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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
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Posted - 2012.12.14 00:55:00 -
[61] - Quote
I want to sky spawn on objectives and bases from NPC cloaked dropships that auto-eject players down. |
Kaze Eyrou
ROGUE SPADES
53
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Posted - 2012.12.14 01:23:00 -
[62] - Quote
Gameplay: Section 8 Prejudice Narrator/Commentator: Total Halibut
This video shows how I think this game should have spawns. AA might have to be implemented in order to preserve balance but I loved this system and every time I died in this game, I never attributed it to poor spawning.
Also, a side note, this game also runs on Unreal Engine 3, so I don't think it would be hard to implement.
Now remember, I don't think everything from this game should be carried over and DUST should be a clone of this game. All I'm focusing on is the spawn system only. |
WHz DS9899
Doomheim
136
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Posted - 2012.12.14 01:58:00 -
[63] - Quote
Adding on to this boss idea:
Ok, if you don't know (SPOILER) the last mission of BO2 stars out jumping out a VTOL with a jetpack. You fly to the ground through a clould layer, and land at a base in Hati. Now how can we put this into Dust? Well, I read yesterday on the fourms about a idea TLDR it was saying that the fast moving air vehicles, and RDV's flew through this area as the main A.O. The spawn would be up here, and you would drop down from here for 10 seconds, then hit a thick gas layer (clouds). Once through the layer, you would guide yourself to the ground. Even more, You could get a jetpack that was like that one, and guide yourself to the ground (different from the hopefully put in jetpack) faster then regular HALO dropping. But, it would be eaiser to spot you coming to the ground. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
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Posted - 2012.12.14 16:28:00 -
[64] - Quote
Kaze Eyrou wrote:Gameplay: Section 8 Prejudice Narrator/Commentator: Total Halibut This video shows how I think this game should have spawns. AA might have to be implemented in order to preserve balance but I loved this system and every time I died in this game, I never attributed it to poor spawning. Also, a side note, this game also runs on Unreal Engine 3, so I don't think it would be hard to implement. Now remember, I don't think everything from this game should be carried over and DUST should be a clone of this game. All I'm focusing on is the spawn system only. Funny, I posted something about it yesterday. https://forums.dust514.com/default.aspx?g=posts&t=47429&find=unread |
Kaze Eyrou
ROGUE SPADES
53
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Posted - 2012.12.14 18:51:00 -
[65] - Quote
ArMaGeDoN The Cat wrote:Kaze Eyrou wrote:Gameplay: Section 8 Prejudice Narrator/Commentator: Total Halibut This video shows how I think this game should have spawns. AA might have to be implemented in order to preserve balance but I loved this system and every time I died in this game, I never attributed it to poor spawning. Also, a side note, this game also runs on Unreal Engine 3, so I don't think it would be hard to implement. Now remember, I don't think everything from this game should be carried over and DUST should be a clone of this game. All I'm focusing on is the spawn system only. Funny, I posted something about it yesterday. https://forums.dust514.com/default.aspx?g=posts&t=47429&find=unread Sent you a +1. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.14 19:29:00 -
[66] - Quote
Kaze Eyrou wrote:ArMaGeDoN The Cat wrote:Kaze Eyrou wrote:Gameplay: Section 8 Prejudice Narrator/Commentator: Total Halibut This video shows how I think this game should have spawns. AA might have to be implemented in order to preserve balance but I loved this system and every time I died in this game, I never attributed it to poor spawning. Also, a side note, this game also runs on Unreal Engine 3, so I don't think it would be hard to implement. Now remember, I don't think everything from this game should be carried over and DUST should be a clone of this game. All I'm focusing on is the spawn system only. Funny, I posted something about it yesterday. https://forums.dust514.com/default.aspx?g=posts&t=47429&find=unread Sent you a +1. Thanks, tho it would be even better if you post so it doesn't get buried. |
SickJ
French unchained corporation
48
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Posted - 2012.12.14 22:05:00 -
[67] - Quote
Garrett Blacknova wrote:
... we're supposedly going to be getting an auto-destruct module that explodes when you die. So that's coming.
Snipers are gonna love that! |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.16 19:07:00 -
[68] - Quote
ArMaGeDoN The Cat wrote:Kaze Eyrou wrote:ArMaGeDoN The Cat wrote:Kaze Eyrou wrote:Gameplay: Section 8 Prejudice Narrator/Commentator: Total Halibut This video shows how I think this game should have spawns. AA might have to be implemented in order to preserve balance but I loved this system and every time I died in this game, I never attributed it to poor spawning. Also, a side note, this game also runs on Unreal Engine 3, so I don't think it would be hard to implement. Now remember, I don't think everything from this game should be carried over and DUST should be a clone of this game. All I'm focusing on is the spawn system only. Funny, I posted something about it yesterday. https://forums.dust514.com/default.aspx?g=posts&t=47429&find=unread Sent you a +1. Thanks, tho it would be even better if you post so it doesn't get buried. Just bumping this, and letting you know I'll do the same for your thread |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.12.16 19:45:00 -
[69] - Quote
I still like my idea of a CRU slung under an RDV that does a pass over the battlefield and you jump out of at any point along its run and activate the inertia dampener down |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
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Posted - 2012.12.16 19:54:00 -
[70] - Quote
Garrett Blacknova wrote:ArMaGeDoN The Cat wrote:Kaze Eyrou wrote:ArMaGeDoN The Cat wrote:Kaze Eyrou wrote:Gameplay: Section 8 Prejudice Narrator/Commentator: Total Halibut This video shows how I think this game should have spawns. AA might have to be implemented in order to preserve balance but I loved this system and every time I died in this game, I never attributed it to poor spawning. Also, a side note, this game also runs on Unreal Engine 3, so I don't think it would be hard to implement. Now remember, I don't think everything from this game should be carried over and DUST should be a clone of this game. All I'm focusing on is the spawn system only. Funny, I posted something about it yesterday. https://forums.dust514.com/default.aspx?g=posts&t=47429&find=unread Sent you a +1. Thanks, tho it would be even better if you post so it doesn't get buried. Just bumping this, and letting you know I'll do the same for your thread Thanks. |
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Kaze Eyrou
ROGUE SPADES
53
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Posted - 2012.12.18 16:34:00 -
[71] - Quote
ArMaGeDoN The Cat wrote:Kaze Eyrou wrote:ArMaGeDoN The Cat wrote:Kaze Eyrou wrote:Gameplay: Section 8 Prejudice Narrator/Commentator: Total Halibut This video shows how I think this game should have spawns. AA might have to be implemented in order to preserve balance but I loved this system and every time I died in this game, I never attributed it to poor spawning. Also, a side note, this game also runs on Unreal Engine 3, so I don't think it would be hard to implement. Now remember, I don't think everything from this game should be carried over and DUST should be a clone of this game. All I'm focusing on is the spawn system only. Funny, I posted something about it yesterday. https://forums.dust514.com/default.aspx?g=posts&t=47429&find=unread Sent you a +1. Thanks, tho it would be even better if you post so it doesn't get buried. Posted on your thread to bump up as well. |
kyan west
D3ath D3alers RISE of LEGION
8
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Posted - 2012.12.20 03:54:00 -
[72] - Quote
starhawk does this |
Moonracer2000
Subdreddit Test Alliance Please Ignore
314
|
Posted - 2012.12.20 06:22:00 -
[73] - Quote
This was a feature in Battlefield 2142. As I recall you would drop from the Titan (that game's MCC) and other special deployment vehicles in an armored pod that you could aim a fair bit. The armored pod protected you until you hit the ground (protecting you from snipers and such).
If you happened to deploy over an unsuspecting enemy you could even aim your pod and crush them (if I remember right). I'm guessing people wouldn't go for that bit here. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.26 00:16:00 -
[74] - Quote
kyan west wrote:starhawk does this So does Section 8.
Also, just another bump for this thread while people are discussing the idea elsewhere. |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
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Posted - 2012.12.30 03:56:00 -
[75] - Quote
do want !
spawning out of thin air smells |
Alduradvoratrelundar Dvora
Seituoda Taskforce Command Caldari State
7
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Posted - 2012.12.31 12:52:00 -
[76] - Quote
I think this should have been done from the start. The trailer showed the drop so dramatically, it couldn't happen any other way, right?
And in EVE Online, wormholes aren't the easiest things to make. Just make them a beacon to pinpoint the descent of a merc - because Halo lookalike or no, who DOESN'T want to be able to drop down from space onto the battlefield?
And yes, it will solve so many problems with spawning in the middle of a battlefield.
+1 |
Cpt Murd0ck
Sanmatar Kelkoons Minmatar Republic
95
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Posted - 2012.12.31 19:19:00 -
[77] - Quote
R'ahz Lupo wrote: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.
Three words man... Keyboard and mouse
Edit - +1 to sky spawning |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2012.12.31 19:55:00 -
[78] - Quote
Why can I like the OP of this only once?
We need this!
+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1+1
Please make this happen. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.05 02:32:00 -
[79] - Quote
It would go great with this https://forums.dust514.com/default.aspx?g=posts&t=49272&find=unread |
Stinker Butt
Kang Lo Directorate Gallente Federation
103
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Posted - 2013.01.05 14:43:00 -
[80] - Quote
sky spawing would be cool if there was no lag.
Right now I would expect many mercs to go "splat" before their eyes completely open. |
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H arpoon
WarRavens
26
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Posted - 2013.01.08 22:19:00 -
[81] - Quote
@Kagehoshi Thanks man |
Kaim Argonaur
Algintal Core Gallente Federation
3
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Posted - 2013.01.11 19:32:00 -
[82] - Quote
when i grow up i want to be a gun. so let me drop from the sky and do splash damage with my inertial dampener so my dream can come true. and let me guide my path when not active inertia-dampening. |
James Thraxton
The Exemplars
73
|
Posted - 2013.01.11 19:43:00 -
[83] - Quote
i did this alot in battlefield 2142, called podding. it's VERY effective, for all the positive reasons listed, and makes the spawn grouping and battle formations much more coherent and interesting, +1 |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.01.11 21:04:00 -
[84] - Quote
I still don't see any issue with our current spawning system if its implemented to prefer areas with friendlies and low enemy concentration. As far as spawning on "hard spawns" like Drop Uplinks and CRUs, there should be the risk of someone camping it.
If nothing else, if you zoom in the map view all the way, you can see little glimmering dots on the map for each player thanks to how oddly shiny our armor is. |
General Erick
Onslaught Inc
24
|
Posted - 2013.01.11 21:12:00 -
[85] - Quote
Here's my vote |
Jackof All-Trades
Bojo's School of the Trades
79
|
Posted - 2013.01.13 04:32:00 -
[86] - Quote
Ever since the immortal clone trailer, I thought that's how we would spawn originally. It's a let down to see people just appear on the map with a funny sparkly effect. Functionally, sky spawning would do the same.
And drop uplinks. Come on guys, wormholes? Those stuff are supposed to be only for the best starships, not some module costing a mere thousand ISK. Drop-uplink. It even sounds like it was made for sky spawning! Coordinating where someone would land on the planet in the same way infantry coordinate a precision strike.
Here's my full support for sky spawning! |
RUBDEEZ
Celtic Anarchy
1
|
Posted - 2013.01.13 04:35:00 -
[87] - Quote
THAT WOULD BE FREAKIN AWESOME AND SMART FOR AMBUSH!!!!!!!!!!! i say yes please |
Val'herik Dorn
CrimeWave Syndicate
264
|
Posted - 2013.01.13 05:25:00 -
[88] - Quote
at the risk of of copyright infringement squad drop pods... how awesome would that be? you and your four mates hurtling towards a pack of unsuspecting scrublins and suddenly *kapomf* you squash one and start mowing down like the bloody money grubbing mercs you are! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.01.19 12:01:00 -
[89] - Quote
I want to fall from the sky and land on an enemy's head. |
fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2013.01.20 10:50:00 -
[90] - Quote
Garrett Blacknova wrote: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.
there was a build where you could maneuver when you jumped it was bad ass. Id love to see that again. I think you should be able to pick where you want to drop in in an ambush, at least untill ccp can fix its spawning mechanic so I dont spawn in front of two strawberries every third ambush I play. Yea I agree with you in pretty much every way. |
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