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Khun-Al
135
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Posted - 2012.07.26 00:24:00 -
[1] - Quote
Here are my ideas for spawning, the mcc, weapons, installations, vehicles, aircrafts, boats, drones, miscellaneous and steering.
Spawning: Mercs shouldnt appear out of nothing but drop in. When you choose your spawn point you see how your merc walkes out of a main CRU and gets picked up and carried over your spawn location by a drone. There it circles in the air until you jump out or it is shooten down. The clones have disposeable windsuit to steer and slow their fall. If there are enemies under you you can press a button and the drone takes you over the next allied. The drones have just energy for a short time and throw you out if energy is nearly empty. If you choose the hangar or a deployed CRU as your first spawnpoint you just walk out of the CRU.
Ordered vehicles were produced on the MCC and picked up on a production line by a RDV. Ships were brought to the next waters if you are on land. If you order a vehicles or aircraft in the hangar they just roll from the production line.
MCC: There shouldnt be just one version of MCCs. One of each faction and different levels would be good.
The current MCC doesnt fit to any racial ship style. It looks like Gallente but it has a stronger shield like Caldari or Minmatar.
The battle should interact more with the MCC. There should be a spawnpoint just for attackers on it. On the top should be a hangar with a CRU, some factories for vessels, a few turrets on the outside, a small hangar for spawn drones and RDVs and a repair unit. You can see how vessels come from the production line and mercs walk out of the CRU. There should be a similar hangar just for the defenders under the planets surface in their non-hostile area.
Instead of waiting for other players in the war barge before a battle they could choose their dropsuit directly after choosing the battle and wait until it starts in the hangar where they can already call in a vehicle . Of course there are also fitting and market desktops and a hologhrapic map.
The MCC should be more customizeable by the corporations.
Weapons: There should be more types of grenades like EMP-Grenades which paralyze mercs and vessels, nanite grenades which create a fog with nanites that damages everyone inside it, smoke grenade or dazzle grenades.
There should be more types of melee weapons like tasers, poison injectors or just fists.
There should be more types of sidearm weapons like a flame thrower, a nanite sprayer that work like a nanite grenade inside or an electric pulse battery that creates a flash which jumps to every metal part within a certain range and paralyzes mercs and vessels and this a few times until its energy isnt strong enough anymore.
Weapons and turrets should have customizeable parts to increase some stats or reduce PG and CPU cost. We should be able to change the mag to increase ammo, the loading mechanism to increase rate of fire, bullets to increase damage and range, barrels to shoot more accurate and increase range, muzzle to decrease its recoil, noise and muzzle flash and the hull to reduce weight. Those that increase stats need a lot of CPU and PG so you can mount just a few or mount some that take fewer PG and CPU than the standard parts to make the weapon not too PG and CPU expensive. Different types of scopes are cheap because they give just the ability to personalize and some to zoom. There should also be additional parts which replace grenades, sidearms or melee weapons. There should be melee weapons which replace the normal melee weapon and are mounted on the muzzle, launchers that replace grenades and are mounted under the barrel and special weapons that replace the sidearm weapon and are mounted on both sides of the barrel. They have the advantage that you swap faster to them respectively they throw the grenade farer.
Installations: Those should be in the game:
Walls CRUs Different Weapon Insatallations Bunkers An self enfolding barrack with space for 4 mercs who can shoot out of it. Tank Traps A barrier which cannot be passed by tanks. Like those which are already in the game beside the road in the skirmish map. Personal Locks A barrier like a barbed wire entanglement which cannot be passed by mercs. Radar Stations Shows every enemy within its range and marks them. Marked enemies are shown on the HUD with a symbol depending on its class. Drone Stations Drones can refill energy there. Autoguns A small turret with a light weapon that shoots at every radar marked enemy within its range. |
Khun-Al
135
|
Posted - 2012.07.26 00:24:00 -
[2] - Quote
Vehicles: The damage should effect on their speed and if they are critically damaged they should break down sometimes.
You should be able to choose where you want your hardpoints and which angle they should have.
Which vehicles should be in the game:
HAV (Heavy Assault Vehicle) LAV (Light Assault Vehicle) AAV (Amphibic Assault Vehicle) It should be a bit smaller and faster than the HAV, have a bit fewer HP, 3-4 seats and same number of small turret slot. Skills unlocked by vehicle command V. AES (Armoured Exo Suit) It should be 1.5x-2x the size and same speed of a merc, have about 1500 HP plus the dropsuits HP, 1 seat and a doubled small turret slot. Skills unlocked by vehicle command III and dropsuit command III. APV (Amphibic Personal Vehicle) It should be 0.5x the size and a bit faster than a anti air projectil, have 0.75x of its HP, on seat and one straight forward shooting small turret. Skills unlocked by vehicle command I. LSV (Light Support Vehicle) It should be like a LAV just a bit longer and faster, have 1.5x the HP of that , 5 seats, a repair unit and a nanohive for people inside and no turrets. Skills unlocked by vehicle command II. HSV (Heavy Support Vehicle) It should be a like a LLV just a bit larger, have 1.5x of its HP, 7 seats,a roof with embrasures, a repair and supply unit and no turrets. The supply and repair unit have a radius like a normal supply unit but they work slower. Just people inside can open the menu of the supply unit by pressing the right button. Skills unlocked by vehicle command IV.
Aircrafts: They all should be a VTOL design.
Every aircraft except of the FES have flare bays which have a chance of 33% to disturb a rockets aiming.
Which aircrafts should be in the game:
MPA (Multi Purpose Aircraft) On full speed it should be a bit faster than a swarm launcher rocket, have about 2000HP on lv1 , 2 seats, a straight forward shooting gun fired by the pilot and a large and a doubled small turret controlled by the copilot who has to change between them. Skills unlocked by piloting II. ASF (Air Superiority Fighter) It should be 1.5x the speed and 0.75x the size of a MPA so it is more agile, have about 1000-2000 HP on lv1, 1 seat and two tripled small turrets between them the pilot has to change . Skills are unlocked by piloting III GAF (Ground Attack Fighter) It should be 0.5x the speed and 1.5x the size of a MPA, have about 3000 HP on lv1, 3 seats, a quadrupled straight forward shooting gun which is controlled by the pilot, two large turrets controlled by a copilot who has to change and a small turret for the third seat. Skills are unlocked by piloting V. LSA (Light Support Aircraft) It should be like a dropship with an additional repair unit and a nanohive for the people inside. It should be able to land on water. Skills are unlocked by piloting I. HSA (Heavy Support Aircraft) It should be 0.75x the speed of a LSA, have about 2000 HP at lv1, a repair and supply unit, embrasures, 9 seats, a hook like a RDV to pick up vehicles, a CRU and two small and a large turret each fired by a passenger. Near flying aircrafts should be repaired too.It should able to land on water. Skills are unlocked by piloting IV. FES (Flying Exo Suit) It should a bit slower than a swarm launcher rocket and a bit taller than a merc, have about 1000 HP + the dropsuit HP, a light turret and two VTOLs to fly. Skills are unlocked by piloting III and vehicle command IV.
Boats: Boating skills are unlocked by vehicle command V.
Which boats should be in the game:
LAB (Light Attack Boat) It should be the size of a HAV and speed of a LAV, have a few more HP than that, 3 seats, a torpedo launcher fired by the pilot and a small turret. Skills are unlocked by boating I. HAB (Heavy Attack Boat) It should be the speed and 1.5-2x the size of a HAV, have a few more HP than that, 3 seats and space for additional mercs, a doubled torpedo launcher fired by the pilot, a heavy turret and a doubled small turret. Skills are unlocked by boating IV. SSAB (Sub Surface Attack Boat) It should be 2x the size and 0.75x the speed of a LAV, have about the same amount of HP, 2 seats, a doubled torpedo launcher fired by the pilot and a small turret fired by the passenger. Skills require boating III. LSB (Landing and Support Boat) It should be 2x the size of HAV, have 2x the amount of HP, space for 10 mercs +the captain and 1 vehicle, a supply and a repair unit. Skills are unlocked by boating II. |
Khun-Al
135
|
Posted - 2012.07.26 00:25:00 -
[3] - Quote
Drones: The drone capacity depends on the race of the dropsuit. Gallente can use the most drones then come Amarr and Minmatar. Caldari can use less drones. There two sizes of drones. The larger one has twice the amount of slots of the smaller. They need energy so they can fly just a certain time at once before they land or get in a drone station within a certain range to recover energy. Drone stations recover energy faster. They should be ordered like vehicles but they fly directly to their owner. They can also patrol in a given area. Those drone types should be in the game: Repair Drones They repair the armour and shield of allied mercs within its range and also reanimate mercs. Supply Drones They refill ammo. Battle Drones They support their owner in fights.
Miscellaneous: You should see where modules are mounted on a dropsuit, weapon or vessel. Passengers should be able to move in a open vehicle if there is enough space. Passengers should be able to shoot out of the vehicle in a restricted angle with their light and sidearm weapons. The slot layout of a vessel or dropsuit should be shown in the market. Turrets should point to the same point if a vehicle a vehicle moves. There should be different turrets: anti air turrets and anti ground turrets. Small turrets projectiles are faster and have a auto aiming so you can use them effective against fast vehicles too. Large turrets projectiles are stronger but slower so they are good against slow vessels. Bomb bays can just be mounted at large turret hardpoints. Instead the star map in the war barge there should a map of the battlefield like you can see it while choosing spawnpoints. The weight of modules and weapons should have an effect on the speed of a vessel or dropsuit. Turrets should have a magazine too. By pressing O on a module in the selection wheel the module is selected as fix module which can be activated by pressing L2. Other modules can still be activated or selected as a fix module in the selection wheel. Make vehicles especially the fast one more manueverable. |
Khun-Al
135
|
Posted - 2012.07.26 00:25:00 -
[4] - Quote
Steering: The steering should be customizeable or have at least some prebuild mappings. There should also be the ability to interchange just the mapping of the analog sticks for left and right handers.
There should be mappings just for Move and some just for Dualshock.
Here I have some mapping suggestions. I just write the differences to the actual.
Mercs: D-Pad Up: Drone Menu You can choose if they should support you or patrol. You choose the patrol area by selecting a center and a radius. D-Pad Left: Installation Deployment L1: Zoom + Lock on if possible Select: Start mic Hold Select for a few seconds: Open Text Chat and Player List R3: Quick Melee Attack Hold R3: Melee Fight Your melee weapon is active as long you hold R3. You make a melee attack in the direction you look. R2: Switch Weapons You cannot select equipment in this way. Hold R2: Weapon and Module Selection Hold +ö: Prone You can still shoot your sidearm or light weapon in a limited angle. L3 + +ö: Rolling and staying crouched L3 while crouching: Getting up and sprinting
Vehicle/Boats: D-Pad: Like Merc L2: Activate Module L1: Zoom + Lock On if possible L3: Boost R3: Smoke Gûí: Reload X: Pillars/Submerge Pillars negate the kick of a turret. R2: Switch Turret Hold R2: Turret and Module Selection
Aircraft/Submarine: D-Pad: Like Mercs L2: Activate Module L1: Zoom + Lock On if possible LS Up and Down: Speed Adjustment LS Left and Right:Turn Left and Right over long axis RS Up and Down: Nose Up and Down RS Left and Right: Roll over vertical axis L3:Boost R3: Flares R2: Switch Turret Hold R2: Turret and Module Selection Gûí: Reload X: Landing/Taking Off/Emerge |
Saucy ButtLove
3
|
Posted - 2012.07.26 00:39:00 -
[5] - Quote
Khun-Al wrote:Here are my ideas for spawning, the mcc, weapons, installations, vehicles, aircrafts, boats, drones, miscellaneous and steering. Sorry that many ideas are still brought in by others but my ideas are a really complex system so otherwise id have to link my posts always. I hope you understand this.
Spawning:
Mercs shouldnt appear out of nothing but drop in. When you choose your spawn point you see how your merc walkes out of a main CRU and gets picked up and carried over your spawn location by a drone. There it circles in the air until you jump out or it is shooten down. The clones have disposeable windsuit to steer and slow their fall. If there are enemies under you you can press a button and the drone takes you over the next allied. The drones have just energy for a short time and throw you out if energy is nearly empty. If you choose the hangar or a deployed CRU as your first spawnpoint you just walk out of the CRU.
Ordered vehicles were produced on the MCC and picked up on a production line by a RDV. Ships were brought to the next waters if you are on land. If you order a vehicles or aircraft in the hangar they just roll from the production line.
MCC: There shouldnt be just one version of MCCs. One of each faction and different levels would be good.
The current MCC doesnt fit to any racial ship style. It looks like Gallente but it has a stronger shield like Caldari or Minmatar.
The battle should interact more with the MCC. There should be a spawnpoint just for attackers on it. On the top should be a hangar with a CRU, some factories for vessels, a few turrets on the outside, a small hangar for spawn drones and RDVs and a repair unit. You can see how vessels come from the production line and mercs walk out of the CRU. There should be a similar hangar just for the defenders under the planets surface in their non-hostile area.
Instead of waiting for other players in the war barge before a battle they could choose their dropsuit directly after choosing the battle and wait until it starts in the hangar where they can already call in a vehicle . Of course there are also fitting and market desktops and a hologhrapic map.
The MCC should be more customizeable by the corporations.
Weapons: There should be more types of grenades like EMP-Grenades which paralyze mercs and vessels, nanite grenades which create a fog with nanites that damages everyone inside it, smoke grenade or dazzle grenades.
There should be more types of melee weapons like tasers, poison injectors or just fists.
There should be more types of sidearm weapons like a flame thrower, a nanite sprayer that work like a nanite grenade inside or an electric pulse battery that creates a flash which jumps to every metal part within a certain range and paralyzes mercs and vessels and this a few times until its energy isnt strong enough anymore.
Weapons and turrets should have customizeable parts to increase some stats or reduce PG and CPU cost. We should be able to change the mag to increase ammo, the loading mechanism to increase rate of fire, bullets to increase damage and range, barrels to shoot more accurate and increase range, muzzle to decrease its recoil, noise and muzzle flash and the hull to reduce weight. Those that increase stats need a lot of CPU and PG so you can mount just a few or mount some that take fewer PG and CPU than the standard parts to make the weapon not too PG and CPU expensive. Different types of scopes are cheap because they give just the ability to personalize and some to zoom. There should also be additional parts which replace grenades, sidearms or melee weapons. There should be melee weapons which replace the normal melee weapon and are mounted on the muzzle, launchers that replace grenades and are mounted under the barrel and special weapons that replace the sidearm weapon and are mounted on both sides of the barrel. They have the advantage that you swap faster to them respectively they throw the grenade farer.
Installations: Those should be in the game:
Walls CRUs Different Weapon Insatallations Bunkers An self enfolding barrack with space for 4 mercs who can shoot out of it. Tank Traps A barrier which cannot be passed by tanks. Like those which are already in the game beside the road in the skirmish map. Personal Locks A barrier like a barbed wire entanglement which cannot be passed by mercs. Radar Stations Shows every enemy within its range and marks them. Marked enemies are shown on the HUD with a symbol depending on its class. Drone Stations Drones can refill energy there. Autoguns A small turret with a light weapon that shoots at every radar marked enemy within its range.
dude... Nearly all of these dead are copies of others. The dropping in and for attackers from there mcc and "gliding" in is my idea the defenders spawning from under ground is someone else's too. couldn't be asked to read it all but I scanned and the majority of ideas are copied.
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Khun-Al
135
|
Posted - 2012.07.26 00:55:00 -
[6] - Quote
Saucy ButtLove wrote:Khun-Al wrote:Here are my ideas for spawning, the mcc, weapons, installations, vehicles, aircrafts, boats, drones, miscellaneous and steering. Sorry that many ideas are still brought in by others but my ideas are a really complex system so otherwise id have to link my posts always. I hope you understand this.
Spawning:
Mercs shouldnt appear out of nothing but drop in. When you choose your spawn point you see how your merc walkes out of a main CRU and gets picked up and carried over your spawn location by a drone. There it circles in the air until you jump out or it is shooten down. The clones have disposeable windsuit to steer and slow their fall. If there are enemies under you you can press a button and the drone takes you over the next allied. The drones have just energy for a short time and throw you out if energy is nearly empty. If you choose the hangar or a deployed CRU as your first spawnpoint you just walk out of the CRU.
Ordered vehicles were produced on the MCC and picked up on a production line by a RDV. Ships were brought to the next waters if you are on land. If you order a vehicles or aircraft in the hangar they just roll from the production line.
MCC: There shouldnt be just one version of MCCs. One of each faction and different levels would be good.
The current MCC doesnt fit to any racial ship style. It looks like Gallente but it has a stronger shield like Caldari or Minmatar.
The battle should interact more with the MCC. There should be a spawnpoint just for attackers on it. On the top should be a hangar with a CRU, some factories for vessels, a few turrets on the outside, a small hangar for spawn drones and RDVs and a repair unit. You can see how vessels come from the production line and mercs walk out of the CRU. There should be a similar hangar just for the defenders under the planets surface in their non-hostile area.
Instead of waiting for other players in the war barge before a battle they could choose their dropsuit directly after choosing the battle and wait until it starts in the hangar where they can already call in a vehicle . Of course there are also fitting and market desktops and a hologhrapic map.
The MCC should be more customizeable by the corporations.
Weapons: There should be more types of grenades like EMP-Grenades which paralyze mercs and vessels, nanite grenades which create a fog with nanites that damages everyone inside it, smoke grenade or dazzle grenades.
There should be more types of melee weapons like tasers, poison injectors or just fists.
There should be more types of sidearm weapons like a flame thrower, a nanite sprayer that work like a nanite grenade inside or an electric pulse battery that creates a flash which jumps to every metal part within a certain range and paralyzes mercs and vessels and this a few times until its energy isnt strong enough anymore.
Weapons and turrets should have customizeable parts to increase some stats or reduce PG and CPU cost. We should be able to change the mag to increase ammo, the loading mechanism to increase rate of fire, bullets to increase damage and range, barrels to shoot more accurate and increase range, muzzle to decrease its recoil, noise and muzzle flash and the hull to reduce weight. Those that increase stats need a lot of CPU and PG so you can mount just a few or mount some that take fewer PG and CPU than the standard parts to make the weapon not too PG and CPU expensive. Different types of scopes are cheap because they give just the ability to personalize and some to zoom. There should also be additional parts which replace grenades, sidearms or melee weapons. There should be melee weapons which replace the normal melee weapon and are mounted on the muzzle, launchers that replace grenades and are mounted under the barrel and special weapons that replace the sidearm weapon and are mounted on both sides of the barrel. They have the advantage that you swap faster to them respectively they throw the grenade farer.
Installations: Those should be in the game:
Walls CRUs Different Weapon Insatallations Bunkers An self enfolding barrack with space for 4 mercs who can shoot out of it. Tank Traps A barrier which cannot be passed by tanks. Like those which are already in the game beside the road in the skirmish map. Personal Locks A barrier like a barbed wire entanglement which cannot be passed by mercs. Radar Stations Shows every enemy within its range and marks them. Marked enemies are shown on the HUD with a symbol depending on its class. Drone Stations Drones can refill energy there. Autoguns A small turret with a light weapon that shoots at every radar marked enemy within its range.
dude... Nearly all of these dead are copies of others. The dropping in and for attackers from there mcc and "gliding" in is my idea the defenders spawning from under ground is someone else's too. couldn't be asked to read it all but I scanned and the majority of ideas are copied.
I know that some ideas a modified versions of others ideas and some ideas are also brought in by me in other threads but how can you say that nearly everything is copied if you havent read it. Have you thought about what you wrote here at all? |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2012.07.26 01:04:00 -
[7] - Quote
Chances are about 25-50% of what you just mentioned are being interated in some way. |
Khun-Al
135
|
Posted - 2012.07.26 02:24:00 -
[8] - Quote
We can discuss if a few ideas are seen in other threads or we can concentrate on the ideas. What do you think about them? |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.07.26 03:11:00 -
[9] - Quote
Shorter version or just bump threads that already have these in them |
Tobaml
5
|
Posted - 2012.07.27 06:50:00 -
[10] - Quote
I like the ideas so +1 sir/lady. Especially the waiting on the mcc instead of the war barge would be nice. Thus it the game start would be a bit more fluent. But what do you mean with seeing modules on a vehicle or dropsuit? |
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Khun-Al
135
|
Posted - 2012.07.27 07:12:00 -
[11] - Quote
I mean that if you fitted energized plating on it you should se flashes on the hull or the damage modifiers should be seen on the turret or gun. @Avenger 245: The problem is most threads where i have posted them are opened by other guys so i cannot close them. And I have already shortened it a lot but I put all in one thread so it seem to be such long. |
Sebastian Amlacher
13
|
Posted - 2012.07.29 21:55:00 -
[12] - Quote
I would really like to move and shoot in a vehicle. It s*cks to stay in a dropship and doing nothing. Then they would be used as a support vessel what they are supposed to. |
Draco Dustflier
Villore Sec Ops Gallente Federation
45
|
Posted - 2012.07.29 22:05:00 -
[13] - Quote
it'd be nice to have a) emp grenades that disable shields within a large radius for 15-20 seconds b) snipers ignore shields completely c) weapon specific jamming units that can be deployed to stop the specific weaponit is designed to jam until it is destroyed. only one of these from each team could be deployed at a time, and they would affect both teams. d) less damage and more ammo for mass drivers e) less armor and more speed on heavy dropsuits (880 hp in an fps is just ridiculous), or take away sprint from them, increase recoil on hmgs, don't allow them to move while overheating, have forge gunners explode if they charge too much, and limit them to heavy weapons only. |
Khun-Al
135
|
Posted - 2012.07.30 16:26:00 -
[14] - Quote
a) I already said it b) Why should a sniper bullet go through a shield? c) Maybe d) Yes but for forge guns too e1) Then it would be just a better assault suit e2) Maybe if they get more armor or at least an armor repper e3) No they are already underpowered e4-6) Reasons |
Iceyburnz
316
|
Posted - 2012.07.30 16:55:00 -
[15] - Quote
Iron Wolf Saber wrote:Chances are about 25-50% of what you just mentioned are being interated in some way. Basically this.
A lot of your ideas are actually going in the game later. Check out "CCP fanfest 2012" on youtube for more info.
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Khun-Al
135
|
Posted - 2012.07.30 19:19:00 -
[16] - Quote
Ive watched it now and which ideas do you mean? |
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