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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.10.30 04:34:00 -
[61] - Quote
Bump |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.11.05 05:06:00 -
[62] - Quote
I bet you thought i was done bumping? |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.11.09 04:38:00 -
[63] - Quote
Bump |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.11.12 05:10:00 -
[64] - Quote
Bump |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.11.15 05:24:00 -
[65] - Quote
Not dying anytime soon |
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Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2012.11.15 11:38:00 -
[66] - Quote
Let's see... how to improve on this idea... I got it!
In earlier DUST devblogs, the MCC was mentioned as requiring fuel to stay in the battle, and that the fuel would be an RTS-like resource. If the map includes Extraction Heads as well as the main PI facility, you could require the capture of the heads to supply the MCC with fuel. You wouldn't have to have a NULL Cannon post, you just need to defend the fuel deposits until the MCC is forced to back down at risk of falling right out of the sky!
Basically, a slight change of victory conditions: >Defenders: Kill the MCC with direct fire, or force its fuel supply to reach critical >Attackers: Capture and hold the main facility, while attempting to capture/hold fuel deposits to buy more time.
Then a couple map changes too: >no NULL Cannons - as this modification makes the match last much longer than usual, simply firing ordinary weapons (or orbital strikes) is sufficient. >BIG map - The "advanced/RTS" usage of the MCC means this is likely a type of end-game mode, with all the epic scale that entails in New Eden. Depending on the planet size or type, you might be fighting across an entire District! |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.02 08:44:00 -
[67] - Quote
Bump |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.06 05:38:00 -
[68] - Quote
Bump |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.09 17:07:00 -
[69] - Quote
Since we recently got only slightly different game modes... |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.11 04:06:00 -
[70] - Quote
Bump |
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Jackd44
ZionTCD Legacy Rising
18
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Posted - 2012.12.11 04:35:00 -
[71] - Quote
STB Vermaak Doe wrote:This came to me while reminiscing my early online multiplayer times(aka noob years)
A gameplay mode called Taxer of the hill.
The match starts with the teams fighting over a relatively fortified area near the center of the map which is a mining/resource harvesting facility.
There would be a plethora of neutral Ai enemies fighting both teams if they get close to the facility, but they can be stopped completely by capturing or destroying the clone vat(s). There would be two heavily armoured but weaponless MCC variants that would be able to harvest the materials gained from the facility and as long as that is going on, the isk earned for actions completed near/in the facility would be multiplied (possibly by 3 or 4 times) and the losing team/team with the least amount of materials harvested would earn either no isk or a very small amount.
The point of this game mode would be to promote teamwork and have a higher risk vs reward.
Any thoughts?
Edit 1: npc corp is now replaced by a player owned facility I really actually like the idea, but if it is a corp battle in this game mode it should work like this, depending on how many "Resources" have been mined, give the ISK equivilent to the CORP wallet rather than each player get a certain amount, but like I said. Only in corp battles, it would be cool though. :) |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.11 05:00:00 -
[72] - Quote
Jackd44 wrote:STB Vermaak Doe wrote:This came to me while reminiscing my early online multiplayer times(aka noob years)
A gameplay mode called Taxer of the hill.
The match starts with the teams fighting over a relatively fortified area near the center of the map which is a mining/resource harvesting facility.
There would be a plethora of neutral Ai enemies fighting both teams if they get close to the facility, but they can be stopped completely by capturing or destroying the clone vat(s). There would be two heavily armoured but weaponless MCC variants that would be able to harvest the materials gained from the facility and as long as that is going on, the isk earned for actions completed near/in the facility would be multiplied (possibly by 3 or 4 times) and the losing team/team with the least amount of materials harvested would earn either no isk or a very small amount.
The point of this game mode would be to promote teamwork and have a higher risk vs reward.
Any thoughts?
Edit 1: npc corp is now replaced by a player owned facility I really actually like the idea, but if it is a corp battle in this game mode it should work like this, depending on how many "Resources" have been mined, give the ISK equivilent to the CORP wallet rather than each player get a certain amount, but like I said. Only in corp battles, it would be cool though. :)
I like that, then it would be up to the director to issue the isk based on performance, adding to OP |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.11 05:01:00 -
[73] - Quote
Posted on wrong toon |
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Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
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Posted - 2012.12.11 05:05:00 -
[74] - Quote
uh...
10. Spamming, bumping and pyramid quoting are prohibited. |
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Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.11 05:07:00 -
[75] - Quote
Elijah Sol' Dzusaki wrote:uh... 10. Spamming, bumping and pyramid quoting are prohibited. I can bump once every 24 hours without ccp saying anything |
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Vermaak Kuvakei
Doomheim
88
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Posted - 2012.12.13 00:52:00 -
[76] - Quote
Bump |
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Dissonant Zan
157
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Posted - 2012.12.13 00:54:00 -
[77] - Quote
Someone burn this thread |
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Vermaak Kuvakei
Doomheim
88
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Posted - 2012.12.13 01:29:00 -
[78] - Quote
I'll pay someone to set Zan on fire |
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Vermaak Doe
SVER True Blood Unclaimed.
392
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Posted - 2013.02.26 04:29:00 -
[79] - Quote
In memory of sleepy zan
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