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Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.10.09 02:16:00 -
[1] - Quote
The Problem:
Spawn Campers. The incidental "random" spawn auto-death. Up-link campers.
The Solution:
Omnidirectional spawn emergence. Dynamic Spawn Entry.
Omnidirectional spawn emergence - you actually spawn inside of the CRU, you then select the side of the CRU you're exiting from & pop out of a force-field door (just like the MCC's). How does this fix anything? It creates multiple exit points that would need to be covered and allows you to observe your surroundings before emerging (preferably before you select the fitting you want to use as well). Also, CRUs should have their own close reserve that is diminished when you spawn using it rather than the squad clone reserve. Once the CRU's clone reserve is depleted it becomes a massive drop up-link beacon.
Dynamic Spawn Entry-- when you activate the wormhole to use a drop uplink you have to "move" through the event horizon. You can adjust your position before moving through it and as a result you can face in any direction when you're spawning. How does this fix anything? Lets you spawn facing the enemy who's camping your up-link occasionally so that you can fight back. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.10.09 02:45:00 -
[2] - Quote
I have been suggesting ALL OF THIS for literally weeks... But no one listens :'-( |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.09 03:50:00 -
[3] - Quote
One simple solution is to spawn facing opposite the way the thrower tossed it, as he will be facing the corner or wall that he's trying to hide it in.
So just add 180 degrees to the facing when you store the heading for the uplink. |
STB Vermaak Doe
558
|
Posted - 2012.10.09 03:54:00 -
[4] - Quote
No to the drop uplink one, you chose a risky spawn, you reap it's benefits |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.09 03:59:00 -
[5] - Quote
STB Vermaak Doe wrote:No to the drop uplink one, you chose a risky spawn, you reap it's benefits
An advanced tech race would certainly be able to plant the stupid uplink facing in a favorable direction.
It's much like infantry can choose a direction when planting a claymore mine in today's backward time. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.10.09 04:06:00 -
[6] - Quote
STB Vermaak Doe wrote:No to the drop uplink one, you chose a risky spawn, you reap it's benefits
Because clearly this is -censored- and through the cooperation of the -also censored- we've developed teleportation technology, but we're only using it to get our guys to the little boxes we put on the ground and only facing the direction that the boxes are facing, otherwise they'll turn inside out.
Or, you know, we could be using the drop uplinks to drop in. Scientific advancement of advanced technologies notwithstanding. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.10.09 04:16:00 -
[7] - Quote
Actually drop uplinks re wormhole teleportation devices if you read the description, but I suppose they might be able to teleport you above in mid air, and you drop down with the intertia dampeners. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.10.09 04:22:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:Actually drop uplinks re wormhole teleportation devices if you read the description, but I suppose they might be able to teleport you above in mid air, and you drop down with the intertia dampeners. -.o they really need to ease up on the NDA so we can get a dustopedia going.
If it is a wormhole opening on top of the up-link then I'd like to see a "window effect" then that you have to walk through. At the very least it'd give us the ability to spawn in a direction other than forward. |
Longshot Ravenwood
Algintal Core Gallente Federation
680
|
Posted - 2012.10.09 04:25:00 -
[9] - Quote
Updated original post to be more true to the lore & "wormhole physics" of drop uplinks. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.09 04:55:00 -
[10] - Quote
You appear on top of the device, and I'm not trying to change that.
I'm just asking for the ability to turn the stupid thing to face where I want it to face before I toss it.
I'm trying to hide the kitten thing so I'll be facing the hiding place when I toss it. You think maybe they might train these super soldiers to spin the kitten thing the right way before placing it? Maybe spend a day in boot camp on it, along with learning how to read a clock?
Maybe make it a 5x skill to rotate it in your hands? |
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WHz DS9899
Doomheim
136
|
Posted - 2012.10.09 06:52:00 -
[11] - Quote
Make drop up-links drop you in a pod like in starhawk. |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2012.10.09 07:52:00 -
[12] - Quote
Good ideas, but not the top priority in my list . If we talk about skirmish, you can always safely spawn in MCC or take a risk and spawn at point/CRU. You have a choice at least. As for ambush, it's spawning system needs to be reworked completely. It's quite strange to respawn randomly in a map lore wise . I can't see any gameplay pros about it as well. |
Velvet Overkill
Seraphim Auxiliaries CRONOS.
104
|
Posted - 2012.10.10 07:39:00 -
[13] - Quote
+1 to the OP and drop uplinks actually matching their description by making you spawn in the sky above them and inertial dampen down. |
Advis Izenru
Amarr Templars Amarr Empire
0
|
Posted - 2012.10.11 22:00:00 -
[14] - Quote
Most of my spawn issues stem from Ambush matches, and one of the things I'd like to see is spawn limiting(or the process of making it so you don't spawn within such and such distance of such and such number of enemies). Possibly designating one team as 'attacking' the other as 'defending'(Since it is an ambush, and both parties hardly ever go into an ambush blind), and set them to spawn in suitable locations. Like having the attackers all spawn on the outer rim of the map and the defenders more toward the center, maybe? |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.10.11 23:44:00 -
[15] - Quote
Longshot Ravenwood wrote:The Problem:
Spawn Campers. The incidental "random" spawn auto-death. Up-link campers.
The Solution:
Omnidirectional spawn emergence. Dynamic Spawn Entry.
Omnidirectional spawn emergence - you actually spawn inside of the CRU, you then select the side of the CRU you're exiting from & pop out of a force-field door (just like the MCC's). How does this fix anything? It creates multiple exit points that would need to be covered and allows you to observe your surroundings before emerging (preferably before you select the fitting you want to use as well). Also, CRUs should have their own close reserve that is diminished when you spawn using it rather than the squad clone reserve. Once the CRU's clone reserve is depleted it becomes a massive drop up-link beacon.
Dynamic Spawn Entry-- when you activate the wormhole to use a drop uplink you have to "move" through the event horizon. You can adjust your position before moving through it and as a result you can face in any direction when you're spawning. How does this fix anything? Lets you spawn facing the enemy who's camping your up-link occasionally so that you can fight back. The CRU idea is excellent. This is exactly how spawn rooms work in Planetside 2, and while they can still be camped in that game by hanging out around corners from the doors, in Dust it would require many people to be surrounding the CRU, in which case you would be choosing a different spawn point. |
Jaysin 011584
Scorpions At War
90
|
Posted - 2012.10.12 01:26:00 -
[16] - Quote
i think for the drop uplink at least it should have a proximity self destruct so if an enemy stands 5-6 meters from an uplink for 10-15 secs it self destructs enough to at least take down anybodies shield. therefore they can not camp it or they get damage or die because they tried to camp it.
As for the CRU I like the idea you got ( being inside and picking which side to come out of -kinda like the bunkers on MAG) therefor you have a chance to run or fight. so +1 from me |
Raven Tesio
Liandri Hel-Jumpers Liandri Covenant
35
|
Posted - 2012.10.12 01:45:00 -
[17] - Quote
Umbat Boki wrote:Good ideas, but not the top priority in my list . If we talk about skirmish, you can always safely spawn in MCC or take a risk and spawn at point/CRU. You have a choice at least. As for ambush, it's spawning system needs to be reworked completely. It's quite strange to respawn randomly in a map lore wise . I can't see any gameplay pros about it as well.
Yeah, because NO ONE camps the MCC drop points
I actually agree with the original post, I mean in Lore Terms; the CRU actually have 24 'Blank' Clones that you're then uploaded to when you die automatically (this would be the nearest CRU to where you died) that you exit from.
[For those confused read EVE Templar One which inccidentally is NOT covered by NDA so wiki away!]
Now it would make sense if this said CRU would then have you "emerge" randomly from one of the sides. Mind the CRU itself is suppose to actually be considerably larger as they are dropped as a payload from an Orbital Dropship that is used to drop off vehicles.
I don't like the idea of the Drop Link Beacons being "Teleporters" though, frankly seems to damn Star Trek and stupid imo Would be better if they were just a beacon that an orbital drop-pod locked on to (think Section 8 spawning) that is launched frmo the Warbarge.
In my opinion this would instantly solve the spawn issues, as most of the time someone will simply shoot you in the back as you suddenly appear. With the first aspect (exiting the CRU) you're automatically facing outward from it, so even with people camping it (which upgradable CRU should come with Proximity detectors imo when they add custom installations to drop) you should be relatively good to get into the action. With the second option you actually would get a little leaway to literally land on-top of someone with rudamentary movement within a tunnel (so to speak) and a small blast radius as the pod hits the ground.
The EVE Universe on the whole has always been great at presenting futuristic technology that doesn't feel "magical" in nature. While sure Teleporters technically may be a reality in our lifetime, they're still something that I think have an air of "magical" solution to problems that can be solved through more traditional means without taking the SciFi aspect away.
Atleast to me :) |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.10.12 01:53:00 -
[18] - Quote
This is a good idea though, and needs bumped. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
|
Posted - 2012.10.12 14:52:00 -
[19] - Quote
Longshot Ravenwood wrote:KAGEHOSHI Horned Wolf wrote:Actually drop uplinks re wormhole teleportation devices if you read the description, but I suppose they might be able to teleport you above in mid air, and you drop down with the intertia dampeners. -.o they really need to ease up on the NDA so we can get a dustopedia going. If it is a wormhole opening on top of the up-link then I'd like to see a "window effect" then that you have to walk through. At the very least it'd give us the ability to spawn in a direction other than forward.
First: LOVE the drop in idea.
Second: Opening a window? Is it uni-directional or multi-directional? A wormhole is uni directional - however whether you face forward or backward as you go through it is your choice. Also - if this is a window why can't I go through and destroy the clones? |
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