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R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
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Posted - 2012.11.10 16:31:00 -
[1] - 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! |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
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Posted - 2012.11.13 16:08:00 -
[2] - 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! |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.13 16:55:00 -
[3] - 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. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.13 17:14:00 -
[4] - 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 ;) |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.13 17:35:00 -
[5] - 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* |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.14 23:54:00 -
[6] - 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. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.15 00:48:00 -
[7] - 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. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.15 02:53:00 -
[8] - Quote
Mobius Wyvern wrote:Garrett Blacknova wrote:Mobius Wyvern wrote: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. And you're making the same assumption of uncontrolled freefall that has already been debunked. Make it so while you're NOT running the inertia dampener, you can alter the direction you're falling in. Not massively, but a small amount. And when you hit the dampener, you should speed up by enough to potentially throw off a shooter's aim. Also, other games have successfully implemented drop spawns. As for how they work, that was also covered in my OP. Drop Uplinks are described in lore as a wormhole system. NULL Cannons are objectives you can spawn on, and there are also fixed spawn locations and CRUs. In the MCC it's reasonable to assume you're spawning in an on-board CRU, so the same "spawn at this location" rules apply to both. Being wormhole tech and not just a "beacon" for you to drop onto, Uplinks are effectively a teleporter if you work with the existing lore for the game. Only the starting spawn point(s) and objective spawns will spawn you in the sky, and all they have to do is the simple method of setting a spawn location ABOVE the battlefield instead of at ground level, and adjust the freefall mechanics (which could use some work anyway, because having 0 control after only 1m of falling is pretty awkward). See, I'm actually not making that assumption. Those pods were originally able to deviate from their initial landing point to a far greater degree, and it never did anything to help them. I think you could get a good 100 meters in any direction after initially spawning in the pod, but it wouldn't save you from Flak equipped infantry aiming up. You can't shoot at players falling to the ground in Section 8, for example, you can only hit them with Flak turrets which are on objectives you don't own or can be deployed by any player with enough resources. That's not the way Dust works.
And what flak canons do we have in Dust? Also, think about the number of suits dropping in. In ambush, each team has 80 stock. If one team completely dominates the other, we might look at a 40:0. That would mean there was a total of 60 casualties. If the match took 15 minutes to complete, that would mean a suit dropped in every 7 seconds. If a sniper is picking off that many people as the hurtle from space, than he deserves it!
Now... What happens when a suit drops on an enemy, or even an enemy vehicle? |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.15 03:14:00 -
[9] - Quote
What's all this talk about hitscan stuff? You make it sound worse than CoD auto aim. Sometimes I feel like I have a different version of the beta. I find the aiming in this to be incredibly difficult. Sniping is near impossible(I get a lot of misses when my reticle is red, or that blue shield thingy), tracking a moving target is ridiculous, I can be on top of somebody and not hit the broad side of a space barn with my hip fire. I chalk this all up to beta, though. I didn't mean to sound catty there, I just want to know what the hitscan is all about. |
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