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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:33:00 -
[1] - Quote
These are some idea that have come up in the forums that I took a interest in but have since been buried by the feedback of the new build. The reason this is here and not there is so you can discuss stuff that's already been suggested in one form or the other and its been set up link this so you can quote a single part to make a point or hit the like button to show support for a idea.
These ideas have been posted by others and as more ideas come up I will add to it or change the wording, occasionally ill add a note to post to point something out or make an amendment to it.
All of this is standalone stuff I don't expect CCP to add any of it any time soon but its here to get the gears turning and to show ideas for things ccp has already expressed interest in, they wont be adding it soon but it will at least be consider as CCP builds up the game. Some of this should have a small foundation for it laid later in beta so its properly balanced and can be added on to once the game goes live
table of contents 1. combat movement and movement in general >movements >stagger 2. weapon customization > the three system 3. ammo types 4. mass to movement 5. signature and sensors 6. cloaking >camouflauge 7. portals >different types 8. TACNET 9. Grid 10. vehicle res res. res. res. links. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:34:00 -
[2] - Quote
COMBAT MOVEMENTS I think the mercenaries should have more movements for them to use in the field this will make a player fill like he really is in the think of the action. This should be balanced against with limitation requirements and a player need a little bit a skill to do any combat movements. Something like this should have a foundation layed early in beta or else it would fill like a gimmick and would be improperly balanced so adding a foundation for this and later building on this by adding more movements
Some important things about combat movements is they would have a few but strict requirements for each one so players couldn't use them when ever, each movement distance and speed would be limited by the suits so don't expect heavys to become ninjas, and each suit could be staggered thus canceling the movement and each movement would have a start up time after the short and simple button/analog combination was hit for the movement to be canceled by a accurate player to keep it from being used as a quick escape
>sliding: would have a player sprint in a straight line, then hold the crouch button and the player would enter a slide which distance would be based of sprint speed
>diving: would have a player stand stock still, then hold crouch and lean forward on the analog stick to enter into a dive. The distance would be based of weight.
>roll: would have a player stand stock still, then hold crouch while doing a hard left or right movement on the analog stick. The distance would also be based off weight
>climbing: when near a object lower than their upper body they climb over it by double tapping jump
>vaulting: same as climbing but happen when the reach an object they can normally climb over while they are moving and if there timing is really good they vault over it quickly.(really really good timing required)
movement over terrains or incline should show more realistically when going up hill a suit would move slower when going down hill it would move faster etc. Also a player movement should build up to their Max sprint speed or walking speed, and a player should have a bit of momentum to contend to when they stop.
A major part of balancing a lot of movement things would be stagger which would cause a players screen to shake a bit the more there staggered the more it shakes. In general staggering would cause player to pause in there movement for less than a second showing how staggering cause them to miss a step. But staggers biggest thing would be how once a person reaches a certain point stagger it cancels a combat movement, this threshold would be pretty low for complex/most useful movements
Has more bullets hit you it builds up the amount of stagger, the bigger the bullet the more it staggers the smaller the suit the more it staggers. But before some of you hate this stagger wont do much a small amount of stagger would hardly be noticeable and even maximum stagger would be within the acceptable annoyance level.
post more ideas at the bottom ill add them |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:34:00 -
[3] - Quote
WEAPON CUSTOMIZATION Are hallmark of any fps game and one that I hope ccp has consider how to implement. Most of us want this added eventually including me but im impartial to how it should be implemented ill let discussion decided that however I think presenting the three suggested methods would give people.something to talk about as well as show my support for this.
1. Full weapons customiztion, if any of you have played the new ghost recon then you know what this is if you not go youtube it. The idea is simple have each weapon a set stock and barrel and let the player add their own choice of scope, firing mechanism, reload ect. As well as attachments this type of gun would allow lots of player customization and each individual gun would cost different amounts of cpu/pg and not much else. I think this is would be a very cool system to have.
2. Attachment rigging, Is something from the eve side of things and any one who ever played eve would be familiar with the rig slots and calibration points. In dust rather than decking out our suits more rig slots would allow players to fit attachments to what ever gun they have equipped. Each attachment would eat up calibration points and some of the more powerful ones would also eat up cpu/pg. I think this system would be in line with the eve roots as well as tie into the economy well.
3. Attachment modules, are attachment that fill the place of slots consuming cpu/pg while adding on to our guns, for example the underbarrel grenade would fit in the grenade slot, silencer could fit in the medium slots ect. Now this system would have the advantage of being hard to abuse with a player having grenades smg assault+grenade launcher and going to town shredding everything. Now earlier I lied im not partial to this system and prefer the other two. So if someone can post a better less baised opinion down below.id be more than happy to replace my rambling here. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:34:00 -
[4] - Quote
AMMO TYPES rather than being based of damage types like strong against shield or against armor i think it be a better to have ammo types that alter a guns range, damage and mag size(not RoF or Accuarcy thats handle by the gun). each type would be set up to be better at controled burst, long range, pray and spray etc. this would allow players to select ammo types based off a players style rather than the ammo altering a player style. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:34:00 -
[5] - Quote
MASS TO DAMAGE i think it would be better if when you got hit by something it was better represented. this is a big thing for tanks and LAV since lavs can run around and hit a heavly armroed soldier and take no damage but a tank cant run people over. so ramming something should do damage to both object the longer they colide and the bigger the object is compared to the other is the less damage it takes from hittting something.
something like this would mean tanks could run people over and keep running them over by virture of being a tank. while a LAV can hit people but it would take damage while doing so |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:34:00 -
[6] - Quote
SIGNATURE AND SENSOR How we fight and find other players is based off the minimap and the chevrons showing were it people are, I think this could be expanded on to be more interesting. For example every suit would have a limit sensor range and sensor strength, every suit would also have signature strength that would be detected by a sensor.
Each suit would have its own sensor rate assault would have the lowest with scout and heavys having more and the logi having the most. This would mean assault players will have to look for actual players rather than their chevron/mini map unless their in a group or with a logi.
The medium power modules would add more to a suit sig than a low power module so it would make players thing. A module for increasing sensor could be made along with a module for reducing signature.
Know this is already in the game but that chevron is always there unless something in the way and even then there's enough players running around to limiting it. By making weakening sensor strength and giving it a range players would start looking for people rather than chevrons. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:34:00 -
[7] - Quote
CLOAKING cloaking should be a equippable module for any suit but would be balacned by high cpu/pg requirements. that would make players give up all other modules. but other than just high requirements there should be inherinte limits with it.
cloaking should be based off a mass and movement threshold if the players mass and movement goes over this their cloak is turned off and has to cool down, this would be larger players would have to move at a crawl and a smaller suits could move faster, but both would be cloaked if they stood still.
cloaking should have a cool down after use so people cant abuse it, players shouldnt be able to shoot while cloaked and it should have a high signature radius once uncloaked(read 5) it should also have a distict sound so no overt abuse.
another type of cloaking would be a camouflauge module that changes the color of the suit, to a preset color, as well as lowers their signature. this would be a more standard form players could still see you but they would have to look for you to find you |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:34:00 -
[8] - Quote
PORTALS Would add a interesting element to the game but should be properly balance with limitation and high cpu/pg requirements for the different levels of it quick personal teleporting, vehicle portal breaching and permanent installation portals.
A player could equip the module and teleport forward 20 to 50m based off how long the held the button, this would have high signature radius and be pretty obvious when used, it would also have a cooldown for when it count be used and be easily jammed by E-war.
Tanks could equip a module and create a proper portal for people to use for a few moments to create a breach in someone defense this would also be pretty obvious when it would happen but it could be jammed by larger installation based jamming arrays.
A player could also by a portal generating installation that sets up a link between two point provided they pay for it |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:34:00 -
[9] - Quote
TACNET Could provide an augmented realty for soldier on the ground giving them more references to use in moving about and showing prevalent information and more important give that feel that we are in the future fighting a war with a support system.
tacnet could show larger floating beacons/references for capturable objects in the sky or squad commander marked objects so player can find them with a quick glance knowing their distance rather than just their direction.
tacnet could also highlight the ground of incoming strikes for the team that called it in especially for when friendly fire is turn on. But it could also show other thing provide a players team has the proper tacnet relay installation show general area of all enemy troops(important if post 5 is made real) it could also highlight the movement of larger vehicles. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:35:00 -
[10] - Quote
GRID tacnet could have a toggleable grid player could see while in the field not just on the map, the grid with allow teams better coordination while in the field. A map could have a simple 9 by 9 A1 to I9 that allows player to just call out where they are or need to be fore larger map divided the map into how ever many area with a 9x9 grid him so Alpha B5 would be in alpha area and a player would know this.
Just a though calling in bombardments and strikes could become a profession within the game but not take it away from everyone, by allowing any player to call in a strike to a general area of a coord if they gain the ability to call it in. But a player could buy a special side arm laser designator that gives the bombardment more precision. |
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:35:00 -
[11] - Quote
VEHICLES Vehicles could use some work mainly in the form of owner ship and how a player "sees" around his vehicle. First off allow the owner to assign gunners to position and if enough player are available allow him to assign the main gun to some one else if he wants.
Give tank drivers a subscreen for them to look at and know what happening in a different perspective, when a tank drivers looking straight ahead show what behind them on the subscreen when they're looking in any other direction show what's in front of the tank |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:35:00 -
[12] - Quote
Res. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:35:00 -
[13] - Quote
Res. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:35:00 -
[14] - Quote
Res. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:35:00 -
[15] - Quote
res. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 22:36:00 -
[16] - Quote
Links |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.25 23:04:00 -
[17] - Quote
Sojuro Ryo wrote: Tell me about it. Most of those could of been compressed. @ Avenger 245, Ain't like you really needed 15 posts for all that. Just a bunch of wasted database storage you used there.
I know it could have been compessed, im working on that I had a good connection so I set up the ground work the first and second are the only ones set up. Give me some time and it will be better I just didnt need the thread lock while I edited in the stuff, so I will get to the cleaning up part now let this thread die now |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.26 00:31:00 -
[18] - Quote
Flux Raeder wrote:This isn't even in the right area. Put this in Feedback/Requests.
read the updated first post; i explain there that this is already in there its here to be discussed.
TEBOW BAGGINS wrote:do you know how many bugs this would cause... we got enough already
free bump btw
well of course the important stuff should be tended to first, but it can be discussed now and can get ccp gears turning and it would show support for ideas and offer suggestion for things ccp already taken a interest in
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Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.26 01:45:00 -
[19] - Quote
its for feedback and request its already been requested there and discussed i just posted it here so you can discuss how it would fit into the game or affect you, rather than how it should be added. |
Avenger 245
Crux Special Tasks Group Gallente Federation
477
|
Posted - 2012.08.26 23:34:00 -
[20] - Quote
If it bothers you that much I can move it, now that its all in one place rather than spread out amongst my electronics and in a rough draft format |
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