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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
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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
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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
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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
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Posted - 2012.11.10 20:41:00 -
[7] - Quote
Well. I GOTTA support this. +1 |
Governor Odius
Doomheim
177
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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
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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? |
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angelarch
Algintal Core Gallente Federation
93
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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:)
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Edu Ashbourne
Doomheim
54
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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. |
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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. |
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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. :)
|
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
|
Kaze Eyrou
ROGUE SPADES
53
|
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
|
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
|
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
|
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
|
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
|
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. |
|
H arpoon
WarRavens
26
|
Posted - 2013.01.08 22:19:00 -
[81] - Quote
@Kagehoshi Thanks man |
Kaim Argonaur
Algintal Core Gallente Federation
3
|
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. |
|
fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2013.01.20 10:52:00 -
[91] - Quote
Mobius Wyvern wrote: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. they've had almost a year to fix this and its only gotten worse controlled dropins please. |
Hunter Junko
WARRIORS 1NC
45
|
Posted - 2013.01.21 00:12:00 -
[92] - Quote
+1 to the idea. this thread served as an inspiration for a trailer concept, please have a look, give your thoughts, opinions, hate, etc.
Link: https://forums.dust514.com/default.aspx?g=posts&m=479922#post479922
Good luck and safe hunting |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.01.21 00:50:00 -
[93] - Quote
Thanks for keeping this thread alive guys.
And nice trailer concept, Hunter. |
Evicer
Holdfast Syndicate Amarr Empire
13
|
Posted - 2013.01.21 03:48:00 -
[94] - 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. This would be a rip off and possible copyright infringement of a game named Section 8.
|
Patoman OfallColors
Angels of Darkness
3
|
Posted - 2013.01.21 05:38:00 -
[95] - Quote
You should be able to select anywhere on the map, but don't make it too precise and have error of 1-50 feet (kind of like spread for a gun, but you the projectile).
It would allow utlizng the inertia dampener more often for dramatic affect. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.01.21 08:09:00 -
[96] - Quote
Evicer wrote: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. This would be a rip off and possible copyright infringement of a game named Section 8. No it wouldn't.
The concept has existed in various forms of fiction that existed years before Section 8, and has been done in similar manner in games prior to Section 8. It's not ripping Section 8 off when they were ripping off multiple sources by doing it themselves.
Section 8's system isn't identical to how this suggestion would work, but it's similar enough to draw parallels. Just like you can draw parallels with Starhawk, Warhammer 40,000 etc. |
I HateMyFace
BetaMax.
13
|
Posted - 2013.01.21 18:06:00 -
[97] - Quote
Awesome idea. When i.saw the trailer i initially thought this was how you would spawn. Like in section 9(fun game as well) where u drop and can controll descent then when you hit the dampener u lock in your drop. That game had.it down! |
Lochlorn423
Doomheim
5
|
Posted - 2013.01.21 18:22:00 -
[98] - Quote
Spawning currently sucks in Ambush. This idea is top notch.
+1
|
G Torq
ALTA B2O
88
|
Posted - 2013.01.21 18:35:00 -
[99] - Quote
Given the topic, please read this link, substitute the word "Steak" for "Clone": http://what-if.xkcd.com/28/ Also watch Felix Baumgarten's recent drop to see how long a jump from 39KM takes, and considering that EvE ships (including the warbarge?) cannot reach the atmosphere, you'd be jumping from at least 100KM. |
Evicer
Holdfast Syndicate Amarr Empire
13
|
Posted - 2013.01.21 20:59:00 -
[100] - Quote
Well it could have been this way for ambush but CCP dropped the flight ceiling on all the maps.So you could have been dropping from high altitude from a drop ship with a spawn beacon. |
|
Hunter Junko
WARRIORS 1NC
45
|
Posted - 2013.01.21 23:30:00 -
[101] - Quote
G Torq wrote:Given the topic, please read this link, substitute the word "Steak" for "Clone": http://what-if.xkcd.com/28/Also watch Felix Baumgarten's recent drop to see how low a jump from 39KM takes, and considering that EvE ships (including the warbarge?) cannot reach the atmosphere, you'd be jumping from at least 100KM. After reading that link, Now im in the mood for some Steak lol |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.02.09 18:09:00 -
[102] - Quote
Just giving this a bump, since it's still relevant and worth trying to keep alive. |
Courben Daliss
Ghost Wolf Industries
1
|
Posted - 2013.02.10 01:04:00 -
[103] - Quote
I like the idea of pod spawning from the MCC similar to how BF2142 didi it. |
Don Know
Me My Alts And I
9
|
Posted - 2013.02.10 02:17:00 -
[104] - Quote
I can get on board with this, it would be nice to spawn in ambush like that for you have a heads up. |
Hexodius Zifor
ZionTCD Legacy Rising
0
|
Posted - 2013.02.10 02:27:00 -
[105] - Quote
it would be an awsome idea |
Lonnar
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2013.02.10 03:19:00 -
[106] - Quote
R'ahz Lupo wrote:^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.
But we true Dusters AREN'T average players =D
Note - I will never claim that I, myself am an original Duster. I never even knew this game existed in any way, shape, or form until shortly after the Open Beta release. It was only after I started playing that I got into the EVE universe and started digging deep into all the lore and such. |
Lonnar
KILL-EM-QUICK RISE of LEGION
15
|
Posted - 2013.02.10 03:22:00 -
[107] - Quote
+1
I'm all for this idea. And I get the feeling it's been said before (I know for a fact it's been mentioned in the Weekly Dev Blog though) but this would tie in perfectly in making the Inertia Dampener a tactical option in battle.
Also, I'm very much down for increased control over your fall path. I agree that ti doesn't make sense in a future world where even though we've forgone parachutes, we still can't at least direct our fall location. |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2013.02.10 08:29:00 -
[108] - Quote
Such a very good idea, gets rid of spawn camping and camping in general (if you're willing to fit the modules to increase crossrange)
+1 |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.02.18 17:26:00 -
[109] - Quote
Laurent Cazaderon wrote: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. I actually think Drop Uplinks should behave the same and use Sky Spawning. You are wormholed / teleported / warped 1000 meters above the uplink and fall the rest of the way. Ensures you don't appear partially inside a wall and gives you situational awareness. Would make them more believable than "Poof, he just appeared next to me" and harder to spawn camp.
Plus, activating the Inertial Dampener is adrenaline pumping and so wasted on jumps from the MCC. Falling from the sky needs to get you into the heat of battle, cause right now you hit the ground going "f*** yeah!" then sigh and have to hoof it for a minute cause no one is around you.
Also, maybe a special Prototype Drop Uplink allows you to spawn directly on top of it, since it's Prototype tech. Everything else, you're dropping in from above. |
Nidhogg Valkyrian
Sanmatar Kelkoons Minmatar Republic
3
|
Posted - 2013.02.18 19:23:00 -
[110] - 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.
THIS
Get some more DROP out of those dropsuits. Also makes you wanna keep an eye on that sky. Dont wanna have some Heavy dropping on top of you. And usefull for those low profile scouts to drop behind enemy lines.
Although i do think there should be some degree of restrictions as to WHERE one could drop :/ |
|
Rachoi
HavoK Core
17
|
Posted - 2013.02.18 22:39:00 -
[111] - Quote
Nidhogg Valkyrian wrote: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. THIS Get some more DROP out of those dropsuits. Also makes you wanna keep an eye on that sky. Dont wanna have some Heavy dropping on top of you. And usefull for those low profile scouts to drop behind enemy lines. Although i do think there should be some degree of restrictions as to WHERE one could drop :/
yeah, there would be, mainly would happen over the NULLs, or those blank spots where you appear groundside on skirmish...
on ambush... maybe where there arent people |
Kiso Okami
Militaires Sans Jeux
19
|
Posted - 2013.02.18 23:22:00 -
[112] - Quote
I can't believe that I went through 4 pages without reading the actual military term used for this maneuver. And then, there was only one guy who mentioned it in context cause the other one was talking about the Xbox game...
It's called a "HALO jump/drop", and the name is a billion times betterer than "sky spawning"... http://en.wikipedia.org/wiki/HALO_jump
In any case, I have to +1 the OP because this idea makes sense and has been suggested many times before... |
Tiluvo
Digital Mercs
5
|
Posted - 2013.02.19 05:22:00 -
[113] - Quote
YES! HALO spawning is awesome. We wear drop suits, we leave drop beacons, we have uber-parachutes that go whomp, we need to use that more. The spawn issues need tweaked anyways, let's go all the way. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2013.02.26 23:34:00 -
[114] - Quote
I still want to fall from the sky. |
Garrett Blacknova
Codex Troopers
1928
|
Posted - 2013.03.10 17:38:00 -
[115] - Quote
KAGEHOSHI Horned Wolf wrote:I still want to fall from the sky. me too! |
Vaeul
XERCORE E X T E R M I N A T U S
39
|
Posted - 2013.03.24 22:34:00 -
[116] - Quote
+1 Default Spawn = Drop from sky |
Terry Webber
Gothic Wars Consortium
58
|
Posted - 2013.03.24 23:18:00 -
[117] - Quote
Sky spawning could be cool. It would be better to drop near an objective instead of just "poofing" there. |
Vir Sigvaldt
RED COLONIAL MARINES Covert Intervention
24
|
Posted - 2013.03.25 00:32:00 -
[118] - Quote
Laurent Cazaderon wrote: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. All you have to do is read the description to see what it really is.
The best part is, after reading it, thinking about how many times you used that without knowing what it actually does to your clone.
I love this idea, a lot.
+1 |
Vir Sigvaldt
RED COLONIAL MARINES Covert Intervention
24
|
Posted - 2013.03.25 00:35:00 -
[119] - Quote
Severus Smith wrote:Laurent Cazaderon wrote: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. I actually think Drop Uplinks should behave the same and use Sky Spawning. You are wormholed / teleported / warped 1000 meters above the uplink and fall the rest of the way. Ensures you don't appear partially inside a wall and gives you situational awareness. Would make them more believable than "Poof, he just appeared next to me" and harder to spawn camp. Plus, activating the Inertial Dampener is adrenaline pumping and so wasted on jumps from the MCC. Falling from the sky needs to get you into the heat of battle, cause right now you hit the ground going "f*** yeah!" then sigh and have to hoof it for a minute cause no one is around you. Also, maybe a special Prototype Drop Uplink allows you to spawn directly on top of it, since it's Prototype tech. Everything else, you're dropping in from above. The problem with that is that it would completely change the role of all but the prototype drop uplink. You wouldn't be able to use them indoors anymore.
Instead of the "poof", perhaps create a visual effect of the exit end of the WH when they use it. |
Vaeul
XERCORE E X T E R M I N A T U S
41
|
Posted - 2013.03.25 03:16:00 -
[120] - Quote
Vir Sigvaldt wrote:Instead of the "poof", perhaps create a visual effect of the exit end of the WH when they use it.
Yea. It would be a ripple effect. They already have the art asset for this in EVE from which they can work from to make something for Dust 514.
|
|
Vaeul
XERCORE E X T E R M I N A T U S
43
|
Posted - 2013.03.25 03:20:00 -
[121] - Quote
Nidhogg Valkyrian wrote: Dont wanna have some Heavy dropping on top of you. I am already laughing at the idea of a heavy randomly landing on my head! Awesome.
|
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.25 07:08:00 -
[122] - Quote
Ok Guys... First, I would like to say, "Awesome thread." There are so many great ideas and opinions in this thread. Clearly, everyone who has played dust for 6 months or 6 days knows that there is a huge issue with players and the: on ground, random, ridiculous, unrealistic, and non-sensical spawns.... Everyone has been shot dead before they could make a move. <--- this is silly.
At no point in any battle in history or the future (ever), whether in 13 AD, 2013, or the year 20,013 would any soldier end up in a battle with his eyes closed in the middle of enemy fire. You either ran in, rode in, drove in, or parachuted in.. etc etc...
There is a super simple cure to the current AMBUSH system in place.
Make up a good background story with mechanics that make sense.
You and your fellow mercs spawn in a CRU on a mother ship hovering in the outer atmosphere of the current planet you are fight on. (None of which needs to actually happen, its a back ground story for where you are coming from) You are dropped out of the ship in a Pod (that can survive the extreme atmosphere of the current planet you are free falling into.) The pod that you are in is made of some super futuristic plasma that is not only bullet/heat/pressure tested and certified (impenetrable) it is fully equipped with a claoking device, and also somewhat see-thru. (Picture a glimmering water droplet that you can see out of, but it is somewhat blurry.) (Maybe you have 5 seconds of free fall where the map gets bigger and bigger ((closer)) so you have an IDEA of where you are about to land but no advantage over un-suspecting enemies you are about to rain down on.) For this 5 seconds of free fall, you are fully capable of looking up, down, left right, etc... you can turn, twist, crouch, WHATEVER. You choose which direction you are facing when you hit the ground.
So... you can see that you are coming close to hitting the ground, at this point you engage your inertia.
BOOM!!!! You hit the ground in a cloud of dust, much like you would from an MCC...
You are only visible once you hit the ground and have full range of motion. This is explained by your claoking device fizzling out once you are on the surface. At this point you are fully aware of your location on the map, and facing in the direction you choose.
You have no control of where you landed (exactly like it is now) you get to fall out of the sky (like everyone wants) There is a background story on why this is possible (lore geeks) and you dont spawn out of nowhere with your pants down in front of enemies that are just standing there watching your shimmering body form out of thin air.
Maybe your body does shimmer into visibility like it does now, but you have a 5 second advantage of visibility and motion more than you did originally, and you know where you are. (Not being shot before your eyes open)
The mechanics would be made so that once you hit the ground, you can move, see, shoot, turn, duck, WHATEVER. No more spawning out of thin air in front of someone that is shooting you before you can defend yourself.... (That is the real reason people are discussing the current spawn system now isn't it!?)
What do you think? Genius? I think yes. |
Ronan Elsword
Dead Six Initiative Daringly Inserting Large Dangerous Objects
11
|
Posted - 2013.03.25 19:50:00 -
[123] - Quote
When I first saw the trailer with the Amarr heavies dropping into battle, I thought all spawns would start this way. I agree that only random spawns and objective spawning should have this like you said. Also add an option that automatically activates inertia dampener when you spawn only, not when jumping off stuff like the MCC or buildings. This OPTION would stop people from accidental deaths resulting from lag or spawning glitches. |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.25 20:25:00 -
[124] - Quote
Ronan Elsword wrote:When I first saw the trailer with the Amarr heavies dropping into battle, I thought all spawns would start this way. I agree that only random spawns and objective spawning should have this like you said. Also add an option that automatically activates inertia dampener when you spawn only, not when jumping off stuff like the MCC or buildings. This OPTION would stop people from accidental deaths resulting from lag or spawning glitches.
I Agree. Thats a great idea. |
Ronan Elsword
Dead Six Initiative Daringly Inserting Large Dangerous Objects
11
|
Posted - 2013.03.25 20:53:00 -
[125] - Quote
Suits have built in systems for falling, and breathing already, getting shot or seen on your way down is just the risk you have to take. It's much harder to see someone who hasn't activated inertia dampener so just wait to last second in that case. (Doesn't really matter in Skirmish since most people can't see you, or they know where your coming from; but still kinda fun to see how low you can get before activation. Also they could make you activate dampener earlier depending on how far you have fallen, otherwise risking taking damage. |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.25 21:07:00 -
[126] - Quote
Ronan Elsword wrote:Suits have built in systems for falling, and breathing already, getting shot or seen on your way down is just the risk you have to take. It's much harder to see someone who hasn't activated inertia dampener so just wait to last second in that case. (Doesn't really matter in Skirmish since most people can't see you, or they know where your coming from; but still kinda fun to see how low you can get before activation. Also they could make you activate dampener earlier depending on how far you have fallen, otherwise risking taking damage.
Are you saying that you agree? That the spawns in the AMBUSH mode should be from above, and not randomly spawning "on the ground for no apparent reason?"
There is no background story on why and how a merc spawns into a random location on the battlefield. Spawning from above and inertia dropping in to a battle is completey explainable by a orbit deployment from a ship...
Do you agree? |
Ronan Elsword
Dead Six Initiative Daringly Inserting Large Dangerous Objects
12
|
Posted - 2013.03.25 21:22:00 -
[127] - Quote
Yes I agree (Agreed in my first post, second post was just more of me blabbing) At the moment it doesn't make sense how you got there, nothing to open the wormhole. Uplinks and CRU's on the other hand have background information. It could add a group spawning mechanism where a ship comes to a lower orbit and drops you off like in Mercenary but that could get complicated. This is something they would have to test a lot. Already if you hit someone while your falling you can't activate inertia dampener so there would be a lot of kinks if you spawned too close to people.
I'd rather the single person one in ambush at least.
This post is also more me blabbing =) |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.25 21:37:00 -
[128] - Quote
As stated in the origninal post on this thread "WE WANT TO RAIN DOWN FROM THE SKY LIKE TINY METAL BUNDLES OF DEATH!!!"
I think this is clear, everyone would love to spawn from the sky, I think it is our duty as mercs on the forums to give CCP a clear reason for this, and also provide the background to make it make sense., and make it easy for them to implement.
With "having a ship come down and drop off "groups of mercs" I think that this would be more un-necessary work for the game Devs. Wouldn't it be more efficient to simply have mercs spawn high up in the sky (out of view from people on the ground, and then have a non-functional piece of art, of a large ship in the outer atmosphere that people on ground cant see, but mercs falling from the sky can look up and see but it disappears once they are getting closer to the ground/further from the ship they just spawned from?
There would be no need for any real game mechanics involving the ship, or the spawn. Just simply have the clone sync with the Merc in mid plummet. It would just be part of the background story to show a large ship slipping from the mercs view as he falls, and make sense why mercs are falling from the sky???
Any ideas? Let me know if this doesn't make sense...
|
Ronan Elsword
Dead Six Initiative Daringly Inserting Large Dangerous Objects
12
|
Posted - 2013.03.25 21:44:00 -
[129] - Quote
So like the Shigeru concept art in the background this weekend. The troop ship was just an example. I would say keep the ship somewhat visible to everyone on the ground, but not within range to be able to get a hit marker if you shoot it with something.
Good idea by the way. |
The Black Jackal
The Southern Legion
306
|
Posted - 2013.03.25 22:24:00 -
[130] - Quote
While generally I'm for the option of Sky Spawning... I have to ask how. Everything in this game is based on lore of some kind and assets. The only ship we have over any particular battlefield is the War Barge. But we wont always have said warbarge. At the moment, you can spawn in, and drop from the MCC, that is essentially 'Sky Spawning' with a manual twist, as you have to jump.
The spawn in the base, that is simply unrealistic, and should have a CRU, or other mechanic behind it to retain it.
If you want Sky Spawning, have a dedicated Dropship pilot flying over the battlefield with a Mobile CRU. Its the way it should happen, you do it yourself, rather than some random non-existent AI element that miraculously 'drops' you where you want to be on the battlefield.
|
|
Falco Bombardi
The Unholy Legion Of DarkStar
6
|
Posted - 2013.03.25 22:51:00 -
[131] - Quote
What is this ship?
http://www.youtube.com/watch?feature=player_detailpage&v=GI53ydJaus8#t=94s
Seems to me like this would be the answer we're looking for. |
Ronan Elsword
Dead Six Initiative Daringly Inserting Large Dangerous Objects
12
|
Posted - 2013.03.25 22:54:00 -
[132] - Quote
It's an Amarr troop ship, it's what we were talking about, but that would add a lot of unnecessary issues for the developers. We want them focusing on other parts of the game. If they did this it would be epic, but save it for a later build or special PvE missions. |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.26 02:00:00 -
[133] - Quote
The Black Jackal wrote:While generally I'm for the option of Sky Spawning... I have to ask how. Everything in this game is based on lore of some kind and assets. The only ship we have over any particular battlefield is the War Barge. But we wont always have said warbarge. At the moment, you can spawn in, and drop from the MCC, that is essentially 'Sky Spawning' with a manual twist, as you have to jump.
The spawn in the base, that is simply unrealistic, and should have a CRU, or other mechanic behind it to retain it.
If you want Sky Spawning, have a dedicated Dropship pilot flying over the battlefield with a Mobile CRU. Its the way it should happen, you do it yourself, rather than some random non-existent AI element that miraculously 'drops' you where you want to be on the battlefield.
What is wrong with keeping a war barge? Come up with some lore why its there?? Dropping from an MCC, I don't think this is what anyone is talking about in this discussionGǪ Because... Spawning in an MCC has nothing to do with an AMBUSH match. This discussion is not only in response to people wanting to fall from the sky, but also to get rid of the non-sense, random, on ground spawning in an AMBUSH match right??
If you are worried about lore and reasoning behind things happening (such as falling from the sky when you spawn) what is the lore or reasoning behind spawning out of thin air on a battle field no where near a worm hole or CRU??
Pick and choose which things are supported by lore and reasoning? I say pick falling from the sky out of no where, instead of spawning on the ground in front of bullets, out of no where....
#just sayin |
The Black Jackal
The Southern Legion
307
|
Posted - 2013.03.26 02:04:00 -
[134] - Quote
Dearh By HIV wrote:The Black Jackal wrote:While generally I'm for the option of Sky Spawning... I have to ask how. Everything in this game is based on lore of some kind and assets. The only ship we have over any particular battlefield is the War Barge. But we wont always have said warbarge. At the moment, you can spawn in, and drop from the MCC, that is essentially 'Sky Spawning' with a manual twist, as you have to jump.
The spawn in the base, that is simply unrealistic, and should have a CRU, or other mechanic behind it to retain it.
If you want Sky Spawning, have a dedicated Dropship pilot flying over the battlefield with a Mobile CRU. Its the way it should happen, you do it yourself, rather than some random non-existent AI element that miraculously 'drops' you where you want to be on the battlefield.
What is wrong with keeping a war barge? Come up with some lore why its there?? Dropping from an MCC, I don't think this is what anyone is talking about in this discussionGǪ Because... Spawning in an MCC has nothing to do with an AMBUSH match. This discussion is not only in response to people wanting to fall from the sky, but also to get rid of the non-sense, random, on ground spawning in an AMBUSH match right?? If you are worried about lore and reasoning behind things happening (such as falling from the sky when you spawn) what is the lore or reasoning behind spawning out of thin air on a battle field no where near a worm hole or CRU?? Pick and choose which things are supported by lore and reasoning? I say pick falling from the sky out of no where, instead of spawning on the ground in front of bullets, out of no where.... #just sayin
I wont disagree with you there on most points.. but these matches, especially instant matches, would require how many Warbarges.. especially if they are player-owned, jumping your Warbarge all over the Universe to fight in Instant Battles would be simply unrealistic, and in these 16 V. 16 Matches, you could potentially have 32 Warbarges over this tiny tiny tiny map... If you jumped from yours, you'd be just as likely to splat onto someone else's Warbarge as hit the ground. |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.26 03:03:00 -
[135] - Quote
The Black Jackal wrote:Dearh By HIV wrote:The Black Jackal wrote:While generally I'm for the option of Sky Spawning... I have to ask how. Everything in this game is based on lore of some kind and assets. The only ship we have over any particular battlefield is the War Barge. But we wont always have said warbarge. At the moment, you can spawn in, and drop from the MCC, that is essentially 'Sky Spawning' with a manual twist, as you have to jump.
The spawn in the base, that is simply unrealistic, and should have a CRU, or other mechanic behind it to retain it.
If you want Sky Spawning, have a dedicated Dropship pilot flying over the battlefield with a Mobile CRU. Its the way it should happen, you do it yourself, rather than some random non-existent AI element that miraculously 'drops' you where you want to be on the battlefield.
What is wrong with keeping a war barge? Come up with some lore why its there?? Dropping from an MCC, I don't think this is what anyone is talking about in this discussionGǪ Because... Spawning in an MCC has nothing to do with an AMBUSH match. This discussion is not only in response to people wanting to fall from the sky, but also to get rid of the non-sense, random, on ground spawning in an AMBUSH match right?? If you are worried about lore and reasoning behind things happening (such as falling from the sky when you spawn) what is the lore or reasoning behind spawning out of thin air on a battle field no where near a worm hole or CRU?? Pick and choose which things are supported by lore and reasoning? I say pick falling from the sky out of no where, instead of spawning on the ground in front of bullets, out of no where.... #just sayin I wont disagree with you there on most points.. but these matches, especially instant matches, would require how many Warbarges.. especially if they are player-owned, jumping your Warbarge all over the Universe to fight in Instant Battles would be simply unrealistic, and in these 16 V. 16 Matches, you could potentially have 32 Warbarges over this tiny tiny tiny map... If you jumped from yours, you'd be just as likely to splat onto someone else's Warbarge as hit the ground.
I don't think you read between the lines on what I was trying to get at in my post. This is probably my fault. Let me simplify this for you.
If the developers aren't worried about coming up with lore, or a reason for why mercs are spawning out of no where in the middle of a battle out of nothing.... Why should it matter if there is a war barge, not owned by anyone, not costing anyone any money, that ISNT REALLY THERE, its no ones asset. ONE war barge, just like the MCC, that we all fall from....
There is really no reason why this can't happen... You are never really in the barge, it is only there for the visuals... A merc syncs with his clone while already falling from the sky, while already in the planets atmosphere. |
The Black Jackal
The Southern Legion
307
|
Posted - 2013.03.26 03:13:00 -
[136] - Quote
Dearh By HIV wrote:The Black Jackal wrote:Dearh By HIV wrote:The Black Jackal wrote:While generally I'm for the option of Sky Spawning... I have to ask how. Everything in this game is based on lore of some kind and assets. The only ship we have over any particular battlefield is the War Barge. But we wont always have said warbarge. At the moment, you can spawn in, and drop from the MCC, that is essentially 'Sky Spawning' with a manual twist, as you have to jump.
The spawn in the base, that is simply unrealistic, and should have a CRU, or other mechanic behind it to retain it.
If you want Sky Spawning, have a dedicated Dropship pilot flying over the battlefield with a Mobile CRU. Its the way it should happen, you do it yourself, rather than some random non-existent AI element that miraculously 'drops' you where you want to be on the battlefield.
What is wrong with keeping a war barge? Come up with some lore why its there?? Dropping from an MCC, I don't think this is what anyone is talking about in this discussionGǪ Because... Spawning in an MCC has nothing to do with an AMBUSH match. This discussion is not only in response to people wanting to fall from the sky, but also to get rid of the non-sense, random, on ground spawning in an AMBUSH match right?? If you are worried about lore and reasoning behind things happening (such as falling from the sky when you spawn) what is the lore or reasoning behind spawning out of thin air on a battle field no where near a worm hole or CRU?? Pick and choose which things are supported by lore and reasoning? I say pick falling from the sky out of no where, instead of spawning on the ground in front of bullets, out of no where.... #just sayin I wont disagree with you there on most points.. but these matches, especially instant matches, would require how many Warbarges.. especially if they are player-owned, jumping your Warbarge all over the Universe to fight in Instant Battles would be simply unrealistic, and in these 16 V. 16 Matches, you could potentially have 32 Warbarges over this tiny tiny tiny map... If you jumped from yours, you'd be just as likely to splat onto someone else's Warbarge as hit the ground. I don't think you read between the lines on what I was trying to get at in my post. This is probably my fault. Let me simplify this for you. If the developers aren't worried about coming up with lore, or a reason for why mercs are spawning out of no where in the middle of a battle out of nothing.... Why should it matter if there is a war barge, not owned by anyone, not costing anyone any money, that ISNT REALLY THERE, its no ones asset. ONE war barge, just like the MCC, that we all fall from.... There is really no reason why this can't happen... You are never really in the barge, it is only there for the visuals... A merc syncs with his clone while already falling from the sky, while already in the planets atmosphere.
It's already been stated by CCP that the Barge will be more than 'just visuals' in the future. They will be player owned, and to some extent, operated. They are an Asset, as will the MCC...
Currently, yes, the spawn mechanic is off... but you could just as easily say that 'Ambush' area maps are inherently unstable Space-time locations and are spawning random micro-wormholes that us mercs have learned how to tap into. Or for an ambush map, they place a micro-wormhole generator in orbit, focused on a specific site.
The mechanic of Sky Spawning, while an awesome idea, isn't covered by lore in any way shape or form using the 'Instant Battle mechanics'. As I stated above, do it manually, by getting your squad to spawn in, and drop from, a Dropship fitted with a Mobile CRU. |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.26 03:58:00 -
[137] - Quote
The Black Jackal wrote:Dearh By HIV wrote:The Black Jackal wrote:Dearh By HIV wrote:The Black Jackal wrote:While generally I'm for the option of Sky Spawning... I have to ask how. Everything in this game is based on lore of some kind and assets. The only ship we have over any particular battlefield is the War Barge. But we wont always have said warbarge. At the moment, you can spawn in, and drop from the MCC, that is essentially 'Sky Spawning' with a manual twist, as you have to jump.
The spawn in the base, that is simply unrealistic, and should have a CRU, or other mechanic behind it to retain it.
If you want Sky Spawning, have a dedicated Dropship pilot flying over the battlefield with a Mobile CRU. Its the way it should happen, you do it yourself, rather than some random non-existent AI element that miraculously 'drops' you where you want to be on the battlefield.
What is wrong with keeping a war barge? Come up with some lore why its there?? Dropping from an MCC, I don't think this is what anyone is talking about in this discussionGǪ Because... Spawning in an MCC has nothing to do with an AMBUSH match. This discussion is not only in response to people wanting to fall from the sky, but also to get rid of the non-sense, random, on ground spawning in an AMBUSH match right?? If you are worried about lore and reasoning behind things happening (such as falling from the sky when you spawn) what is the lore or reasoning behind spawning out of thin air on a battle field no where near a worm hole or CRU?? Pick and choose which things are supported by lore and reasoning? I say pick falling from the sky out of no where, instead of spawning on the ground in front of bullets, out of no where.... #just sayin I wont disagree with you there on most points.. but these matches, especially instant matches, would require how many Warbarges.. especially if they are player-owned, jumping your Warbarge all over the Universe to fight in Instant Battles would be simply unrealistic, and in these 16 V. 16 Matches, you could potentially have 32 Warbarges over this tiny tiny tiny map... If you jumped from yours, you'd be just as likely to splat onto someone else's Warbarge as hit the ground. I don't think you read between the lines on what I was trying to get at in my post. This is probably my fault. Let me simplify this for you. If the developers aren't worried about coming up with lore, or a reason for why mercs are spawning out of no where in the middle of a battle out of nothing.... Why should it matter if there is a war barge, not owned by anyone, not costing anyone any money, that ISNT REALLY THERE, its no ones asset. ONE war barge, just like the MCC, that we all fall from.... There is really no reason why this can't happen... You are never really in the barge, it is only there for the visuals... A merc syncs with his clone while already falling from the sky, while already in the planets atmosphere. It's already been stated by CCP that the Barge will be more than 'just visuals' in the future. They will be player owned, and to some extent, operated. They are an Asset, as will the MCC... Currently, yes, the spawn mechanic is off... but you could just as easily say that 'Ambush' area maps are inherently unstable Space-time locations and are spawning random micro-wormholes that us mercs have learned how to tap into. Or for an ambush map, they place a micro-wormhole generator in orbit, focused on a specific site. The mechanic of Sky Spawning, while an awesome idea, isn't covered by lore in any way shape or form using the 'Instant Battle mechanics'. As I stated above, do it manually, by getting your squad to spawn in, and drop from, a Dropship fitted with a Mobile CRU.
Okay, well that definitely covers the lore on why mercs spawn out of thin air, on the ground, in random locations. That makes perfect sense. Maybe if CCP wants to get people to stop debating why they spawn randomly in enemy fire they should use that explaination. I will give you that. Perfect idea and response to that issue.
Now... What about the fact that no one likes that?? No one wants that. It sucks. What about the ****** situation where your clone can take fire before you can move? Don't you think there should be SOMETHING done about this?
I like killing someone that has no chance at firing on me and defending himself as much as the next guy, but don't you think that there can be something done about this?
I understand that there are dropships with CRUs. I understand that there are drop upinks (I drop them more than anyone I know.)
But the question still remains... Is there any way to implement a sky spawn that makes sense in an 'Ambush" style battle?
Clearly you think that my ideas do not work. Do you have any, or do you think that it isn't something that could ever be done, because of the lore/story limitations and asset/ownership limitations?? |
Dearh By HIV
Planetary Response Organisation Test Friends Please Ignore
0
|
Posted - 2013.03.26 04:04:00 -
[138] - Quote
Dearh By HIV wrote:Ronan Elsword wrote:In this case just having the cloaking devise module on you when you're falling activates it automatically, turning it off when you turn on inertia dampener. Assuming you read the equipment dev blog today they confirmed cloaking devises in the next build. I guess my main point isn't getting across... The Real Issues: 1.) Mercs do not want to spawn randomly on the ground for no reason. (maybe CCP can release a background story to make this at least make sense) 2.) Mercs do not like the fact that an ememy can engage them, before they can defend themselves. 3.) Mercs want to fall from the sky and use their inertia like they show in this trailer (at 1:30) http://www.youtube.com/watch?v=GI53ydJaus8With these three key things combined, We need to find a spawn system that makes these possible all at once. By making the merc able to position his body or choose which direction he will be facing when he is coming down from the sky, you get a split second of advantage over the enemy on the ground. With some sort of claoking device while you are coming down, the merc gets an even better advantage. Finding what works best and makes the most sense is what is most important.
What can be done, to make this spawning technique a possibility?? Is there just no way that this technique could ever make sense in an 'Ambush' battle? |
The Black Jackal
The Southern Legion
308
|
Posted - 2013.03.26 11:24:00 -
[139] - Quote
Dearh By HIV wrote: Okay, well that definitely covers the lore on why mercs spawn out of thin air, on the ground, in random locations. That makes perfect sense. Maybe if CCP wants to get people to stop debating why they spawn randomly in enemy fire they should use that explaination. I will give you that. Perfect idea and response to that issue.
Now... What about the fact that no one likes that?? No one wants that. It sucks. What about the ****** situation where your clone can take fire before you can move? Don't you think there should be SOMETHING done about this?
I like killing someone that has no chance at firing on me and defending himself as much as the next guy, but don't you think that there can be something done about this?
I understand that there are dropships with CRUs. I understand that there are drop upinks (I drop them more than anyone I know.)
But the question still remains... Is there any way to implement a sky spawn that makes sense in an 'Ambush" style battle?
Clearly you think that my ideas do not work. Do you have any, or do you think that it isn't something that could ever be done, because of the lore/story limitations and asset/ownership limitations??
In general, the Ambush Team Deathmatch style is not the best style of battle in the first place. It's a pointless fight to the death over no objectives, and no point. So let's proceed down that avenue that the 'Ambush' style is a Gladiatorial Arena-Style Combat Scenario.
Now we can implement a 'Death-Sport' Style Game where, hovering above the battlefield, you have a specialised ship capable of dropping Mercs from Low Orbit. Introducing your Sky Spawn mechanic, while building into the Ambush-Style a reason to have it.
|
Drecain Midular
DUST University Ivy League
4
|
Posted - 2013.03.27 13:57:00 -
[140] - Quote
This suggestion needs to be realized. |
|
The Black Jackal
The Southern Legion RISE of LEGION
316
|
Posted - 2013.03.30 01:47:00 -
[141] - Quote
Drecain Midular wrote:This suggestion needs to be realized.
No it doesn't. It goes against the ENTIRE Player-run aspect of the game... you want sky pawning? get someone with a Dropship, Mobile CRU, and make them fly above the battlefield. |
Mary Sedillo
XERCORE E X T E R M I N A T U S
0
|
Posted - 2013.03.30 09:56:00 -
[142] - Quote
I've seen this mechanic used in Starhawk. It didn't work out well. It was cool the first 20 times, until the game fleshed out and people used the pods as a marker to camp people in their flying mechs of death. Can you imagine people using your man pod as either target practice or a camping opportunity? Because it is -=NOT=- fun. |
Mary Sedillo
XERCORE E X T E R M I N A T U S
0
|
Posted - 2013.03.30 09:59:00 -
[143] - Quote
Quietly spawning in on the ground at least gives you an opportunity to sneak up on the opponent. A flaming dropsuit will lack that stealth and give every sniper/tank/griefer an instant bookmark of your location.
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4387
|
Posted - 2013.06.16 05:22:00 -
[144] - Quote
I want to fall from the sky |
Cross Atu
Conspiratus Immortalis Covert Intervention
1157
|
Posted - 2013.06.16 07:51:00 -
[145] - Quote
I would fully support adding this as an option for spawns but it should not replace the default methods as being forced into using it has too many potentially exploitable tactical drawbacks.
Additionally spawn in awareness is now greatly improved under Uprising, so while this method could still be fun it's tactical value as an improvement over current practice is somewhat mitigated.
0.02 ISK Cross |
darkiller240
INGLORIOUS-INQUISITION
0
|
Posted - 2013.06.16 07:53:00 -
[146] - Quote
+1
|
BL4CKST4R
WarRavens League of Infamy
266
|
Posted - 2013.06.16 08:06:00 -
[147] - Quote
KAGEHOSHI Horned Wolf wrote:I want to fall from the sky
Nice necro lol |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4621
|
Posted - 2013.06.30 05:00:00 -
[148] - Quote
I still want |
Jackof All-Trades
Bojo's School of the Trades
117
|
Posted - 2013.06.30 20:34:00 -
[149] - Quote
Me too. And let us fall from space on first deployment! |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4718
|
Posted - 2013.07.07 11:44:00 -
[150] - Quote
Its raining mercs |
|
Jackof All-Trades
Bojo's School of the Trades
118
|
Posted - 2013.07.08 10:53:00 -
[151] - Quote
Lore-Friendly |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4995
|
Posted - 2013.07.16 04:13:00 -
[152] - Quote
Still an awesome idea |
TunRa
The Vanguardians
1
|
Posted - 2013.07.16 04:44:00 -
[153] - Quote
+1 |
Spectre-M
Sanmatar Kelkoons Minmatar Republic
2
|
Posted - 2013.07.16 05:13:00 -
[154] - Quote
Would look cool and I like your creativity, but it might pose problems with getting shot in mid air. I can see it now, on the edge of the atmosphere as you drop in from re-entry, heating the air as you pass. Hitting the ground with enough force to crack the surface you land on. Nice idea. |
Jackof All-Trades
Bojo's School of the Trades
133
|
Posted - 2013.07.16 07:35:00 -
[155] - Quote
Then go fast, and if they can still hit you, then kudos for being such a deadeye. |
Garrett Blacknova
Codex Troopers
3332
|
Posted - 2013.07.16 11:47:00 -
[156] - Quote
I've been informed that someone liked this thread again recently.
82 likes. Awesome. Keep the conversation going? Please? |
Jackof All-Trades
Bojo's School of the Trades
134
|
Posted - 2013.07.16 11:51:00 -
[157] - Quote
Thank Kageshi, he's the one who remembered.
Seriously though, I do not want to randomly be appearing on the battlefield. The cloak worked mechanics-wise, but it makes no sense whatsoever.
DISCUSS MY MINIONS (no but like please) |
Garrett Blacknova
Codex Troopers
3332
|
Posted - 2013.07.16 11:59:00 -
[158] - Quote
Jackof All-Trades wrote:Thank Kageshi, he's the one who remembered.
Seriously though, I do not want to randomly be appearing on the battlefield. The cloak worked mechanics-wise, but it makes no sense whatsoever.
DISCUSS MY MINIONS (no but like please) I don't want people appearing randomly either.
There should be Uplinks which work like they do now (because wormholes), CRUs and MCCs which work like they do now (because clones), and objectives to Sky SpawnGäó on. In Ambush matches, you get the randomised spawn location, but you spawn high above the battlefield instead of on the ground.
As mentioned in the OP, I want them to alter falling mechanics a little as well. They need to allow (very) limited control while you're falling - at least until you trigger the Inertia Dampener. |
Arkena Wyrnspire
Turalyon Plus
2003
|
Posted - 2013.07.16 12:02:00 -
[159] - Quote
Spawning is something that really needs to improve. |
Jackof All-Trades
Bojo's School of the Trades
134
|
Posted - 2013.07.16 12:06:00 -
[160] - Quote
To be honest the uplinks seem lameGǪ but I can handle it for gameplays sake. But yes, spawn and dropping. Also fall damage - but I won't go into that! |
|
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5617
|
Posted - 2013.07.21 11:14:00 -
[161] - Quote
Do it! |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5617
|
Posted - 2013.08.30 20:03:00 -
[162] - Quote
Still a super fun idea. |
Garrett Blacknova
Codex Troopers
3381
|
Posted - 2013.08.30 21:51:00 -
[163] - Quote
I second that "still a super fun idea" comment.
...obviously. |
General Erick
Onslaught Inc RISE of LEGION
70
|
Posted - 2013.08.30 23:11:00 -
[164] - Quote
Come on! Where's the DEVs on this one?
|
The-Errorist
Mannar Focused Warfare Gallente Federation
137
|
Posted - 2013.08.31 20:55:00 -
[165] - Quote
CCP, at least let us have a game mode that has Sky SpawningGäó. |
Beforcial
REAPERS REPUBLIC
7
|
Posted - 2013.09.09 03:17:00 -
[166] - Quote
The reason why Sky spawning makes sense in Ambush, not Domination, not Skirmish. Ambush
https://www.youtube.com/watch?feature=player_detailpage&v=riXXXVX2Omc#t=77
The current random ground spawning is illogical to the eve universe. I wouldn't mind if this was Star Trek but it's not so it does not work.
|
The-Errorist
Mannar Focused Warfare Gallente Federation
182
|
Posted - 2013.09.09 03:23:00 -
[167] - Quote
Ambush spawning sucks and its gotten worse in 1.4. Sky spawning is the only solution. |
KING CHECKMATE
TEAM SATISFACTION
927
|
Posted - 2013.09.09 03:42:00 -
[168] - 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.
+1, but you are missing one important point.
Now, dropships putting players on unreachable roofs and uplinks there will not be an issue anymore. No unreachable Mass driver users/snipers , forge gunners etc...
so another +1 if i could.... |
Garrett Blacknova
Codex Troopers
3928
|
Posted - 2013.09.09 10:18:00 -
[169] - Quote
KING CHECKMATE wrote:+1, but you are missing one important point.
Now, dropships putting players on unreachable roofs and uplinks there will not be an issue anymore. No unreachable Mass driver users/snipers , forge gunners etc...
so another +1 if i could.... HOW DID I MISS THAT?
+1 for a brilliant positive that I failed to address!
Thank you. |
ChromeBreaker
SVER True Blood Public Disorder.
1134
|
Posted - 2013.09.09 10:28:00 -
[170] - Quote
INB4 tears for getting shot by the objective cannons as you decend.
Also this wont work for internal objectives... |
|
Garrett Blacknova
Codex Troopers
3928
|
Posted - 2013.09.09 10:46:00 -
[171] - Quote
ChromeBreaker wrote:INB4 tears for getting shot by the objective cannons as you decend.
Also this wont work for internal objectives... First point: That would be hilarious.
Your second point is a very good one, though. If the objective is indoors, give it a built-in CRU. And have a slightly different icon for objectives with CRUs compared with ones you drop in onto. Seems to me like that would fix the problem. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5915
|
Posted - 2013.09.13 01:20:00 -
[172] - Quote
We should be able to spawn anywhere on the map, but it should be anti-air installations that shoots down mercs falling down in the areas where the AA are active (should b represented by red circle) |
CLONE117
Planetary Response Organization Test Friends Please Ignore
344
|
Posted - 2013.09.13 01:21:00 -
[173] - Quote
great idea but just one question..
what if the player forgets to press x? |
Funky Chunky
FunkyStars
41
|
Posted - 2013.09.13 01:44:00 -
[174] - Quote
Add this crap now CCP +1 |
Funky Chunky
FunkyStars
41
|
Posted - 2013.09.13 01:45:00 -
[175] - Quote
CLONE117 wrote:great idea but just one question..
what if the player forgets to press x? Then you die? I don't understand the question, you have like 5 seconds to realise you're falling. |
The-Errorist
Mannar Focused Warfare Gallente Federation
198
|
Posted - 2013.09.13 03:20:00 -
[176] - Quote
Funky Chunky wrote:CLONE117 wrote:great idea but just one question..
what if the player forgets to press x? Then you die? I don't understand the question, you have like 5 seconds to realise you're falling. What if you're a heavy with 1200+ HP? |
Beforcial
REAPERS REPUBLIC
8
|
Posted - 2013.09.13 05:44:00 -
[177] - Quote
The-Errorist wrote:Funky Chunky wrote:CLONE117 wrote:great idea but just one question..
what if the player forgets to press x? Then you die? I don't understand the question, you have like 5 seconds to realise you're falling. What if you're a heavy with 1200+ HP?
Then you die anyway... you die no matter what dropsuit you use, if you forget to hit X for some reason.
|
hgghyujh
Expert Intervention Caldari State
116
|
Posted - 2013.09.13 08:18:00 -
[178] - Quote
BUMP! BUMP! DO IT! JUAMP OUT DE CHOPPA! GERANNAMOOOOO!
|
hgghyujh
Expert Intervention Caldari State
116
|
Posted - 2013.09.13 08:20:00 -
[179] - Quote
KAGEHOSHI Horned Wolf wrote:We should be able to spawn anywhere on the map, but it should be anti-air installations that shoots down mercs falling down in the areas where the AA are active (should b represented by red circle)
I like this one. |
Garrett Blacknova
Codex Troopers
3978
|
Posted - 2013.09.13 11:39:00 -
[180] - Quote
The-Errorist wrote:Funky Chunky wrote:CLONE117 wrote:great idea but just one question..
what if the player forgets to press x? Then you die? I don't understand the question, you have like 5 seconds to realise you're falling. What if you're a heavy with 1200+ HP? If you somehow fail to realise that you're falling, that isn't my fault. Try not to die. Pressing X would help.
Anyway... something interesting I've noticed. Since 1.4 came out, I've found that I have a LOT more control than I used to while falling. It's rather nice. |
|
Draco Cerberus
Hellstorm Inc League of Infamy
312
|
Posted - 2013.09.13 15:51:00 -
[181] - Quote
LoL, I am on board unless someone suggests the Tubes that we first used in Closed Beta that stayed on the battlefield. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
731
|
Posted - 2013.09.13 16:45:00 -
[182] - Quote
"Dropsuit" makes more sense when you are actually dropping. |
Mary Sedillo
Mechanized Infantry Corps
307
|
Posted - 2013.09.13 19:04:00 -
[183] - Quote
They tried this in Starhawk.
It didn't work.
You were easy to camp and observant players will know EXACTLY where you are with a sniper rifle or other power weapon fixed on you.
|
Mary Sedillo
Mechanized Infantry Corps
307
|
Posted - 2013.09.13 19:05:00 -
[184] - Quote
Also, the sky spawning idea further alienates Dropships who decide to use MCRUs or people using Logistics Dropships.
-1 |
Garrett Blacknova
Codex Troopers
3993
|
Posted - 2013.09.13 21:43:00 -
[185] - Quote
Mary Sedillo wrote:They tried this in Starhawk.
It didn't work.
You were easy to camp and observant players will know EXACTLY where you are with a sniper rifle or other power weapon fixed on you. Except that you only have that problem when spawning on the front lines and not aiming for a landing position with cover. It's a calculated risk if you choose to spawn there, just like when you choose to spawn near the front lines now.
Mary Sedillo wrote:Also, the sky spawning idea further alienates Dropships who decide to use MCRUs or people using Logistics Dropships.
-1 And that's an argument that's countered by the fact that spawning on the front lines like this is risky, so you'll want MCRUs for those situations, not to mention the ability to spawn already in a vehicle rather than having to either call one in or get to the vehicle you want. Drop Uplinks let you spawn in enclosed spaces that a sky spawn can't reach, as well as giving players the freedom to set spawn locations ANYWHERE instead of being limited to only the CRUs and designated sky spawn safe zones.
|
Funky Chunky
FunkyStars
42
|
Posted - 2013.09.13 22:59:00 -
[186] - Quote
Beforcial wrote:The-Errorist wrote:Funky Chunky wrote:CLONE117 wrote:great idea but just one question..
what if the player forgets to press x? Then you die? I don't understand the question, you have like 5 seconds to realise you're falling. What if you're a heavy with 1200+ HP? Then you die anyway... you die no matter what dropsuit you use, if you forget to hit X for some reason. This guy knows what i'm talking about. |
The-Errorist
Mannar Focused Warfare Gallente Federation
205
|
Posted - 2013.09.16 03:07:00 -
[187] - Quote
This thread has ten pages, tons of supporters, and it doesn't even get a dev post or mentioned on the Feedback/Suggestions - Weekly Updates on the DUST 514 thread. |
Jackof All-Trades
Mannar Focused Warfare Gallente Federation
184
|
Posted - 2013.09.16 05:31:00 -
[188] - Quote
Immersion. Spawning makes no sense, no matter what lore feature you pull out of your hat. Sky Spawning! |
Valerie Viever
Hellstorm Inc League of Infamy
6
|
Posted - 2013.09.16 07:55:00 -
[189] - Quote
Yes, a thousand times, yes. |
Garrett Blacknova
Codex Troopers
4026
|
Posted - 2013.09.16 19:30:00 -
[190] - Quote
97 likes to my OP. 10 pages of mostly positive comments with many of the negatives being discussed and resolved in the thread. 0 Dev responses.
I wonder if that last number will change anytime soon? |
|
Ihlgigaris
Force of The Gigas
1
|
Posted - 2013.09.16 20:56:00 -
[191] - Quote
This is kinda like the deployment in Section 8: Prejudice. |
Monkey MAC
killer taxi company General Tso's Alliance
495
|
Posted - 2013.09.16 20:58:00 -
[192] - Quote
How about being launched from the warbarge? |
The-Errorist
Mannar Focused Warfare Gallente Federation
308
|
Posted - 2013.10.18 01:47:00 -
[193] - Quote
Monkey MAC wrote:How about being launched from the warbarge? It would take too long to enter the battleground and dropsuits would be severely damaged if not destroyed from entering the atmosphere. |
Joel II X
AHPA
42
|
Posted - 2013.10.18 02:40:00 -
[194] - Quote
Dropship + Mobile CRU = Sky Spawn |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6980
|
Posted - 2013.11.09 05:26:00 -
[195] - Quote
Why hasn't this happened yet?!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
|
Garrett Blacknova
Codex Troopers
4085
|
Posted - 2013.11.19 19:11:00 -
[196] - Quote
Joel II X wrote:Dropship + Mobile CRU = Sky Spawn Really? So you're saying that when you have a Dropship with CRU fitted, it makes your objective spawns drop you into the battlefield instead of forcing you to spawn at ground level if you spawn somewhere other than the Dropship?
How come nobody has noticed this effect other than you? |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7128
|
Posted - 2013.11.20 16:32:00 -
[197] - Quote
I still want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
|
Severus Smith
Caldari State
430
|
Posted - 2013.11.20 19:21:00 -
[198] - Quote
I want too... |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5283
|
Posted - 2013.11.20 19:25:00 -
[199] - Quote
It's been over a year since this thread began.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
|
Garrett Blacknova
Codex Troopers
4092
|
Posted - 2013.11.20 19:49:00 -
[200] - Quote
Arkena Wyrnspire wrote:It's been over a year since this thread began. It's possible I've been here for a while. |
|
Jackof All-Trades
The Southern Legion The Umbra Combine
280
|
Posted - 2013.11.21 09:27:00 -
[201] - Quote
): is it really that hard? Just a dev response?
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
|
Robert JD Niewiadomski
NULLIMPEX INC
714
|
Posted - 2013.11.21 10:07:00 -
[202] - Quote
I know i'am not a DUST Dev (though i am called dev for other software project not related to CCP ). Maybe this will come along with real EVE side Warbarge class of ships accompanied with smaller vessels capable of only troops insertion (and maybe vehs drops) via Sky SpawningGäó?
I think Warbarges in EVE are scheduled for 2014. With PC 2.0. But maybe i have confused it with FW 2.0? vOv
F.E.A.R. stands for False Expectations Assumed Real
|
Kaughst
0uter.Heaven Proficiency V.
40
|
Posted - 2013.11.21 12:31:00 -
[203] - Quote
This is not a new idea, people have been talking about it since the open beta and I think CCP even mentioned it in their weekly Feedback thread. But it is a horrible idea...Spawning out of the sky either randomly or placed entirely interrupts the flow of combat. To imagine a domination game where the enemy team is spawning on top of the buildings and directly on the objective takes no planning on anyone who would actually do so and there would be no strategic way to defend against it.
Getting to the point when we can finally call down installations and having a friendly CRU which is destructible and spawns friendlies from the point it is dropped down is the first step in seeing what happens when people start spawning out of the blue (git it) and how the community reacts and deals with that especially in places where it matters like PC and FW. But then again I am not worried about a crazy idea of people somehow spawning out of the sky magically happening anytime soon or in the near future.
Kaughst, kost, kogist, kaust, kahst, kog. I go by many names. Mostly because people do not know how to pronounce my name
|
KalOfTheRathi
Nec Tributis
898
|
Posted - 2013.11.21 12:33:00 -
[204] - Quote
We have asked for variations on this since Closed Beta. We still do not have it, just so we are on the same page.
The best one I recall was a cannon on the MCC that you could fire yourself out of, that would have generated more fun than many of my matches lately. |
Garrett Blacknova
Codex Troopers
4096
|
Posted - 2013.12.03 13:41:00 -
[205] - Quote
Kaughst wrote:But it is a horrible idea...Spawning out of the sky either randomly or placed entirely interrupts the flow of combat. To imagine a domination game where the enemy team is spawning on top of the buildings and directly on the objective takes no planning on anyone who would actually do so and there would be no strategic way to defend against it. Assuming you never read beyond the title of the thread, this is a great point.
Of course, if you actually read the OP, you'd have noticed that attempted argument is countered by my proposal for how the system would work.
You would still have designated spawn locations as you do now. The difference would be that some of your spawn areas allow you to spawn above the battlefield instead of on the ground. You wouldn't be able to randomly sky spawn behind enemy lines without having control of a sky spawn location behind enemy lines (thus making it NOT behind enemy lines). You wouldn't be able to sky spawn on top of an objective unless your team already controls it. Drop Uplinks are described in-game as using wormhole technology, so they wouldn't be sky spawns. CRUs are full of clones, so you can just step out without needing to sky spawn on them. A new structure could be implemented that would be a sky spawning beacon, and they might be able to implement a deployable version of the same tech for player-created sky spawn areas.
The only time where you'd be sky spawning "randomly" would be in Ambush matches where you spawn randomly - now you'd spawn in the air and drop onto the battlefield when using the default spawn option. In one of the patches post-Uprising, they've already increased the amount of control players have while in free-fall, that could do with being increased slightly more. Another suggestion I made later in the thread was to make the Inertia Dampener speed up your fall at the cost of that ability to control your fall direction. By making those changes, CCP would allow for Sky Spawning to be an effective tactical approach.
Add in the fact that some Null Cannon controls are indoors or otherwise protected from above, and there would be a good excuse for an extra set of models - some with a built in wormhole spawning system, and others with sky spawn beacons. |
Kaughst
0uter.Heaven Proficiency V.
65
|
Posted - 2013.12.03 14:27:00 -
[206] - Quote
Garrett Blacknova wrote:Kaughst wrote:But it is a horrible idea...Spawning out of the sky either randomly or placed entirely interrupts the flow of combat. To imagine a domination game where the enemy team is spawning on top of the buildings and directly on the objective takes no planning on anyone who would actually do so and there would be no strategic way to defend against it. Assuming you never read beyond the title of the thread, this is a great point. Of course, if you actually read the OP, you'd have noticed that attempted argument is countered by my proposal for how the system would work. You would still have designated spawn locations as you do now. The difference would be that some of your spawn areas allow you to spawn above the battlefield instead of on the ground. You wouldn't be able to randomly sky spawn behind enemy lines without having control of a sky spawn location behind enemy lines (thus making it NOT behind enemy lines). You wouldn't be able to sky spawn on top of an objective unless your team already controls it. Drop Uplinks are described in-game as using wormhole technology, so they wouldn't be sky spawns. CRUs are full of clones, so you can just step out without needing to sky spawn on them. A new structure could be implemented that would be a sky spawning beacon, and they might be able to implement a deployable version of the same tech for player-created sky spawn areas. The only time where you'd be sky spawning "randomly" would be in Ambush matches where you spawn randomly - now you'd spawn in the air and drop onto the battlefield when using the default spawn option. In one of the patches post-Uprising, they've already increased the amount of control players have while in free-fall, that could do with being increased slightly more. Another suggestion I made later in the thread was to make the Inertia Dampener speed up your fall at the cost of that ability to control your fall direction. By making those changes, CCP would allow for Sky Spawning to be an effective tactical approach. Add in the fact that some Null Cannon controls are indoors or otherwise protected from above, and there would be a good excuse for an extra set of models - some with a built in wormhole spawning system, and others with sky spawn beacons.
So, it is a CRU/droplink by another name except you spawn from the sky for effect. A obvious problem is that spawning from a 'sky spawn' that is previously placed or set by players just enforces the notion of rooftop camping with ease of opportunity, this is obviously discouraged with the research facility sockets and the many plates on the orbital artillery. I don't find it interesting or balanced.
Step 1: Take Districts
Step 2: ???
Step 3: Profit
Cow for Kaughst
|
Garrett Blacknova
Codex Troopers
4096
|
Posted - 2013.12.03 20:21:00 -
[207] - Quote
It's not just "for effect" though.
Sky Spawning would help with the initial spawn-camping problem, which IS still a problem even with the cloaking we're being given at the moment. In locations where you sky spawn, you would have some measure of control over where you land, and that much extra time to see what you're spawning into.
I'm not going to deny your opinion's merit, but I do find it interesting, and the 100+ likes on the first post suggest that quite a few other people like it as well. |
Arkena Wyrnspire
Turalyon 514 Turalyon Alliance
5737
|
Posted - 2013.12.03 20:30:00 -
[208] - Quote
Never let the dream die.
Level 5 Forum Warrior
Lenin of the glorious armoured revolution
Supporter of CCP raRaRa.
|
The-Errorist
Closed For Business For All Mankind
361
|
Posted - 2013.12.04 01:39:00 -
[209] - Quote
Garrett Blacknova wrote:It's not just "for effect" though.
Sky Spawning would help with the initial spawn-camping problem, which IS still a problem even with the cloaking we're being given at the moment. In locations where you sky spawn, you would have some measure of control over where you land, and that much extra time to see what you're spawning into.
I'm not going to deny your opinion's merit, but I do find it interesting, and the 100+ likes on the first post suggest that quite a few other people like it as well. I agree with this point. |
Kaughst
0uter.Heaven Proficiency V.
74
|
Posted - 2013.12.04 03:48:00 -
[210] - Quote
Garrett Blacknova wrote:It's not just "for effect" though.
Sky Spawning would help with the initial spawn-camping problem, which IS still a problem even with the cloaking we're being given at the moment. In locations where you sky spawn, you would have some measure of control over where you land, and that much extra time to see what you're spawning into.
I'm not going to deny your opinion's merit, but I do find it interesting, and the 100+ likes on the first post suggest that quite a few other people like it as well.
That is debatable whether or not it is safer to spawn from a say a flux uplink in 3 seconds or fall from the sky for more than 5 and land with a inertia dampener not including the actual time to spawn in. That is a valid point that it could reduce to some degree spawn camping in some ways but dropping from the sky but it just enables people to seek the highest point and have a instant advantage by letting them reach otherwise unreachable areas, set uplinks and camp, and it becomes a constant battle to obtain a 'skyspawn' in that location to clear those areas. The system just layers on more problems with a new mechanic rather than looking at and fixing the initial problem with say adding a random way to spawn on a objective or adding a longer term of invisibility. It is not my personal view that you should have a safer way to spawn on a forward objective, and still the maps need to be designed to even make sense like (again) in the research facility.
The short story is falling from the sky is not very different from spawning in, and insteads creates a initial problem of giving high points instant accessibility in the most interesting parts of the maps, the building sockets.
And does 100 likes prove the infallibility and popularity in a untested mechanic? Well
Step 1: Take Districts
Step 2: ???
Step 3: Profit
Cow for Kaughst
|
|
Garrett Blacknova
Codex Troopers
4099
|
Posted - 2013.12.04 08:50:00 -
[211] - Quote
It's good to see well-reasoned disagreements in this thread. Finally. THANK YOU!
And do 100 likes prove infallibility? Not even close. I'm not making that claim, because I'm not infallible. What it proves is exactly what I claimed that it proved. It proves that I'm not the only one who likes the idea of Sky SpawningGäó.
There are things you've brought up that I hadn't previously considered in such depth. And to be honest, the spawn cloak, which was added AFTER this thread's creation, has reduced many of the problems this suggestion was meant to combat.
A large part of the reason I still want this is the "cool factor" of actually being able to do what they showed in trailers. And yes, there are balance concerns and those would need to be addressed. But I think that it would be worth the effort, personally. |
Lanius Pulvis
Bojo's School of the Trades
91
|
Posted - 2013.12.04 14:45:00 -
[212] - Quote
It might be nice to no longer feel yourself getting shot as you spawn in only to have the black screen resolve into the view from your dead body (I can't count how many times that's happened). I love that one, or there are the numerous times I've spawned facing into a corner and gotten killed before I could turn around. Or spawning int walls, trying to run and glitching back to spawn point.
Bottom line, if it's not a dedicated spawn, we shouldn't just appear there.
Oh, and a very small point, when in free fall, you can maneuver. It's enough to guide around an RDV someone stupidly calls in under the MCC and that's about it.
Not new, just new to you.
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7507
|
Posted - 2013.12.17 15:10:00 -
[213] - Quote
I still love this
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
|
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
9661
|
Posted - 2014.02.28 16:33:00 -
[214] - Quote
I still yearn to drop from the sky.
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
|
Garrett Blacknova
Codex Troopers
4524
|
Posted - 2014.03.01 21:59:00 -
[215] - Quote
Me too... |
Jackof All-Trades
The Black Renaissance
517
|
Posted - 2014.03.03 02:51:00 -
[216] - Quote
I'M NOT LETTING GO OF THIS GUYS, GIVE US SKY SPAWNING
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
|
jaksol returns
highland marines IMMORTAL REGIME
6
|
Posted - 2014.03.03 07:43:00 -
[217] - Quote
I wud like to point out that some objectives are in buildings and that when to hit ground you are vulnerable for a sec or 2 and whalla! free uplinks on buildings! and shotgun camping! not good idea srry |
Jackof All-Trades
The Black Renaissance
519
|
Posted - 2014.03.03 09:07:00 -
[218] - Quote
jaksol returns wrote:I wud like to point out that some objectives are in buildings and that when to hit ground you are vulnerable for a sec or 2 and whalla! free uplinks on buildings! and shotgun camping! not good idea srry you do realise you can manoeuvre in the air, right?
"Pulvis et umbra sums." We are but dust and shadow GÇò Horace, The Odes of Horace
\
Omni-Specialist
/ Focus: Gallente
|
Spectral Clone
Dust2Dust. Top Men.
1453
|
Posted - 2014.03.03 10:19:00 -
[219] - Quote
Yes!!
This is truly a risk vs reward mechanic if it would work like dropping out of the MCC.
Choice A: Do you drop very close to the target (with possible hostiles camping it) and accept that you are vulnerable when landing due to the inertial dampener? Choice B: Do you drop a little bit away from your objective to not be as vulnerable when landing but you have to move into the target.
This mechanic could make our choices matter more.
Drop it like its hat.
|
Garrett Blacknova
Codex Troopers
4528
|
Posted - 2014.03.04 04:29:00 -
[220] - Quote
jaksol returns wrote:I wud like to point out that some objectives are in buildings I would like to point out that this has already been addressed within the original proposal I made, and referenced multiple times throughout the thread since that point when people have brought the same point up without actually reading the first post.
Objective which are indoors would have CRUs - either built into the objective or nearby. UNCOVERED objectives would become sky spawn locations.
Quote:and that when to hit ground you are vulnerable for a sec or 2 and whalla! free uplinks on buildings! and shotgun camping! not good idea srry So you get "free" uplinks on buildings, but you're vulnerable for a second or two before you can deploy them, making them not free. And you're seriously worried about people camping on rooftops with SHOTGUNS? Really? Do you even know the range on a Shotgun in DUST? You're lucky to hit a guy on the ground next to you if you're on even a single storey building.
Part of the proposal is to increase the amount of control players have during freefall, so you can shift your landing point by a decent margin when you choose a sky spawn. |
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The-Errorist
530
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Posted - 2014.03.04 17:39:00 -
[221] - Quote
Garrett Blacknova wrote:jaksol returns wrote:I wud like to point out that some objectives are in buildings I would like to point out that this has already been addressed within the original proposal I made, and referenced multiple times throughout the thread since that point when people have brought the same point up without actually reading the first post. Objective which are indoors would have CRUs - either built into the objective or nearby. UNCOVERED objectives would become sky spawn locations. Quote:and that when to hit ground you are vulnerable for a sec or 2 and whalla! free uplinks on buildings! and shotgun camping! not good idea srry So you get "free" uplinks on buildings, but you're vulnerable for a second or two before you can deploy them, making them not free. And you're seriously worried about people camping on rooftops with SHOTGUNS? Really? Do you even know the range on a Shotgun in DUST? You're lucky to hit a guy on the ground next to you if you're on even a single storey building. Part of the proposal is to increase the amount of control players have during freefall, so you can shift your landing point by a decent margin when you choose a sky spawn. What makes you think he'll even read that post I have quoted? You have too much faith in people. |
The-Errorist
530
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Posted - 2014.03.04 17:42:00 -
[222] - Quote
Jackof All-Trades wrote:): is it really that hard? Just a dev response? Devs don't like to read threads with over 5 pages, they usually just skip those. |
Cat Merc
Ahrendee Mercenaries General Tso's Alliance
7123
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Posted - 2014.03.04 18:03:00 -
[223] - Quote
What a necro!
I remember this thread waaaaaaaaay the hell back
Shield regeneration bonus for Gallente Assault is about as useful as Sharpshooter for Nova Knives.
DUST514514
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Mahal Daj
Mahal Tactical Enterprises
36
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Posted - 2014.03.04 21:07:00 -
[224] - Quote
Some insight may be gained from the PS3 game: Starhawk.
This was implemented to give an advantage to teams that are redlined, and to assist with situaitonal awareness at spawn in. Plus, I liked it.
There is a lot that Dust could learn from Starhawk...
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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The-Errorist
535
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Posted - 2014.03.04 21:17:00 -
[225] - Quote
No dev response since November 2012. |
Garrett Blacknova
Codex Troopers
4532
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Posted - 2014.03.07 16:21:00 -
[226] - Quote
12 pages and 111 likes to the OP since November 2012 as well... |
Cross Atu
OSG Planetary Operations Covert Intervention
1981
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Posted - 2014.03.07 16:38:00 -
[227] - Quote
Cross Atu wrote:I would fully support adding this as an option for spawns but it should not replace the default methods as being forced into using it has too many potentially exploitable tactical drawbacks.
Additionally spawn in awareness is now greatly improved under Uprising, so while this method could still be fun it's tactical value as an improvement over current practice is somewhat mitigated.
0.02 ISK Cross Quoting myself, the above still holds true. Actually the above is even more true now with the state of active scanners. I do hope this is added as an option because in such a state it could be an asset to the game, as a mandated method it would in my view not be a good idea.
Player choice > forced method.
CCP, care to comment on this issue?
Cheers, Cross
SupportSP Rollover & an improved Recruting System
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Hansei Kaizen
The Jackson Five
1
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Posted - 2014.03.07 18:04:00 -
[228] - Quote
How about you can buy with ISK the special right to be individually dropped to a position you like (Overview Map), but only in Scout Suits or some other restriction (In addition to the tactical deficits of the drop itself, for avoiding OP-Ambushes). Anyone knowing Shock-Troup Terminators in WH40K? |
Skyline Lonewolf
Ancient Exiles. Renegade Alliance
12
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Posted - 2014.03.13 03:26:00 -
[229] - Quote
bump. bring this topic back.
I see you coming from a mile away.
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The-Errorist
556
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Posted - 2014.03.13 05:02:00 -
[230] - Quote
Skyline Lonewolf wrote:bump. bring this topic back. Bumping without having something constructive is against the rules. "bring this topic back" however, does bring up something for discussion, so it is technically constructive as it relates to the OP and this isn't just a post bumping this thread. It does so in such a subtle way that makes one really think about the exigences of the matter.
Also, I digress a little, I do not want my analysis bringing up a debate, or further taking attention from the ideas and the implications of such ideas, as that could derail this this thread into something off-topic.
Anyway, I would like to thank you all for reading this and Skyline Lonewolf for making such an awe-inspiring post about this topic. Mere worlds will not do this thread justice though, action from CCP, either from posting a reply or implimenting this, would suffice.
Sincerely The-Errorist |
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DUST Fiend
OSG Planetary Operations Covert Intervention
12227
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Posted - 2014.03.14 00:02:00 -
[231] - Quote
This may be a necro but I've suggested essentially the same thing in the past as well, as a way to remove the redline while still providing a safe way to spawn.
Balancing around the redline ensures that we will never have the big maps opened up to us, because then balance would go out the window.
Bump for great justice
Videos / Fiction
Closed Beta Vet; Incubus Pilot
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10357
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Posted - 2014.04.09 00:51:00 -
[232] - Quote
Still want
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Garrett Blacknova
Codex Troopers
5547
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Posted - 2014.05.14 19:05:00 -
[233] - Quote
I'm just going to point out that proper implementation of this system would require draw distance to actually be consistent and a relatively long distance, otherwise the benefit of seeing what you're falling into will be slightly... not really a benefit because it doesn't work. |
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