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Isaa Quade
ZionTCD Legacy Rising
107
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Posted - 2012.11.28 18:58:00 -
[1] - Quote
Hello everyone, I have a ton of ideas and suggestions for this game. This is going to be a thread of which I will add onto much in the future, and I hope will I will never be finished with. Now look, some of these ideas are pretty big, others are small. Some might seem like no brainers while others might seem silly. To me, however, they are simply what I would do if I were in charge of making this game. I am not, however, in charge of making this game, so I understand that some might seem blatantly stupid to people. We all have our own vision of New Eden, and of what Dust should or could be, and thats fine. At the end of the day I am making this thread because coming up with ideas like this and sharing them is fun. I present these ideas unorganized and in no particular order.
-Riot suppression missions
Remember when Tyrannis was coming out and we thought it was gonna be like sim city? We thought you would be able to manage worker conditions, pollution levels, and the food served in the cafeterias? Remember how disappointed we where when it turned out to be EVE: Clickageddon? Well why not go back to the original idea presented at fanfest of having planetary interaction be more like a mini game, where you can choose to run your installations like sweatshops, but risk outright backlash from your workers. When this happens, the assembly lines stop churning and you have to send in the mercs to lay on the smackdown. Missions like this could require you to put down riots while minimizing worker injury or death. As the disgruntled workers destroy machinery and try to kill you with small arms fire and improvised explosives, you have to incapacitate them with non-lethal weaponry like tazers, gas, and non-lethal ammunition while avoiding outright killing them and protecting crucial machinery. I think these missions could be fun, but also give Dust a real atmosphere that we've always known New Eden was like, but never got to experience first hand. New Eden is a cruel, uncaring universe in which the haves always win, and the have nots always get beaten with stun sticks.
-Exploration
So anyone who has zoomed out has seen how big maps in the full release are gonna be. I keep thinking to myself how great it would be to drop down to a random planet and just get to drive around a huge, randomly generated environment (ala Diablo 2 or Torchlight 2) filled with cave systems, forests and jungles, ruins of ancient cities, the occasional rogue drones, and abandoned industrial hell-scapes. Maybe you could use exploration as a salvaging mechanic. Maybe you could do base building. Maybe there would be no point what so ever and this is a stupid idea. Still, I can't help but wish for a way to finally explore New Eden with my own two feet and no objective, just the thrill of the unknown.
-Persistant battlefields
If I were a capsuleer (Which i used to be and most likely will be again some day) I would feel awful uncomfortable having the mercenaries i've seen so far running around my installations. So many explosions! Except, what if this was a mechanic? What if the environments in Dust where destructible? I'm not asking for Frostbite Engine level mayhem here (though it would be cool), just simple destruction. Heres the catch: the capsuleer has to pay for the damage. He may decide to deduct pay from your contract if too much stuff gets sploded. What results is combat strategies geared around minimizing collateral damage in some missions. As a last ditch strategy, the losing team might begin using scorched earth tactics to lower the pay of the other team, and using heavier, more inherently deadly weapons suddenly becomes a liability rather than a no-brainer. But wheres the persistence? The more battles occur in a single battlefield, the more it starts to show the scars of war. After a few battles, there might be some craters laying around. After a few dozen, bullet holes and scorch marks line the walls of installations. After hundreds, the skies are dark and steel colored and the ground is resemblant of swiss cheese. The damage to buildings disappears once repaired, but the craters will stay a permanent testament to the value of the land in which they lay.
-Call for medic button
One of the things that was great about Team Fortress 2 was this little feature. even without a mic, you where given a basic level of communication with which to ask for health. It wasn't hard to get to, just a button you could press at any time. I think this would improve Dust tremendously.
-Custom/ corp paint schemes
EVE is headed towards this feature, and so should dust. Being able to make your own color schemes for your suites, weapons, and vehicles would be neat. Corporations could also make color schemes that their members would then opt in or out of applying to their equipment. Right now unless you look at the scoreboard, it really is hard to know when you are going up against another corporation. Having two corps fight it out in full dress would really be spectacular.
-Squad/ officer/ vehicle chat
Chat in this game is clumsy. Trying to co-ordinate between different squads in the same corp is nightmarish, and I think it could be elegantly fixed. In battle there are three chat rooms. Squad, officer, and vehicle. Squad chat is left as it is currently, and squad leaders can switch to officer chat where they can discuss how best to move their units. Vehicle chat is switched on the moment you enter a vehicle, and will enable you to chat with other mercs in the same vehicle as you, regardless of which squad they are in.
-Squadfinder
Im really surprised this didn't make the jump from EVE.
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Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2012.11.28 18:58:00 -
[2] - Quote
-"flare" modules for vehicles
Swarm launchers are separated into two categories, smart and dumbfire. Dumbfire launchers fire very fast, high damage rockets, while smart launchers fire slow moving, low damage, tracking projectiles. Vehicles can equip "flare" modules that disrupt tracking missiles and cause them to malfunction. The modules do not, however disrupt dumbfire rockets. Similar to electronic warfare modules in EVE, the flare modules will have different meta levels. Lower level modules have less chance of causing incoming missiles to malfunction, while higher level modules are guaranteed to disrupt lower level missiles. Conversely, missile launchers will also have a higher chance of resisting disruption the better the weapon is.
-Neocom animation
When in a station have your mercenary diddle around on his arm computer thingy when you open the neocom :P
-"Smoke" grenades
It is understandable that only the squad leader can set attack/ defend objectives and rally points. However, there should still be a way for your basic grunt to do some strategizing. While smoke grenades do not create actual smoke, they create a beacon on everyone's hud that can be used to broadcast the element's current location, a dropship LZ, or an objective in need of assistance.
-Weather
I have been amazed so far at how different the maps can feel in each of the "moods" CcP have been making. Weather would also be a nice addition. Things like rain, sleet, or snow could range from light to moderate to severe. In moderate conditions, rain might pool in craters, sleet might stick to your visor, and snow might form drifts. In severe weather, vision is severely impaired and wind makes flying dropships difficult.
-Different optics
Going along with weather, vision modes can be equipped as modules. In severe weather where visibility is bad, someone equipped with thermal optics can kill with efficiency. At night time, night vision modules will be almost necessary to see while away from well-lit areas like installations. All in all, this should shake up fittings. No single fitting should be able to dominate in any given situation. People who read the mission brief and plan accordingly should always have a leg up on the competition.
-Map variation
Dust needs more close quarters combat. Now before you say anything, no, I am not one of those people who says that Dust needs to emulate Call of Duty's small maps in order to be a good game. Battlefield 3 tried doing such a thing and I think it is a worse game because of it. As I said above, no single fit should ever reign supreme. Changing environments should require rapid shifts in tactics. If some objectives in Dust where in underground, close quarters bunkers, it would provide a interesting mix to tactics required to win. Imagine if one second you are in a massive overland area with gunships doing bombing runs, tanks shelling infantry from kilometers away, RDVs and Dropships swooping in and dropping troops and vehicles off, then the next you are in a maze of tight corridors with death waiting around every corner, and the echoes of gunfire coming from every direction. All of a sudden, your sniper or assault rifle is useless, as the superior spread of shotguns and SMGs dominates. Tactics should evolve constantly during combat, and lasting the whole game while using one fit should be impossible.
-Randomly placed assets
I an excuse the constant use of one map type. The installations we fight in are designed to be dropped down from space and rapidly assembled on the planet. It makes sense we would see the same layout over and over. What would be interesting though, is if the crates and vehicles and "clutter" props on these maps where randomly placed each round. The map itself stays the same, while the actual lines of sight and flow of combat are modified, requiring you to get acquainted with the layout each time. A great camping spot one round might be useless another round since it's view of the battlefield is blocked. Memorizing maps would be useless since there would always be just enough changed each time to ruin cookie cutter strategies.
-More interactivity with maps
Maps right now just seem so...sterile. Nothing moves, doors are welded shut, and its really hard to see the installations that were fighting for actually...used. Doors should be able to open and close, The forklifts and trucks that are scattered across the map should be destructible, and the maps should just do...something. Anything! Please just make them interesting. We are supposed to be fighting over factories and refineries. What about a robotic assembly line that is still making space ship parts as we fight around it? What about robotic drones that zip around the battlefield picking up containers and rearranging them, changing the layout of the map as fight in it? What if you could shoot down the drones as they pick up the containers and...oh i don't know! Just make the maps less boring and I will shut up. That being said, I do love the grandeur of the structures. They are build on an EVE scale, and the Dust mercs seem so tiny in comparison. It really does feel like we are simply a tiny part in a much much bigger universe. |
Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2012.11.28 18:59:00 -
[3] - Quote
-Vehicle wrecks
Coming off a similar vein as the last suggestion, the battlefields dont feel like battlefields right now. In a dev vlog one of the devs stated that the Dust weaponry is supposed to be super advanced and its so dangerous that a person not wearing a dropsuit would be injured by it....but it doesnt feel that way. Our weapons dont do any sort of damage to the buildings....not even 2D bullet decals. The one thing that makes the map feel like zones of conflict are vehicle wrecks. Nothing says war like a burned out tank! ...But they disappear so quickly. Now this makes sense with the given effect because its like swarms of nanobots ripping them apart for salvage, but could you pleae just tell them to cut it out? I like cover changing on the battlefield. I like blowing up and enemy LAV then hiding behind it's burning wreck from gunfire. I like having my dropship get shot down then using it as cover from the horde of angry somalians...i meant mercenaries that come to finish the job. it makes the battlefield feel more chaotic and messy, and its just plain fun to do.
-ISK loss
So at the end of each match we are given a screen that does a pretty good job of showing our ISK and skillpoint gain. That being said, sometimes its kind of hard to know if i'm breaking even with equipment loss. It would be pretty neat if the screen also added up all the equipment lost and then showed you the number as well as ISK gained.
-Ballistic shields
Essentially riot shields. They are mounted on the left arm in the light weapon slot. While inactive they disappear, but when the left bumper is held, they appear. It takes about a second for the shield to charge and appear, so you cant use them to block already incoming shots. Once activated, you cannot sprint but can use any weapon in the side arm slot. So whats the point? Well, the current gun game in Dust is very cover based. While some people have a beef with this, I actually enjoy it. Having mercs form up behind a shield and make pushes on objectives, or into buildings would add an element of strategy and cooperation that is always welcome in an FPS.
-Bullet penetration and ricochet
When objects moving very fast hit something, they usually don't stop. Bullets usually penetrate what they hit or at least ricochet. The fluff around weapons in this game is just silly. All this story about how powerful the assault rifle or smg is is embarrassing when in game hiding behind a two-inch piece of sheet metal can stop any projectile. Thin cover should be able to penetrated by bullets, damaging anybody behind it at two thirds the bullets normal damage. Bullets that hit walls at an angle should ricochet off it, damaging anyone they hit at one third normal damage. |
Isaa Quade
ZionTCD Legacy Rising
107
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Posted - 2012.11.28 18:59:00 -
[4] - Quote
Reserved |
Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2012.11.28 18:59:00 -
[5] - Quote
Reserved |
Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2012.12.04 00:41:00 -
[6] - Quote
Bump? |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.12.04 00:54:00 -
[7] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=37174&find=unread |
WHz DS9899
Doomheim
136
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Posted - 2012.12.04 01:30:00 -
[8] - Quote
Last one should be called ISK profit, which should be there instead of ISK gain. Nobody cares how much theygot from a single match;they care how much they profitted from it. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.12.04 08:37:00 -
[9] - Quote
WHz DS9899 wrote:Last one should be called ISK profit, which should be there instead of ISK gain. Nobody cares how much theygot from a single match;they care how much they profitted from it. Good luck on that when there's a player-controlled market and prices aren't fixed?
You've got 10 Scout suits, 3 of which you paid 600 ISK for because a friend hooked you up, 2 of which you bought in a high-demand low-supply system and had to pay 150,000 ISK each for, and the remaining 5 of which you got from someone with a lot of Scout suits they were trying to get rid of for 5,000 ISK each. What's your profit when you die 3 times? Do you call that based on the highest price for the suit? The lowest? The average? Or the value of the materials the suit is made from?
EVE uses material values, from what I've heard. Giving DUST players something similar would be nice, but at present, we don't know if that's the case, or if it's going to ever be the case. |
Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2012.12.04 17:17:00 -
[10] - Quote
Garrett Blacknova wrote:WHz DS9899 wrote:Last one should be called ISK profit, which should be there instead of ISK gain. Nobody cares how much theygot from a single match;they care how much they profitted from it. Good luck on that when there's a player-controlled market and prices aren't fixed? You've got 10 Scout suits, 3 of which you paid 600 ISK for because a friend hooked you up, 2 of which you bought in a high-demand low-supply system and had to pay 150,000 ISK each for, and the remaining 5 of which you got from someone with a lot of Scout suits they were trying to get rid of for 5,000 ISK each. What's your profit when you die 3 times? Do you call that based on the highest price for the suit? The lowest? The average? Or the value of the materials the suit is made from? EVE uses material values, from what I've heard. Giving DUST players something similar would be nice, but at present, we don't know if that's the case, or if it's going to ever be the case.
I still think there would be a way to do it. Maybe have a detailed breakdown available in the merc quarters of items lost and how much they cost you, AND what those items will cost to replace. Maybe even have a "go to marketplace button" available like with fitting |
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Octavian Vetiver
Dog Nation United Relativity Alliance
152
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Posted - 2012.12.04 18:06:00 -
[11] - Quote
Garrett Blacknova wrote:WHz DS9899 wrote:Last one should be called ISK profit, which should be there instead of ISK gain. Nobody cares how much theygot from a single match;they care how much they profitted from it. Good luck on that when there's a player-controlled market and prices aren't fixed? You've got 10 Scout suits, 3 of which you paid 600 ISK for because a friend hooked you up, 2 of which you bought in a high-demand low-supply system and had to pay 150,000 ISK each for, and the remaining 5 of which you got from someone with a lot of Scout suits they were trying to get rid of for 5,000 ISK each. What's your profit when you die 3 times? Do you call that based on the highest price for the suit? The lowest? The average? Or the value of the materials the suit is made from? EVE uses material values, from what I've heard. Giving DUST players something similar would be nice, but at present, we don't know if that's the case, or if it's going to ever be the case.
It is....insurance for ships is based off the mineral prices. Only covers the hulls though. Doesn't do anything for faction ships and tech 2 ships. You don't even make back 70% of loss on them. |
Deranged Disaster
Seraphim Initiative. CRONOS.
65
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Posted - 2012.12.04 21:25:00 -
[12] - Quote
Really nice ideas pal. It would be great if they were implemented even though I think some of them are quite difficult, specifically that exploration map. People will QQ "the client is too big". Personally I could care less if the client is even 50gb or more, as long as it has some exploration. Anyways, that said the destruction part sounds really interesting, could definately create some awesome strategies and leave you secondaries when you know you will lose a certain battle. |
Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2012.12.05 02:01:00 -
[13] - Quote
Deranged Disaster wrote:Really nice ideas pal. It would be great if they were implemented even though I think some of them are quite difficult, specifically that exploration map. People will QQ "the client is too big". Personally I could care less if the client is even 50gb or more, as long as it has some exploration. Anyways, that said the destruction part sounds really interesting, could definately create some awesome strategies and leave you secondaries when you know you will lose a certain battle.
I know that theres no way in hell a lot of these ideas will get implemented. It's just fun to imagine 'what if'. That being said Im trying to sprinkle in a lot of plausible stuff as well. |
DarkShadowFox
Villore Sec Ops Gallente Federation
238
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Posted - 2012.12.05 02:53:00 -
[14] - Quote
Agreed +1
Now like it cause you all agree Dx |
Isaa Quade
ZionTCD Legacy Rising
107
|
Posted - 2012.12.10 01:37:00 -
[15] - Quote
Two more ideas, bumpy :p |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
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Posted - 2012.12.10 12:59:00 -
[16] - Quote
I am commander cat and this is my favorite post on the citad... Jita. |
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