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Alena Asakura
Rogue Clones Yulai Federation
1389
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Posted - 2017.04.07 19:13:00 -
[1] - Quote
TooMany Names AlreadyTaken wrote:XxBlazikenxX wrote:TooMany Names AlreadyTaken wrote:XxBlazikenxX wrote:Player driven market.
Make deaths matter. #CloneDeathsMatter But indeed they did matter! In other games when you unlock the best gear and you go into a fight a die and you're like "woop dee doo, I'll just respawn back in, no big deal". In Dust, at least for those with the average amount of ISK, you go in your best gear and die, and that really hurts you economically. In Dust dying mattered. Not to mention the fact all battles had limited clone counts, so drying up the clone resources could severely impact your team's chances of winning. However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE. |
Alena Asakura
Rogue Clones Yulai Federation
1389
|
Posted - 2017.04.07 19:35:00 -
[2] - Quote
TooMany Names AlreadyTaken wrote:Alena Asakura wrote: However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE.
Wasn't it pretty much something similar to that in corp battles? I remember there being different amounts of clones shown on the star system screen. I didn't know about corp battles. How were the clone limits (or lack thereof) implemented? I'm not talking about numbers of players, I'm talking about numbers of respawns. In EvE, the number of "respawns" is determined by the number of ships available to each side. When you run out or retreat it's over. We would need to see something similar, where each side had resources (unlimited clone numbers) only limited by the number of respawns they were willing to pay for. That of course would include the limited numbers of all fittings used.
Dust had artificial limits on the battles, being the number of clones available for respawn in any given battle. For the benefit of realism, if these limits are not implemented, we should NOT KNOW how many clones the other side still has. The battle should continue until one side runs out of resources or leaves the battle. At that point the other side then wins the battle. Part of the fun of battles like this is that we never know until we win whether the other side can or will continue. |
Alena Asakura
Rogue Clones Yulai Federation
1393
|
Posted - 2017.04.08 20:46:00 -
[3] - Quote
XxBlazikenxX wrote:Alena Asakura wrote:TooMany Names AlreadyTaken wrote:Alena Asakura wrote: However, in a true open world battle space, ala EvE, there would be no "limited clone counts", you would just bring the clone resources you had to the battle, and it would be won or lost by attrition of the resources each party could bring to the battle. There are no artificial limits in EvE.
Wasn't it pretty much something similar to that in corp battles? I remember there being different amounts of clones shown on the star system screen. I didn't know about corp battles. How were the clone limits (or lack thereof) implemented? I'm not talking about numbers of players, I'm talking about numbers of respawns. In EvE, the number of "respawns" is determined by the number of ships available to each side. When you run out or retreat it's over. We would need to see something similar, where each side had resources (unlimited clone numbers) only limited by the number of respawns they were willing to pay for. That of course would include the limited numbers of all fittings used. Dust had artificial limits on the battles, being the number of clones available for respawn in any given battle. For the benefit of realism, if these limits are not implemented, we should NOT KNOW how many clones the other side still has. The battle should continue until one side runs out of resources or leaves the battle. At that point the other side then wins the battle. Part of the fun of battles like this is that we never know until we win whether the other side can or will continue. Been a while but it worked like this. For research facility and communications outposts Defenders had 300 clones For the large facility Defenders had 450 clones. It took two battles to win the R.F. and the C.O. and attackers had to have more than 100 clones remaining to progress to the second battle. It took three battles to win the L.F. and attackers had to have more than 100 clones to progress to both the second and third battle. Attackers had to purchase clone packs, and I believe could have a maximum of up to 300 clones on the initial attack and minimum had to have at least 100 clones. These packs were VERY expensive though. Clone reserves persisted throughout all matches, so if Team A had 120 clones remaining after battle one, they started with 120 clones for battle two. My memory may be off though so if anyone can correct me that would be great. OK so there were still clone count limits. What I'm talking about is no limits other than what each side can afford. Clone count limits make sense in a lobby shooter. They don't make any sense in an open space environment (planetside or on stations) as in EvE. |
Alena Asakura
Rogue Clones Yulai Federation
1393
|
Posted - 2017.04.08 20:53:00 -
[4] - Quote
Nomex Gallatin wrote:Great points.
According to this article (http://screenrant.com/project-nova-ccp-games/) their main focus is coming up with a winning and stand alone fps, that feels more part of the New Eden universe.
I have the same vision for the game, but might that large scale interaction have to come a little later on in development as they continue to tie it into the New Eden universe?
I think it will eventually get there, and getting there is half the fun.
Strap in for a fun ride, I want in on the alpha. Unfortunately, if you think this through, once they go down the path of a lobby shooter, that pretty much locks it into being that sort of game. Even if that limitation itself doesn't stop them from transforming it into a more open battle space, the simple pragmatism of that's the direction we took and now it's too hard to change it will make it quite difficult.
As we saw with Dust, many of the promised features never eventuated. We are talking about something that they may not even be promising, but if they did, it would likely not happen. |
Alena Asakura
Rogue Clones Yulai Federation
1393
|
Posted - 2017.04.08 20:56:00 -
[5] - Quote
Metallibanga 514 wrote:- A player driven market that works the same and is connected to the current Eve market. With the ability for Eve players to build and sell Nova items.
- The ability to move from system to system so you can chill at your corps HQ, sell/buy at a trade Hub, chat to random Eve pilots or even visit Jita and see how terrible the local chat is.
- A contract system. It wont feel like Eve unless there are ways to scam Isk out of people.
- Suits have a capacitor
- Infantry versions of Electronic Warfare modules (Webs, Neuts, Nos ect..)
- PVE Missions and standings
- Infantry versions of Eve's command ship modules. (AOE Squad boosts)
- A more in-depth and working Faction Warfare mode
- Ability to salvage, reprocess and build infantry items
- Maps are generally well known Eve locations (Ships, Stations, Pos, Citadels or even in a Pleasure Hub)
- No free suits, weapons or modules. I guess this would only really work if there is some sort of passive isk making system just in case you go broke. It wont feel like Eve unless there is more risk in dying.
- Different ammo types and resists on dropsuits.
- T1, T2, T3, Faction and Storyline items Definitely. All of these. |
Alena Asakura
Rogue Clones Yulai Federation
1397
|
Posted - 2017.04.09 19:28:00 -
[6] - Quote
Juno Tristan wrote:When people were saying it needs to be more Eve like, were they talking thematically or the Sandbox tool set? ( Corporations/Alliances and the accompanying roles, wallets, sov, offices).
Going through the some of the recent posts it is the corps and community that made Dust special
It feels to me like they are wanting the things that make EvE special - corps, alliances, yes, but also fittings, choices, being able to make your dropsuit your own special combination of everything on it. Also true markets, a real economy. More EvE-like means exactly that, I think - everything more like EvE in every way. As for the truly open sandbox environment, that's something that CCP could do if they wanted to, which would make Nova truly part of EvE. I would certainly like to see that, but I'm not sure others like the idea. |
Alena Asakura
Rogue Clones Yulai Federation
1406
|
Posted - 2017.04.11 22:17:00 -
[7] - Quote
Metallibanga 514 wrote:Juno Tristan wrote:When people were saying it needs to be more Eve like, were they talking thematically or the Sandbox tool set? ( Corporations/Alliances and the accompanying roles, wallets, sov, offices).
Going through the some of the recent posts it is the corps and community that made Dust special
Corporations and Alliances I thought were a given. It definitely won't be like Eve without them. I would also like to see Nova have the same skill queue as Eve. (No active SP only passive SP) I kinda liked the way you could speed up your SP accumulation via experience. I think this should be added to EvE as well. It makes sense that SP increases with experience (active) as well as training (passive). Or perhaps, there could be some sort of experience-based SP boosts that effect all skills relevant to each boost, and that same sort of experience based boost added to EvE as well, and leave all training to be passive SP accumulation. |
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