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STB Vermaak Doe
558
|
Posted - 2012.10.12 01:57:00 -
[1] - Quote
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
Edit 2: in corp matches all earnings go directly to the corp wallet |
STB Vermaak Doe
558
|
Posted - 2012.10.12 02:20:00 -
[2] - Quote
Is it a great idea? Terrible? Exploitable? Unfair? Unforgiving? Please give some kind of feedback! |
Cpl Quartz
127
|
Posted - 2012.10.12 02:30:00 -
[3] - Quote
i like the idea of protecting something while it's mining and it holds true to eve lore.
so you'd be fighting bots and basically sending your spare teammates over to screw the other team over and try and get them over run? could work |
STB Vermaak Doe
558
|
Posted - 2012.10.12 02:33:00 -
[4] - Quote
Cpl Quartz wrote:i like the idea of protecting something while it's mining and it holds true to eve lore.
so you'd be fighting bots and basically sending your spare teammates over to screw the other team over and try and get them over run? could work
The bots would be fighting both teams until they eithet run out of bot clones or the bot's spawn(s) is taken |
Cpl Quartz
127
|
Posted - 2012.10.12 02:46:00 -
[5] - Quote
how would you work vehcles into this? also cant see a lot of the cod mentality crowd taking to killing bots |
STB Vermaak Doe
558
|
Posted - 2012.10.12 02:53:00 -
[6] - Quote
Cpl Quartz wrote:how would you work vehcles into this? also cant see a lot of the cod mentality crowd taking to killing bots
The Ai vehicles would basically be militia vehicles working as intended ( tanks going after enemy vehicles and installations, dropships ferrying squads to the frontline, an lavs rushing vehicles to objectives and installations). People will be fighting other players as well as Ai so that won't be a big problem. |
Cpl Quartz
127
|
Posted - 2012.10.12 03:07:00 -
[7] - Quote
i like the idea, mind you i loved nexus in tribes 2 and capture and hold. most of the playerbase hated them. not as easy as just making a map and letting people pvp though ;) |
STB Vermaak Doe
558
|
Posted - 2012.10.12 03:09:00 -
[8] - Quote
Cpl Quartz wrote:i like the idea, mind you i loved nexus in tribes 2 and capture and hold. most of the playerbase hated them.
Think of this as like going into deep null, high risk but great reward as far as earnings go. |
Smoke2Bowls
ZionTCD Legacy Rising
93
|
Posted - 2012.10.12 04:13:00 -
[9] - Quote
Bump |
Icy Tiger
63
|
Posted - 2012.10.12 04:15:00 -
[10] - Quote
Great idea. |
|
STB Vermaak Doe
558
|
Posted - 2012.10.12 04:16:00 -
[11] - Quote
Thanks for the support |
STB Vermaak Doe
558
|
Posted - 2012.10.12 12:01:00 -
[12] - Quote
Bump |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.12 12:15:00 -
[13] - Quote
STB Vermaak Doe wrote:Cpl Quartz wrote:i like the idea, mind you i loved nexus in tribes 2 and capture and hold. most of the playerbase hated them. Think of this as like going into deep null, high risk but great reward as far as earnings go.
lol deep null
lolno
This sounds more like if anything a possible high/low idea |
STB Vermaak Doe
558
|
Posted - 2012.10.12 12:24:00 -
[14] - Quote
EnglishSnake wrote:STB Vermaak Doe wrote:Cpl Quartz wrote:i like the idea, mind you i loved nexus in tribes 2 and capture and hold. most of the playerbase hated them. Think of this as like going into deep null, high risk but great reward as far as earnings go. lol deep null lolno This sounds more like if anything a possible high/low idea
There really isn't much risk/better reward in low so this is a perfect example of either earning multiple of the reg amount or nothing |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.12 12:33:00 -
[15] - Quote
STB Vermaak Doe wrote:EnglishSnake wrote:STB Vermaak Doe wrote:Cpl Quartz wrote:i like the idea, mind you i loved nexus in tribes 2 and capture and hold. most of the playerbase hated them. Think of this as like going into deep null, high risk but great reward as far as earnings go. lol deep null lolno This sounds more like if anything a possible high/low idea There really isn't much risk/better reward in low so this is a perfect example of either earning multiple of the reg amount or nothing
Obv hasnt lived in low
Low offers some great rewards when compared to high, like chalk and cheese |
STB Vermaak Doe
558
|
Posted - 2012.10.12 12:36:00 -
[16] - Quote
EnglishSnake wrote:STB Vermaak Doe wrote:EnglishSnake wrote:STB Vermaak Doe wrote:Cpl Quartz wrote:i like the idea, mind you i loved nexus in tribes 2 and capture and hold. most of the playerbase hated them. Think of this as like going into deep null, high risk but great reward as far as earnings go. lol deep null lolno This sounds more like if anything a possible high/low idea There really isn't much risk/better reward in low so this is a perfect example of either earning multiple of the reg amount or nothing Obv hasnt lived in low Low offers some great rewards when compared to high, like chalk and cheese
Do you find that ore used to make morphite in low? The best I've seen is omber and that was in a .1 area next to null |
STB Vermaak Doe
558
|
Posted - 2012.10.12 12:38:00 -
[17] - Quote
I do frequent low in a procurer |
EnglishSnake
Zumari Force Projection Caldari State
1012
|
Posted - 2012.10.12 12:43:00 -
[18] - Quote
Mex in its pure form isnt in low but it can be found in other ores when refined
The idea would be better for moon havesting if anything and leave ores to high/low
Plus in low i search for specific ores in general |
STB Vermaak Doe
558
|
Posted - 2012.10.12 12:56:00 -
[19] - Quote
Mining corp? Any open spots |
STB Vermaak Doe
558
|
Posted - 2012.10.12 13:03:00 -
[20] - Quote
Sorry i got off topic, this is basically dusters interacting with the planetary command centers |
|
Cpl Quartz
127
|
Posted - 2012.10.12 14:50:00 -
[21] - Quote
EnglishSnake wrote:STB Vermaak Doe wrote:Cpl Quartz wrote:i like the idea, mind you i loved nexus in tribes 2 and capture and hold. most of the playerbase hated them. Think of this as like going into deep null, high risk but great reward as far as earnings go. lol deep null lolno This sounds more like if anything a possible high/low idea
or darius and co would be blockading the servers because all his troops are off pveing right
|
Cpl Quartz
127
|
Posted - 2012.10.12 14:54:00 -
[22] - Quote
STB Vermaak Doe wrote:Sorry i got off topic, this is basically dusters interacting with the planetary command centers
you should put it in the suggestions forum, the more gameplay types there are the better imo. when Eve brought in incursions it was a brilliant addition to the game, something like this might appeal to dusters.
offtopic but still think ccp and making a mistake with matchmaking, better for them to make servers where people can frequent and play regulary with other players and make bonds from there, bit like the bonds people make while incursioning together. |
STB Vermaak Doe
558
|
Posted - 2012.10.12 16:39:00 -
[23] - Quote
Cpl Quartz wrote:STB Vermaak Doe wrote:Sorry i got off topic, this is basically dusters interacting with the planetary command centers you should put it in the suggestions forum, the more gameplay types there are the better imo. when Eve brought in incursions it was a brilliant addition to the game, something like this might appeal to dusters. offtopic but still think ccp and making a mistake with matchmaking, better for them to make servers where people can frequent and play regulary with other players and make bonds from there, bit like the bonds people make while incursioning together.
I wanted feedback to the idea before posting it elsewhere |
STB Vermaak Doe
558
|
Posted - 2012.10.12 20:28:00 -
[24] - Quote
This could make a decent corp match only setup because of it's risk of potentially not making a dime and the possibility of making over one mil in a single match |
Connor 112
Circle of Huskarl Minmatar Republic
1
|
Posted - 2012.10.12 20:34:00 -
[25] - Quote
Yeah, sounds like a great idea to me. |
Agnoeo
Jedi Knights.
35
|
Posted - 2012.10.12 20:53:00 -
[26] - Quote
I approved of this message... |
STB Vermaak Doe
558
|
Posted - 2012.10.12 23:34:00 -
[27] - Quote
Should the building be closed or open at the top to prevent or allow obs? |
Cpl Quartz
127
|
Posted - 2012.10.12 23:39:00 -
[28] - Quote
you could test that later how much work is making both? you have a map editor? |
Reefersmokintaz
Seituoda Taskforce Command Caldari State
34
|
Posted - 2012.10.12 23:51:00 -
[29] - Quote
I like this idea for high/low sec IF the salvage is actually the mins. you "mined" from the match. They could either go to the corp or split up among the mercs that participated and distributed evenly by WP earned. Maybe in null sec have the moon mats. "mined" and split like as said above. That would be a cool battle to be in. It would have to be capped ofc to prevent ppl spamming mins. and moon mats. lol Just my 2 cents. But all in all, +1 |
Grimmiers
ZionTCD Legacy Rising
158
|
Posted - 2012.10.13 00:05:00 -
[30] - Quote
Sounds fun. Would be more interesting if an Eve player set a mining harvest down. Once it's under attack they can either pull out before it gets destroyed by hostiles, or hire dust mercs to defend it. There's plenty of more progressive gametypes that CCP can do for this game. |
|
STB Vermaak Doe
558
|
Posted - 2012.10.14 01:54:00 -
[31] - Quote
Bump |
Zekain Kade
BetaMax.
931
|
Posted - 2012.10.14 01:57:00 -
[32] - Quote
STB Vermaak Doe wrote:Is it a great idea? Terrible? Exploitable? Unfair? Unforgiving? Please give some kind of feedback! Yes.
|
STB Vermaak Doe
558
|
Posted - 2012.10.14 02:25:00 -
[33] - Quote
Zekain Kade wrote:STB Vermaak Doe wrote:Is it a great idea? Terrible? Exploitable? Unfair? Unforgiving? Please give some kind of feedback! Yes. Which one? |
Andius Fidelitas
Algintal Core Gallente Federation
51
|
Posted - 2012.10.14 02:37:00 -
[34] - Quote
Brilliant idea!! I hope this mode comes in a future expansion.
And a must, since we Gallente are the drone masters.... hehehe |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.10.14 02:55:00 -
[35] - 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?
You lost me as soon as you said "Ai enemies".
I'm not a huge fan of fighting a computer controlled enemy,nor do I like any iteration of a horde mode game type.
|
STB Vermaak Doe
558
|
Posted - 2012.10.14 03:11:00 -
[36] - Quote
Th3rdSun 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? You lost me as soon as you said "Ai enemies". I'm not a huge fan of fighting a computer controlled enemy,nor do I like any iteration of a horde mode game type.
The Ai enemies won't even be the biggest problem, they're just defending what was a neutral area |
Th3rdSun
L.O.T.I.S. Legacy Rising
323
|
Posted - 2012.10.14 05:09:00 -
[37] - Quote
STB Vermaak Doe wrote:Th3rdSun 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? You lost me as soon as you said "Ai enemies". I'm not a huge fan of fighting a computer controlled enemy,nor do I like any iteration of a horde mode game type. The Ai enemies won't even be the biggest problem, they're just defending what was a neutral area
Why not just make the AI enemies a third corp then? If they aren't a full corp,then they could just be random players defending that area.Say both the attacking teams have 16 players a piece,then you make the defending team a full 32 player team to balance the numbers.
Either way,I'm just not a fan of having human players fight computer players.They did that in Brink,and sometimes,it was pretty impossible to complete certain tasks.
|
STB Vermaak Doe
558
|
Posted - 2012.10.14 05:12:00 -
[38] - Quote
I actually like that suggestion but it should definitely be a third corp over randoms |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.14 16:55:00 -
[39] - Quote
Another thing that could stem from this idea is MCC variants such as ones with a crazy amount of hp, ewar ones,etc. |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.15 03:34:00 -
[40] - Quote
Bump |
|
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.10.15 04:22:00 -
[41] - Quote
So basically, we'd be playing Skirmish on a fortified map - but instead of killing the MCC, we steal resources from a third party? Definitely a good idea, but I think it would really shine as an all-player mode with three factions. Here's my spin on it.
>PI: this should be the primary mode for attacking factory installations. Even though you aren't actually capturing the base, the reduced gain would be a crippling blow to the owner(s), especially if the facility is producing fuel-block ingredients.
>MCC target: The defender should be trying to kill the MCCs. Likely they would do this by re-capturing a null cannon station on each side of the map, or by letting an EVE ship nuke them from orbit.
>Impact: The resources the attackers take is deducted from the PI output. If it is more than one cycle's worth, then the factory will temporarily launch customs packages into the attacker corp's hangar. If Robotics are taken, then... Well, any EVE player will know what that means. |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.15 04:41:00 -
[42] - Quote
Zat Earthshatter wrote:So basically, we'd be playing Skirmish on a fortified map - but instead of killing the MCC, we steal resources from a third party? Definitely a good idea, but I think it would really shine as an all-player mode with three factions. Here's my spin on it.
>PI: this should be the primary mode for attacking factory installations. Even though you aren't actually capturing the base, the reduced gain would be a crippling blow to the owner(s), especially if the facility is producing fuel-block ingredients.
>MCC target: The defender should be trying to kill the MCCs. Likely they would do this by re-capturing a null cannon station on each side of the map, or by letting an EVE ship nuke them from orbit.
>Impact: The resources the attackers take is deducted from the PI output. If it is more than one cycle's worth, then the factory will temporarily launch customs packages into the attacker corp's hangar. If Robotics are taken, then... Well, any EVE player will know what that means.
So let's say to alliance corps are fighting a single base but whichever alliance takes the base by the end of the match earns the money and Pi. |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2012.10.16 09:28:00 -
[43] - Quote
Vermaak Doe wrote:So let's say to alliance corps are fighting a single base but whichever alliance takes the base by the end of the match earns the money and Pi. Likely the best way to deal with contract rewards. makes sense, plus it's way easier to write code for "winner takes all" instead of "corp A takes 33.78%, corp B takes 45.66%, defenders get the rest".
|
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.16 11:47:00 -
[44] - Quote
Make it as Eve like as possible, only the winner gets any money and the team who owned the place lose an asset |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.17 01:05:00 -
[45] - Quote
Bump |
Necandi Brasil
Conspiratus Immortalis
245
|
Posted - 2012.10.17 01:10:00 -
[46] - Quote
Great idea ! Would love to play against "bot clones"... maybe we can think of other game modes involving this (Instead of the robot killing we will have at the launch) |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.17 23:20:00 -
[47] - Quote
Necandi Brasil wrote:Great idea ! Would love to play against "bot clones"... maybe we can think of other game modes involving this (Instead of the robot killing we will have at the launch)
It's been changed from bots to another corp but not yet in the op |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.17 23:21:00 -
[48] - 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?
Replace the Ai with a third corp that earned Pi with the facility until it's been contested or capturet |
STB Vermaak Doe
558
|
Posted - 2012.10.21 02:06:00 -
[49] - Quote
Bump |
STB Vermaak Doe
558
|
Posted - 2012.10.22 02:22:00 -
[50] - Quote
Bump |
|
STB Vermaak Doe
558
|
Posted - 2012.10.23 04:36:00 -
[51] - Quote
Bump |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.26 04:01:00 -
[52] - Quote
Bump |
Cloudy Zan
107
|
Posted - 2012.10.26 04:02:00 -
[53] - Quote
let it die |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.26 04:03:00 -
[54] - Quote
Cloudy Zan wrote:let it die Over your dead clones. |
TiMeSpLiT--TeR
Planetary Response Organisation Test Friends Please Ignore
326
|
Posted - 2012.10.26 04:10:00 -
[55] - 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?
More deaths and kills........ sign me up. |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.26 04:12:00 -
[56] - Quote
TiMeSpLiT--TeR 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? More deaths and kills........ sign me up.
Fyi the Ai has been replaced with dust mercs defendind the source of income |
Aelita Dranoch
HavoK Core
12
|
Posted - 2012.10.26 04:13:00 -
[57] - 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?
it sounds like the game mode is meant to rob NPC's. yeah i think this might work with a little tweaking, how bout a game mode featuring actual player owned mining facilities and their actual layouts (as in EVE) being the maps for a 256 player battle? just a thought |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.26 04:16:00 -
[58] - Quote
Aelita Dranoch 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? it sounds like the game mode is meant to rob NPC's. yeah i think this might work with a little tweaking, how bout a game mode featuring actual player owned mining facilities and their actual layouts (as in EVE) being the maps for a 256 player battle? just a thought
Exactly what i meant to change the Op to |
STB Vermaak Doe
558
|
Posted - 2012.10.27 17:42:00 -
[59] - Quote
Bump |
STB Vermaak Doe
558
|
Posted - 2012.10.29 00:52:00 -
[60] - Quote
Bump |
|
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.10.30 04:34:00 -
[61] - Quote
Bump |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.11.05 05:06:00 -
[62] - Quote
I bet you thought i was done bumping? |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.11.09 04:38:00 -
[63] - Quote
Bump |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.11.12 05:10:00 -
[64] - Quote
Bump |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.11.15 05:24:00 -
[65] - Quote
Not dying anytime soon |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
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! |
Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.02 08:44:00 -
[67] - Quote
Bump |
Vermaak Doe
SVER True Blood Unclaimed.
384
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Posted - 2012.12.06 05:38:00 -
[68] - Quote
Bump |
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... |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
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. :) |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
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 |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
Posted - 2012.12.11 05:01:00 -
[73] - Quote
Posted on wrong toon |
Elijah Sol' Dzusaki
Onward Defrosted Tuna Team
485
|
Posted - 2012.12.11 05:05:00 -
[74] - Quote
uh...
10. Spamming, bumping and pyramid quoting are prohibited. |
Vermaak Doe
SVER True Blood Unclaimed.
384
|
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 |
Vermaak Kuvakei
Doomheim
88
|
Posted - 2012.12.13 00:52:00 -
[76] - Quote
Bump |
Dissonant Zan
157
|
Posted - 2012.12.13 00:54:00 -
[77] - Quote
Someone burn this thread |
Vermaak Kuvakei
Doomheim
88
|
Posted - 2012.12.13 01:29:00 -
[78] - Quote
I'll pay someone to set Zan on fire |
Vermaak Doe
SVER True Blood Unclaimed.
392
|
Posted - 2013.02.26 04:29:00 -
[79] - Quote
In memory of sleepy zan
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