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Bnintee
Royal Uhlans Amarr Empire
11
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Posted - 2012.07.14 12:18:00 -
[1] - Quote
I think to help promote the ethos of teamwork in this game, points should be given to everyone in the vinicty of an objective when it is taken/retaken. ATM only the person who activates the control pad receives points however they are often (or should be) backed up my team mates who get nothing?
Does anyone else agree?
Bnintee. |
Trevak Shi
Nephilim Fedaykin
38
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Posted - 2012.07.14 12:47:00 -
[2] - Quote
Bnintee wrote:I think to help promote the ethos of teamwork in this game, points should be given to everyone in the vinicty of an objective when it is taken/retaken. ATM only the person who activates the control pad receives points however they are often (or should be) backed up my team mates who get nothing?
Does anyone else agree?
Bnintee.
I think this would be a wonderful addition to the model of DUST. Especially when everyone is going out and doing freelance missions. It would definitely cut down on the COD style run and gun lone wolfs. |
Gengus Ra
Osmon Surveillance Caldari State
5
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Posted - 2012.07.14 14:13:00 -
[3] - Quote
Defenitly. In a game where every death and kill counts, there should be a way to coax other players into playing as a team. Maybe give you more points for killing someone if you were defending a location. It works in Battlefield, so it should work in DUST. Maybe also give MORE points to you if the person you helped was in your squad. Most of all, there should be a better way to communicate with you teammates, like in Battlefield or MAG. Imagine if you open you had a way to call for reinforcements at a specific location. All your teammates could see your location on the map and would be awarded points for helping you.
Lastly, and this might be asking much, but can we PLEASE count a kill assist as a kill on your kill/death ratio? I think that might be what turns gamers OFF of playing in a team. ( Even if KIll/Death doesn't matter) |
Shinigami6 Test
Villore Sec Ops Gallente Federation
39
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Posted - 2012.07.14 14:56:00 -
[4] - Quote
Like the idea. MAG had a similar system that i really enjoyed.
Side note, do you know how a squad leader activates a squad command? |
Grit Breather
BetaMax.
660
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Posted - 2012.07.14 15:00:00 -
[5] - Quote
Squad leader commands. Two options:
- From the map. Press X and select the option you want.
- From the field. R2 for the weapon wheel and the X for the command wheel.
As for the WP team system, I'm all for it. I'd just like to point out something that does already exist and you may not be aware of. You get extra WP if you perform a task requested by the squad leader. For example, hacking a resupply depo gives you 50 WP but if you hack it while it's marked to be hacked by a squad leader you get 75 WP. |
Zarkn Frood
Seituoda Taskforce Command Caldari State
15
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Posted - 2012.07.14 15:09:00 -
[6] - Quote
skill point distribution needs re-tooled.
I like this suggestion, a lot. |
Bnintee
Royal Uhlans Amarr Empire
11
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Posted - 2012.07.14 15:23:00 -
[7] - Quote
Glad you all like the orginal idea. I also have to agree that implementing a squad/command system would help co-ordinate attacks for the squad/team without the need for a mic.
They could even create a skill set around the squad command to fit in with the how the game functions. |
Cal Predine
StarKnight Security
37
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Posted - 2012.07.14 15:32:00 -
[8] - Quote
Yeah, I agree that awards for teamwork are absolutely necessary if Dust is ever going to be more than a psuedo single-player blam-fest for the pick-up gamer, but I think the idea can be taken much further.
Being active in the area of a (friendly) point should earn defender points. Defenders are sorely overlooked in most FPS games, and I've always felt that was a real shame. Fighting the advance towards a hostile-held point should earn assault points. We already get points for logistical stuff like nanohive resupply etc - good job! This should extend to teamwork points for issuing and obeying Squad Commander orders - he's one of the team too!
And, vehicle use... I've just endured a run of games when most of the players repeatedly spawn, immediately requisition vehicles, then do nothing useful with them, even taking off in the dropship in an incredible rush to ensure that the friendly players running to board it and help out can't do so... A pilot-only dropship is hardly a winning asset, and that pilot is now effectively just one fewer pair of boots doing something useful on the ground. I quite frequently wonder if we need to remove "free" (militia) vehicles from the (objective-based) game.
As any good Engineer will tell you "you get what you measure". Any system which recognises and visibly rewards team-focussed behaviour (like resupplying team members via nanohive currently does) will encourage that behaviour. Let's hope we see more of it! |
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