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Kiso Okami
Militaires Sans Jeux
19
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Posted - 2012.07.03 19:15:00 -
[1] - Quote
OMG, I was born for this thing!
BTW, some of the stuff that mentioned here could also be included in the logistics type armors. Scout, obviously would have a Spec Ops type drop suit for jamming, while the logistics would have a drop suit for counter-measures and detection.
Also, where does E-bombs fit in all of this? I mean, a scout or a logistics would certainly have access to a special bomb made just for the mere purpose of destroying all forms of communication along with the use of most of any tech object (weapons, vehicles, turrets, etc) that is not protected against this or simply is immune to it (pistols, rifle, sub machine guns or weapons that behave similar to our generation of firearms). Of course, their effects would be temporary (a matter of seconds which would make everything just "restart") |
Kiso Okami
Militaires Sans Jeux
19
|
Posted - 2012.07.03 19:45:00 -
[2] - Quote
Traynor Youngs wrote:Also:
Droplink Jammers: A targetted jammer that prevents a drop link from working. So targeted at a CRU or vehicle with a CRU would be incapable of bringing in spawns. The only indication on the deployment screen should be a frozen countdown timer.
I would be willing to discuss an AOE drop uplink jammer, but it would need to be carefully balanced.
Make the timer work in a matter of seconds, maybe even a few minutes to make the effect heavily stated (put importance in the idea of E-War). Also, there should always be a way to counter it faster (hacking/breaking the jammer, fixing the CRU/D.link with a logistics / scout to reactivate the spawn)... and let's not forget that we could probably just make someone drop another uplink nearby to simply side-step the problem.
There's all the balance that you will ever need.
EDIT: now that I think about it, we could probably use this as another form of obtaining a win in Skirmishes. Like, we could take all of the drop uplinks of the enemy and completely jam their ability to re-spawn in the map for an instant victory. It seems hard to do right now, so it should be a viable option of winning by simply overrunning the enemy camps, taking all of their CRU/up-links and jamming their forward spawn. Maybe that could be a way to set up the MCC "forced drop" (making players drop in any are that they want) or even serving as a setup for an orbital bombardment to at least reclaim the main drop zone area. |
Kiso Okami
Militaires Sans Jeux
19
|
Posted - 2012.07.09 09:45:00 -
[3] - Quote
Traynor Youngs wrote:So, what ideas/opinions do you guys have?
I haven't checked this in a while, so I'll have to ask:
Has someone thought about drop-uplink jamming?
The idea would be to somehow make it difficult for the enemy to respawn, maybe by increasing the re-spawning in a certain area. Maybe you don't want to capture a CRU so that players get a false sense of security, but you don't also want them dropping in on you every ten to fifteen seconds. Maybe you just want to use an up-link jammer that increases the time it takes for a clone to re-spawn in a given area if only to mess with their heads or make them double-guess the possibility of "there being someone waiting at the other end of that tunnel"... or not. See what I mean?
MY idea, of course would be to have a jammer that could increase the time to re-spawn on a given location by a time dependent on the type of "jamming" that you do to the given spawn point (hack jamming, module jamming, EMP, etc), and, in true New Eden Universe fashion, the trained level of a related skill to this specific ability. |
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