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J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.11.27 23:28:00 -
[1] - Quote
My purpose in creating this thread was to highlight some areas DUST 514 could use some love on, as well as just generally throwing out ideas for the devs at CCP to consider.
There are several interesting links I would like to post here, highlighting some cool ideas that I would like to expand on.
1. Dynamic Battlefields - DUST 514 Dev Blog
2. Hackable Doors, Gates, Objectives - DUST 514 Forums
I link these two pages here because of the interesting ideas they present, as well as CCP's long term vision for DUST.
As the dev blog speaks about, link #2 gives some cool ways to make DUST battlefields dynamic in the 'micro' way. Little things, like making hackable/destroyable gates, bridges, air defenses, etc. present small tactical problems that vary from game to game; should I simply destroy the door? Or should I hack it? Would lifting the bridge now help or hurt?
Objects like hackable doors and gates provide layers of defense and focal points for battle in the installations. Instead of everything focusing around a supply depot or null cannon, now certain areas like chokepoints are all the more important.
The micro level of change on the battlefield is important to a fresh experience within DUST. Once persistence, especially within null sec, descends upon DUST, even small tactical decisions echo throughout the highest levels of strategy. Thoughts a commander must take become more apparent, such as choosing a district to defend or attack. Considerations become more paramount, such as remembering that a recent battle destroyed all the gates defending a particular objective in the district, making it harder to defend.
These micro elements of interactivity provide a huge source of interesting possibilities in battle on the micro level.
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As a side note, this particular suggestion goes hand in hand with making persistant/dynamic objectives on DUST battlefields.
Why isn't DUST shield --> armor --> hull like EVE?
I always thought the idea of adding hull or "structure" to DUST was a grand idea, and mysteriously absent on CCP's part. As several posters in that thread bring up, armor is largely much more useless than shields because they do not provide a layer of defense. Once armor is gone, you are dead.
Structure, or hull, would provide another layer of depth to many facets of DUST.
Several implementations are below:
DUST mercenaries could be "bled out" after being reduced to the incapacitated state. Currently, there is no clear cut way to bleed out, although grenades and high explosives seem to do so occasionally. By giving DUST mercenaries 30-40 HP of structure (health, whatever you want to call it), an player could deny the enemy team revive points as well as revived mercenaries through a shot or two of an assault rifle.
Vehicles could be immobilized, but repairable, a greater incentive for players to spec into Logi. As usual, once reduced to zero armor and shields, the player inside would be killed, and the vehicle would come to a stop as well as set on fire. The fire would slowly eat away structure, until the vehicle finally exploded once and for all and nanites disintegrated it. Logisitics players could use repair tools to reverse the damage and heal the vehicle. The catch would be a player could only reenter the vehicle once it was restored back to 100% armor. Then, shields would begin to regenerate and the tank would be back in business. Another benefit of this is it could be used for a Salvage mechanic. Since the vehicle is not disintegrated, a team could repair it and use it for themselves, or claim it to their own assets.
Expanding on the Logi, mounted turret installations would also follow the same rules, giving another incentive past repairing armor to carry a repair gun. Logistics players could restore disabled turrets back to function, another avenue of point accrual.
Here is where it ties into the Installations as well. Destroyed bridges/doors/gates would leave jagged remnants of itself. A Logistics player could repair the objective as long as it had structure, as stated before. Again, if the ruins of the objective were shot at enough, then they would lose all structural integrity and be dissolved by nanites and remain unrepairable.
Another easy way to increase small level decision making and dynamic battlefields in DUST!
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Ideas/Themes for DUST 514 maps
The breadth of ideas by the community in that link is staggering, and I will not attempt to summarize them all. Many posts contain ideas about a new game mode or map.
My thought was, why waste time at all on making seperate game modes with different objectives for every map?
Why not just simply use the installations present as the objectives themselves? This could easily tie in with district capture mechanics on the macro scale.
To explain; each district would have its particular infrastructure. Depending on the infrastructure and installations present, the objectives that must be completed in order to capture it would vary.
For instance:
District 1 has no infrastructure. The capture threshold for that district is to win an Ambush match (Team Deathmatch).
In District 2, there is no major infrastructure, but to prevent easy capture like was the case on District 1, the owner has placed null cannons that must be captured and held in order to capture the district, increasing the difficulty of capturing that district. (That district's capture threshold would be Skirmish).
-[TO BE CONTINUED]- |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.27 23:28:00 -
[2] - Quote
-[Continued from Post 1]-
Here is where it gets tricky, and where we can brainstorm as a community!
Say you have a Skyfire battery on District 3. If there is only a Skyfire battery, the threshold for capturing a district or winning would be to hack the main control room and several targeting nodes (or something else, give me your ideas!) for a certain period of time.
Now I am going to present an idea to really make DUST battlefields dynamic.
Several combinations of Infrastructure could present a new "formula" for a game mode on a particular district!
Example:
District 4 has BOTH a Skyfire AND Null Cannons placed by its owner. The server would see this, and upon loading the battle, the game would become two stage: First, capture and hold the Skyfire battery, then once that is completed, clear the remainder of the district by capturing and holding the null cannons before your MCC is destroyed! (Sounds like the Old Skirmish, right?! :D)
Through clever use of installations contributing their own objectives, CCP could make each and every district special on the strategic level, and every game feel different due to the variables of terrain, defenses, and objectives!
So, what are your ideas as a community on this? What objectives could there be, and for what installations? What additions or edits would you make to this?
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Making the Objectives Immersive and Interactive
More ideas I thought of and would like to hear form my fellow mercenaries are on how to make installations and objectives more "interesting" then just hacking a console to win.
The more objectives that DO something and alter the game or map, the more dynamic and fun DUST will be.
One idea I saw was having a district shield installation that could be used to prevent all orbital bombardments. A way to make this more interesting, for example, would be to include a console on that that would turn it off and on in the middle of the match, presenting a secondary objective and a new way to approach the battlefield strategy.
Or, the Skyfire Battery (Which I am really excited to hear more about, if you didn't notice already) could be hacked during the battle and targeted BY THE ENEMY TEAM on the defenders own orbital support!
Ideas like these are what I seek from you guys, and I would love to hear your own thoughts on cool ways to make installations interactive.
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As a final note, many of these ideas are much more farsighted then the next build, and I realize that. District capture and player controlled installations are far down the road.
However, now is the time to start presenting ideas to CCP. The more we put out there, the more they can look at and see, and say "Oh wow, thats really cool, we should do that!"
In conclusion, thanks for reading, and please help this stay active, present your own ideas, tweak others, and just generaly brainstorm the various things I have presented here!
Thanks! |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.28 01:07:00 -
[3] - Quote
No feedback at all? |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.28 01:23:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:Topic way too broad in my opinion.
I do like the idea of having to capture the skyfire battery, and the null cannons should both these defenses be in place. I totally want objectives that actually alter the physical map, and have more tangible effects.
Yeah, I was trying to focus it more, but these ideas all kind of tied together in my head. I tend to have grand overciews of ideas. But lack all the details. I will try to edit it down. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.11.28 01:34:00 -
[5] - Quote
Cool, so you would say that gas planets would have less infrastructure and more control points? |
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