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Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.15 01:40:00 -
[31] - Quote
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). |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.15 01:52:00 -
[32] - Quote
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. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.15 02:07:00 -
[33] - Quote
Mobius Wyvern wrote: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. In every game I've played or seen with drop pods (which are different from freefall in your Dropsuit in DUST, by the way), you have a decent SPEED of lateral movement, but not very much PRECISION - once you've set yourself in motion in a particular direction, you can't change it easily. What I was thinking of is SLOWER horizontal movement, but with more CONTROL over the fall. you can't move back and forth quickly, but you can CHANGE DIRECTION sharply to throw off a shooter's aim.
Keep in mind that snipers won't be firing hitscan insta-kill bullets after the next update. If you change course slightly as a distant sniper is shooting, they're going to miss because of the travel time. If you hit the Inertia Dampener and that changes your fall speed as I've suggested, they're going to miss because they've worked the bullet drop out based on your speed before the dampener kicked in. Basically, there won't be any weapon that can just point-and-click kill you. As you change direction, people will need to track you effectively AND anticipate the direction changes and lead their shots based on pure guesswork.
Hitting a player walking (not even moving at full NON-sprint speed) in an irregular zigzag pattern is difficult enough when you're not just point-and-click hitscanning the target. Imagine that while they're zigzagging back and forth slowly, they're ALSO moving downward at freefall speeds. it's NOT going to make you an easy target. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.15 02:52:00 -
[34] - Quote
Garrett Blacknova wrote:Mobius Wyvern wrote: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. In every game I've played or seen with drop pods (which are different from freefall in your Dropsuit in DUST, by the way), you have a decent SPEED of lateral movement, but not very much PRECISION - once you've set yourself in motion in a particular direction, you can't change it easily. What I was thinking of is SLOWER horizontal movement, but with more CONTROL over the fall. you can't move back and forth quickly, but you can CHANGE DIRECTION sharply to throw off a shooter's aim. Keep in mind that snipers won't be firing hitscan insta-kill bullets after the next update. If you change course slightly as a distant sniper is shooting, they're going to miss because of the travel time. If you hit the Inertia Dampener and that changes your fall speed as I've suggested, they're going to miss because they've worked the bullet drop out based on your speed before the dampener kicked in. Basically, there won't be any weapon that can just point-and-click kill you. As you change direction, people will need to track you effectively AND anticipate the direction changes and lead their shots based on pure guesswork. Hitting a player walking (not even moving at full NON-sprint speed) in an irregular zigzag pattern is difficult enough when you're not just point-and-click hitscanning the target. Imagine that while they're zigzagging back and forth slowly, they're ALSO moving downward at freefall speeds. it's NOT going to make you an easy target. Actually, I've only been sniped in free-fall once, and that was by BAD FURRY.
Part of my concern is based around the current mechanics for ARs. Imagine the ability to use that rapid-fire marcro with your Tac rifle to gun down players with bursts of high-damage rounds fired faster than any human can pull a trigger. I know that won't be the case forever, but I offer that as a somewhat extreme example of what could be an issue with pretty much any of the full-auto weapons we have right now. Keep in mind that all non-sniper infantry weapons will continue to be hitscan even after the sniper weapons are changed, so you only need to line up the dot and hold down the trigger to kill someone who's dropping in.
It comes down to whether the danger out-weighs the advantages. There hasn't been an air-drop on the scale of the ones following the Normandy landing since WWII because the number of soldiers you lose in the drop is fairly daunting, and it leaves them spread around and needing to regroup in hostile territory where they may be picked off one by one. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.15 02:53:00 -
[35] - 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? |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2012.11.15 03:01:00 -
[36] - Quote
R'ahz Lupo wrote: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? Again, though, snipers aren't the issue. We may not have Flak, but we do have hitscan full-auto weapons. And that's not even accounting for the Laser Rifle, which I've been burned off the back of a speeding LAV with more than once, and from a 90 degree angle no less. If we already have players that can do that reliably, no matter how much range of motion you have when you drop in, quite a few people are going to get burned on their way down with no way to avoid it. The same goes for ARs with Sharpshooter skill, and some other ARs may even have longer ranges than the plasma based ones we have right now. I think keeping ground spawns and focusing on a system that spawns you near allies or at the very least away from enemies is a better idea, as it puts your boots on the ground immediately while solving the only real issue with the current system, that being getting gunned down either soon after spawn or before you can even move. I would imagine getting gunned down in the air would be found to be far more annoying for debatable gain. |
R'ahz Lupo
Crux Special Tasks Group Gallente Federation
25
|
Posted - 2012.11.15 03:14:00 -
[37] - 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. |
Nicol Bolas Planeswalker
Seituoda Taskforce Command Caldari State
102
|
Posted - 2012.11.15 03:44:00 -
[38] - 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.
+1 This.
Horned wolf suggested am MCC cannon. I like this ideas too, and may be a little more relevant. At least were moving past random spawn locations. |
Edu Ashbourne
Doomheim
54
|
Posted - 2012.11.15 07:26:00 -
[39] - Quote
Garrett Blacknova wrote: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.
Lot of people already do that. It's annoying as hell for a logi player like me but some seem to hammer the circle button the moment they fall down.
Something that does stop them doing it is when they're wearing stuff they don't want to waste. People might be more inclined to do that if they knew they weren't going to be blindsided by a HMG the moment the spawn.
R'ahz Lupo wrote: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.
It's been suggested before. Main problem is people could spawn on a point the moment they see somebody hacking it or a strategic placed droplink could spawn a whole squad instantly. |
Khal V'Rani
Nephilim Initiative
90
|
Posted - 2012.11.15 08:24:00 -
[40] - Quote
+1 |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.15 12:16:00 -
[41] - Quote
Mobius Wyvern wrote:Again, though, snipers aren't the issue. We may not have Flak, but we do have hitscan full-auto weapons. And that's not even accounting for the Laser Rifle, which I've been burned off the back of a speeding LAV with more than once, and from a 90 degree angle no less. If we already have players that can do that reliably, no matter how much range of motion you have when you drop in, quite a few people are going to get burned on their way down with no way to avoid it. The same goes for ARs with Sharpshooter skill, and some other ARs may even have longer ranges than the plasma based ones we have right now. I think keeping ground spawns and focusing on a system that spawns you near allies or at the very least away from enemies is a better idea, as it puts your boots on the ground immediately while solving the only real issue with the current system, that being getting gunned down either soon after spawn or before you can even move. I would imagine getting gunned down in the air would be found to be far more annoying for debatable gain. Not sure why you used the LAV example, since it's completely irrelevant.
If you're at a 90 degree angle from a fast-moving LAV, anything short of a sharp turn - which basically makes the target a sitting duck for a second - will have negligible effect on where the Laser Rifle needs to be aimed.
The LAV has a single axis of movement, and the specific movement direction can be angled GRADUALLY across another single axis. You don't even have full freedom of 2D movement while traveling at any kind of speed. And that's without considering the LAV's larger scan profile, or the fact that it's a more visible target - even if you're aiming for a Dropsuit within that target, not the whole thing. You're easier to locate precisely while in that LAV than you will be dropping down onto the battlefield.
A falling Dropsuit has fast movement on one axis, and, assuming my suggestion is taken, FULL FREEDOM OF MOVEMENT ON A 2D PLANE ASIDE FROM THAT MOVEMENT AXIS. Being shot out of your LAV from the ideal angle where any evasive action is completely negated doesn't compare. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.19 23:59:00 -
[42] - Quote
Still would love. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.11.20 21:26:00 -
[43] - Quote
KAGEHOSHI Horned Wolf wrote:Still would love. I second that. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.23 21:48:00 -
[44] - Quote
I hope this appears on CCP's feeback/request updates thread next week. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.23 22:35:00 -
[45] - Quote
Edu Ashbourne wrote: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.
Thats what my suggestion with the RDV was, I think it would be cool. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.26 19:21:00 -
[46] - Quote
I want to rain down from the sky. |
Terram Nenokal
BetaMax.
115
|
Posted - 2012.11.26 20:32:00 -
[47] - Quote
Spawning from the air for objectives and random spawning would be excellent, but only if we get a bit of air control based on our mass.
Would also be nice to start the descent cloaked and when you start air controlling or inertia stabilizing you break cloak, that way your location can't be tracked, and adding a bit of risk v reward to the whole mechanic. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.11.29 22:04:00 -
[48] - Quote
Its raining mercs. |
Arron Rift
Commando Perkone Caldari State
73
|
Posted - 2012.11.29 23:42:00 -
[49] - Quote
They have something very similar to this in Starhawk (another game I play) and it is awesome, but it does cause some problems with map design because any roofs or overhangs perminently prevent people from spawning under them.
I would suggest having a "paratrooper" equivilent dropsuit that can skyspawn anywhere, but is inferior to other suits once it lands. |
Brush Master
HavoK Core
163
|
Posted - 2012.12.02 00:46:00 -
[50] - Quote
+1 for more control while falling |
|
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.02 02:32:00 -
[51] - Quote
Arron Rift wrote:They have something very similar to this in Starhawk (another game I play) and it is awesome, but it does cause some problems with map design because any roofs or overhangs perminently prevent people from spawning under them. Drop Uplinks and CRUs would allow you to circumvent this problem in DUST though, because they wouldn't use the sky spawning system. CRUs are locations with clones on-site, and Drop Uplinks are a teleportation tech, so both options would offer alternatives - something you don't have in Starhawk (I've played it, and while I can say it's a good game, I never enjoyed it much myself... probably because I suck) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.03 20:28:00 -
[52] - Quote
Falling from the sky is the best way to spawn, ever. |
Dakka Opiatus
Circle of Huskarl Minmatar Republic
3
|
Posted - 2012.12.04 00:12:00 -
[53] - Quote
This needs to be in the game. NOW. Did you get the idea of sky spawning from section 8:prejudice? |
Lightning Octopus
Villore Sec Ops Gallente Federation
9
|
Posted - 2012.12.04 00:59:00 -
[54] - Quote
I can't stress just how badly I hate the randomized spawns kills, and spawn camping kills. Its really pathetic. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.04 08:14:00 -
[55] - Quote
Terram Nenokal wrote:Spawning from the air for objectives and random spawning would be excellent, but only if we get a bit of air control based on our mass.
Would also be nice to start the descent cloaked and when you start air controlling or inertia stabilizing you break cloak, that way your location can't be tracked, and adding a bit of risk v reward to the whole mechanic. Limited control while falling was a core part of the suggestion in the first place, so we're agreed on that much. I hadn't even thought about different mass changing your mobility while falling, though - great idea!
I also quite like the cloaking suggestion. That would also be useful.
Dakka Opiatus wrote:This needs to be in the game. NOW. Did you get the idea of sky spawning from section 8:prejudice? Section 8, Starhawk, Warhammer 40,000, the old trailer for DUST 514 that's being used as an intro video in the beta, and the falling and Inertia Dampener mechanics.
Bits and pieces of the idea came from a variety of sources. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.12.04 08:36:00 -
[56] - Quote
Garrett Blacknova wrote:Terram Nenokal wrote:Spawning from the air for objectives and random spawning would be excellent, but only if we get a bit of air control based on our mass.
Would also be nice to start the descent cloaked and when you start air controlling or inertia stabilizing you break cloak, that way your location can't be tracked, and adding a bit of risk v reward to the whole mechanic. Limited control while falling was a core part of the suggestion in the first place, so we're agreed on that much. I hadn't even thought about different mass changing your mobility while falling, though - great idea! I also quite like the cloaking suggestion. That would also be useful. Dakka Opiatus wrote:This needs to be in the game. NOW. Did you get the idea of sky spawning from section 8:prejudice? Section 8, Starhawk, Warhammer 40,000, the old trailer for DUST 514 that's being used as an intro video in the beta, and the falling and Inertia Dampener mechanics. Bits and pieces of the idea came from a variety of sources.
did you get any feedback on your idea from devs ? It's worth poking Wang on tweeter to know more. Personnaly, i'm fond of this first for the "makes more sense" part of it than just appearing out of nowhere.
And then, it's also a nice fix for terrible spawn. At least this way, you get a chance at seeing what you're getting in. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.04 13:16:00 -
[57] - Quote
Laurent Cazaderon wrote:did you get any feedback on your idea from devs ? It's worth poking Wang on tweeter to know more. Personnaly, i'm fond of this first for the "makes more sense" part of it than just appearing out of nowhere. And then, it's also a nice fix for terrible spawn. At least this way, you get a chance at seeing what you're getting in. I haven't seen any dev feedback specifically referencing this idea, no.
There's been some discussion about them having ideas for how to change the mechanics to better suit the game, but nothing, as far as I've seen, which specifically refers to giving players aerial spawn points.
I'd like to see it happen, but I haven't seen any evidence (yet) that the devs are considering it. |
Beforcial
Circle of Huskarl Minmatar Republic
0
|
Posted - 2012.12.06 18:26:00 -
[58] - Quote
Bump! and +1 to aerial spawning. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.07 13:34:00 -
[59] - Quote
Beforcial wrote:Bump! and +1 to aerial spawning. Thanks for the bump |
LXicon
Sanmatar Kelkoons Minmatar Republic
54
|
Posted - 2012.12.07 17:19:00 -
[60] - Quote
bump and +1.
also:
Arron Rift wrote:They have something very similar to this in Starhawk (another game I play) and it is awesome... and R'ahz Lupo wrote:Now... What happens when a suit drops on an enemy, or even an enemy vehicle?
being able to kill a guy by landing on him is a great feeling. it's not easy because they can walk faster than you can control the descent. if you do manage to get a hit it's like payback for every time you've been spawn-camp killed. :)
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