wrote:What about Warbarges? Every Dust merc had one and there use to be plans for corporations to have one. Those warbarges are so large that you can fit 2-3 MCCs in its hangar. Imagine the fights in that for control of each other's barges.
Speaking of MCC's wouldn't it be cool if they had something like battlefields 2142 Titan mode? Where the game ends when one team takes control of the map then invades the opposing MCC and captures it? That feature alone would have made dust seem a lot more cool
Marston VC, STB Director
|
Maken Tosch
DUST University Ivy League
13531
|
Posted - 2016.06.12 19:31:00 -
[80] - Quote
Marston VC wrote:Maken Tosch wrote:What about Warbarges? Every Dust merc had one and there use to be plans for corporations to have one. Those warbarges are so large that you can fit 2-3 MCCs in its hangar. Imagine the fights in that for control of each other's barges. Speaking of MCC's wouldn't it be cool if they had something like battlefields 2142 Titan mode? Where the game ends when one team takes control of the map then invades the opposing MCC and captures it? That feature alone would have made dust seem a lot more cool
I can imagine Project Nova becoming an ode or tribute to the previous games that people enjoyed like BF 2142 and MAG. Especially MAG.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
|
Mobius Wyvern
Night Theifs Curatores Veritatis Alliance
8216
|
Posted - 2016.06.14 16:06:00 -
[81] - Quote
Maken Tosch wrote:Marston VC wrote:Maken Tosch wrote:What about Warbarges? Every Dust merc had one and there use to be plans for corporations to have one. Those warbarges are so large that you can fit 2-3 MCCs in its hangar. Imagine the fights in that for control of each other's barges. Speaking of MCC's wouldn't it be cool if they had something like battlefields 2142 Titan mode? Where the game ends when one team takes control of the map then invades the opposing MCC and captures it? That feature alone would have made dust seem a lot more cool I can imagine Project Nova becoming an ode or tribute to the previous games that people enjoyed like BF 2142 and MAG. Especially MAG. I would say especially BF2142, but I never actually played M.A.G.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
|
Maken Tosch
DUST University Ivy League
13544
|
Posted - 2016.06.14 21:22:00 -
[82] - Quote
Mobius Wyvern wrote:I would say especially BF2142, but I never actually played M.A.G.
I recall a lot of M.A.G. players came over from that game to enjoy Dust for two reasons.
1. M.A.G. was shutting down at the time. 2. Dust 514 was hyped by CCP at the time (again, no promises made) saying that they hoped to one day have about 128 players fighting against each other in a single battle. Probably to try to emulate Eve Online's epic battles.
EDIT: I forgot there was a third reason. M.A.G. Tribute dropsuits which came later on. SVR, Raven, and I forgot what the third one was.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
|
|
|
|
Pages: 1 2 3 :: [one page] |