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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.11.17 19:10:00 -
[1] - Quote
This is building on a suggestion from another thread in this forum (which I've failed to relocate at the moment), however it's inspired by multiple feedback threads I've read here as well as in game experience.
The Red Zone differs from map to map, game type to game type, side you're spawned in on, and even if you're flying or on the ground. There are useful game purposes for these differences (mostly to hinder a complete 'redline') which makes suggestions for other protective methods (adding buildings, shield bubbles, impassible terrain, etc) less functional.
There is however a clear problem with the Red Zone in its current context, and it's not isolated to a single spawn or map. Three classic symptoms of this problem that, by now, we've likely all encountered are;
- LAV repair farming (stopped by hotfix, to the detriment of legit LogiBros game wide)
- HAV Sniping
- Infantry Sniping
These have been the bane of more than one tester in game and far from be a "if my back's against the wall I'll do it" maneuver they've become a game opening tactic in many cases.
There are other problems with the current Red Zone as well. It is in place to provide a measure of protection for teams to regroup and push out of, but it is frequently bombarded via HAVs, LAVs, Forge Guns, Swarms, Precision Strikes, Sniper fire and Dropships. Taking fire so intense and prolonged that all of its installations are destroyed even the ground spawn CRU which is generally set far back in some degree of cover.
So, not only is the Red Zone being exploited by some, it is also failing largely to achieve it's primary purpose.
Enter the Yellow Zone. The Yellow Zone will be a second area applied to all areas that are Red Zone for either team (and without any exceptions based on embarking Dropships et al). The effect; All installations, vehicles, deployable gear, actions, and Mercs (in short everything) within the Yellow Zone cannot earn or be a source of War Points.
This would end all Red Zone farming, be that exploits like "LAV bumper cars", or sniping (in or out of tanks). It would also remove the incentive to completely "redline" an opposing team (since nothing you're doing would give you SP or ISK).
A few notes:
- This suggestion is intended for High Sec matches and may not be appropriate for for Faction Warfare, Null Sec, Corp Battles, or Tournaments.
- Including the Yellow Zone in Beta Testing provides the oppertunity to get direct data regarding how broadly or narrowly (everywhere vs High Sec only) it should be applied and whether the lack of rewards triggered by the Yellow Zone is sufficient deterrent to the problems in question.
I'd like to close by thanking the OPs of all related feedback threads, if I could find all your names and threads I'd link them here for the credit they deserve.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.17 19:41:00 -
[2] - Quote
Thanks for your support Free :)
I agree that it won't stop the grief players, but without the possibility of gaining ISK/WP/SP from their Yellow Zone actions I think it will seriously deter most others (who wants to risk their tank knowing they'll be earning nothing in return?). I'm sure that it would still happen in Corp battles but those are their own beast really ;)
I honestly haven't given much thought to the lore side of this, just approached it from a mechanics stand point. If I were to give a lore reason off the top of my head it would be that deployable Merc clones are grown to be highly disposable and often transferred so they don't have the same synaptic retention a Pod Pilot clone (just look at the contrast in cost, free as opposed to hundreds of thousands of ISK) and so they must remain with a 'broadcast area' of the MCC (or some other command and control craft) otherwise the consciousness transfer is incomplete (more like rebooting from a backup than making a real time copy) and so they don't retain the experience of those actions. As to the ISK if they're not in the deployment zone why should they be getting payed? They're not 'on mission' after all. ;)
Answers to your questions
- I think between the current constraints the Yellow Zone applies to dropships (increased area where they will be unable to score as even the infantry red zone would apply a yellow zone to them) and the present flight ceiling, that Dropships wouldn't need any additional limitations for this proposal to work (it's certainly something that could be watched during testing however to see if they need a lessor or greater yellow zone than the infantry).
- As per the dropship consideration above I'd leave it as is to begin with and watch the effects during testing. However the fighters may every well require a tweak to the operational area of the yellow zone, and if they get one the dropships would likely need the same (i.e. one yellow zone area for everything in the air)
Those are my initial impression.
Thanks for the response and questions :)
Cheers, Cross
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.18 08:19:00 -
[3] - Quote
Garrett Blacknova wrote:I suggested this in a thread before, but I suggested that each team's "red zone" area, where they're safe but the enemy can't travel, should be marked as a "blue zone". While in the blue (or yellow) zone, you're relatively safe, since enemies have to (mostly) keep their distance, but you're also unable to earn WPs OR kills. Obviously, you can still KILL from there, but the game doesn't count those kills, so you can't pad your K/D by redlining yourself.
People firing INTO this area should still be rewarded normally, because getting that close to the enemy's red zone should be a difficult task in the first place.
People firing into the Yellow Zone should not receive rewards as well otherwise it removes one of the functions of the zone entirely allowing a team to be spawn camped and then further punishing them for being spawn camped. Remember this is specifically suggested for High Sec pickup games, games where you might join (without option) already being 'redlined', games with less team coordination, games which are to be the starting point for new players and where players build up their skills. Nerfing someone who just happens to spawn onto a redlined (or redlined) team, or who is placed on a team over-matched by more skilled or more wealthy opponents isn't a very savvy move for keeping casual or new players in the game. What if you're redlined the first three to four games you spawn during your first week of play? Under such an imbalanced system you'd run a loss in ISK and gain nothing. While such events wouldn't happen to all new players they'd be bound to happen to some and who'd stick around long enough to learn the game when that's what they're first faced with?
Games on the current maps are not that hard to redline (unless the random teams spawned just happen to be about equal, and spawn at the same time, and have applicable counters on their roster for what the other team is fielding). I'd say more than half of my current games end up in a redline (or virtual redline where one objective is left "live" to be spawn camped) and that's not even including the games I spawn into which are already redlined. (Note: I'm usually not one of those being redlined so this isn't a QQ thread, it's simply an observation regarding the balance impact of an uneven application of the Yellow Zone).
It is far simpler to save the more cutthroat play for Low Sec and Null Sec than to redesign every map in the High Sec pool to offer adequate physical features to prevent new players from being spawn camped for an entire match.
Cheers, Cross
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.18 10:47:00 -
[4] - Quote
Garrett Blacknova wrote:Was thinking about this after I'd posted, and realised that letting a team farm points from spawn-camping their opponents was a stupid suggestion.
But the reason I came up with it was because I didn't think it was any more fair to punish a team for winning. Still trying to come up with a way to balance out the two sides...
I agree that is a short fall, and honestly even the removal of the war points suggested in the OP is a somewhat imperfect solution in that it's something of a violation to the setting (clearly a mechanic being enforced rather than an intuitive part of the world playing out).
Not applying the "yellow zone" to things like Corp battles seems important since they're set up to be more competitive, but something needs to be done for the random games so that players coming into the game upon release or after aren't rolled over too harshly/often.
Honestly I think one major fix which could help all of this (not included within the scope of the OP) is an improved matchmaking system combined with not seeding players into random games which are already in progress. Then at least if you're getting redlined you were there from the start and had more of a fighting chance to do something about it.
Anyway I agree with you that putting a limiter or restriction on winning is rather counter intuitive, but what the better solution is escapes me at the moment.
Thanks for your continued feedback
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.18 11:44:00 -
[5] - Quote
Laurent Cazaderon wrote: Honestly, i like the idea of force fielded area better. Some sort of installation that would be added around the starting CRU of every team. This installation would create a force field of say a 100m radius. No shots would enter\get out of this. Everything coming out of it couldnt get back in. No WP could be earned inside it (avoid exploit).
1) It would make very smaller "red zone" avoiding staying in a "safe" area and sniping\spamming the map 2) It would finally give a justification for those safe areas. At the moment, nothing explains this red zone and clones dying in it after a few seconds...... 3) This force field installation would probably be an interesting player directed installation in the future.
Reducing the current red zone to a small bubble around the CRU would require a heavy rework of the present maps as they are balanced with both much larger, and different shaped red zones (the red doesn't just cover the deployment area, check the road on the far west of Manus Peak for an example).
Also the shield idea is unable to address the red zone in Ambush maps or the red zone which borders the map (and from which much of the Infantry and Tank sniping occurs.)
The current red zone on the edge of the map cannot be removed for logistical reasons (maps cannot be infinite space) unless every map is a crater with impassible walls all the way around it and not only would that be a more limiting effect on map creation it would also require a separate map for every match/match type because unlike now the red zone couldn't be used to organically scale the area of engagement within a map.
While I do agree it would provide a more clear in game reason for the "red" which would be a positive, it is also fairly unlikely that a shield bubble will be introduced to D514 while plans are being developed to remove the POS shield bubble from EVE as CCP as deemed it an undesirable feature.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.18 12:00:00 -
[6] - Quote
Garrett Blacknova wrote:Cross Atu wrote:I agree that is a short fall, and honestly even the removal of the war points suggested in the OP is a somewhat imperfect solution in that it's something of a violation to the setting (clearly a mechanic being enforced rather than an intuitive part of the world playing out). And this part of your post gave me another idea. Make the deployment zone into a deployment zone instead of part of the battlefield. When you spawn in your deployment area/yellow zone, it's a yellow zone, in which your enemies get no kill credit or WP for killing you, and you get nothing for killing them. From the time you first spawn, there's a countdown timer that starts at 1:30. After spawning, you have a minute and a half before the deployment area becomes a redzone. At that point, you get the redone timer on top of the yellow zone timer, but once it becomes a redzone, you become a valid target, and so do enemies. Why? Because the HighSec contract specifically instructs you to enter battle promptly. This fits as being the same reason for the otherwise totally arbitrary time limit that kicks you out of the battle for not spawning. You have to enter battle within a reasonable timeframe. That means you have to spawn quickly, AND it means you have to head for the designated battlefield after doing so.
I like it
There are a couple of aspects which we'll have to figure out how to address but I think this is really on the right track.
First issue would be deploying into a redzone (solved if people aren't added to matches already in progress, which I think is a good idea on it's own so I'm going to move on).
Second is a question of map layout, would the new yellow --> red zone cover the current deployment area, be an addition do it, etc If an addition where in relation to the current deployment (or maybe just make that a map by map call?). If placed over the current area what about the instillation already present? (wouldn't they be destroyed once it turns red? and if not what use do they serve?).
Third would be the issue of getting fully redline camped, if your deployment zone becomes dangerous ground after the start of the map that'll be a hard day indeed.
Unless of course I miss read and what you mean is that there would be a countdown timer to turn from yellow to read for each Merc upon each spawn in. If that's what you meant then disregard questions 2 & 3 because in essence they'd no longer apply. (Second could just have a slight alteration in placement of any active installations like blasters so they could still be used once "yellow" expires and third issue simply wouldn't apply).
I think you've really hit on something here, this could address the problems we're encountering in the present system. Add a persistent "yellow" layer around the edge of the map where the red zone is constant (as per the OP) to avoid map edge red line sniping and it seems to cover all our bases. The other great thing about the idea you propose is that a timer is easily adjustable even via hotfix so honing balance would be much more readily accomplished and the timer could be adjusted to properly account for the unique features of each match and map rather than trying to make a "one size fits all" iteration.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.18 20:02:00 -
[7] - Quote
Garrett Blacknova wrote:Cross Atu wrote:Garrett Blacknova wrote:Cross Atu wrote:I agree that is a short fall, and honestly even the removal of the war points suggested in the OP is a somewhat imperfect solution in that it's something of a violation to the setting (clearly a mechanic being enforced rather than an intuitive part of the world playing out). And this part of your post gave me another idea. Make the deployment zone into a deployment zone instead of part of the battlefield. When you spawn in your deployment area/yellow zone, it's a yellow zone, in which your enemies get no kill credit or WP for killing you, and you get nothing for killing them. From the time you first spawn, there's a countdown timer that starts at 1:30. After spawning, you have a minute and a half before the deployment area becomes a redzone. At that point, you get the redone timer on top of the yellow zone timer, but once it becomes a redzone, you become a valid target, and so do enemies. Why? Because the HighSec contract specifically instructs you to enter battle promptly. This fits as being the same reason for the otherwise totally arbitrary time limit that kicks you out of the battle for not spawning. You have to enter battle within a reasonable timeframe. That means you have to spawn quickly, AND it means you have to head for the designated battlefield after doing so. I like it There are a couple of aspects which we'll have to figure out how to address but I think this is really on the right track. First issue would be deploying into a redzone (solved if people aren't added to matches already in progress, which I think is a good idea on it's own so I'm going to move on). Second is a question of map layout, would the new yellow --> red zone cover the current deployment area, be an addition do it, etc If an addition where in relation to the current deployment (or maybe just make that a map by map call?). If placed over the current area what about the instillation already present? (wouldn't they be destroyed once it turns red? and if not what use do they serve?). Third would be the issue of getting fully redline camped, if your deployment zone becomes dangerous ground after the start of the map that'll be a hard day indeed. Unless of course I miss read and what you mean is that there would be a countdown timer to turn from yellow to read for each Merc upon each spawn in. If that's what you meant then disregard questions 2 & 3 because in essence they'd no longer apply. (Second could just have a slight alteration in placement of any active installations like blasters so they could still be used once "yellow" expires and third issue simply wouldn't apply). I think you've really hit on something here, this could address the problems we're encountering in the present system. Add a persistent "yellow" layer around the edge of the map where the red zone is constant (as per the OP) to avoid map edge red line sniping and it seems to cover all our bases. The other great thing about the idea you propose is that a timer is easily adjustable even via hotfix so honing balance would be much more readily accomplished and the timer could be adjusted to properly account for the unique features of each match and map rather than trying to make a "one size fits all" iteration. Cheers, Cross I was meaning it for each individual on spawn, not as a map-wide timer at the beginning of the match. And that addresses ALL the questions, not just the second and third. 1. You don't deploy into a redzone. Just like you can't do that now. You deploy into a yellow zone. When you spawn there, EVERY time you spawn there, you get the yellow zone timer giving you a minute and a half before the redzone timer kicks in. 2. That would have to be looked at on a case-by-case basis. On Manus Peak, for example, I think bringing the yellow zone further down the hill would help, so people have to come further forward before they're safe and able to collect WP and kills. 3. The yellow zone will be a safe area for about 2 minutes if you include the redzone timer, giving you time to see where the enemy is, what they're doing, and find a way around them.
1. Oops, type-o on my part, I'll blame sleep deprivation What number 1 was meant to address was the situation of being deployed into a match where you're team is already redlined. Hence the conclusion that better matchmaking would solve it.
2. Makes sense to me.
3. Seems reasonable, sounds like a good idea to start testing and fine tuning.
Sorry about the type-o and thanks for the clarification, I think this idea has real merit.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.25 18:25:00 -
[8] - Quote
bump |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.29 05:15:00 -
[9] - Quote
Since I see ideas about this still going around I'm bumping this one for further consideration :) |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.29 10:39:00 -
[10] - Quote
Noc Tempre wrote:Makes babysitting not only boring, but fruitless? No thank you. I'd prefer a slaughter rule and abandonment of the redline. Elaborate and define? (also why is this, in your view, not an appropriate mechanic for the High Sec starter areas of D514?) |
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.29 11:27:00 -
[11] - Quote
Garrett Blacknova wrote:Cross Atu wrote:Noc Tempre wrote:Makes babysitting not only boring, but fruitless? No thank you. I'd prefer a slaughter rule and abandonment of the redline. Elaborate and define? (also why is this, in your view, not an appropriate mechanic for the High Sec starter areas of D514?) Slaughter rule and no redline would be great for Nullsec, and MAYBE LowSec, but not so good in HighSec. A slaughter rule is where the mission ends when one side has obviously already lost. For Skirmish, this would mean that the mission would end if the other team held all the Null Cannons for a certain period, because that shows your team is being spawn-camped and can't break out. In Ambush, a similar mechanic could be introduced where your team will lose if they have a certain amount of consecutive deaths without any kills. Basically, this acts as a way to cut an obvious failure short and potentially save both sides a lot of money by allowing the losers to just run away when it becomes clear they can't win.
Interesting, based on that I'd say slaughter rule might be good for Low Sec but isn't appropriate for either Null or High. High because it's supposed to be the starter area for players/haven for more casual players (such an area should deincentivise spawn camping type behaviors) and Null because it's a more heavily player driven "no holds barred" experience so an easy out like the retreat mechanic a slaughter rule would provide doesn't seem in keeping with the nature of Null Sec.
Thanks for the definition
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.01 00:11:00 -
[12] - Quote
As I understand it the after match awards of both Skill Points and ISK are derived stats drawn form primarily (tho not exclusively) War Points earned. Assuming this is in fact the case than the removal of War Points for any action taken from/against the Yellow Zone would remove all incentive for 'redlining' aside from pure grief play which I don't think there's any way to actually eliminate but I see on reason to reward either.
You do make an interesting point regarding the "spawn to certain death" aspect. On the one hand that's not really very different from how things are now when redlined but the current method isn't optimal for High Sec either.
I think perhaps part of the solution to this is physical map features. If there were a spawn area which would not kill you no matter how long you stay there but which would also provide zero options for aggressive action (for example a small structure with only one side open facing away from the battlefield.
This is a idea first draft of the top of my head so likely needs refinement but perhaps map design can address this problem.
As it stands we need something which will end A) Spawn camping the starting areas (aka 'redlining') B) Sniping/Tank sniping from within the protection of the red zone C) Instant, or near instant, death on spawn
I still feel like the removal of rewards for actions taking into or from within the redzone is a key component, but clearly more refinement is needed to address the whole scope of the issue.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.01 06:57:00 -
[13] - Quote
What I'm saying tho' is that there's no mechanical element to that, the desire for bragging rights is a player aspect. While I don't think CCP should waste resources trying to force people to play a certain way I do think that there are certain behaviors which are best not rewarded.
"LAV bumbercars" is a great example, CCP didn't force anyone to stop crashing their LAV and repairing it they simply removed the rewards for doing so, suddenly it wasn't being employed in every second or third match you spawn into. Redlining is much the same, will there be greifers who do it just for "the sweet sweet tears"? Sure. Will there be players who use it to settle scores? No doubt. Will there be folks like yourself who'll redline for the glory of defeating a specific opponent? Absolutely.
But there's no reason in the above why those choices should be rewarded with extra WP/SP/ISK (once your risk of loss is below a certain threshold it seems like 'extra' income to me). Furthermore as long as this extra reward remains active there are players who will redline for the rewards thereby increasing the overall amount of redlining and decreasing the overall game quality.
It's also important to remember that we're talking High Sec here, folks who really want bragging rights will be drawn to Low Sec and FW where both the pay and the bragging rights are better. What is more worthy of bragging over, shooting down EVE ships, smashing through entrenched ground fortifications, and dominating an enemy so badly that you take control of an entire district, planet or solar system.... or redlining a bunch of randoms over and over again?
It's like in Ambush a kill is not just a kill, you can go 5/0 spawn camping an uplink, or by dropping in off a ridge and taking out five enemy Mercs in a fire fight. The latter requires volumes more skill than the former.
Come end of the day there are reasons why High Sec, Low Sec and Null Sec aren't all just "space" in EVE and the same general context applies in Dust. If all new incoming, or casual players can be rofl stomped and then redline spawn camped by squads for Corp mercs farming them for points, well we simply won't retain many new players. Even game growth aside CCP declared the LAV bumpercars an exploit in essence because it broke the 'risk vs reward' mechanic around which D514 is based and rewarded redlining does essentially the same thing. It creates a situation wherein rewards are gained through repetitive low risk actions. However in the case of redlining its compounded by breaking the risk vs reward mechanic for the other team as well since they have very little chance of reward for the risks they're being required to take.
Redlining also isn't an indication of a superior team or skill (skill can lead to it but it's far from the only source). If you're spawned into a match on Line Harvest 20-70 seconds before the other team then you can nearly solo redline a whole team. Granted if the match stays 'you' vs whole team' you won't keep them redlined very long but your incoming team spawns into redline position while their team spawns into a shooting gallery. When a minute or less of spawn disparity can create a redline situation that's not about player skill and certainly shouldn't have a rewards mechanic which supports such a vast skew in the loss/gain dynamics of a match.
The current system isn't just bad for new players or less experienced players, it's bad for the economics of Dust, and thus the game as a whole.
0.02 ISK Cross
ps ~ I'll keep an eye out for that post |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.14 18:05:00 -
[14] - Quote
Overlord Ulath wrote:I don't argue that the current system is set up right, just that forcing people out of the redzone into certain death is wrong. You would basically be replacing one problem for another.
What would my solution to this issue be? Simple. Use your yellow line idea for the bases, as well as the loss of gain from farming redlined people in their bases and bases shooting out, however instead of forcing people out, make the MCC's move around the edges of the field. Whenever the MCC crosses over a base it fires on enemies who aren't in cover (obviously the base spawn points would have to be revamped to provide cover without allowing sniping out of the base to be too easy), when it crosses it's home base it fires on any enemies too near it, and if it gets too close to an enemy on the field, it fires on them. This last bit will prevent snipers and forge gunners from sitting on the edges of the map spamming death from the same spot all match. They will have to move around a lot more. Having the MCC's move around the map would also provide teams the ability to not spawn in a static location that can be easily camped and farmed. This would also make battles a lot more frantic and perhaps even more difficult for both sides since the "one side has an advantage on one side of the map" strategies would all go out the window.
I think this solution shows promise, I do wondering about the coding aspects but at a guess it doesn't seem like a huge increase on client load (I am uncertain). I really like the element of flux it would provide to the battle while still being patterned enough to allow for tactical play/adaptation.
Also having something like this involved would provide a greater possibility for balanced yet asymmetric map creation and I would quite thoroughly enjoy that.
How would you handle the MCC as it passes over the opposing base? Also what sort of shots would these be, are we talking precision strikes from the MCC or a different form of fire unique to it's mobile sweep/suppression role?
One final thought, if this were included, and the upcoming commander role were able to effect rate of orbit (perhaps even having a mechanic where the opposing MCC were made primary but at the expense of no ground fire during that time) that could add some interesting nuance to the mechanic even outside of the quickmatch play in High Sec.
I'll think more about this idea but on first blush I'm quite liking it. Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.16 18:21:00 -
[15] - Quote
@Fivetimes, I'll be responding in order.
That solution to LAV farming has been discussed in a few other threads and the point was rightly raised that such a 'fix' doesn't equally solve the problem for all players as there is no way to determin where the damaged is sourced before repairing thus in effect making the current "no WP for Reppers" hotfix into a permanent thing. That is akin to saying "if someone you kill has taken fall damage you get less than 50 WP for the kill" and is quite simply unacceptable. Any fix to Repair Tool related issues needs to NOT rely on singling out the Repair Tool and crippling how/when it is effective. Any solution that fails to be implemented at the macro game level, rather than the micro gear level will almost certainly bias the game award from proper Logi awards thus creating a fundamental imbalance (just as exists now within CODEX). The farming has to stay gone, no question there but limits on the Repair Tool are simply not the correct answer.
CCP has stated that non-hit scan mechanics are not even on the table due to a number of factors and some of the weapons (railguns for example) wouldn't really support a scatter effect very well, beyond which limiting range reduced their value as an AV asset thus eliminating their role on the field (remember fighters and bombers are still in the pipe so effective long range AV is still needed). I would support some sort of limited ammo effect but I'm dubious as to whether that would solve the problem, after all infantry snipers have limited ammo and they still participate in an identical problematic activity.
On to sniping, I find myself once again reminding you that *you* can easily hit and kill people with a sniper rifle from max range but that it doesn't equal *anyone* being able to. As I've said in some of your sniping posts I do agree sniping needs to be improved but as mentioned above CCP has taken off the table many of the "ballistic" style mechanics so things like bullet travel time and bullet drop are currently non-options for us. Sway is still an option of course but again changing snipers doesn't address the fundamental issue of this thread. If the redzone is the safest place to snip then snipers will use it regardless of how hard it is to be a sniper. The point is not "snipers are too good from the redline" the point is "fighting from inside the redline imbalances the fundamental 'Risk vs Reward' mechanic" as such fighting inside the redline needs to go.
Overall the last line of my above paragraph is the point, fighting inside the redline needs to go and no amount of tweaks to other aspects of the game will address the fundamental damage to the Risk vs Reward mechanic. As long as Mercs are able to use the redzone to amass WP/SP/ISK the problem will remain other changes will only alter the rate of gain, but if they're game wide that will result in a net effect of zero in regards to providing a redress for these problems. I also must question how thoroughly you've read the proposal because it would simply effect anyone within the Yellow Zone or targeting anything within the Yellow Zone. As such the range of the weapon being used it completely irrelevant to it's function.
@Overlord, I'll respond to your post after this one, trying to keep posts at a somewhat more readable size |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.12.16 20:23:00 -
[16] - Quote
Overlord Ulath wrote:Cross Atu wrote:I think this solution shows promise, I do wondering about the coding aspects but at a guess it doesn't seem like a huge increase on client load (I am uncertain). I really like the element of flux it would provide to the battle while still being patterned enough to allow for tactical play/adaptation.
Also having something like this involved would provide a greater possibility for balanced yet asymmetric map creation and I would quite thoroughly enjoy that.
How would you handle the MCC as it passes over the opposing base? Also what sort of shots would these be, are we talking precision strikes from the MCC or a different form of fire unique to it's mobile sweep/suppression role?
One final thought, if this were included, and the upcoming commander role were able to effect rate of orbit (perhaps even having a mechanic where the opposing MCC were made primary but at the expense of no ground fire during that time) that could add some interesting nuance to the mechanic even outside of the quickmatch play in High Sec.
I'll think more about this idea but on first blush I'm quite liking it. Cheers, Cross Ah, a response at long last. The weapons I was thinking for the MCCs were first a weak tracking, slower ROF blaster with more damage than a large blaster turret. Weak tracking so that if you keep moving quickly you are likely to avoid getting hit directly. I was thinking around 250-300hp per shot with half or a quarter the ROF of a breach AR. Overheats every 20 seconds, 12-15 second cooldown. The second weapon would be like a large missile turret, but fire a larger volley less accurately and with a larger gap between volleys. Kind of sweeping a carpet of missiles randomly across a patch of ground. I'm thinking 12 or 15 missiles per volley with a 10 or 15 second down time. Both teams would have to deal with the opposing team's MCC, so it gives no unfair advantage to anyone. The weapons are definitely formidable and something you want to avoid, but are not ungody death traps that are impossible to avoid As for the actual movement speed of the whole ship, I would say a medium to fast walking speed. Tank top speed when moving at top speed. As the MCC crosses over the opposing base it fires on any enemies out in the open. This adds incentive to people in the base to clear out before the enemy MCC draws too near. Put the spawn locations behind or under sufficient cover too keep the MCC from spawn killing people. If the enemy MCC is too close to your base, it would be safer to spawn on your own MCC, otherwise you wait until it passes and then leave your base. When the allied MCC is near your base it fires on all enemies and enemy vehicles within a certain distance of your redline. If enough of the enemy nears your redline the MCC speeds up it's circuit around the field and slows near the allied base to provide cover fire so you can leave the base. The MCC should also fire on any air vehicles that come within a certain range of it's cannons. This will help prevent any future "win button" turrets from camping people as they spawn in. And that dear friend is how to end redlining.
I agree that it's better to make the guns something other than the current Percision Strike. Furthermore I think having them high damage but non-splash and lower tracking speed would be a good call. Enough punch to take out a tank that wasn't moving but not creating an "pre-nerf NPC dropship".
I think I can see the purpose for the missile weapons but I do wonder if putting them on a cycle wouldn't create "pockets" which were safe and others which were consistently hit. I suppose the size of the volley and the cooldown could be tweaked until a method was found which avoided this though so perhaps it's a non-issue.
On balance not only would both teams have an MCC but MCCs are going to be player purchased at some point "SOONtm" so this would give a little extra value for that huge ISK investment.
Your movement methodology seems sound, and all in all it seems like the idea would be worth testing. The only hitch I could see is the development overhead but as I've no clear idea what that would actually be for this I'll leave that alone
The idea clearly changes the current dynamic which is what's required of whatever solution we go with because the current dynamic is the problem (not just some specific stat or sub-aspect).
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.12.18 09:48:00 -
[17] - Quote
I'm a bit confused as to why you only responded to half my post, but in any even my response to you follows.
Fivetimes Infinity wrote:
What are you even talking about? "Micro gear"? "Macro game level"? These don't mean anything to me.
Microcosm verses Macrocosm. Sorry if that was unclear. Simply put don't do lots of tweaks to gear in an attempt to solve what is fundamentally a map issue.
Quote: Anyway, there isn't anything to discuss here as this issue has been easily fixed in other games through differentiating non-enemy damage from enemy damage. Any issues you have with this solution are not really relevant, as they've clearly been addressed by other game systems, and thus you can just go and see what Planetside 2 or whatever did to solve the problem rather than broaching the issue here.
If you have specific solutions that you believe can be cross applied in an effective way to D514, do feel free to post them. Until such a time however those other games aren't actually part of the conversation since not everyone has played them nor is it reasonable to expect for everyone to do so. Point out the specific ideas you're talking about and how they'd address this issue within Dust and we'll go from there.
Quote: They said that having all weapons have calculated projectiles isn't possible. That's fine, I'm not suggesting assault rifles be non-hit scan. But you're obviously incorrect in saying that non-hit scan weapons aren't on the table, as that's exactly how the plasma cannon is going to work, how swarm launchers work currently, and so on. There are already weapons which are not hit scan.
I am not interested in discussing how railguns work in fictional settings and don't find it relevant to anything we've been discussing here. Nothing in Dust in real, so talking about how it does or doesn't work is moot.
I'm unclear as to what you're talking about here, firstly I wasn't trying to have a conversation about real world physics v fictional physics or anything of the kind. Secondly the hitscan references are specific to infantry guns as far as I'm aware and the reference was made within that context I didn't see any reason to single out things like the mass driver, swarm launcher, or grenades because it seemed quite clear they weren't part of this context, apparently I was in error in that regard. As such I'll put this another way, the solution to redline sniping issues isn't one of altering the various vehicle/infantry weapons used within some form of sniping context, it's a map issue and needs to be addressed as such
I hope that the above is less ambiguous to you. To be certain, and to reiterate the most relevant portion of my prior post (which wasn't directly addressed) I shall quote from my post above
Cross Atu wrote: but again changing snipers doesn't address the fundamental issue of this thread. If the redzone is the safest place to snip then snipers will use it regardless of how hard it is to be a sniper. The point is not "snipers are too good from the redline" the point is "fighting from inside the redline imbalances the fundamental 'Risk vs Reward' mechanic" as such fighting inside the redline needs to go.
Overall the last line of my above paragraph is the point, fighting inside the redline needs to go and no amount of tweaks to other aspects of the game will address the fundamental damage to the Risk vs Reward mechanic. As long as Mercs are able to use the redzone to amass WP/SP/ISK the problem will remain other changes will only alter the rate of gain, but if they're game wide that will result in a net effect of zero in regards to providing a redress for these problems. I also must question how thoroughly you've read the proposal because it would simply effect anyone within the Yellow Zone or targeting anything within the Yellow Zone. As such the range of the weapon being used it completely irrelevant to it's function.
I welcome hearing your direct response to the above quoted text. The addition of those solves you mention from other games, or any ideas you have with regards to fixing the macro level flaws currently inherent to the redzone.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.12.21 06:37:00 -
[18] - Quote
,, |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.12.21 21:18:00 -
[19] - Quote
Mistaken post (post with actual content in process) |
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