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Fox Gaden
Immortal Guides
7978
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Posted - 2016.11.08 20:32:00 -
[1] - Quote
First, knowing very little about NOVA we use DUST as the base point for theocrafting. Second, non of these are my ideas, except maybe the WP pool, but I might have heard that from someone. I am not sure.
Drop Uplink Proximity Limitations:
Lore Explanation: A Drop Uplink tethers an unstable wormhole. If you deploy an Uplink too close to an existing uplink the new wormhole will cause the existing wormhole to collapse.
Mechanics: If you deploy an Uplink, it will destroy any friendly uplink within 10m.
Game Impact: This prevents Uplink spam, and encourages quality uplink placement over quantity.
Comment: It might be good to have a red light display on the Uplink you are carrying if you are within 10m of another Uplink.
CRU powered Uplinks:
Lore Explanation: The idea is that the CRU generates the wormhole connection with the MCC or Warbarge, and then extends the warmhole to the Drop Uplink.
Mechanics: The spawn time on an Uplink is directly proportional to how close it is to the nearest friendly CRU. (MCC counds as a CRU.)
Game Impact: Taking a CRU will give your uplinks faster spawn times in that area and make enemy Uplink respawns in the area slower. This provides a defined and significant way to gain control over an area of the map. It makes CRU's a more important secondary objective. Instead of hunting down and destroying all the Uplinks in an area, you can slow them all down by hacking the nearest CRU. It would also mean that letting an enemy keep a CRU so you can spawn camp it would be even more risky, as that CRU gives the enemy the ability to set fast spawn Uplinks close to your position.
CRU Shield tethering:
Lore Explanation: The CRU extends its shields to shelter newly spawned players until they move too far away from the CRU or they disrupt the shield by firing or deploying equipment.
Mechanics: When you spawn you are protected by the CRU's shield until you move 10 m (for example) from the CRU, or you fire your weapon or deploy equipment. While shielded, if someone shoots you the CRU's shields take the damage. If the CRU's shields are down you get no protection.
Game Impact: Discourages CRU camping, or at least makes it more difficult and more dangerous. It would make hacking a CRU more dangerous, but if the enemy is spawning too frequently you can always use Remote Explosives, AV, or a Tank to take the CRU's shields down before hacking it.
Comment: Uplinks would not have this protection, but would still have you spawn cloaked.
Skyspawn:
Lore Explanation: One spawning option is to have your clone dropped from the warbarge in a protective shell which splits open 1000m above the battlefield.
Mechanics: You spawn high in the air over a random area on the map and have some ability to control lateral drift as you fall until you activate your inertial dampeners. After landing with inertial dampeners it takes you a moment to stand up.
Game Impact: While Skyspawn may not normally be a good spawning option because people may see you falling and shoot you before you get a chance to stand up after landing, if your team is Redlined and all the enemy team is clustered around your Red Line, then there may be no one close enough to intercept you when you Skyspawn in, giving you a chance to deploy an uplink or hack a CRU.
Set WP Pool:
Lore Explanation: Something about allotting a set amount of expensive resources per merc.
Mechanics: Instead of earning War Points through kills and such, each position on the team roster gets an allotment of War Points. A Squad Leader has access to the combined WP of his/her squad to activate squad level commands such as ordering Warbarge Strikes of various types, and possibly other types of support. The WP is tied to the position on the roster, not the player, so if player 16 leaves the match and a new player joins the match, then the new player inherits the WP left in slot 16 in the roster.
Game Impact: This would make Warbarge Strikes a strategic resource to be used at any time throughout the match, but also a resource that can only be used a limited number of times. You can drop a lot of small Strikes, or a few big ones. How you use them is tactical, rather than just trying to get a few more kills in the last seconds of the match. It would also be an equalizer. The best shooters are not always the best tactically, and the best tactical players don't always have the hand/eye coordination to be good shooters. In DUST the best shooters got the most WP, which allowed them to kill more players to get more WP. It had a magnifying effect. A WP pool would be an equalizer, and allow good tactical players to tip the match a bit in their favor when going up against better shooters.
Comment: I like a game that encourages more than one type of player skill.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Dreis ShadowWeaver
RIP DUST 514
9595
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Posted - 2016.11.08 20:46:00 -
[2] - Quote
Reserved
We did it for Nigel ( ; ~;)7
Come play BF4 with me on PS3! PSN: AnimeLover456
Tomoko is mai waifu
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DUST Fiend
18828
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Posted - 2016.11.08 20:48:00 -
[3] - Quote
Expiriance
Also Sky Spawns FTW. Should have always been in the game from the get go. The redline needs to die in a fire, all it ever did was promote boring ****** campy gameplay for stat padders.
From dust we rose through trials young as legions run through countless souls; resting dreams within the boundless nova.
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Varoth Drac
Dead Man's Game Preatoriani
2313
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Posted - 2016.11.08 22:03:00 -
[4] - Quote
Probably not relevant to Nova, but I agree with reducing uplink spam, as it tended to limit transport and combat across open ground. Probably best to just limit them to one active per player at a time. Maybe one active per squad.
Perhaps it would have been better if uplinks were carried with you rather than deployed, so squadmates could spawn on you. Maybe have special, one use only, personal deployable uplinks for sniping positions or for scouts to set up behind enemy lines. Make it so you can't use a deployable uplink and carry a mobile squad uplink.
I don't like the sound of sky spawn really. I think the redline issue should have been solved by putting it too far away from the battle to fight from unless pushed all the way back there. To stop this causing too long a run at the start of the battle, vehicles should have been allowed to be ready for you as you spawn in. Players should have been free to enter vehicles they don't own, as passengers only. Only the owners could embark as drivers. Battles would then start by climbing into a vehicle rather than running all the way to the point. Transport assits points would have then been more relevant (I'm talking about benefitting solo players in pub matches mainly here, which were the majority). Alternatively make players start at a CRU near the action, and have the redline a long way back. |
TooMany Names AlreadyTaken
Going for the gold
2815
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Posted - 2016.11.09 20:30:00 -
[5] - Quote
Step 1: launch game
OH WAIT YOU CAN'T
Mi Mi Mi Mi Mi Mi Mi - it's a song, and it's awesome. CLICK!
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BigStuarty
Dead Man's Game Preatoriani
86
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Posted - 2016.11.09 21:00:00 -
[6] - Quote
Redline ... Go... Uplinks remain just they can scan for reds comparable to your profile. Uplinks are important..not an issue dont like them as a red then destroy them. Simple ? |
BigStuarty
Dead Man's Game Preatoriani
86
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Posted - 2016.11.09 21:05:00 -
[7] - Quote
I liked the running .. The variables ... Amm scout with a kincat and extender or a min with double kincatd... Choice of objective and route.... That's what made this game important. Jumping in a vehicle auto is just dumbing down. |
Fox Gaden
Immortal Guides
7978
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Posted - 2016.11.10 01:53:00 -
[8] - Quote
I also like the idea of being able to hack enemy Uplinks.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Viktor Hadah Jr
0uter.Heaven
10310
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Posted - 2016.11.10 10:09:00 -
[9] - Quote
IDK about putting limits on links. I have never gone in a pub match and thought "Wow, there are so many good links down. Maybe we should limit them." It's more of like "F*ck, i'm not running from my cru 300 meters to the nearest objective. I'll go play FW where i can TK the logi and scouts who are doing a bad job at uplinks."
Perhaps add time limit on cru shield tethering. would be pretty messed up if you could spawn and just sit there for 5 minutes.
21 Day EVE Trial
Keys and lockboxes are the root of all evil.
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Fox Gaden
Immortal Guides
7978
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Posted - 2016.11.10 14:02:00 -
[10] - Quote
Viktor Hadah Jr wrote:Perhaps add time limit on cru shield tethering. would be pretty messed up if you could spawn and just sit there for 5 minutes. A good point. I shall add that.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CLONE117
True Pros Forever
967
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Posted - 2016.11.15 15:50:00 -
[11] - Quote
better placement of large turret installations.
i mean they looked pretty where they were all located but hardly any of the locations were feasible and didnt really provide any good lanes of fire.
great potential is always there..
it just has yet to be realized
Silent Insanity...
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Fox Gaden
Immortal Guides
7988
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Posted - 2016.11.17 16:14:00 -
[12] - Quote
CLONE117 wrote:better placement of large turret installations.
i mean they looked pretty where they were all located but hardly any of the locations were feasible and didnt really provide any good lanes of fire. Good point.
The only one that I can think of that made a significant impact on the match was when it was placed just across the street from the back stars to the roof of the Objective in the medium socket that was added at the same time as the Gallente Research Facility. The defenders of the Objective had to keep that turret friendly or destroy it, because if manned it was very effective at covering that alley on top of that building and keeping the defenders from being able to cover the back stairs.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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LOL KILLZ
LulKlz
1221
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Posted - 2016.11.18 02:17:00 -
[13] - Quote
Love your points and agree with you in every step but 1. War point allotment by position is no go. I'll be seriously salty if I can't benefit from being a logi in a pub match to help out blueberries that get me killed a lot.
Dustkillz and chill
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Fox Gaden
Immortal Guides
7991
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Posted - 2016.11.18 18:21:00 -
[14] - Quote
LOL KILLZ wrote:Love your points and agree with you in every step but 1. War point allotment by position is no go. I'll be seriously salty if I can't benefit from being a logi in a pub match to help out blueberries that get me killed a lot. I understand your point, and I agree that you should get a reward for doing you job well in the match, but on the other side I think that Orbitals are not the best way to do that. I am ok with accumulating points throughout the match for doing your job well, but I think those points should contribute toward some personal boost or bonus rather that a team tactical bonus.
I think Orbitals (air strikes) are a powerful tactical tool that both sides should have the same access to. Weather both sides use this tool effectively depends on the tactical skill of the squad leaders. I also think that this tool should not be limited to late in the match. It should be a limited resource that makes a big impact if you use them at just the right time, rather then just trying to get one off whenever you earn enough War Points. I also think that earning more War Points through Orbital kills toward gaining another Orbital just made stomps worse.
Call the points for Orbitals and other tactical resources Tactical Tokens or something, and have War Points build as they did in DUST but use them for some sort of personal power up.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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LOL KILLZ
LulKlz
1221
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Posted - 2016.11.18 20:31:00 -
[15] - Quote
Fox Gaden wrote:LOL KILLZ wrote:Love your points and agree with you in every step but 1. War point allotment by position is no go. I'll be seriously salty if I can't benefit from being a logi in a pub match to help out blueberries that get me killed a lot. I understand your point, and I agree that you should get a reward for doing you job well in the match, but on the other side I think that Orbitals are not the best way to do that. I am ok with accumulating points throughout the match for doing your job well, but I think those points should contribute toward some personal boost or bonus rather that a team tactical bonus. I think Orbitals (air strikes) are a powerful tactical tool that both sides should have the same access to. Weather both sides use this tool effectively depends on the tactical skill of the squad leaders. I also think that this tool should not be limited to late in the match. It should be a limited resource that makes a big impact if you use them at just the right time, rather then just trying to get one off whenever you earn enough War Points. I also think that earning more War Points through Orbital kills toward gaining another Orbital just made stomps worse. Call the points for Orbitals and other tactical resources Tactical Tokens or something, and have War Points build as they did in DUST but use them for some sort of personal power up. I approve this message
Dustkillz and chill
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StarVenger
Horizons' Edge
394
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Posted - 2016.11.19 03:53:00 -
[16] - Quote
Another way to improve map experience is to spell it correctly. |
Piercing Serenity
Immortal Guides
1140
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Posted - 2016.11.21 21:49:00 -
[17] - Quote
I'' still not sold on uplinks because I think that they are poorly designed with respect to DUST/Nova's theme. In my experience, Dust was supposed to be a slower paced, position-based, tactical shooter.
Planetary conquest was a good example of that theme. In PC, many people complained about a lack of defined war fronts, because it wasn't fun for someone to be able to just drop a clone pack anywhere they wanted on the map. Functionally, uplinks are the same. Positioning is way less important (and way more difficult) if someone can appear at any moment. I am also not a fan of the BF4 "Spawn on squad mate" option, largely because it makes it impossible to gauge the strength of your enemy. You can't know if you'll have to fight another enemy right when you bring the last guy in a room down.
I would suggest that each conquest node have a carrying capacity and range for uplinks to be placed in. The uplinks would Be active for your team until the opponent completely flips the point. At that point, all of your team uplinks tied to that node are destroyed. This would allow people to defend points that they can actually defend, or push points more aggressively with forward uplinks. It would also allow players to eliminate uplink spam through basic gameplay and prevent people from beaming support in from anywhere on the map.
"For people who don't really do S**T, ya'll really doing the most"
Lv. 1 Forum Warrior
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Fox Gaden
Immortal Guides
7992
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Posted - 2016.11.23 15:52:00 -
[18] - Quote
Piercing Serenity wrote:I'' still not sold on uplinks because I think that they are poorly designed with respect to DUST/Nova's theme. In my experience, Dust was supposed to be a slower paced, position-based, tactical shooter.
Planetary conquest was a good example of that theme. In PC, many people complained about a lack of defined war fronts, because it wasn't fun for someone to be able to just drop a clone pack anywhere they wanted on the map. Functionally, uplinks are the same. Positioning is way less important (and way more difficult) if someone can appear at any moment. I am also not a fan of the BF4 "Spawn on squad mate" option, largely because it makes it impossible to gauge the strength of your enemy. You can't know if you'll have to fight another enemy right when you bring the last guy in a room down.
I would suggest that each conquest node have a carrying capacity and range for uplinks to be placed in. The uplinks would Be active for your team until the opponent completely flips the point. At that point, all of your team uplinks tied to that node are destroyed. This would allow people to defend points that they can actually defend, or push points more aggressively with forward uplinks. It would also allow players to eliminate uplink spam through basic gameplay and prevent people from beaming support in from anywhere on the map. I actually like your suggestion. Maybe someone else will be able to poke holes in it, but on first impression I like the concept.
Lets say the CRU's anchor the wormhole to the Warbarge and then create the temporary unstable wormholes to the Uplinks. Then lets say that the Uplinks have a limited range, so an Uplink has to be within a certain distance of a friendly CRU to function. Each map would be setup with CRU's distributed across the map so that at the start of a match everywhere is within rang of at least one CRU.
This would divide the map into zones controlled by who controls the CRU's. There would also be border areas within range of more than one CRU where you might have active uplinks from both teams.
This would create clear areas of control and well defined fronts. We could even give the map a red or blue tint depending on who controls the CRU's, with purple in the overlap areas. It would also create more important secondary objectives.
I don't think it is necessary for all the Uplinks in the area to be destroyed when an CRU is hacked. I think it is fine if Uplinks that are not within range of a friendly CRU are simply inactive. Then Hacking a CRU would reactivate all friendly Uplinks in the area, while deactivating the enemy Uplinks. This would make Uplink spamming irrelevant. If you can turn them off by hacking the CRU, then it does not matter too much if they spam Uplinks.
This would also mean that destroying a CRU would create a Dead Zone where Uplinks would not work. This would prevent either team from spawning in that area, but might have strategic value in some situations.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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