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Overlord Ulath
Doomheim
85
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Posted - 2012.11.29 12:12:00 -
[1] - 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. One glaring issue with this you did not address. When you are redlined and the enemy is covering all exits, giving people a timer to get out of the yellow zone would be forcing people clearly overwhelmed into either marching to their own death or committing suicide. I understand the logic behind it, but since this is for High Sec where you both say the slaughter rule definitely should NOT go, people totally out classed will be forced to cross the line knowing there is nothing but an instant death once they cross the threshold. Also, if they are truly redlined and cannot even get out of the base, auto death even if they take the only cover they can find in their base.
(Side note: I don't see not getting points stopping people. This IS a game, and in this game people want to kill stuff quickly and have fun. People already have a cap to deal with, and WP has no serious impact outside of battle. ISK will be no issue once EVE is fully connected, so what's stopping them?)
Those are my thoughts on the matter. |
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.01 03:39:00 -
[2] - Quote
Cross Atu wrote: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 A key component, definitely, but definitely not THE key component. If I had the oppertunity, would I redline the hell out of a full team of imperfects even if I had no rewards for it? Your goddamn right I would!
You might think me petty, you might think me cruel, but holding the upper hand over another known group in an overwhelming manner is bragging rights city. And you know how people love bragging rights. Hell, COD's whole prestige system is based off of bragging rights and that's one of the highest grossing FPS brands of all time. MAG had shitloads of medals, all of the console ones have lots of trophies and achievements. Not trying to draw a comparison here between them, just pointing out that bragging rights is an important thing to many people.
(Speaking of bragging rights, be on the lookout for my next thread on bragging rights dropsuits)
Mr. Garrett up there's thread on different spawning methods did cover an interesting means of fixing this issue, even if it wasn't the main intent. Give an option to fire out of the MCC cannon via a capsule shell that is aim-able by the character up to a certain distance into the field, which opens up upon landing allowing the merc to immediately be ready to fight unlike with inertial dampeners. |
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.01 12:56:00 -
[3] - Quote
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. |
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.15 15:09:00 -
[4] - Quote
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. |
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.20 12:26:00 -
[5] - Quote
Fivetimes Infinity wrote:I also don't like this idea, as it takes several issues that are legitimate issues, and attempts to "fix" them with a blanket solution which really wouldn't fix them at all.
First, LAV repairing. This is an incredibly easy fix and is something you can see addressed successfully in any number of games, including Planetside 2 most recently. Simply make any non-enemy damage to friendly targets award no points for repairing. It's as simple as that.
HAV sniping from atop some vantage point is another legitimate issue, but once again, the issue is that HAVs can just sit someplace and spam fire down all day. As with sniping, if this were changed you'd still have HAVs sniping ad nauseam from safe locations, only rather than being behind a redline, they'd be right next to it. Just shooting from the hip, but two potential solutions to this would include a certain degree of scattering for HAV weapons that makes them less reliable vs. infantry at longer ranges, and for vehicles to have limited ammunition (with some mechanic to support vehicle resupplies, akin to infantry resupply). This is just a very off-handed idea about this issue though and not something I'd necessarily hang my hat on. I'd simply say that there are other solutions to this issue which would have a real effect on the issue of tanks just parking themselves someplace far off and spamming fire down someplace all game.
Sniping from behind the redline similarly avoids entirely the issue with sniping, in that you can easily hit and kill people with a sniper rifle from the max range of that rifle. Sniping, something I've written about myself at length, is a major problem-area with this game. It needs many changes to it in order to bring it in-line with other forms of infantry combat. One side-effect of some of the changes I've proposed -- that is, bullet travel time, scope sway, and bullet drop over time -- is that sniping from a far-off distance like the redline is in many games relative to the fighting would be much more difficult. Sniping from closer-in, where the effects of such changes would be minimized, would be something snipers would be more inclined to do. In any case, the issue here is with sniping in general.
Overall I find this change totally unnecessary. I think magically making kills not count because you're in a certain area is a very, very clumsy way to address legitimate issues with the game. I don't believe you can solve these problems with a brute-force tactic like the "yellow zone". While snipers in the redline is frustrating, as are HAVs, they will be mostly unaffected by such a change, unless the change is so egregious that it forces people right into AR range before they can get credit for kills. *AHEM*
Overlord Ulath wrote: 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.
Fixed.
Also, I have no idea where the whole repairing issue came up in this thread, but this is not a repair tool thread.
Lastly
Fivetimes Infinity wrote: The solution of redline sniping is absolutely to change the weapons used in this sense, as the problem isn't redline sniping, it's the ability for certain weapons/vehicles to fire, at extreme ranges, essentially indefinitely, with very limited recourse available for the other team.
Or allow people to spawn outside the line via the mobile MCC. Which fires weapons at nearby enemies. And allows people to avoid the camping fest which is redline sniping
Note: That's how you avoid typing long winded posts. |
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.21 20:10:00 -
[6] - Quote
? |
Overlord Ulath
Doomheim
85
|
Posted - 2012.12.25 02:37:00 -
[7] - Quote
Cross Atu wrote:Mistaken post (post with actual content in process) Still waiting with bated breath my friend. |
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