Pages: 1 [2] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Asrieth
Osmon Surveillance Caldari State
4
|
Posted - 2012.08.27 17:43:00 -
[31] - Quote
SLY MV wrote:Ok 1 thing I REALLY hate is the vehicle maneuvering, which right now you basically control the whole vehicle with 1 analog stick. I industry hate it because anytime im trying to slightly turn I drift. Maybe make it so you go forward withR2, reverse with L2and drift ne holding X while turning. Oh and have SQUARE to look back. I like how the transitioning is done with triangle though.
THANK YOU! I just typed up a post about this, and then I read this. I totally agree, they really need to spread out the controls a bit. I mean, we have 2 analog sticks and a whole mess of buttons! Lets make some use of them! |
Cpl Quartz
127
|
Posted - 2012.08.27 18:41:00 -
[32] - Quote
Eddy Stoned wrote:The Rocket Launcher Should deliver more damage. As you get people rolling around in two 'Tank' like vehicles it becomes very difficult to take them down. Especially when no one else is helping... Just a throwing that one out there... Not trying to troll... just aiming to get more involved :D:D Eddy out.
i kill all the chinese looking names over and over when i'm a gunner in a tank even if they are stood still and look afk. might get the point across
balance tank and infantry play. and limit the amount of tanks fielded at any given time. tweak spawns on assault maps, i've had people spawn on me and i've spawned on people ala UT epic games type of gamestyle. it was rubbish then and it's rubbish now. |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.08.28 01:39:00 -
[33] - Quote
Noc Tempre wrote:Th3rdSun wrote:Rugman91 wrote:For the love of satan plz give us button mapping ^This! I've discovered a new modality of control.Instead of the DS3,or KB/M,I've started using a hybrid of both.I use the dual shock to walk,and the mouse to aim and fire.I have to put the dual shock on classic control scheme in order to jump using the L1 buttom,but I still have to take my hand off of the mouse to reload and throw grenades. I have a Logitech GS mouse which has a button on the thumb.It would be nice if I could map that for grenades,and instead of using L2 to crouch,I would map that for reload. Along those lines, why not just let us use Nav+Mouse?
If you are talking about the control for the Move,I was thinking about that too.I would imagine that it would work right?
|
fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2012.08.28 03:23:00 -
[34] - Quote
Bring back the heavy! Hmg should have as much dmg as the smg at least if not the ar. Forge needs the range restrictions removed now the greatest perpetrator of tower camping, dropships, are untouchable. Heavies can be sniped dropships cannot and swarms cant touch them if they are placed right, i should know i abused the **** out of this last build. Heaviest should be feared and should be gun game breakers. They were fine in the first build. I loved having to work to take them out and they are the onpy thing that keep vehicles in check in this game. Vehicles should be a tacticql deployment a defened asset not something that roles the whole map and heavies were the suit that kept them in check.
Every one likes to complain about heavies but they are what made this game different from others. Their movement and cost makes them a Hugh liability. They should beable to hit back hard to make up for it. They dont need more armor that would break the pacing if the game but they do need more power in the weapons only they can bring to the game. I have run every thing in the game but heavies and role them every time. I have started running logistics suits with my freinds heavy and found that we do better with an ar heavy then a ******* Hmg heavy. Ive also found that we do better as a pair of low level swarm scouts then a forge heavy and a logistics.
How does breaking the heavymake sense when its so expensive to use?
The original heavy was fine please bring it back, and provide me with a more intresting chalenge then Ive had since the first build. |
RedRebelCork
Ahrendee Mercenaries Legacy Rising
37
|
Posted - 2012.08.28 12:12:00 -
[35] - Quote
crazy space wrote: 9. Give everyone all militia gear from the start. Having to go to the market to buy one of every militia item is stupid. New players would get a better idea of what they can fit without being expected to jump.through hoops. Do we really want telling people " when you start before anything go to the market and buy your militia gear" to be an expected part of the dust 1st impression?
There's militia gear that we don't start with!?
Obviously this is a good one. I've played maybe 10 matches and never knew this. |
Darky SI
232
|
Posted - 2012.08.30 15:39:00 -
[36] - Quote
I have updated the OP, keep them coming guys
EDIT: to those i didn't take there suggestions its because either suggested by others or confirmed by CCP |
Shadows Maker
Seituoda Taskforce Command Caldari State
129
|
Posted - 2012.09.03 16:57:00 -
[37] - Quote
I know its a bit off but i would love to do some mining in DUST! maybe when you owe a planet you can cruise around using special vehicle and set mining camp with friends mining certain outcrop and chats then out of sudden alarm goes off for possible invasion by other corp! damn that would be awesome |
ICECREAMK1NG WARRIORS
134
|
Posted - 2012.09.03 18:28:00 -
[38] - Quote
The list is so long I can't be bothered to type it all.
Quik list. Fix all the bugs. Simplify the chat / squad / notification / grouping system, it's way to over engineered, complicted for the sake of being complicated and generaly a pain in the @ss to use. Frago, a pain to use and too slow. Grouping in general, an even bigger pain and again over complicated. |
Darky SI
232
|
Posted - 2012.09.03 19:16:00 -
[39] - Quote
ICECREAMK1NG WARRIORS wrote:The list is so long I can't be bothered to type it all.
Quik list. Fix all the bugs. Simplify the chat / squad / notification / grouping system, it's way to over engineered, complicted for the sake of being complicated and generaly a pain in the @ss to use. Frago, a pain to use and too slow. Grouping in general, an even bigger pain and again over complicated. thanks, added to the OP |
Ifava
Tronhadar Free Guard Minmatar Republic
0
|
Posted - 2012.09.04 06:39:00 -
[40] - Quote
Will there be any underground installations in the near future? Can we also find in the game PVE new races aliens?? |
|
Booker DaFooker
Seraphim Initiative. CRONOS.
69
|
Posted - 2012.09.04 08:31:00 -
[41] - Quote
Just a simple thing, as a Move user I am often finding that I lose sight of my aiming reticule if there is a lot of action on screen. This is a problem because with move you are often aiming at a different part of the screen to that at which you gun animation is pointing, especially with the HMG which barely moves at all with the Move movement (tongue twister alert!). All these animations will hopefully change in full game which will make life easier, but would be great if reticule colour and/or brightness was customizable therefore making it easier to see in volatile situations than the current dull white. |
Marcelino Mosquea
0
|
Posted - 2012.09.04 08:59:00 -
[42] - Quote
I really wanna see a weapon customization section... a place where you can buy parts and make your own and unique weapon! I don't know if any of you have played Blacklight Retribution... is done with the Unreal Engine too... and is free to play... the weapon customization in that game is amazing!!! and for me REALLY IMPORTANT!!! they let you rent or buy every single part of the weapon... and you notice the changes when you shot it!!!! so... you can rent parts and prove it... and if works for you, you can buy it.... they even sell ornamentation!!! so you can put a loot of things into your weapon!!!! but let me shut up and show you a video!!!
http://www.youtube.com/watch?v=cHcGkzbeUSE
PLEASE!!! ADD THIS TO DUST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
Darky SI
232
|
Posted - 2012.09.04 14:31:00 -
[43] - Quote
Marcelino Mosquea wrote:I really wanna see a weapon customization section... a place where you can buy parts and make your own and unique weapon! I don't know if any of you have played Blacklight Retribution... is done with the Unreal Engine too... and is free to play... the weapon customization in that game is amazing!!! and for me REALLY IMPORTANT!!! they let you rent or buy every single part of the weapon... and you notice the changes when you shot it!!!! so... you can rent parts and prove it... and if works for you, you can buy it.... they even sell ornamentation!!! so you can put a loot of things into your weapon!!!! but let me shut up and show you a video!!! http://www.youtube.com/watch?v=cHcGkzbeUSEPLEASE!!! ADD THIS TO DUST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! i doubt we will have that kind of customization in DUST 514 but damn that was awesome you can literally change every single part of the weapon! |
Drudkh Amarr
Royal Uhlans Amarr Empire
0
|
Posted - 2012.09.04 16:01:00 -
[44] - Quote
Using PS Move is hopeless. The aiming sight needs to be able to move around the screen instead of moving the whole screen like with an Dualshock controller. |
Dragonxkai
Crux Special Tasks Group Gallente Federation
1
|
Posted - 2012.09.08 06:41:00 -
[45] - Quote
Actually I think it's because they have to balance between the 3 controllers: Controller Mouse+KB PS Move
Making one or the other outperform even a bit will result in people whining or all jumping onto the controller bandwagon. In any case the one thing you'll notice is the M+KB and the PS Move will underperform as they will adjust them under the performance of a usual controller, sorta like having a limiter in place.
So for a PS Move controller, since if they let you aim anywhere on the screen like the other usual move mechanic, you can basically 'snipe' on the screen or spray close up very very accurately... The reasoning behind it is to dumb down your aim to the controller player's level.
Of course, hacked and custom 'mouse' controllers that functions like a normal controller can bypass this.
When I set the mouse sensitivity to max, it still turns slower than your controller at 10-30 sensitivity. This is because they don't want people to do 180 degree turns within 1 second, and wants everyone to be limited to a fixed controller spec so everyone is on equal footing... Which is bad if people want to enjoy using their controllers skillfully...
In any case, 50 sensitivity on the controller spins you at a modest rate, so 100 would mean you can turn 180 within 2 seconds but can't aim as well for long distance?
Again people who really want good control will resort to custom controllers that emulates a mouse. |
Akira Zeta
Algintal Core Gallente Federation
7
|
Posted - 2012.09.08 13:36:00 -
[46] - Quote
Here are a few ideas that I believe could improve the game:
1. Vehicle controls should be altered. I believe the driving controls should be R2 to go forward, L2 to reverse, left analog stick to steer, and the right analog stick to look around. Keep triangle to switch seats.
2. It is much too slow to switch to the sidearm. I actually wish it wasn't mapped to R2 as well. Triangle would be much better. Make the right analog stick switch stance. L2 melee and R2 grenade.
3. The reload animations are a bit too long in my opinion.
4. I think the maps should look different based on the atmosphere of the planet. Fire, Ice, Forest, Desert, Storms, Snow. You could also have ancient cities, refineries, villages, architecture of the different cultures, mines, etc. Variety is always nice and should set the maps apart.
5. All the classes should have unique weapons and abilities that help the team. Assault is useless right now.
6. Additional cosmetic variety between classes and enemies. Should be able to look at player and tell what class they are playing.
7. Aim assist and voice chat should be enabled by default.
8. Higher default looking sensitivity.
9. Camera should be farther away from character in HQ.
10. Improve textures and effects
11. Grenade indicator for friendly and enemy grenades. Make indicator different colors.
12. Hit boxes need to be adjusted.
13. Reloading while running would be great.
14. Stamina meter is a bit annoying, would prefer unlimited sprint.
15. Hold breath while sniping if not already possible.
16. More class based game play similar to battlefield but on a greater level so people work together more.
17. Engineers can build temporary structures such as gun turrets
18. Press down to open a scroll wheel to select a vehicle or structure with analog stick. Look to Star Hawk for inspiration.
19. Traditional menu would be nice with a server browser and from there you can choose to go your HQ. Would have all the features and options available when you press start. HQ feels sort of gimmicky to me since its so small.
20. Orbital drop system for spawning would be awesome. I know it is in both Section 8 and Star Hawk but it makes sense in this game since you are working for the Eve Online players.
I have a feeling this is going to be an awesome game when all is said and done. :)
|
Failonius
Circle of Huskarl Minmatar Republic
2
|
Posted - 2012.09.11 05:46:00 -
[47] - Quote
Drudkh Amarr wrote:Using PS Move is hopeless. The aiming sight needs to be able to move around the screen instead of moving the whole screen like with an Dualshock controller.
That's how I feel. The move should be an easier way to play, but it is the exact opposite right now. Aiming from the hip is ok, but you can't do anything down the sights because of the deadzones. Remove them for ADS. Look at Killzone 3 for inspiration. |
D3LTA ahippie
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.09.11 17:41:00 -
[48] - Quote
Suggestion:
The game can be overwhelming for the standard console FPS fan. I would suggest a professionally created tutorial video instead of just one wall of text after another. People will stop to watch a short video, while they will skip through text in order to go shoot people and blow things up. Since this game has excellent depth and is Free to Play, i see introducing a new player to the game as one of the most important aspects of the game. |
grey man5
Osmon Surveillance Caldari State
1
|
Posted - 2012.09.11 20:14:00 -
[49] - Quote
Suggestions: 1. I'd really like to be able to map functions to buttons. If you can't do that then please make the "weapon switch" funciton the triangle (as previously mentioned). The weapon switch on R2 currently makes it tricky to consistently execute a quick switch.
2. There is a static 3D map in the battle lobby. It would be useful if it actually changed to reflect the battlefield that you are about to enter with points of interest [A-E] and the default spawns marked.
3. A more varied landscape, cover options and objects would be nice. I assume that will come.
Comment: I agree that "The game can be overwhelming for the standard console FPS fan", but that seems to be weeding out most of the middle schoolers which is nice (based on lack of non-sensical chatter on the com).
|
D3LTA ahippie
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.09.11 21:16:00 -
[50] - Quote
grey man5 wrote:Suggestions: Comment: I agree that "The game can be overwhelming for the standard console FPS fan", but that seems to be weeding out most of the middle schoolers which is nice (based on lack of non-sensical chatter on the com).
That's nice for people who play the game, but not the people trying to make money off of the game. |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.11 22:29:00 -
[51] - Quote
[IN BATTLE/GAMEPLAY]: -Ability to increase zoom in on sniper scopes for greater range.
-Increase player count in battles. Maps too big for so little players.
-Many actions that are beneficial to one's team aren't really rewarded. I will list some. Points should be awarded for destroying enemy equipment like drop uplinks and nanohives. Pilots need to get points for when people spawn on their vehicle's CRU; points are awarded for drop uplink spawns, I don't see why vehicle CRU spawns aren't included. Points need to be awarded for cancelling enemy hacks on objectives because right now its more beneficial for players to let the enemy complete the hack before taking it back, and this is at the detriment of the player's team; sure this could lead to boosting, but people can theoretically already boost with the current way things are with with hacking of all installations.
-When you join a battle, it should tell you the server name on top of the playerlist/scoreboard. Often when I joined a game through the "Instant Battle" matchmaking, I really liked the map and wondered what server this was on so I can find it again.
-The kills reported on the killfeed disappear too fast, so it makes it hard to know who and killed you. The name of your killer, as well as the weapon used should appear largely and centered on the screen for 2 seconds for you to see.
-Some sort of meter or counter that lets a squad leader know how close he is to being able to call in a strike.
-Points for kills and assists should be proportional to how much damage you did to the enemy. If you do 80% of the damage, you should get 80% of the possible points for the kills, even if you only got an assist. Likewise, if you only did 20% of the damage yet got the kill, you should only get 20% of the possible points for the kill.
-In Ambush, players should spawn randomly in a location where there is 1 or more teammates present, and where there are also no enemies in close proximity. Currently you can spawn right in front of an enemy, and its annoying.
-It would be better if all spawns not from a CRU or drop uplink involved being launched down from from up high (or the MCC in Skirmish games), and activating the inertial dampener; it would be far more exciting, and would make more sense then magically appearing on the battlefield.
-Using the map to set capture/defend/attack squad commands on lettered objectives is still impossible. This needs to be fixed because a clear line of sight to the objective isn't always available to use the command wheel.
-Allow reloading while running at 50% reloading speed to increase the fluidity of combat. It is physically possible with practice, it just takes longer; an immortal mercenary with thousands of lives worth of practice should definitely be able to do this. Many other FPS games have done so and show that it doesn't hurt gameplay (like BF3).
-More movement options like vaulting and sliding and rolling.
-Players should be able to summon the RDV to take back their vehicles if armor is still intact.
-Maps need more obstacles/cover, most of them feel too flat.
[CONTROLS]: -Aim down sight sensitivity is jerky, maybe the acceleration is too high. Custom ADS sensitivity options would be really useful. At least take a look at this, it's extremely difficult to move the dot a small distance, and it leads to totally going past the enemy I'm trying to aim at.
-If I throw a grenade and hold R1, I should automatically start shooting as soon as the animation finishes. That goes for all animations.
-check out this thread and its proposal regarding weapon switching. Switching weapons right now can be problematic and unresponsive.
[SOCIAL/COMMUNICATIONS]: -Ability to search characters (and add them as contacts, or mail them) by typing in the PSN ID of the user; this should also come with an option to hide one's PSN ID (and hide character from being found through a PSN ID search) for those who have spy accounts and need to maintain anonymity. This would be great for finding characters of PSN friends if you don't know their character names.
-A READY status for squad (party system) so squad leader can easily know if/when their squad members are ready to join a battle without having to constantly ask.
-Ability to search and request to join a persistent squad.
-How voice chat channels should work: Squad channel: squad members can only speak on here normally.
Team channel (or renamed squad leader channel): squad leaders get the option to use this channel to coordinate with each other. It is also important that squad leaders NOT in team channel can hear of other squad leaders that are in team channel. This is to keep squad leaders on the same page.
Command chat: commanders (coming SOON) can use this channel, and everyone hears the speaker, regardless of what channel he is in. If there is no commander in a game mode, then any squad leader can use it.
Vehicle chat: for mercs inside same vehicle.
-Seeing what games your contacts or in, and jump in their games.
-Squad members should be able to see a special symbol above their squad leader's head, and on the minimap to identify the location of their squad leader. This will greatly help with following your squad leader, and general squad cohesion.
-Show microphone symbols over the heads of friendlies when they are talking. Also show a microphone symbol on the side of the screen as well as the name of the person talking. This will make knowing who we're talking too much easier.
-Considering the importance of teamwork and communication for success in this game, voice chat should be on by default. Sure some players don't want to talk/hear, but they can mute, or turn off voice chat. Right now its confusing to new people who just expect their mic to work when they turn it on. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.11 22:31:00 -
[52] - Quote
[OUT OF BATTLE FEATURES]: -The starter skill/item-pack or "class" system (arbiter, sentinel,and enforcer) is unfair to those who want to those who want to get a headstart with a logistics player because of a lack of option for starter logistics skills and equipment. There should be an option to just start with no skill books, and no items, but gives the player more ISK and SP equivalent to a starter class, and let the player pick his/her own starting skills and and buy our own starting equipment.
-Selling salvage
-Dropships are difficult to pilot + lack of BPOs = a lot of lost ISK and destroyed dropships just for practice. Better methods of training are needed. A virtual reality training mode would be awesome for practice.
-Filters for the Battlefinder server browser. Options to sort through them by region, game mode, number of players, map, and battle level (beginner, intermediate, veteran).
-Switching characters should be doable from the merc quarters.
-Instant Battle should NEVER tell me a server is full. It should keep looking until it finds one.
-At the end of every battle, there should be a "net ISK gained" count that is obtained from subtracting how much ISK-worth of items lost from how much ISK was earned in the battle. To prevent complications related to the player driven market (which could cause prices of an item to fluctuate a lot), the ISK lost will be based on the price the player payed for the items regardless of current market value.
[DEATH/REVIVES/RESPAWN]: -Confirmation that the player pressed square to call medic when downed, like a voice calling for help. This currently isn't much of a problem, but feedback to the player is needed to let them know that he feature works. Perhaps a bleedout timer should appear.
-The hitbox on downed teammates is way too small for the nanite injector, and makes it annoyingly tricky to position one's self correctly next to a downed player to revive them, Often times when I stand right on top of a downed teammate, I still can't see the option to revive them because of this issue.
-ACCEPT/DENY options options when being revived, in which you have 5 seconds to stay on the ground before choosing to accept or to deny the revive.
-Tabs in the fit selection screen, and the ability to organize out fits into which tabs we want. Currently it can be very time consuming to select the right fit when we have a lot.
-Restock from fitting selection screen.
-Allow us to check the player list, and see the team scores while at deployment location screen.
[ITEMS]: -Very cheap militia LAVs and Dropships with no turrets. A cheap dropship with no turrets would really be great for cheap squad transport, but wouldn't be "overpowered" flying death machines since they won't have turrets; they would also be great cheap ways to practice. I ask for a very cheap turretless LAV because in case BPO ones get removed.
-More variants of existing weapons. Would provide more gameplay options and variety. I especially want the weaker "sniper" rifle optimized for mid/close range combat.
[AESTHETIC]: -Because each dropsuit type is manufactured by different corporations from different races, they should therefore have varying HUD graphics and coloring when it comes to their health meter, stamina meter, ammo meter, and minimap. This would really add a sense of variety which would keep the game from getting stale visually.
-More various and brighter colors are needed. The game still looks kind of boring. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.11 22:38:00 -
[53] - Quote
People are likely to hate this but...
JETPACKS: Jetpacks can be balanced, can be useful, and are inherently fun.
[HOW THEY SHOULD WORK] Jepacks could be equiped on equipment slots: They would be small enough not to have be be delivered by RDV's, the lack of waiting for delivery would make it very handy to have, and not restrict the use of other vehicles by adding to the vehicle limit.
Jetpacks should take 5 or 6 seconds to activate: this will prevent people from using them to cower out of gun battles.
Guns cannot be used while jetpack is active: This will keep them from being overpowered.
There should be high CPU/PG costs: This will prevent everyone from overusing it.
Jetpacks should have very limited climb: This will prevent people from being able to fly up high on top of towers to camp.
Jetpacks flight should be limited by regenerating power system similar to infantry stamina (maybe 15-20 seconds of continuous flight): This will prevent people from being in the air for too long.
Players with active jetpacks should be susceptible to swarm launcher lock-on and fire.
[USEFULNESS] Jetpacks would be very useful for logistics suits, especially for flying past enemies to plant drop uplinks for his team to spawn, or flying to downed players to revive. Jetpacks shouldn't be too fast so others can still shoot them effectively as they shoot running players; this will keep them for being abused as quick escapes.
Jetpacks would be considerably useful for scouts to get on to of buildings to spot and call out enemy locations for their team, and provide covering fire.
Jetpacks would be useful for general travel on large battlefields if a player needs to travel alone in which extra seats aren't needed. Some might think lone travelers imply lack of teamwork, or lone-wolves, but travelling alone can be useful for the team if the player is acting as a distraction, or sneaking behind enemies to hunt them down (which prevents them from getting to objectives), or to call out their positions.
* Jetpacks don't have to look or even fly like anything like conventional jetpacks. It could even look like a more vertical version of the inertia dampener animation with a different color effect or something.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.11 22:45:00 -
[54] - Quote
PVE AGAINST NATIVE LIFE: I know we are getting PVE against rogue drones, but there is another option for PVE missions as well. We know there are aliens in New Eden, and fighting native life on planets; extraterrestrial encounters is one of the greatest and most exciting aspects in the genre of space scifi. I am not asking for little green men, humanoids, or anything with human-like intelligence, but just animals adapted to their environments. Imagine fighting insect-like animals the size of of an elephant, or creatures similar to dinosaurs.
[HOW/WHY]: You're hired to secure a location, or objective on a planet that happens to have life evolved on it. The mission site is full of hostile and predatory wildlife that you must fend off until the mission is complete. This is pretty simple, but it would offer a much greater variety of PVE enemies besides drones, and this would just be really cool.
inb4 no other life forms on EVE http://wiki.eveonline.com/en/wiki/Flora_and_fauna_(NPCs) http://community.eveonline.com/background/potw/default.asp?cid=may03 http://community.eveonline.com/background/potw/default.asp?cid=jan04 http://community.eveonline.com/background/potw/default.asp?cid=apr03 http://community.eveonline.com/background/potw/default.asp?cid=jun01 http://wiki.eveonline.com/en/wiki/Achuran_songbird http://wiki.eveonline.com/en/wiki/Colelian_Spider_Spruce http://wiki.eveonline.com/en/wiki/Dorga_Roes http://wiki.eveonline.com/en/wiki/Nidupadian_Yorak_Eggs |
flegmat tropku
Algintal Core Gallente Federation
23
|
Posted - 2012.09.13 12:50:00 -
[55] - Quote
New game modes:
1. Hit and run: Strike on an enemy outpost to steal technology, capture person etc. and then escape to extraction zone with it. (one sided variation of "capture the flag")
2. Assassination: Kill a high ranking enemy person (non player character) before he/she escapes.
3. Sabotage/defend: Destroy enemy installations and defend your own before the time runs out
4. Conquer/defend outpost. Defending team fortified, attacking team trying to break through and capture the facility.
5. Building a "beachhead": Complete building enough clone reanimation units, defensive structures and fortifications before the time runs out while the other team is trying to prevent it. - Should be the first type of mission(s) on any new planet or a continent on a planet.
And to make things even more complicated, combination of two of these and assigning different goals for the teams e.g. attacking team trying to sabotage while the defending team is trying to assassinate etc.
Should the chances of achieving the goals be equal for the both teams? Erh..well no. Life is not fair and especially not in war..that's where those with skill have their chances to shine. Naturally this wouldn't work if people cannot choose which type of battles they fight as the nature of having different types of objectives obviously demands specialized teams for the special tasks.
Currently we have only two types of game modes and we cannot even choose between which type we prefer to play and I believe this has not been also the final intention of the developers. At least all this talk about specializing into different types and methods of operating suggests strongly into this direction and I just can't wait this to happen. |
Liebfugue
Sanmatar Kelkoons Minmatar Republic
7
|
Posted - 2012.09.13 13:29:00 -
[56] - Quote
This may have laready been mentioned somewhere else. The ability to just jump into another random battle after the one you are in ends without having to go to a different menu would be great. |
Ultramarine619
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.09.13 13:42:00 -
[57] - Quote
Some improvement to how vehicles drop so I don't end up with the LAV stuck on the side of a building again would be nice... >.<
Actually steering in general with vehicles seems a little too twitchy right now (is that to do with SP though? Is there a preset skill for that?)
I'm still getting used to everything but it's looking pretty damn strong so far. I agree with everything in the OP though. |
|
|
|
Pages: 1 [2] :: one page |
First page | Previous page | Next page | Last page |