Nomex Gallatin
Direct Action Resources Rise Of Legion.
143
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Posted - 2017.04.08 15:55:00 -
[1] - Quote
XxBlazikenxX wrote:Player driven market.
Make deaths matter.
Big thumbs up with integrating into the market, although that seems to be a second at this time (understandably), but the sooner the better.
I though death in Dust did matter... I usually (not always, but often) fought with free suits and BPOs because the cost of death was high enough to keep me from running the best equipment.
GǣGǪ shatter the enemy and then the terrain will fall into your hands by itself.Gǥ - General Heinz Gaedke
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Nomex Gallatin
Direct Action Resources Rise Of Legion.
143
|
Posted - 2017.04.08 16:01:00 -
[2] - Quote
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.
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.
GǣGǪ shatter the enemy and then the terrain will fall into your hands by itself.Gǥ - General Heinz Gaedke
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