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Raynor Ragna
266
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Posted - 2012.08.31 00:54:00 -
[1] - Quote
skirmish is fun and ambush is pretty bland at the moment. What other game modes will we be seeing CCP?
For everyone else. Explain your game modes here.
___
I'd like to see some more advanced hacking system. The goal is to hack the enemies main base. Have a lot of nodes around the map and each one leads to a few other nodes, you need to hack them in series to gain access to the next node. This could lead to some interesting new tactics. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
157
|
Posted - 2012.08.31 02:16:00 -
[2] - Quote
Maybe an MCC takeover?
Defenders spawn inside the MCC over a battlefield, attackers start on the ground. The attackers need to use dropships to get up to the MCC and hack several terminals to bring the MCC under their control. The defenders now spawn on the ground (essentially swappign roles) and must re-take the MCC in less time than the former attackers did in order to win.
Example:
Team 1 successfully assaults the enemy MCC in 5:11. Team 2 calls down a couple of CRU's and now attempts to retake the MCC. This will end in one of three ways;
- Team 1 successfully defends their new MCC for 5:11 and wins the match
- Team 2 assaults the MCC in 4:54. Team two wins the match. The game does not keep hopping back and forth between attack and defense.
- Either team 1 or team 2 runs out of clones and the game ends. The clone count is carried between the two rounds.
This can also be completely avoided by successfully defending the MCC for 7:30, in which case team 2 wins.
BUT WAYT, Y U NO SPAUN TEEM IN ALL MILISHA SWARMZ?!
Introduce a new mid-power active module that prevents locks for 15 seconds. Forge guns dumb fire and would be unaffected by this module (if you fly right they might not be too much of an issue), and the module can only be fit on dropships (all dropships or logi dropships, either one works).
Another possible map style could be the inverse of this. The attackers spawn on their MCC and must land onto the surface and take the null cannons before they blow up the MCC. Dropships, when called while standing on the MCC, are deployed on top of the MCC (this would call for a new MCC model with a landing deck). Dropships are then flown down onto the field and infantry must take the cannons. Only dropships can be called on top of the MCC. HAV camping is a nono.
Infantry have three ways to get off of the MCC and onto the ground;
- Jumping off of the MCC and using inertia dampeners to land safely
- Loading up dropships for mass insertions around the field
- Pods loaded onto the MCC (an asset that must be loaded prior to battle, essentially BPCs) are aimed by the individual in the vicinity of beacons placed on the map (drop uplinks) and land in the genreal vicinity of the beacon. The merc chooses a spot within a radius of the beacon and the pod delivers him with a bit of inaccuracy, and is destroyed upon impact. This way dropships can be cut out of the equation once a proper foothold has been established somewhere in the map and would allow for rapid deployment. Think Starhawk respawn, but it's a horizontal launch instead of vertical.
If you wanna slap names on these, the first one can be "Assault", the second could be "Invasion". The first would be used to capture enemy assets rather than destroy them outright, and the latter can be used when attacking the first few districts on a planet to simulate an invasion. |
AetherMass
21
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Posted - 2012.08.31 04:09:00 -
[3] - Quote
I would enjoy a progress map mode like Battlefield. And I think this would be a fitting scenic if you make it into an invasion. |
Patches The Hyena
204
|
Posted - 2012.08.31 09:40:00 -
[4] - Quote
I swear CCP already mentioned MCC take overs, but instead of their own match type I think it's going to be the last step to winning a Skirmish.
Really for the legit nullsec warfare they need game modes that match the situation. So if we can hold and defend planets we need an assault type match. Where one team is holding a structure complex and has prepared defenses and the other team has to oust them. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.08.31 09:51:00 -
[5] - Quote
'I suggest Space Lift defense as some kind of fortress defense.
Defenders do have to Defend 3 or 4 positions of docking clamps / energy modules / control nodes of the Lift while the attackers are wanting to take over the lift by taking control of all the nodes. When the attackers have taken all 3 or 4 nodes there is a 2 minutes emergency counter and then the match ends. The match also end if one team has no clones left.
It could also be possible to make the node capturing linear instead of parallel as in Skirmish. |
Catfish Joe
Krullefor Organization Minmatar Republic
13
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Posted - 2012.09.03 13:33:00 -
[6] - Quote
i would be happy to see any new game mode other than the two we currently have as the team deathmatch as i call it is mostly what you get on off times and other times you actually get the matches you want you . so anything new is good with me as long as its well thought out and actually takes more than certain number of kills as a team/corp to win . like a domination game mode or something like i said anything new to add to the 2 modes we already have would be nice .
domination meaning were everything is neutral and when all have control over everything the team that controls all wins . and were as if the attackers for example are trying to win and defenders have everything instead of it going from blue to red or vise verse make it neutral so as it will require a hack twice by a team to capture that point or turret .etc . etc. like i said anything is better to add to the two modes we already have make it more interesting. |
Altaree Draeden
Villore Sec Ops Gallente Federation
38
|
Posted - 2012.09.05 20:04:00 -
[7] - Quote
A "escort this huge vehicle" type map would be interesting. You have to be near the vehicle to get it to move. Like the TF payload maps. (without the super tight path to walk down)
I would also like to see some more house-to-house type fights with destructable walls and stuff. |
Kaif Zel
Algintal Core Gallente Federation
88
|
Posted - 2012.09.05 20:35:00 -
[8] - Quote
Altaree Draeden wrote:A "escort this huge vehicle" type map would be interesting. You have to be near the vehicle to get it to move. Like the TF payload maps. (without the super tight path to walk down)
I would play the **** out of this mode. and to make it even more interesting have the enemy team spawn out of a flying ship in hot pursuit, attacking team wins when they take the land vehicle, defending team wins when they destroy the flying vehicle. Have LAVs, HAV's, and DS's deploy from the rear of the attacking ship. Super high tech Mad Max Anyone? |
Knarf Black
Subdreddit Test Alliance Please Ignore
397
|
Posted - 2012.09.05 21:14:00 -
[9] - Quote
Altaree Draeden wrote:A "escort this huge vehicle" type map would be interesting. You have to be near the vehicle to get it to move. Like the TF payload maps. (without the super tight path to walk down)
I would also like to see some more house-to-house type fights with destructable walls and stuff.
The first build was sort of kind of like that, where the attackers ran in front of their MCC and took out objectives to clear a path for it. It really got the "army on the move" feeling right sometimes. The problem was that the match could be decided too quickly; if the attackers took the primary objectives fast enough, they could win without taking a single secondary. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.05 21:29:00 -
[10] - Quote
Kaif Zel wrote:Altaree Draeden wrote:A "escort this huge vehicle" type map would be interesting. You have to be near the vehicle to get it to move. Like the TF payload maps. (without the super tight path to walk down)
I would play the **** out of this mode. and to make it even more interesting have the enemy team spawn out of a flying ship in hot pursuit, attacking team wins when they take the land vehicle, defending team wins when they destroy the flying vehicle. Have LAVs, HAV's, and DS's deploy from the rear of the attacking ship. Super high tech Mad Max Anyone?
Would be fun.
But personally I would like a REAAAALLY spread out Game mode where there is a bunch of relays you have to take, and then you go to the central base and destroy a major asset there.
Would make dropships and LAVs very useful, flanking and surprise attacks could be used, would have a muh better sense of scale. Probably would need to be 32 v 32 though. |
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.05 21:32:00 -
[11] - Quote
I liked the earlier build of Skirmish where attackers had to progress through the map by fulfilling objectives.
I would really like a mode like that where you do objectives to advance through the map, especially with objectives that actually do things that affect the structure of the map. For example, taking control of a point that extends a bridge for attackers to move forward to the next objective (though would probably be indoor so people couldn't just fly over it in dropships). Maybe an objective disables a massive shield generator creating a shield that blocks the path of attacks, or protects another objective.
Operations from Killzone 3 does this kind of stuff really well.
Oh, I almost forgot, there should be a PVE mode aside from the rogue drone PVE that is coming. I would love to see alien native (or imported, then readapted) life on life-bearing planets as obstacles and enemies to fulfilling mission objectives. Perhaps genetically modified super-predators to fight in the upcoming Gladiator Arena mode, imagine having to fight a giant bug with only a knife and pistol. There is life in New Eden for those who doubt
EVE Online aliens I've found online: 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 |
DrunkardBastards
Inebriated Liberation Front
23
|
Posted - 2012.09.05 21:35:00 -
[12] - Quote
I feel like i'm playing bad company 2 with dropsuits in skirmish. but that said i'd really like to see a capture the flag, free for all,king of the hill. Objective game play that doesn't focus only on null cannons to take out mccs. Bases with objectives that affect other bases. A game object that you must destroy with damage from the players and there vehicles only to win the game. (Such as an assault on a base's power core or something) Is there any famous battles from EVE's lore that could give some ideas on a new game mode? I guess all in all, anything out of the box that i haven't played hundreds of times is cool with me. |
Alixenus
Omega protection service
36
|
Posted - 2012.09.05 21:35:00 -
[13] - Quote
Sansha's nation PVE or (PVP if enough Dusters are loyal to the Master). The idea is that Dust mercs take a contract to defend a civilian sector from Sansha abduction teams (think Mann vs Machine in TF2 but with multiple points to defend, far more intelligent AI and no hats). The battle opens with players manning anti-space batteries, attempting to blast Sansha vessels from orbit as they attempt to hoover up civvies with tractor beams. If the players are succesful (success could also determine the difficulty of this next phase) the Incursion fleet will resort to a more direct method: the defenders must now switch targets to engage dropships swarming from the skies, (optional for the devs: the more you shoot down, the less true slaves you have to fight.)
With the dropships now too low for the ASBs, the battle now shifts into a more traditional format, but with the twist that there are civilian targets in the area that MUST NOT be shot and MUST be rescued if captured, though I doubt you'll save them all. Payment from concord dependant on percentage of civvies saved.
Now, here's where things get really interesting. What if we add a moral layer to this mission? For example, after you take the contract, you may be contacted by the commander of the incursion, offering a bribe for you NOT to resist. Or perhaps, if you are fighting a Gallente incursion, you may be contacted by shadowy members of the Caldari State who will pay you a bonus if you shoot down Sansha dropships only WHEN they try to escape with civilians onboard. obviously taking the darker path will need to be balanced with some sort of punishment, a sec status hit or a temp ban from incursions if you accept Sansha's bribe, or if you deliberately let civilians get captured only to shoot them down on the orders of the aforementioned shifty Caldari, perhaps the Gallente come after you and sabotage your territory?
Opinions are appreciated. thanks for reading. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.05 22:11:00 -
[14] - Quote
I like the idea of boarding an MCC. I always want to board some kind of ship. |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.05 22:30:00 -
[15] - Quote
A game mode where the two teams spawn, and the round doesn't end until everyone is dead, with no respawning (only reviving) allowed, or until one side captures a central objective. So, basically a mode with no CRUs, and no MCC. The entire game session can maybe be a best out of 5.
A very vehicular kind of map would also be interesting. Maybe some kind of vast, expansive desert map where there is very little cover (couple small clusters of buildings here and there) and where the objective is to capture some kind of physical device. So you can grab it, and then hop in a vehicle to get back to your MCC area with the device in-hand. The idea would be to emphasize fast vehicles like LAVs and dropships, with infantry fighting over small urban clusters from which they can exert control over an area of the map, but the infantry otherwise being really exposed amidst the salt flats or tundra or whatever beyond the urban areas. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
|
Posted - 2012.09.05 22:52:00 -
[16] - Quote
AetherMass wrote:I would enjoy a progress map mode like Battlefield. And I think this would be a fitting scenic if you make it into an invasion.
They had it on the first build. Don't know why they don't have it on the new build. And the numbers were higher. Like 24 vs 24 |
Kaif Zel
Algintal Core Gallente Federation
88
|
Posted - 2012.09.05 22:55:00 -
[17] - Quote
Fivetimes Infinity wrote:A game mode where the two teams spawn, and the round doesn't end until everyone is dead, with no respawning (only reviving) allowed, or until one side captures a central objective. So, basically a mode with no CRUs, and no MCC. The entire game session can maybe be a best out of 5.
A very vehicular kind of map would also be interesting. Maybe some kind of vast, expansive desert map where there is very little cover (couple small clusters of buildings here and there) and where the objective is to capture some kind of physical device. So you can grab it, and then hop in a vehicle to get back to your MCC area with the device in-hand. The idea would be to emphasize fast vehicles like LAVs and dropships, with infantry fighting over small urban clusters from which they can exert control over an area of the map, but the infantry otherwise being really exposed amidst the salt flats or tundra or whatever beyond the urban areas.
Lovin the vehicle map idea, but wouldn't the no-respawn mode defeat the whole "Immortal soldier" thing? why would a corp send in such a finite amount of troops? The only way i could think of it being explained is maybe the facility has some feature that prevents clones awaking, so once you die your consciousness is zipped off the battlefield and then a ship brings in the next wave of clones, but then why wouldn't you just send one giant wave all at once? |
Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2012.09.06 05:32:00 -
[18] - Quote
Kaif Zel wrote:Lovin the vehicle map idea, but wouldn't the no-respawn mode defeat the whole "Immortal soldier" thing? why would a corp send in such a finite amount of troops? The only way i could think of it being explained is maybe the facility has some feature that prevents clones awaking, so once you die your consciousness is zipped off the battlefield and then a ship brings in the next wave of clones, but then why wouldn't you just send one giant wave all at once?
Well, in terms of the fiction, as I understand it, the mercenaries have their brain state uploaded on death whether there's a clone nearby to respawn into or not. So it wouldn't really defeat the purpose.
As for justification, consider it as being a single squad of soldiers covertly inserted via a large, cloaked dropship to disable an orbital defense cannon to allow for a Skirmish-scale invasion to begin. So there is no orbital support stuff -- no installations, no CRUs to respawn from -- but the dropship contains enough clones to allow the squad to respawn as a unit twice. So it'd be more of a surgical strike, and to keep the attack low-profile you don't have the same kind of respawn capabilities.
But really I just think it'd be cool to have a game mode where teamwork is paramount, and your death matters in terms of more than just ISK or a total clone amount a la Ambush. |
Timothy Reaper
ZionTCD Legacy Rising
321
|
Posted - 2012.09.06 06:11:00 -
[19] - Quote
How about a game of tag? There's one player designated as 'it'. His job is to stay alive as long as possible while taking out as many of his opponents as he can. The player who kills him is now 'it'. The winner is whoever has the best combination of kills/time as 'it'.
Edit: I have no idea how you could work this into an actual battle. Maybe it could be some kind of extreme training camp. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.09.06 08:32:00 -
[20] - Quote
Procurement
Setup : Replace hack points with DUST items stored in planetside hangars for easy access, and that's the map.
Objective : Mark as many of the defender's valuables as you can, in order for them to become your valuables. Defender corps can hack them back easy, unless you decide that a "raise" is in order...
Factions : one defender, potential for multiple attacker factions. Intense 4- or 5-way battles, anyone? |
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Billi Gene
Tronhadar Free Guard Minmatar Republic
130
|
Posted - 2012.09.06 12:17:00 -
[21] - Quote
Race to the Finish
Two paths with spaced links between them.
Both sides need to disable defences and hack large gate structures.
Both sides have pathing opportunities to attack the other side, hindering their progress.
Maps would have to be tested such that , spawn points would never be too far away to cripple a side near the end. Going all aggressive on the other team could not be a primary winning strategy... perhaps gates could have multiple hack points etc.
end objective should allow for a final fight for teams that get there at similar times, be that by their own path or by following the other teams path. |
CLONE 2774
Tritan-Industries Legacy Rising
83
|
Posted - 2012.09.07 00:46:00 -
[22] - Quote
TheAmazing FlyingPig wrote:Maybe an MCC takeover? Defenders spawn inside the MCC over a battlefield, attackers start on the ground. The attackers need to use dropships to get up to the MCC and hack several terminals to bring the MCC under their control. The defenders now spawn on the ground (essentially swappign roles) and must re-take the MCC in less time than the former attackers did in order to win. Example: Team 1 successfully assaults the enemy MCC in 5:11. Team 2 calls down a couple of CRU's and now attempts to retake the MCC. This will end in one of three ways;
- Team 1 successfully defends their new MCC for 5:11 and wins the match
- Team 2 assaults the MCC in 4:54. Team two wins the match. The game does not keep hopping back and forth between attack and defense.
- Either team 1 or team 2 runs out of clones and the game ends. The clone count is carried between the two rounds.
This can also be completely avoided by successfully defending the MCC for 7:30, in which case team 2 wins. BUT WAYT, Y U NO SPAUN TEEM IN ALL MILISHA SWARMZ?!Introduce a new mid-power active module that prevents locks for 15 seconds. Forge guns dumb fire and would be unaffected by this module (if you fly right they might not be too much of an issue), and the module can only be fit on dropships (all dropships or logi dropships, either one works). Another possible map style could be the inverse of this. The attackers spawn on their MCC and must land onto the surface and take the null cannons before they blow up the MCC. Dropships, when called while standing on the MCC, are deployed on top of the MCC (this would call for a new MCC model with a landing deck). Dropships are then flown down onto the field and infantry must take the cannons. Only dropships can be called on top of the MCC. HAV camping is a nono. Infantry have three ways to get off of the MCC and onto the ground;
- Jumping off of the MCC and using inertia dampeners to land safely
- Loading up dropships for mass insertions around the field
- Pods loaded onto the MCC (an asset that must be loaded prior to battle, essentially BPCs) are aimed by the individual in the vicinity of beacons placed on the map (drop uplinks) and land in the genreal vicinity of the beacon. The merc chooses a spot within a radius of the beacon and the pod delivers him with a bit of inaccuracy, and is destroyed upon impact. This way dropships can be cut out of the equation once a proper foothold has been established somewhere in the map and would allow for rapid deployment. Think Starhawk respawn, but it's a horizontal launch instead of vertical.
If you wanna slap names on these, the first one can be "Assault", the second could be "Invasion". The first would be used to capture enemy assets rather than destroy them outright, and the latter can be used when attacking the first few districts on a planet to simulate an invasion. Sounds like titan mode from battlefield 2142 |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.09.17 07:17:00 -
[23] - Quote
I would love to board an enemy's MCC, there should be some kind of mode about that. The interior decor of Gallente and Amarr ships would be just gorgeous. |
Encharrion
L.O.T.I.S. Legacy Rising
104
|
Posted - 2012.09.17 09:07:00 -
[24] - Quote
What about a game mode with multiple win conditions, each with different results. For example, the attackers are raiding a supply warehouse, and they win by either capturing the supplies, or that isn't possible, they have to destroy them, so the enemy can't have them. It would be easier to simply destroy the enemy supplies, but more rewarding to capture them. |
Seran Jinkar
Sanmatar Kelkoons Minmatar Republic
214
|
Posted - 2012.09.17 09:41:00 -
[25] - Quote
Encharrion wrote:What about a game mode with multiple win conditions, each with different results. For example, the attackers are raiding a supply warehouse, and they win by either capturing the supplies, or that isn't possible, they have to destroy them, so the enemy can't have them. It would be easier to simply destroy the enemy supplies, but more rewarding to capture them.
+1 for that
|
Shyeer Alvarin
Dead Six Initiative
45
|
Posted - 2012.09.17 10:36:00 -
[26] - Quote
I have a thought, but due to my eye infection, I can't read very well at the moment.
A "Base War" game mode would be interesting, particularly if it were set in an urban environment with a lot of cover and essentially heavily armored bunkers.
Here's the idea-
Game starts 16v16. Both teams have a base that must be defended from capture due to the high number of military assets (or maybe even illegal ISK laundering.) Due to the location of the battle, Orbital Strikes would be ruled out due to the high potential for civilian casualties. There could even be Civvies running around that lower your WP accrued and cost you ISK in damages. Tight streets also rule out HAV combat, while the Dropship can truly shine during the whole match by putting troops on top of rooftops for a better vantage.
First line of defense is a heavy barricade that must be broken with heavy explosives/weapons; IE- Swarm Launchers, Remote Explosives, AV Grenades, Forge Guns, Mass Drivers, and LAV mounted weapons. Relatively high HP so it's not 4 guys all throwing 2-3 volleys of Swarms at it. In addition to the barricade itself, attackers must also contend with Blaster emplacements (More than likely small blasters because Infantry.) and 1 large blaster in the back to contend with aerial bombardment VIA dropships/gunships.
Second line is the installation itself. Tight corridors provide defending players a veritable killing ground with the ability to place traps.
Rather than having the ability to call down vehicles to the field, there could be a landing pad up top with a number of dropships available for team usage, and groundside LAV's as well, along with a Supply Depot to give people the ability to swap loadouts on the fly without having to die first, and a CRU for in-base spawning.
Capturing the base involves hacking or destroying the mainframe, destroying the CRU, and the destroying Supply Depot.
The End-Of-Round payouts would depend on the number of Vehicular Assets remaining (meaning that Less Is More), and whether the Mainframe was Hacked, or Destroyed (remote explosives).
An alternative to this would be that the Defenders have a base, and Attackers drop in from their MCC with limited vehicular resources.
(Edited to add-)
Inspiration from a Garry's Mod gamemode that would work pretty well for DUST, I think. I had a blast with it at least. |
Beta Wizard
Neanderthal Nation
6
|
Posted - 2012.09.17 12:30:00 -
[27] - Quote
"True Conquest" or Campaign
When i had first herd of this game and it being mmo, i figured that we would be truely taking loctions over that would account in the eve universe, and thos loctiaions would be titled property of (blank) corp, and has some sort of sway in game experince. its like your going active service or your on a tour in war.
think of every planet divide into 6 sections, each section can be conquered and temp owned by winning corp. in order to win and own the property you must go through a 5 match campaghn starting with maps like the ones we have now in conquest style, (-match 1-)(-match 2-)(-match 3-)(-match 4-)(-match 5-Final) if your corp is the Attackers, you must win each match to advance to the next segment with the last match being there as a main base for the deff corp and if Att team is succsessful they take the win over the whole section. Now the attackers own the part of the map, and can choose to defended it after by campaghning as the Defender for your corp.
now to connect some other thoughts, if the Att team loses one battle then, the next match would be a redemption map, something just like an MCC takeover of the Attacking team where now the att must def there ship in order to continue there campaghn, if not then the campghn is over and the defenders save loosing there property
Payouts high, perfect for squads and hiring for direct eve players. lines will be defined and its a way to realy see who owns the univrse.
Another idea is for thos merchnant ships that get pirated on the eve uni. so say your flying through in your ship on eve and a pirate ship shows up! instead of trying to run for your life, you can hire your own Defender Merc sqaud to land and attck the pirate vessel. or vise vursa, to over take a ship for pirates at a good enuff price. all about money to us so and eve players are doing there thing, another great payouts and perfect for hired sqauds |
Raynor Ragna
266
|
Posted - 2012.09.21 01:09:00 -
[28] - Quote
It'd be interesting to have a speical ops type of game mode where a small team of people infiltrate another game and have to capture an objective or disable it perminantly to win (Their win doesn't effect the original two teams fighting).
The spec-ops team may have no clones so no one can die (But they can be Nano-injected). They show up as enemies to both original teams. They can kill any of the original fighters.
It sounds like it'd be a short game mode.. but something could be done to spice it up. It might be fun for the very skilled. |
Moonracer2000
Subdreddit Test Alliance Please Ignore
315
|
Posted - 2012.09.21 01:34:00 -
[29] - Quote
A "capture and hold" type match would be nice. The map has 4 main objectives. The attacking team needs to hack all objectives and hold them all simultaneously for a certain amount of time. The number of objectives and time to hold would obviously be determined by player count for matches.
This would be a good match type for well defended districts as it would require a lot of team coordination to accomplish.
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J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.09.21 02:02:00 -
[30] - Quote
Zat Earthshatter wrote:Procurement
Setup : Replace hack points with DUST items stored in planetside hangars for easy access, and that's the map.
Objective : Mark as many of the defender's valuables as you can, in order for them to become your valuables. Defender corps can hack them back easy, unless you decide that a "raise" is in order...
Factions : one defender, potential for multiple attacker factions. Intense 4- or 5-way battles, anyone?
Hmmm... How about this? After hacking the item or crate for long enough, and having it secured for 3:00 minutes, an RDV comes to pick up the object? If the RDV gets shot down, then you must recapture the crate where it fell and hold it again. The RDV moves slower and stays uncloaked much longer because of the large amount of electrical interference coming from the crate.
The maps would have the redoine very far away so a almost accomplished mission could suddenly restart when a frantic dropship flies out to the escaping RDV and shoots it down.
Allowing the RDV to exit the map would result in loss for defenders, and killing all the attackers clone reserves would win for the defenders.
This wouls be a VERY exciting and dynamic mode to play, especially since the objective would move and the battle would follow it.
Man, that sounds awesome! |
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Newshot
Bragian Order Amarr Empire
8
|
Posted - 2012.09.21 02:55:00 -
[31] - Quote
I'm thinking like a headquarters type thing. I ship or another object randomly crashes, and both teams have to race to it and hack it. Once one team hacks it, they would have to defend it for a set amount of time. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.06 02:02:00 -
[32] - Quote
There really should be battles where taking control of objectives causes tangible big changes on the map.
I would like Ambush changed to have optional objectives that increase one team's clone count. I find Ambush battles too short usually. It would be cool if there were crashed dropships spread all over the map with their CRUs hackable. Capturing a crashed dropship CRU would add 10 clones to a team's clone count. Once the 10 more clones are added, the crashed dropship is no longer usable. |
xeto rak
Epidemic. Space Immigration
23
|
Posted - 2012.10.06 09:48:00 -
[33] - Quote
> Agent missions like in EVE with missions to kill specific targets or where you may need transport vehicles to move stuff from one location to another or more complex quests. Some may involve EVE players interaction, e.g. transport goods and yourself to a different planet with help from above.
> Exploration with scanning of archaeological sites. Scan down the place, go to location, kill pack of rats, codebreak / hack the storage and retrieve the precious items
> We need some major installations, machines, spaceships or monsters that need to take down
> Create security status and standing system for NPC agents for access to L1-2-3-5 missions
> It would be interesting to see land based dreads and water based carriers into play as well. Fighters would be piloted by real players. That would be cool. |
Minmatar Slave 74136
Sanmatar Kelkoons Minmatar Republic
291
|
Posted - 2012.10.06 11:32:00 -
[34] - Quote
They have talked somewhat (even in the intro) about the PVE aspect that they will be putting in, such as facing off with ground unit Rogue Drones.
So, in that vein:
Onslaught:
Game Type: Cooperative PVE.
Description: This game type tasks a team of mercenaries with shutting down a Rogue Drone infestation by hacking, and uploading a virus into, a Central Control Node. Fighting your way in, and starting the hack is the relatively easy part (relative in that there are still RDs shooting at you, but not as many.)
Once the node is hacked and the virus uploads starts then the real fun begins: the team must now hold the Node until the virus and hack completes (countdown clock) while the Node, out of self-preservation, calls in every available Rogue Drone to save it.
Its a battle against seemingly endless waves of Rogue Drones until the virus upload takes effect and shuts them all down via the hacked Node.
How the players win: Simple really: Hold the Node at all costs until the countdown clock hits zero and the virus uploads, disabling all Rogue Drones and the Node itself.
How the Rogue Drones win: If they manage to reach the Central Node and terminate the hack (taking one minute to do so - if attacked or destroyed the hack is aborted and the drone must try again, or another must try if it can reach the Node)
or
If the defending players run out of clones.
Lot of things you could do, involve the MCC somehow in dropping additional defenses or a CRU/Supply Point for the players to respawn from.
One could make the first waves of Rogue Drones relatively weak and then get progressively smarter, tougher, and more dangerous as the countdown continues to the end.
thoughts? |
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