Pages: [1] 2 3 4 5 6 7 8 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.10 15:12:00 -
[1] - Quote
R'ahz Lupo wrote:Alright! Let's get some people behind "sky spawning"!! TM
WE WANT TO RAIN DOWN FROM THE SKY LIKE TINY METAL BUNDLES OF DEATH!!!!
Drop Uplinks should remain as they are - wormhole-based clone teleportation. CRUs, for obvious reasons, spawn you straight out of a ground-based installation.
But any "default" spawn, including spawning on an objective in a Skirmish battle, or the randomised spawns in Ambush, should spawn us high ABOVE the battlefield.
In addition, whether spawning or just jumping off something stupidly high, we should be able to guide our descent - but only within certain limits - as long as we don't activate the Inertial Dampener. When it triggers, you lose control, but you can wait until you're pretty close to the ground before hitting it.
Spawns will be safer, the specific spawn location will be randomised (or sequential), but players will, as we fall, have some measure of control over our landing point. More importantly, we'll have AWARENESS of the situation we're dropping into. If there are enemies on the ground, WE CAN SEE THEM, and try to manoeuvre somewhere that won't disadvantage us too severely. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.10 16:31:00 -
[2] - Quote
Awesome! Thanks Blacknova! Come on everybody. Let's get some support behind this and make a truly unique player experience out of it. Maybe even some examples or stoies we can share of how sky spawning could have helped you?
I.e. Playing ambush. Deploy as heavy, snag some kills and then get rocked by a tank. Deploy as an anti-armour and find myself in the thick of the enemy, center map. Spawn killed 3 times in a row, had my shield depleted twice before I could even draw my secondary. So, deploy again as a heavy and find myself so far from the action it's not funny. Icing on the cake - the tank frags me while I'm trying to get to cover because I depleted my stamina trying to get back to the action :P Coincidence? Yes. Frustrating? You bet. Avoidable with sky spawning? More than likely! |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.10 18:15:00 -
[3] - Quote
I tend to agree. especially regarding spawns nearby main objectives.. We just spawn out of thin air with no justification whatsoever...
Also, even drop uplink are weird imo. I always thought they were more like antennas pinpointing coordinates for player to drop on a specific location. Thus, being dropped from the sky to the indicated coordinates. |
WHz DS9899
Doomheim
136
|
Posted - 2012.11.10 18:24:00 -
[4] - Quote
I've agreed on this idea many times, and I will keep on agreeing untill it is in dust! |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.10 18:31:00 -
[5] - Quote
Laurent Cazaderon wrote:Also, even drop uplink are weird imo. I always thought they were more like antennas pinpointing coordinates for player to drop on a specific location. Thus, being dropped from the sky to the indicated coordinates.
The backstory behind them explains that they're wormhole tech, not just beacons to drop you on top of.
They're MEANT to basically be a way to teleport to a set location. But they're the only thing in the game that should function as a teleporter. CRUs, likewise, are meant to be basically "clone factories" that build/grow a new body for you, so just appearing next to them is perfectly reasonable.
Everything else, though... not so much. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.10 19:17:00 -
[6] - Quote
Drop uplinks are kind of like the cynos of DUST.
I would support this, especially if there were some sort of man cannons on the MCC that shot us out of pods laterally and then we initiated the Sky Spawning system.
In terms of Ambush, perhaps there should be a rework so that every 20 seconds, a RDV equipped woth a special CRU and the man cannons flew across the map and you spawned with your teammates in a wave. The RDV could fly across a certain vector, and within that belt of airspace you could SkySpawn anywhere along it, or opt to wait for thr next RDV. Each RDV would fly in from a randomised direction each time so it wouldn't be too easy to shoot them all down.
Anyone think this id a good idea? |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.11.10 20:41:00 -
[7] - Quote
Well. I GOTTA support this. +1 |
Governor Odius
Doomheim
177
|
Posted - 2012.11.10 20:51:00 -
[8] - Quote
If drop uplinks can be teleportation whatevers then why can't objectives have that technology built into them too? |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.12 05:27:00 -
[9] - Quote
Governor Odius wrote:If drop uplinks can be teleportation whatevers then why can't objectives have that technology built into them too?
Drop Uplinks are defined in the lore of New Eden as being wormhole tech.
Our objectives are Null Cannon control systems, which have plenty of non-wormhole-related jobs already. |
Cat Powers III
ZionTCD Legacy Rising
17
|
Posted - 2012.11.13 07:01:00 -
[10] - Quote
So are you invisible as you fall from the sky? I know I've seen people shot while falling from their MCC. I'm not saying everyone would be staring up but that once in however many times where you get shot down before you even touch ground wouldn't kitten you off more that the spawn kill already does? |
|
angelarch
Algintal Core Gallente Federation
93
|
Posted - 2012.11.13 11:42:00 -
[11] - Quote
Cat Powers III wrote:So are you invisible as you fall from the sky? I know I've seen people shot while falling from their MCC. I'm not saying everyone would be staring up but that once in however many times where you get shot down before you even touch ground wouldn't kitten you off more that the spawn kill already does?
. . . if I can shoot back and throw grenades as I fall it wouldn't:)
|
Edu Ashbourne
Doomheim
54
|
Posted - 2012.11.13 11:45:00 -
[12] - Quote
Cat Powers III wrote:So are you invisible as you fall from the sky? I know I've seen people shot while falling from their MCC. I'm not saying everyone would be staring up but that once in however many times where you get shot down before you even touch ground wouldn't kitten you off more that the spawn kill already does?
Perhaps the dampeners double as a force field. While you're freefalling and aiming for a landing spot, you're open to sniper fire but once you activate, they can't touch you until you're on the ground.
Though the flipside to that idea is it would be possible to box a team in again. If they activate straight away, they get shot down at the spawn point. If they try to land elsewhere, snipers blow their heads off.
I guess you could just make them invincible whilst falling. Just say that it's impossible to hit something that fast and far away. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 12:57:00 -
[13] - Quote
Cat Powers III wrote:So are you invisible as you fall from the sky? I know I've seen people shot while falling from their MCC. I'm not saying everyone would be staring up but that once in however many times where you get shot down before you even touch ground wouldn't kitten you off more that the spawn kill already does? It would be less annoying, because it's a skill shot instead of a lucky, "right place, right time" situation where they didn't have to put any effort in.
Also, part of the suggestion is for limited freedom of movement while falling, so it wouldn't necessarily be a straight-line drop like it is now.
With the current system, you have about a second of controlled airtime, then you go into a "freefall" mode where you can't control your descent at all. I want that to change. You don't have FULL control, but it would be enough to throw someone's aim off.
When you hit the Inertia Dampener, you fall faster, but you lose that limited control over your fall. Harder target in one sense but easier in another. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.13 13:05:00 -
[14] - Quote
Garrett Blacknova wrote:Cat Powers III wrote:So are you invisible as you fall from the sky? I know I've seen people shot while falling from their MCC. I'm not saying everyone would be staring up but that once in however many times where you get shot down before you even touch ground wouldn't kitten you off more that the spawn kill already does? It would be less annoying, because it's a skill shot instead of a lucky, "right place, right time" situation where they didn't have to put any effort in. Also, part of the suggestion is for limited freedom of movement while falling, so it wouldn't necessarily be a straight-line drop like it is now. With the current system, you have about a second of controlled airtime, then you go into a "freefall" mode where you can't control your descent at all. I want that to change. You don't have FULL control, but it would be enough to throw someone's aim off. When you hit the Inertia Dampener, you fall faster, but you lose that limited control over your fall. Harder target in one sense but easier in another.
Yeah we're in the future, we should be able to drop and have some control. Parachutes are great at that job. If they aren't used anymore then the alternative shouldnt be less efficient or maneuverable |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.13 16:08:00 -
[15] - Quote
I agree. We have lasers and miniature wormhole technology, but can't have directionally controlled descent? That's kind of silly :P We should have complete control of our descent until activating dampers. Of course, a beggar can not be a chooser, so I'll just be happy to deploy at all via a streaking, steel bundle of death from the sky mechanic! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.13 16:18:00 -
[16] - Quote
I have been wanting this for quite a while. |
Jack Boost
Zarena Family
194
|
Posted - 2012.11.13 16:26:00 -
[17] - Quote
Maybe ... spawn cannon? MCC lanucher that you can select and lauch yourself to the battlefield (Live cannon bal ;) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.13 16:30:00 -
[18] - Quote
Jack Boost wrote:Maybe ... spawn cannon? MCC lanucher that you can select and lauch yourself to the battlefield (Live cannon bal ;)
This, or cloaked NPC dropships hovering over friendly-controlled objectives and default spawn points. Spawning on the NPC dropship should instantly eject you out to inertia dampen your way down. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.13 16:55:00 -
[19] - Quote
Or maybe... Disgruntled, bald, Sayian warriors with moustaches grosser than Bennet's from Commando, fly around the battlefield and plant our gene seeds so we can hatch from the ground like furiously green, bulbous headed saibamen of death? We gain the option to self destruct on any unfortunate Yamcha's that are too close to our spawn point. ... Just sayin', anything is better than what we have. The drop links are okay, but it's really tough to find an advantageous spot when enemies can randomly pop up next to your cleverly hidden beacon. Some spawn highlights for me so far are: Spawning in front of an enemy's swinging elbow. Spawning in front of an oncoming jeep(*space jeep). Spawning on a grenade. Spawning in the path of a dropship missle x8. Spawning in front of three or more enemies x14. Selecting "default spawn point" to avoid getting spawn trapped with my team near the CRU, only to spawn on the CRU x3. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 17:02:00 -
[20] - Quote
R'ahz Lupo wrote:Or maybe... Disgruntled, bald, Sayian warriors with moustaches grosser than Bennet's from Commando, fly around the battlefield and plant our gene seeds so we can hatch from the ground like furiously green, bulbous headed saibamen of death? We gain the option to self destruct on any unfortunate Yamcha's that are too close to our spawn point. ... Just sayin', anything is better than what we have. The drop links are okay, but it's really tough to find an advantageous spot when enemies can randomly pop up next to your cleverly hidden beacon. Some spawn highlights for me so far are: Spawning in front of an enemy's swinging elbow. Spawning in front of an oncoming jeep(*space jeep). Spawning on a grenade. Spawning in the path of a dropship missle x8. Spawning in front of three or more enemies x14. Selecting "default spawn point" to avoid getting spawn trapped with my team near the CRU, only to spawn on the CRU x3.
I think my highlight is spawning in the path of a sniper round that was aimed at someone else.
Yes, seriously. The guy thanked me for getting in the way.
Also, on the Saiyan thing... we're supposedly going to be getting an auto-destruct module that explodes when you die. So that's coming. |
|
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.13 17:14:00 -
[21] - Quote
Really...? I can't really see that being very viable, to be honest. More than anything, this game seems to be about range. Snipers forced to camp from a mile away to stay out of AR range. High tier AR proto builds out ranging regular AR. HMG getting out ranged by AR. Very rarely do I actually have a close range fire fight. This game seems to revolve around the mid to long range.
Unless the self destruct has a mile radius ;) |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.13 17:20:00 -
[22] - Quote
R'ahz Lupo wrote:Really...? I can't really see that being very viable, to be honest. More than anything, this game seems to be about range. Snipers forced to camp from a mile away to stay out of AR range. High tier AR proto builds out ranging regular AR. HMG getting out ranged by AR. Very rarely do I actually have a close range fire fight. This game seems to revolve around the mid to long range.
Unless the self destruct has a mile radius ;) Really? I've been finding SMGs becoming more and more viable as time goes on and I learn new ways to cross the map without exposing myself to enemy snipers and AR guys. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.13 17:35:00 -
[23] - Quote
Almost all the matches I've played have been dominated by codewish/killswitch teams or dual dropships. I can usually travel the map safely - I know how to use cover and skirt the edges to flank, but when it comes to an actual fire fight I find they always occurr at range. I hardly even see shotgun shock troopers - which is surprising considering the shotgun's strength* |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.14 22:59:00 -
[24] - Quote
R'ahz Lupo wrote:Almost all the matches I've played have been dominated by codewish/killswitch teams or dual dropships. I can usually travel the map safely - I know how to use cover and skirt the edges to flank, but when it comes to an actual fire fight I find they always occurr at range. I hardly even see shotgun shock troopers - which is surprising considering the shotgun's strength* I use Shotguns occasionally too.
But Sky SpawningGäó needs more love!
Come on!!! Who DOESN'T want to fall out of the air from miles above the battlefield? |
Edu Ashbourne
Doomheim
54
|
Posted - 2012.11.14 23:34:00 -
[25] - Quote
Another good counter to spawn camping is waves. Rather then players respawning one by one, all presently waiting in a queue spawn at the same time.
Maybe if you combine that with sky spawning, players could launch out of dropships like in the trailer. Just imagine them flying around in sky out of reach, Cloaking in, making routes to the different spawning points and cloaking back out. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.14 23:54:00 -
[26] - Quote
^good idea.
Only problem? People's impatience. Thanks to ADHD generating games like CoD, players these days get pretty fidgety when they have to wait 10 seconds to respawn. Imagine thirty seconds? I personally don't mind waiting, but average players hate it. Still, I think launching spawns in waves would be cool, though. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.15 00:01:00 -
[27] - Quote
Wave spawning would harm one of the mechanics that encourages players to wait for a revive instead of just bleeding out as soon as they go down though.
Waiting for a revive means shorter respawn time. Without that encouragement, you're going to see less players - particularly blueberries - willing to hold on a few seconds to maybe get revived. it's not a sure thing, but it means less of a delay when they spawn. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.15 00:48:00 -
[28] - Quote
Well, Dust kind of has it backwards. Dust, you die, select respawn(or wait for a revive), go to your overview map and options, select respawn again, then wait for the countdown to enter the game.
Imagine a system similar to Battlefield. You die, the countdown to respawn begins(you may get revived during this time), you enter overview map/options screen and may deploy instantly. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.15 00:49:00 -
[29] - Quote
I hated wave spawning in MAG, I hope it stays out of Dust. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.15 01:09:00 -
[30] - Quote
I'm still not sold on any kind of idea like this. If we need objectives or Drop Uplinks as coordinate points to perform a "spawn", how do you figure it would be able to put you up in the air like that?
That's just from an in-game lore standpoint. I'm not sure if any of you were in the earliest builds of Planetside 2, but I can pointedly recall the Instant Action system in that game, and how my outfit would take a base, but Flak MAXes on the roof, and just shoot down all the drop pods. Dropping in from the sky sounds cool until you try to put it into practice. As we all know, the inertial canceller does nothing to stop you from being shot, and having people spawn in from the sky even in Ambush matches where it would be randomized would just leave good marksman with easy airborne prey. |
|
|
|
|
Pages: [1] 2 3 4 5 6 7 8 :: one page |
First page | Previous page | Next page | Last page |