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Thread Statistics | Show CCP posts - 1 post(s) |
Khun-Al
135
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Posted - 2012.08.07 19:24:00 -
[1] - Quote
Here are my ideas for spawning, the mcc, weapons, installations, vehicles, aircrafts, boats, drones, miscellaneous and steering. What do you think about them?
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
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Posted - 2012.08.07 19:24:00 -
[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
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Posted - 2012.08.07 19:25:00 -
[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. Battle Drones They support their owner in fights. E:Camera Drones They show you or their patrol route on a small window.
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. E:Make the FPV on default and the TPV just if a Camera Drone follows you. |
Khun-Al
135
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Posted - 2012.08.07 19:25:00 -
[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 |
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GM Kiriap
Royal Amarr Institute Amarr Empire
122
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Posted - 2012.08.07 21:08:00 -
[5] - Quote
Thank you for this hard work Khun-Al. I'll move your thread to appropriate sub forum. |
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Icy Tiger
496
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Posted - 2012.08.07 22:19:00 -
[6] - Quote
Nice ideas. I especially like your ideas for Air Vehicles, especially the Exo Suits. |
Grimm Tripp
Bragian Order Amarr Empire
36
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Posted - 2012.08.07 22:35:00 -
[7] - Quote
Pretty sure each race will have a different mcc.... |
Timothy Reaper
ZionTCD Legacy Rising
321
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Posted - 2012.08.08 05:31:00 -
[8] - Quote
A lot of good ideas in there. I like the nanite grenade/sprayer and electric pulse battery. |
Veigar Mordekaiser
Royal Uhlans Amarr Empire
676
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Posted - 2012.08.08 05:44:00 -
[9] - Quote
I always feel dumb when I don't recognize acronyms, but what is VTOL? |
Timothy Reaper
ZionTCD Legacy Rising
321
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Posted - 2012.08.08 05:47:00 -
[10] - Quote
Vertical Take-Off and Landing |
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Khun-Al
135
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Posted - 2012.08.08 06:07:00 -
[11] - Quote
I hope the aircrafts come to DUST in this build. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.08.08 06:29:00 -
[12] - Quote
Nice post. It is not often someone takes the effort to write up a multipost thread. Kudos for the effort. Good detail with most points, yet concise. I approve of the post!
Yet... I don't approve of all of the ideas.
Most notably the drones. Don't get me wrong. They are a huge part of the Eve universe, yet very few games have ever done drones well. Having an AI anything in a multiplayer shooter is bad. Unless you script them to have terrible aim, they will always out-shoot a player, and even if they are much weaker than a player they will still be too strong if user error is taken out of the equation. I don't see a way to make these useful in combat without making them too strong. Repair drones are iffy. Automated repair is one thing. I could tolerate these provided all repairs needed to be active orders to a drone. Remote revives are out of the question. Reviving is bad enough mechanic as it is. Risk-free revives should never be possible. Supply drones just invalidate the need for nanohives, if every suits gets drone slots anyways.
TL:DR I don't feel drones would be a good addition to dust. AI in a competitive multiplayer shooter is BAD.
VTOL fighters are on the roadmap, though we probably won't see them in this build or the next. As far as other vehicles go, the plan is to make more variants, sort of how we have the Standard and Logistics variants of LAV and dropship, and marauder variant of HAV. The currently announced yet unavailable ones are Black Ops HAV, and Force Recon Dropships. Each race will have its own version of each variant down the road.
Another big thing I disagree with is removing first person view from vehicles. If anything, third person needs to go and first person should be mandatory. Third person views for vehicles makes it harder if not impossible for them to be flanked. A vehicle operator should need to look around and/or communicate with their gunners actively to gain situational awareness. Third person view is an 'easymode' button and is thus bad for the game. All the vehicles with the exception of HAV need their first person cameras massively adjusted though.
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Khun-Al
135
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Posted - 2012.08.08 06:50:00 -
[13] - Quote
I edited it now. Drones will be in the game so I thought about them. They could be strong but they are drones and stupid. Stay out of a certain range and they wont react on you. |
Sable Curse
Digital Mercs
8
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Posted - 2012.08.08 07:12:00 -
[14] - Quote
I'm Think that they've been planning to add your "exo-suits" since they started making this game. They already exist in EVE lore as MTAC's (Mechanized Torso-Actuated Chassis) Link: http://wiki.eveonline.com/en/wiki/MTAC |
Timothy Reaper
ZionTCD Legacy Rising
321
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Posted - 2012.08.08 07:22:00 -
[15] - Quote
The first person view for enclosed vehicles (HAVs, Dropships, etc.) could be a cockpit view. Inside you could have screens that show 'gunner cams' as standard equipment, and optional camera modules for different fixed views (up, down and rear). |
Khun-Al
135
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Posted - 2012.08.08 10:26:00 -
[16] - Quote
Timothy Reaper wrote:The first person view for enclosed vehicles (HAVs, Dropships, etc.) could be a cockpit view. Inside you could have screens that show 'gunner cams' as standard equipment, and optional camera modules for different fixed views (up, down and rear).
If the pilot has just to drive this is a really good idea but now you couldnt aim really good. The screen which shows the front could be a bit larger and have a crosshair for fix mounted weapons. |
Timothy Reaper
ZionTCD Legacy Rising
321
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Posted - 2012.08.08 11:03:00 -
[17] - Quote
Khun-Al wrote:Timothy Reaper wrote:The first person view for enclosed vehicles (HAVs, Dropships, etc.) could be a cockpit view. Inside you could have screens that show 'gunner cams' as standard equipment, and optional camera modules for different fixed views (up, down and rear). If the pilot has just to drive this is a really good idea but now you couldnt aim really good. The screen which shows the front could be a bit larger and have a crosshair for fix mounted weapons.
The gunner cam idea was mainly meant for passenger operated turrets, that way they can be moved to provide a better view and you can see where your gunners are aiming. I don't know how many times I've had gunners that kept shooting up at the MCC when they should have been shooting down at the tank trying to take us out of the air. Of course, any vehicle with a weapon under the control of the pilot needs some kind of aiming system. Also, every vehicle has blind spots, and while the third person view takes care of this for now, it could become a serious problem if we're restricted to first person. So maybe the vehicles could have an expanded radar. Nothing fancy. Something like what everyone has now, just covering a larger area. |
Khun-Al
135
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Posted - 2012.08.08 11:26:00 -
[18] - Quote
Timothy Reaper wrote:Khun-Al wrote:Timothy Reaper wrote:The first person view for enclosed vehicles (HAVs, Dropships, etc.) could be a cockpit view. Inside you could have screens that show 'gunner cams' as standard equipment, and optional camera modules for different fixed views (up, down and rear). If the pilot has just to drive this is a really good idea but now you couldnt aim really good. The screen which shows the front could be a bit larger and have a crosshair for fix mounted weapons. The gunner cam idea was mainly meant for passenger operated turrets, that way they can be moved to provide a better view and you can see where your gunners are aiming. I don't know how many times I've had gunners that kept shooting up at the MCC when they should have been shooting down at the tank trying to take us out of the air. Of course, any vehicle with a weapon under the control of the pilot needs some kind of aiming system. Also, every vehicle has blind spots, and while the third person view takes care of this for now, it could become a serious problem if we're restricted to first person. So maybe the vehicles could have an expanded radar. Nothing fancy. Something like what everyone has now, just covering a larger area.
Or just a hologram of the tank and its surroundings. The gunners have a screen already it isnt noticed because they have just one screen. |
Timothy Reaper
ZionTCD Legacy Rising
321
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Posted - 2012.08.08 11:37:00 -
[19] - Quote
Khun-Al wrote:Or just a hologram of the tank and its surroundings. The gunners have a screen already it isnt noticed because they have just one screen. What I meant was that the pilot would have access to the gunner cams, so he can see what the gunners see. |
Khun-Al
135
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Posted - 2012.08.08 11:44:00 -
[20] - Quote
I meant the same but I explained it a bit worse. |
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Maximus Stryker
Villore Sec Ops Gallente Federation
393
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Posted - 2012.08.08 17:52:00 -
[21] - Quote
good stuff |
Darkz azurr
Royal Uhlans Amarr Empire
105
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Posted - 2012.08.08 18:03:00 -
[22] - Quote
i want to drop in to spawn so bad i always saw it as, when you pick a spawn your clone gets sent via micro wormhole (like drop uplink) into the sky, ( above your spawn point, then an animation like a small dark fuzzy bubble apears (wich is the wormhole opening) and you shoot out the bubble with inertial dampners on and can slightly adjust trajectory, over the spawn point. thats how i always thought it should work. |
Sebastian Amlacher
13
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Posted - 2012.08.08 18:44:00 -
[23] - Quote
At tanks and aircrafts the driver should have a hologram that shows the surroundings and a large screen that shows what happens in front of the vehicle if he cannot look out and where the mounted gun aims. The gunner of the main turret is the commander so he can give driving and aiming orders by pressing X on a map above his turret screen. The navigation on the map is on the LS. If nobody is on the drivers seat the above screen shows what happens in front of the vehicle instead of the map and he stires the vehicle. At transport vehicles everyone has a map to target where they want. The passengers get more SP for kills near a commanders mark or if they kill a target and the pilot gets SP for bringing passengers to their targets.The commander should get additional SP too if they destroy an targeted enemy. |
Evane Sa'edi
Celtic Anarchy
62
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Posted - 2012.08.08 22:10:00 -
[24] - Quote
Light armoured hovercraft for water assaults instead of boats |
Khun-Al
135
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Posted - 2012.08.08 22:32:00 -
[25] - Quote
It is already in the list of vehicles and I think ships would be a good addition because every army with access to water has a navy even guerilla fighters so they could be available for us too. its a total difference if you use a fast low armoured vehicle or a really heavy armed ship that cannot drive faster than 5mph.
@sebastian: that would be a good solution but many vehicles dont have a main turret like the dropship, Who should be the commander there? |
Sebastian Amlacher
13
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Posted - 2012.08.09 09:13:00 -
[26] - Quote
LAV,LAB: passenger HAV,AAV,HAB: main gunner MPA,GAP: the gunner who controlls two weapons Support vehicles: a passenger
If nobody is on the drivers seat they controll the vehicle. |
Khun-Al
135
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Posted - 2012.08.09 19:49:00 -
[27] - Quote
That could work |
BigMacintosh Apple
Crux Special Tasks Group Gallente Federation
1
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Posted - 2012.08.09 20:21:00 -
[28] - Quote
I really don't understand your reasoning behind EMP grenades, or at least what you want them to do. Don't get me wrong, I think additional grenade types would be a wondrous idea.
On the subject of the EMP grenades however; Paralyzing seems a little too harsh, perhaps just a restriction of no sprinting or slower movement speed would suffice? Perhaps interfering with a launcher's ability to fire? If it just paralyzes you and gives the enemy a free kill, it may as well be a regular grenade. Albeit it would be the tea-bagger's weapon of choice. (Just behind the CreoDron B-AR)
Darkz azurr wrote:i want to drop in to spawn so bad i always saw it as, when you pick a spawn your clone gets sent via micro wormhole (like drop uplink) into the sky, ( above your spawn point, then an animation like a small dark fuzzy bubble apears (wich is the wormhole opening) and you shoot out the bubble with inertial dampners on and can slightly adjust trajectory, over the spawn point. thats how i always thought it should work.
In EVE the only thing remotely close to this would be a cynosural field. I'm sure it could work for DUST in miniature form. I do agree with your idea in the terms of a suborbital drop into battle though. Plus it would be a neat way to showcase the inertial dampener effect.
Section 8: Prejudice anyone? |
Dante Daedrik
Osmon Surveillance Caldari State
97
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Posted - 2012.08.09 20:29:00 -
[29] - Quote
Not sure if your talking about EMP Grenades or Webifier Grenades. What your describing would be the result of a Webifier (reduces movement speed), an EMP grenade would be more likely to disable weapons/suit functions. |
BigMacintosh Apple
Crux Special Tasks Group Gallente Federation
1
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Posted - 2012.08.09 20:48:00 -
[30] - Quote
Dante Daedrik wrote:Not sure if your talking about EMP Grenades or Webifier Grenades. What your describing would be the result of a Webifier (reduces movement speed), an EMP grenade would be more likely to disable weapons/suit functions.
Webifiers are by nature related to EMP devices.
EMPs don't /always/ shut down a victim system, but will cause them to excessively malfunction, causing the suits (which I assume aid mobility in some way , or at least Exoskeletons would) to slow or malfunction in some other way.
Paralysis just doesn't sound right. That's just my two-cents. I do agree with any sort of electronic interference messing up weapons though.
But therein lies an idea though. HEMP missiles. (No, not Hemp. High Altitude Magnetic Pulses) They could be fired from orbit like an orbital strike to create a worldwide EMP/stasis status on the enemy, or both friend and foe. |
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