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Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.07.16 17:01:00 -
[1] - Quote
I feel that by dropping onto the battlefield from orbital dropships hovering out of range of equipment or manpower on the ground will help to eliminate the issue of spawn camping and allow for a more unique experience to the gameplay. We already have inertia dampeners so therefor it could be easily implemented for someone to literally "drop-in" on a spawn point. On the descent the player's dropsuit could have jets which allow the player to 'slightly' adjust where they will land (as to avoid predictably landing in the same spot yet not maneuver too far away from the spawn location). Upon landing impact a concussive force could be dispersed from the point of landing damaging nearby players. This would add a level of unpredictability & tactical planning. Players could possibly be shot down upon entry by players and anti-aircraft turrets alike, so it may be beneficial to even add a skill set which could increase the maneuverability of the suit in mid-air when dropping in (to avoid being shot down upon descent).
TLDR; Dropping in on spawn locations from NPC ships in the atmosphere with the ability to slightly adjust landing point with the use of jets on the suit upon descent while facing the ability to be shot down.
I hope this idea interests other players and the developers, and that players could add input to this matter for a more in depth experience. |
Anatoly Gasputin
Doomheim
40
|
Posted - 2012.07.16 17:17:00 -
[2] - Quote
I think that they are working on the actual drop to the battle but we must be ever so patient about this game just to make sure it is at it's best when the release date is closing. |
Riggs Tank
Bragian Order Amarr Empire
25
|
Posted - 2012.07.16 17:30:00 -
[3] - Quote
i thought dropping in was always the plan for ccp, as well as walking out of a C.R.U. Section 8 was the 1st game i played where u dropped in instead of spawning. but for this game id rather see 'safe zones" for dropping in and not just randomly droppping whereever we want.
i know this is a sci fi game but i dont see anything about haveing the tech to spawn directly in a drop ship. Unless that drop ship as clones onbroad in which case it is all good. |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.07.16 17:38:00 -
[4] - Quote
To further add on to my Suggestion, in order to satisfy both sides, such as: those who want to drop-in to battle & those who would rather 'teleport' in; it may be plausible to have Drop-Uplinks act as transporter pads & materialize people into battle while those who are spawning into spawn points located around control points or team controlled bases are drop-ins or free-falls. |
Riggs Tank
Bragian Order Amarr Empire
25
|
Posted - 2012.07.16 17:41:00 -
[5] - Quote
Dante Daedrik wrote:To further add on to my Suggestion, in order to satisfy both sides, such as: those who want to drop-in to battle & those who would rather 'teleport' in; it may be plausible to have Drop-Uplinks act as transporter pads & materialize people into battle while those who are spawning into spawn points located around control points or team controlled bases are drop-ins or free-falls.
is "teleporting" even possible in EVE? |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.07.16 17:42:00 -
[6] - Quote
Riggs Tank wrote: id rather see 'safe zones" for dropping in and not just randomly droppping whereever we want..
I understand what you mean, & I have played Section 8, but this is why I was suggesting that rather than being able to drop in anywhere on the map; instead you drop in on the spawnpoint and the jets minutely adjust the exact position in relation to the spawn point that you are dropping in on. The skill set I suggested would simply allow you to change position at a faster rate to further avoid being fired upon descent. |
Jerall Holst
Circle of Huskarl Minmatar Republic
16
|
Posted - 2012.07.16 17:45:00 -
[7] - Quote
Riggs Tank wrote:is "teleporting" even possible in EVE?
The last guy to try it was a Jovian.
He exploded. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.07.16 17:46:00 -
[8] - Quote
Riggs Tank wrote:i thought dropping in was always the plan for ccp, as well as walking out of a C.R.U. Section 8 was the 1st game i played where u dropped in instead of spawning. but for this game id rather see 'safe zones" for dropping in and not just randomly droppping whereever we want.
i know this is a sci fi game but i dont see anything about haveing the tech to spawn directly in a drop ship. Unless that drop ship as clones onbroad in which case it is all good.
Perhaps a drop ship should have limited clones/spawns...similar to a drop up-link...a pilot can use SP to increase the number of spawns in his D/S |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.07.16 17:47:00 -
[9] - Quote
Riggs Tank wrote:Dante Daedrik wrote:To further add on to my Suggestion, in order to satisfy both sides, such as: those who want to drop-in to battle & those who would rather 'teleport' in; it may be plausible to have Drop-Uplinks act as transporter pads & materialize people into battle while those who are spawning into spawn points located around control points or team controlled bases are drop-ins or free-falls. is "teleporting" even possible in EVE?
...Drop Uplink... |
Jerall Holst
Circle of Huskarl Minmatar Republic
16
|
Posted - 2012.07.16 17:48:00 -
[10] - Quote
dropping out of a bay on the underside of the MCC could be cool, too... |
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Riggs Tank
Bragian Order Amarr Empire
25
|
Posted - 2012.07.16 18:01:00 -
[11] - Quote
yeah. im thinking ccp has yet to get the animation of the "drop" the way they want it yet.
and drop uplinks will be just a signal, "hey... it cool to drop here" |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2012.07.16 18:12:00 -
[12] - Quote
Maximus Stryker wrote:Riggs Tank wrote:Dante Daedrik wrote:To further add on to my Suggestion, in order to satisfy both sides, such as: those who want to drop-in to battle & those who would rather 'teleport' in; it may be plausible to have Drop-Uplinks act as transporter pads & materialize people into battle while those who are spawning into spawn points located around control points or team controlled bases are drop-ins or free-falls. is "teleporting" even possible in EVE? ...Drop Uplink...
...is a beacon to aim a DROPping merc at. |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.07.16 18:26:00 -
[13] - Quote
It would still seem beneficial to have some kind of control in the drop-in process. Obviously no one enjoys being insta-killed after spawn by a remote explosive & yes, this is a legitimate tactic, but I feel that it would force better strategies in dealing with players spawning in than a remote explosive; because even if the player drops in, but does not have the ability to maneuver away from the default landing point, they are still subject to the remote explosive on the spawn trick. The additional damage I suggested from the landing impact can act as a prevention to close camping drop-zones due to danger of having a drop-suit landing on you. |
Cain Hardestadt
Amarr Templars Amarr Empire
0
|
Posted - 2012.07.17 16:43:00 -
[14] - Quote
I like this idea with the exception of being able to be shot on the decent. Not being able to defend yourself during the decent is unfair. Even if you are able to adjust the trajectory of your decent, the amount of adjustment won't be enough to avoid incoming fire, because of the limitation of the spawnpoint. Ex: You select to spawn at objective A, but won't be able to drift all the way to objective B. You are stuck within the bounds of of that spawn point. This will give snipers an advantage since your trajectory will be kept within their feild of view. So just like in MAG, snipers will watch spawn points and pick you off as your enter. All while you are unable to defend yourself. |
Dante Daedrik
Osmon Surveillance Caldari State
97
|
Posted - 2012.07.17 17:08:00 -
[15] - Quote
Cain Hardestadt wrote:I like this idea with the exception of being able to be shot on the decent. Not being able to defend yourself during the decent is unfair. Even if you are able to adjust the trajectory of your decent, the amount of adjustment won't be enough to avoid incoming fire, because of the limitation of the spawnpoint. Ex: You select to spawn at objective A, but won't be able to drift all the way to objective B. You are stuck within the bounds of of that spawn point. This will give snipers an advantage since your trajectory will be kept within their feild of view. So just like in MAG, snipers will watch spawn points and pick you off as your enter. All while you are unable to defend yourself.
Maybe on the descent you could be inside of a 'pod' (that is maneuverable) with walls that collapse upon impact, therefor on the descent you are protected but with the collapse/dematerialization/or disintegration of the walls once landed you are to fend for your self. I'm assuming this 'pod' could either be of metallic material or an energy field that disperses on landing. And ofcourse, the suggestions from the previous posts could be included.
EDIT: Upon reading my post I realize that this pod concept seems to move away from what CCP originally intended with the implementation of Dropsuits. The suits are perfectly capable of dropping in without damage to the merc. So perhaps you could keep the original concept suggested earlier but increase the velocity (or speed of descent) as to create an intensely difficult time getting a bead on or tracking someone dropping in as to shoot them down on descent. And obviously the increased velocity would not be a problem for the merc with the use of inertia dampeners. |
Aijul
ZionTCD Legacy Rising
55
|
Posted - 2012.07.17 17:18:00 -
[16] - Quote
Reminds me of Section 8 and Starhawk. Section 8 follows the free fall method in where you plummet to the ground, and must deploy a parachute of sorts before landing. Starhawk has the pod method, in where you plummet to the ground in a pod which is on a timer. Once it comes in contact with the ground, it opens up, allowing you to roam the field. In short, the idea works and is cool to look at. We already have a birds eye view of the battlefield before we spawn, so plummeting down would not seem like a crazy idea. |
Khun-Al
135
|
Posted - 2012.07.17 17:22:00 -
[17] - Quote
Maybe drones bring each merc from a central CRU over its chosen spawnpoint so could jump out or wait if there are enemys around the spawnpoint. They could have windsuit to steer and slow their fall. |
Riggs Tank
Bragian Order Amarr Empire
25
|
Posted - 2012.07.17 17:25:00 -
[18] - Quote
i could see a drop uplink haveing a danger meter. if clones are dying within a certain radius of the uplink the color on map will turn red. Or the uplink will just stop working all together. |
Kain Spero
Imperfects Negative-Feedback
907
|
Posted - 2012.07.17 18:14:00 -
[19] - Quote
If you read the descriptions for the Drop Uplinks they create a small wormhole that allows a "teleportation" mechanic. It's experimental and gives the user a fatal does of radiation, so it really isn't used in day to day stuff in New Eden. |
Dasyu Asura
GunFall Mobilization Covert Intervention
57
|
Posted - 2012.07.17 18:38:00 -
[20] - Quote
Maximus Stryker wrote:Riggs Tank wrote:Dante Daedrik wrote:To further add on to my Suggestion, in order to satisfy both sides, such as: those who want to drop-in to battle & those who would rather 'teleport' in; it may be plausible to have Drop-Uplinks act as transporter pads & materialize people into battle while those who are spawning into spawn points located around control points or team controlled bases are drop-ins or free-falls. is "teleporting" even possible in EVE? ...Drop Uplink...
Drop Uplink. I highlighted the part you missed. It emphasises the dropsuits we wear that we use to drop into battle. |
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Khun-Al
135
|
Posted - 2012.07.17 18:57:00 -
[21] - Quote
Couldnt the spawnpoints be just coordinates for drones to bring clones over them to jump out? |
Darkz azurr
Royal Uhlans Amarr Empire
105
|
Posted - 2012.07.17 20:17:00 -
[22] - Quote
Really really like the idea of spawning in from the air like Starhawk or section 8 or the dust trailer |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.29 18:06:00 -
[23] - Quote
In a different thread there was a discussion about the spawning system, and how we just spawn out of nowhere. When spawning from somewhere other than a drop uplink, or a CRU, there is no explanation for how mercs just appear on the ground. I suggested we drop spawn with imertial dampeners instead. Here are two ways it could work.
[OPTION 1] tribal wyvern pointed out that we need to be dropping down from somewhere, and suggested that there should NPC dropships. These dropships could be hovering over deployment zones (objectives your team controls, and default spawn points) and players spawn and are ejected out from these dropships. They would be like RDVs for infantry instead of vehicles. They would need to be cloaked as well.
[OPTION 2] Mercs are fired from the MCC by a cannon into the deployment area (friendly controlled objectives, and default spawn points). This idea would only work for Skirmish, and other modes with with MCCs though. |
Nyefari
Crux Special Tasks Group Gallente Federation
8
|
Posted - 2012.09.29 18:33:00 -
[24] - Quote
The descriptions of the Drop Uplink describe teleportation, specifically mentioning that it is very painful if I remember correctly, so drop uplinks would not use the dropping animation but would still take time to spawn, CRUs should just have you "popped" out the side, and have a much reduced spawn time as all that happens is your consciousness is loaded onto a clone it has ready. CRU's and uplinks should also have fixed rates at which people can spawn, such as one every 3 seconds for a low-level CRU and one a second for higher CRUs (perhaps even have multiple people able to spawn at once?) This way you can't be taking a CRU and suddenly have 5 guys there all at once, they would have to come out in a queu of sorts. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.30 01:06:00 -
[25] - Quote
My only problem with dropping Starhawk Style is a problem with logic.
Weapons evolve and counterevolve as defenses and weapons compete to outdo each other. The counter to a CRU is destroying it. However, how would there be no counter to dropping from the sky? Would not technology in New Eden evolve to counter this, such as pinpoint laser systems to kill you as you fall? Why would technology not produce an effective defense against drop pods falling from the sky? Thats my major counterpoint to having a failsafe method of deployment... |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.30 01:35:00 -
[26] - Quote
J'Jor Da'Wg wrote:My only problem with dropping Starhawk Style is a problem with logic.
Weapons evolve and counterevolve as defenses and weapons compete to outdo each other. The counter to a CRU is destroying it. However, how would there be no counter to dropping from the sky? Would not technology in New Eden evolve to counter this, such as pinpoint laser systems to kill you as you fall? Why would technology not produce an effective defense against drop pods falling from the sky? Thats my major counterpoint to having a failsafe method of deployment...
Doesn't have to be pods, could just be us falling with inertia dampeners. You don't seem to have a problem for a lack of counter to inertia dampeners. The only reason the current "appear out of thin air" spawn system is safe from counters is because it has no explanation. Having an explanation (even if it means that explanation can be used to come up with a counter) is still better than having no explanation at all. I'm pretty sure EVE's world is supposed to be hard scifi, meaning things are suppose to make sense, and based in plausible science, and not magical things. Dropping down on default spawn points, and on friendly controlled objectives from cloaked RDV-like vehicles should happen. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.09.30 01:59:00 -
[27] - Quote
KAGEHOSHI Horned Wolf wrote:J'Jor Da'Wg wrote:My only problem with dropping Starhawk Style is a problem with logic.
Weapons evolve and counterevolve as defenses and weapons compete to outdo each other. The counter to a CRU is destroying it. However, how would there be no counter to dropping from the sky? Would not technology in New Eden evolve to counter this, such as pinpoint laser systems to kill you as you fall? Why would technology not produce an effective defense against drop pods falling from the sky? Thats my major counterpoint to having a failsafe method of deployment... Doesn't have to be pods, could just be us falling with inertia dampeners. You don't seem to have a problem for a lack of counter to inertia dampeners. The only reason the current "appear out of thin air" spawn system is safe from counters is because it has no explanation. Having an explanation (even if it means that explanation can be used to come up with a counter) is still better than having no explanation at all. I'm pretty sure EVE's world is supposed to be hard scifi, meaning things are suppose to make sense, and based in plausible science, and not magical things. Dropping down on default spawn points, and on friendly controlled objectives from cloaked RDV-like vehicles should happen.
i think we spawn in now using the same stuff as drop uplinks, besides this isnt extremely hard sci-fi it has alot of elements that arnt possible but im happy so long as nothing suddenly breaks the in universe rules. appearing out out of thin air could be explained considering there alot of space travel and communication.
ive noticed the eve verse focused on overwhelmingly advanced communication and travel technology compared to other sci-fi verse, it stands to reason that a eve society that focused so heavily on intergalactic communication and travel would take a crack at new ways to get troops to the battlefield. i mean they are beaming on conscious around super sized intergalactic network infrastructure they can cross the link of their galaxy in a few hours why wouldnGÇÖt they have some advance means of troop deployment? |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.30 02:34:00 -
[28] - Quote
KAGEHOSHI Horned Wolf wrote:J'Jor Da'Wg wrote:My only problem with dropping Starhawk Style is a problem with logic.
Weapons evolve and counterevolve as defenses and weapons compete to outdo each other. The counter to a CRU is destroying it. However, how would there be no counter to dropping from the sky? Would not technology in New Eden evolve to counter this, such as pinpoint laser systems to kill you as you fall? Why would technology not produce an effective defense against drop pods falling from the sky? Thats my major counterpoint to having a failsafe method of deployment... Doesn't have to be pods, could just be us falling with inertia dampeners. You don't seem to have a problem for a lack of counter to inertia dampeners. The only reason the current "appear out of thin air" spawn system is safe from counters is because it has no explanation. Having an explanation (even if it means that explanation can be used to come up with a counter) is still better than having no explanation at all. I'm pretty sure EVE's world is supposed to be hard scifi, meaning things are suppose to make sense, and based in plausible science, and not magical things. Dropping down on default spawn points, and on friendly controlled objectives from cloaked RDV-like vehicles should happen. Right now I think the idea is that you're being zapped into a position by a similar means to how EVE players move capital ships, albeit without the Cyno. That would explain why a specific destination is impossible to select without an objective or Drop Uplink to allow a more accurate transition. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.30 03:06:00 -
[29] - Quote
Avenger 245 wrote:KAGEHOSHI Horned Wolf wrote:J'Jor Da'Wg wrote:My only problem with dropping Starhawk Style is a problem with logic.
Weapons evolve and counterevolve as defenses and weapons compete to outdo each other. The counter to a CRU is destroying it. However, how would there be no counter to dropping from the sky? Would not technology in New Eden evolve to counter this, such as pinpoint laser systems to kill you as you fall? Why would technology not produce an effective defense against drop pods falling from the sky? Thats my major counterpoint to having a failsafe method of deployment... Doesn't have to be pods, could just be us falling with inertia dampeners. You don't seem to have a problem for a lack of counter to inertia dampeners. The only reason the current "appear out of thin air" spawn system is safe from counters is because it has no explanation. Having an explanation (even if it means that explanation can be used to come up with a counter) is still better than having no explanation at all. I'm pretty sure EVE's world is supposed to be hard scifi, meaning things are suppose to make sense, and based in plausible science, and not magical things. Dropping down on default spawn points, and on friendly controlled objectives from cloaked RDV-like vehicles should happen. i think we spawn in now using the same stuff as drop uplinks, besides this isnt extremely hard sci-fi it has alot of elements that arnt possible but im happy so long as nothing suddenly breaks the in universe rules. appearing out out of thin air could be explained considering there alot of space travel and communication. ive noticed the eve verse focused on overwhelmingly advanced communication and travel technology compared to other sci-fi verse, it stands to reason that a eve society that focused so heavily on intergalactic communication and travel would take a crack at new ways to get troops to the battlefield. i mean they are beaming on conscious around super sized intergalactic network infrastructure they can cross the link of their galaxy in a few hours why wouldnGÇÖt they have some advance means of troop deployment?
Drop uplinks are wormhole exits I think. You can't appear out of nowhere without an exit, and there are no teleportation drop uplink-like installations there. If there are exits installed in objectives, and on default spawn points, I still would prefer droping with inertia dampeners because it is kittening awesome. Way cooler than just teleporting. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.09.30 03:18:00 -
[30] - Quote
KAGEHOSHI Horned Wolf wrote:Avenger 245 wrote:KAGEHOSHI Horned Wolf wrote:J'Jor Da'Wg wrote:My only problem with dropping Starhawk Style is a problem with logic.
Weapons evolve and counterevolve as defenses and weapons compete to outdo each other. The counter to a CRU is destroying it. However, how would there be no counter to dropping from the sky? Would not technology in New Eden evolve to counter this, such as pinpoint laser systems to kill you as you fall? Why would technology not produce an effective defense against drop pods falling from the sky? Thats my major counterpoint to having a failsafe method of deployment... Doesn't have to be pods, could just be us falling with inertia dampeners. You don't seem to have a problem for a lack of counter to inertia dampeners. The only reason the current "appear out of thin air" spawn system is safe from counters is because it has no explanation. Having an explanation (even if it means that explanation can be used to come up with a counter) is still better than having no explanation at all. I'm pretty sure EVE's world is supposed to be hard scifi, meaning things are suppose to make sense, and based in plausible science, and not magical things. Dropping down on default spawn points, and on friendly controlled objectives from cloaked RDV-like vehicles should happen. i think we spawn in now using the same stuff as drop uplinks, besides this isnt extremely hard sci-fi it has alot of elements that arnt possible but im happy so long as nothing suddenly breaks the in universe rules. appearing out out of thin air could be explained considering there alot of space travel and communication. ive noticed the eve verse focused on overwhelmingly advanced communication and travel technology compared to other sci-fi verse, it stands to reason that a eve society that focused so heavily on intergalactic communication and travel would take a crack at new ways to get troops to the battlefield. i mean they are beaming on conscious around super sized intergalactic network infrastructure they can cross the link of their galaxy in a few hours why wouldnGÇÖt they have some advance means of troop deployment? Drop uplinks are wormhole exits I think. You can't appear out of nowhere without an exit, and there are no teleportation drop uplink-like installations there. If there are exits installed in objectives, and on default spawn points, I still would prefer droping with inertia dampeners because it is kittening awesome. Way cooler than just teleporting. Drop Uplinks are the Cynosural Field Generators of Dust, effectively. |
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Shiro Mokuzan
220
|
Posted - 2012.09.30 08:42:00 -
[31] - Quote
Dasyu Asura wrote:Maximus Stryker wrote:Riggs Tank wrote:Dante Daedrik wrote:To further add on to my Suggestion, in order to satisfy both sides, such as: those who want to drop-in to battle & those who would rather 'teleport' in; it may be plausible to have Drop-Uplinks act as transporter pads & materialize people into battle while those who are spawning into spawn points located around control points or team controlled bases are drop-ins or free-falls. is "teleporting" even possible in EVE? ...Drop Uplink... Drop Uplink. I highlighted the part you missed. It emphasises the dropsuits we wear that we use to drop into battle. How about you actually read the in-game description of drop uplinks and get back to us. |
G Torq
ALTA B2O
88
|
Posted - 2012.09.30 09:35:00 -
[32] - Quote
Dasyu Asura wrote:Maximus Stryker wrote:Riggs Tank wrote:Dante Daedrik wrote:To further add on to my Suggestion, in order to satisfy both sides, such as: those who want to drop-in to battle & those who would rather 'teleport' in; it may be plausible to have Drop-Uplinks act as transporter pads & materialize people into battle while those who are spawning into spawn points located around control points or team controlled bases are drop-ins or free-falls. is "teleporting" even possible in EVE? ...Drop Uplink... Drop Uplink. I highlighted the part you missed. It emphasises the dropsuits we wear that we use to drop into battle.
Description on them says they allow teleportation, but incurs a lethal dosis of radiation. This is why they work on drop-ships and under roofs. |
V1RONXSS
AL0NE Inc.
4
|
Posted - 2012.09.30 13:07:00 -
[33] - Quote
Quote:TLDR; Dropping in (anywhere) with the ability to slightly adjust landing point with the use of jets on the suit upon descent while facing the ability to be shot down.
+1
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Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.09.30 20:09:00 -
[34] - Quote
I'm suprised nobody remembers the trailer from a couple months back.
It clearly showed an Amarr strike team being shot out of a Coercer-launched pod, then performing a suit-only inertia drop from orbit. If that's not a clue to what CCP wants to do with the drop-into-battle concept, then nothing else is.
P.S. That same sequence suggests that dropsuits are designed to withstand the harsh conditions of space, at least for a short time. Wonder what that might mean...? |
Joran Myokenes
13
|
Posted - 2012.10.01 02:06:00 -
[35] - Quote
I think that deployment would work like this:
At the beginning of a planetary conquest, you'll deploy a temporary command center, or capture one. From there, your entire conquest will be planned, it will essentially replace your War barge in most functions. It will also be the originating point for your attacks.
During a battle, foot soldiers deploy drop uplinks, that provide a location for soldiers to land using inertial dampeners. These would probably just come from orbit, or, if you want to have fun, from an off site artillery cannon.
Drop Pods, would essentially just be armor to surround a soldier when the LZ gets too hot. These could possibly rely on extra ships or just the war barge. Any sort of dropping soldier could simply be taken out with a well aimed minigun. A drop pod would require something more like a Rocket turret or heavy AA fire. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.01 02:28:00 -
[36] - Quote
Zat Earthshatter wrote:I'm suprised nobody remembers the trailer from a couple months back.
It clearly showed an Amarr strike team being shot out of a Coercer-launched pod, then performing a suit-only inertia drop from orbit. If that's not a clue to what CCP wants to do with the drop-into-battle concept, then nothing else is.
P.S. That same sequence suggests that dropsuits are designed to withstand the harsh conditions of space, at least for a short time. Wonder what that might mean...?
They dropped out of what looked like an Amarr dropship, and we already can spawn in dropships and intertia dampener drop from them. Having NPC dropships hovering over spawn points (aside from drop uplinks and CRUs) for us to inertia drop from is different, and I don't think it is implied from the trailer. |
Loumn2
14
|
Posted - 2012.10.01 03:49:00 -
[37] - Quote
Maximus Stryker wrote:Riggs Tank wrote:i thought dropping in was always the plan for ccp, as well as walking out of a C.R.U. Section 8 was the 1st game i played where u dropped in instead of spawning. but for this game id rather see 'safe zones" for dropping in and not just randomly droppping whereever we want.
i know this is a sci fi game but i dont see anything about haveing the tech to spawn directly in a drop ship. Unless that drop ship as clones onbroad in which case it is all good. Perhaps a drop ship should have limited clones/spawns...similar to a drop up-link...a pilot can use SP to increase the number of spawns in his D/S
agreed. mobile cloning points (all cloning points for that matter) should have a limited number of clones with the ability to "restock" at or from the MCC. |
Loumn2
14
|
Posted - 2012.10.01 03:50:00 -
[38] - Quote
Jerall Holst wrote:Riggs Tank wrote:is "teleporting" even possible in EVE? The last guy to try it was a Jovian. He exploded.
was he wearing a red shirt? |
Evane Sa'edi
Celtic Anarchy
62
|
Posted - 2012.10.01 05:46:00 -
[39] - Quote
I'd like to drop into the Ambush map - put a grid over the map let me pick which square on the grid I drop into and then let me freefall - it would add realism to a combat drop and let me choose where I start from. Add a hight above ground counter to co-ordinate the deployment of the brakes. |
Shijima Kuraimaru
WarRavens
168
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Posted - 2012.10.01 08:38:00 -
[40] - Quote
Of course nothing says you can't shoot while you fall. So you have a choice. Fire, or ID, just not both at the same time. I'm sure there will be players good enough to get a few shots off then hit their IDs before they hit ground/roof/peak. |
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.03 09:54:00 -
[41] - Quote
Dante Daedrik wrote:I feel that by dropping onto the battlefield from orbital dropships hovering out of range of equipment or manpower on the ground will help to eliminate the issue of spawn camping and allow for a more unique experience to the gameplay. We already have inertia dampeners so therefor it could be easily implemented for someone to literally "drop-in" on a spawn point. On the descent the player's dropsuit could have jets which allow the player to 'slightly' adjust where they will land (as to avoid predictably landing in the same spot yet not maneuver too far away from the spawn location). Upon landing impact a concussive force could be dispersed from the point of landing damaging nearby players. This would add a level of unpredictability & tactical planning. Players could possibly be shot down upon entry by players and anti-aircraft turrets alike, so it may be beneficial to even add a skill set which could increase the maneuverability of the suit in mid-air when dropping in (to avoid being shot down upon descent).
TLDR; Dropping in on spawn locations from NPC ships in the atmosphere with the ability to slightly adjust landing point with the use of jets on the suit upon descent while facing the ability to be shot down.
I hope this idea interests other players and the developers, and that players could add input to this matter for a more in depth experience.
If we kept the same spawn system we have now (random locations derived from the chosen point of spawn, or totally random for "random spawn") but caused the spawning point to be high elevation I would completely support that.
There might still be risks/drawbacks admittedly (like being sighted on your way in) but I think they'd be less than the current drawbacks (like being able to be killed before your UI lets you interact with the battlefield).
As for the rest of your suggestion I would say hold off on those more complex aspects until the new system is deployed and tested. I will say some of them sound like they have the potential to be fun additions but I'd rather basic spawning be fixed first before we try to add new complexities like altering your landing point 'en route' etc.
0.02 ISK Cross |
Allie-Chan
Pan-Galactic SDF
4
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Posted - 2012.10.08 10:26:00 -
[42] - Quote
Similar to 'Section 8' drop-ins... giving you a small amout of time to adjust your drop location on the way down.
That would be a perfect system for this game, I'm tired of spawning into a location only to have 3-4 enemy waiting to shoot me in the face as soon as my boots get dusty. |
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