Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Noric CLONE004
3
|
Posted - 2012.07.06 06:42:00 -
[1] - Quote
Right now, spawning into the game feels both haphazard and not very immersive. The location is ridden with issues including spontaneously appearing and camping. I have a few recommendations that would improve these qualities and provide additional strategic gameplay elements to Dust 514. The vision is to enhance gameplay by providing a secondary set of objects that either win a match or limits the opposing teamGÇÖs capabilities. This should set up a gameplay where team skill becomes more paramount. So what are these recommended changes?
Overall Changes 1) Clones should not spawn outside of the Clone Repository Unit (CRU) but from within. At ~T-5sec, the consciousness should be transferred to the CRU where at T-0sec the CRU door opens to the game match. A clone would spawn in these compartments. This should help with the loading issue and lend itself to the immersive experience. This was an idea from a previous poster that I thought was a really good idea. It just makes sense.
2) To curb spawn camping the CRU should have ~4 spawning compartments with equal numbers on both sides. This wonGÇÖt eliminate camping but should make it more challenging than its current form.
3) All CRUs should be deployable (only in game modes where there is a commander), hackable or destroyable. This should make the elimination of CRUs an interesting tactic that players can employ.
For Skirmish mode Overall 4) Install CRUs near the control objectives. In skirmish games, these CRUs could be destroyed eliminating a local spawn point near the control objectives. This may be a dumb mechanic since the defenders may opt to eliminate a potential spawning point but I feel like this would be a better mechanic than the current one.
For attackers 5) The initial spawning location near the edge of the map should be eliminated. In its place the infantry could be spawned from the MCC. This would be a moving spawning location and the infantry would automatically inertia dampen down to the ground. This could add to some interesting tactics as the MCC flight path could align with objectives for a period of time.
6) Allow dropships to be spawned directly from the MCC and a selectable choice in the drop down menu between clones. This would help alleviate some of the issues with the attackers losing all of the ground spawning locations.
For defenders 7) The spawn point near the map edge should go away. In its place, Facility Clone Units (FCU)s should be installed. FCUs would be chambers like CRUs however these units cannot be destroyed. These units can be disabled for a period of time. The time duration and # of units would be a knob for balancing. I assume these would change based on the # of players on a map and a teamGÇÖs ability to shut down the unit. The duration could even be a random from say 0.5min to 5min causing some interesting gameplay. The lore reason for why these units cannot be completely hacked could stem from the fact that they are attached to the installation mainframe. The mainframe can administer anti-virus to protect itself but it takes time to do so.
For Ambush For this game mode, IGÇÖm making the assumption that during an ambush an enemy has uploaded a virus that disrupts the installation mainframe. The result is the mainframe will randomly start transferring a clone consciousness to FCUs but cannot tell the differences between friend and foe. In this state, the consciousness of foes can pass through the security net and pop out of the facilities FCUs. 8) The FCUs in ambush would operate similar to the FCU in skirmish. The disabling of FCUs would allow a team to secure their back or flank while also preventing re-enforcements. The numbers of FCUs would curb a lot of the camping issues. The same number and location of FCUs in ambush could be translated to the same locations in the skirmish mode adding to the immersion. GǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪGǪ. Overall I think the changes would provide additional strategy to the Dust 514 shooter experience. I think it refines the spawn mechanics and adds to the immersive experience. I would like to see some of the mechanics that allows a dominating team the ability to end a match earlier. I feel like adding a secondary avenue for winning could take current FPS gameplay to the next level.
Issues 1) I donGÇÖt have insight into the imposed hardware or software constraints. Something like a sliding door on a CRU may be too demanding for a ps3 or outside the capabilities of the software tools. 2) Additional complexities to gameplay may confuse new players. I feel like some dust gamers are struggling to grasp some of the basic concepts such as skill trees and dropsuit fittings. This may detract potential players and create more of the dreaded GÇ£eve universe cliffGÇ¥. 3) With added strategies, organized teams would ROLFSTOMP random players. This will exist once grouping mechanics are added but added complexity means additional advantages to organized groups. This could be good in motivating new players to joining corporations but could also discourage new players and make the wrong impression. A match making feature could fix the situation by ensuring teams are matched with teams and randoms are matched with randoms but such a feature requires a healthy active player base.
Please feel free to poke holes. The logic wonGÇÖt be completely there but itGÇÖs a good start. Overall, It won't fix the gunplay handling but would be a step in the right direction. Ultimately the changes should make the game more fun. In this department, it sounds fun to me. Does anyone else agree?
|
Traynor Youngs
Royal Uhlans Amarr Empire
287
|
Posted - 2012.07.06 14:27:00 -
[2] - Quote
Spawn locations is a known issue/bug that they are working on.
If you had looked for it, you wouldn't have had to write a wall of text about it. |
Noric CLONE004
3
|
Posted - 2012.07.06 16:20:00 -
[3] - Quote
Traynor Youngs wrote:Spawn locations is a known issue/bug that they are working on.
If you had looked for it, you wouldn't have had to write a wall of text about it.
And you miss the point of the post.
To reiterate: The request was to modify the current spawn mechanic for something that would increase fun gameplay by adding a secondary set of objectives to win a match. |
Eirik DenRoue
22
|
Posted - 2012.07.06 21:30:00 -
[4] - Quote
Fix the bug already, I don't even want to play to test the beta! |
Ronin Odachi
38th Joint Tactical Command
127
|
Posted - 2012.07.06 22:35:00 -
[5] - Quote
I think MAG had a good approach for preventing spawn camping on bunkers, as far as having those different spots you could choose. Not sure if that's what OP is referring to, but I think it would make for a good solution. |
Finn Kempers
BetaMax.
222
|
Posted - 2012.07.06 22:37:00 -
[6] - Quote
Spawn somewhere else? |
|
|
|
Pages: 1 :: [one page] |