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Posted - 2016.11.08 15:52:00 -
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Mobius Wyvern wrote:DUST Fiend wrote:Its a cool idea I guess but it kind of devalues good uplink placement and simply locking down an area. Instead of having to communicate to see if an area is clear, you can always spawn casually and be safe and sound.
Just seems like a very casual mechanic for a "thinking mans" FPS The idea is that's only for "Hard Spawns". Uplinks wouldn't get that protection, which therefore retains the importance of good uplink placement.
I think his point was making the assumption that uplinks would not get the same protection. Some players would weigh spawning in a strategic yet potentially camped uplink against team-spawning in a safety bubble free of camping even if the location might not be all that strategic. I can see more than a few players thinking, "screw location, if my squad can cover half the field rather than MCC spawning then that's good enough."
I'm curious. If I'm damped out in my light cloak fit to get past the sentry for a CRU hack, are they not immediately notified that someone has initiated a hack? While the reds are protected, I am not. Drop a grenade or spray the CRU once, and you've cancelled my hack attempt. Granted, you are now vulnerable to enemy fire, but the next heavy spawning in is not.
I'm not against the idea necessarily, but I think as it is it may create more issues to chase than another idea. Granted, I don't have another idea at the moment ;) So there's that.
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Posted - 2016.11.08 16:37:00 -
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Fox Gaden wrote:Here is a question:
Would it be better for this to be a complete invulnerability, or just an extension of the CRU shields to cover the newly spawned until they move out of range or fire?
Having it just be that you spawn inside the CRU shields makes more sense from a Lore perspective. It also means you can counter this with AV weapons or a Tank, by taking down the shields before you move in for a Hack. It could also mean AV taking down the shields to spawn camp, but it would take a lot more effort than it did in DUST.
So, is an extension of the CRU shields enough, or does it need to be a complete invulnerability?
I really like the direction this idea is going.
I like that shields in this example are vulnerable as well. Players are able to attack the temporary security of this structure to break the shell. If they break the shell, it doesn't matter what's inside as those hiding are then open to attack. If they are defeated, the CRU is open to hacking. If hacked, shields are reset for the other side.
On the other hand, the spawning squad has the option to wait until the entire squad has spawned hoping that CRU shields will last, or choose to retaliate losing the CRU shield protection but ultimately having a hand in maintaining the CRU shields for the remaining squad to spawn to help.
I can see this being a micro-battle reinforcing the overall field war of capturing and protecting objectives. That is if anyone bothers with it.
Hrmmmm....
Shields are subject to A/V, vehicle, and some light weaponry though minimal. whatever.
Shields protect those within range for a set time, or until a spawned character opens fire on a red (protection only drops for the instigator, not the squad---though it would be interesting if protection is dropped for the entire squad! That alone could open doors to strengthening team bonds AND allow for saboteurs), or until shields are depleted by enemy forces. Whichever comes first.
Armor, has the same vulnerabilities but is designed to only protect the structure. Armor does not extend to help spawning players. Should we be able to destroy these structures now? Or would it be more interesting to only disable once armor/hull is depleted? Perhaps this could open the door for a logi module to repair small structures with an extended hack time with optional skills available to reduce this hack time. That might make for an interesting specialist for those that care for it. This could apply to turrets as well, but this is getting beyond the point of the post. I don't want to derail! It would be fun though if you know that you are losing the CRU, to make a last-ditch "FU" to the reds by deliberately blowing the remaining armor of the structure preventing the opposing force to quickly hack and claim it. If they are not fielding the appropriate equipment to repair the CRU, they have just wasted a LOT of time trying to capture it. Too, by this time your squad has already started spawning in other points and are converging on your location to clean up the mess---hopefully, with the fitted logi for repairs.
I think some mechanic needs to be in place to help prevent abuse or to keep Uplinks viable as to the point Dust Fiend brought up earlier. If shields are protecting the spawning squad, then perhaps you must queue to spawn at a particular CRU. An entire squad cannot spawn at once. Either one or two at a time until your squad is fielded. If you select an active CRU you are told to please wait, the CRU you have chosen is at capacity; you are in queue. Display the typical ring timer to show you how long you must wait until you are able to initiate spawn, which would be automatic unless you cancel or change spawn points.
Something like this would open up strategy as to who spawns first. If there is resistance at the CRU, that player can choose an appropriate fitting to defend the CRU that may be under attack for potential hacking. Choosing to defend the point opens him/her up removes the protection of the CRU but will distract the reds and could extend the shield life of that CRU enough for the remaining squad to spawn in. Defense increases as each new player spawns, further splitting the incoming fire if spawns initiate fire, allowing shields to maintain or even regenerate depending on tech available. As to what these time limits are, I couldn't guess. The protection of the first to spawn-in should not be long enough for an entire squad to catch up, further forcing thought as to who and in what fitting first spawns.
From the attacker's perspective, you start firing on a CRU. A sentry spawns and begins firing on you. You must choose to gamble: continue hitting the CRU to hopefully take out its shields completely before the sentry takes you out or attack the sentry directly. If you take out the CRU, his squad mates are unprotected but you will not survive. If you take out the sentry, you survive, but additional reds will spawn in and you have another matter on your hands to deal with.
This scenario is clearly not EvE, but I'm not sure if EvE mechanics as they stand can work as well in the FPS time frame. Also, as I have just bastardized the idea so far, it may no longer be more than just an extension of what already exists. We just added a slight extension to spawn-ins from a CRU. Even that is subject to attack.
Iderno. Fun thinking though.
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Posted - 2016.11.08 21:43:00 -
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^ Did you imagine these a fixed and only working for the team that deployed them? Or is everything hack-able still?
Are we assuming a corporation can own and field CRUs as consumable assets? So the team/corp owns the structure(s), each receiving power from a single networked "capacitor?" Would that capacitor then require skills for efficiency as with EvE ship capacitors? Are those capacitors residing on the battle field exposed to damage, hacking, or siphoning/vampire modules? That could be fun.
Attack, claim, and hold objectives for Null weaponry; strategically place a networked system of CRUs, each with unique shield, armor, and depletion caps based on structure class and supporting skills powered by a single centralized capacitor structure that too is spec'ed based on structure class and supporting skills; each structure is at risk of damage and/or conversion to the enemy team so it could never be a "set and forget" strategy. Suddenly the field is more than A, B, and C. Way more.
Attack, hack, and hold one CRU at a time or spend a considerable longer effort attacking and possibly destroying the enemy's CRU capacitor station, effectively wiping out their ability to launch CRU squad spawns?
I am assuming that corps can stock, launch, and repair their own CRU structures, with each corp/team having a number cap based on corp skills (however that plays out). I guess I'm going back to the MCC pilot fantasy to fill those roles, or something similar. Either they get destroyed over the course of a match and the MCC pilot (for lack of a better idea) can deploy replacements, or dedicated logis could repair downed structures. Perhaps no hacking then by the other team unless they first destroy the networked capacitor station. Doing so sets each CRU into critical isolation mode where it can then only use armor. In this state, each CRU would be vulnerable to enemy hacking. I can see this becoming a huge wack-a-mole for those who want to play it. I would.
lol. I can get carried away I guess. sorry
kitten bacon taco (nom)
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