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Jos Shinobi
Pro Hic Immortalis RISE of LEGION
36
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Posted - 2012.12.12 19:08:00 -
[1] - Quote
These are some ideas I had regarding P.I. in Dust.
- Seeing a correlation between the map fought on in Dust and the installations placed through PI.That would just be cool.
- The possibility of seeing buffs for PI that you may interact with in Dust. Specifically, I was thinking of population centers that provide bonuses to mining, research, or production; something along those lines. These would be destructible in Dust and provide variable bonuses dependent on the nature of the buff. Your factory might have a slum on the outskirts that lives off your refuse, thus lowering operating costs (think Favela from COD:MW2). Or you might build a ritzy apartment complex for high level, high salaried engineers and scientists that increase output (think of the Chernobyl apartment complex from COD:MW 1 before they went to hell). How much you put into the complex would determine the extent of the buff.
- An actual non combatant AI population for these centers. I imagine the following: Each pop. center has a capacity dependent on the size and nature of the center. As a means of depriving you of your bonuses, an attacking force might assault the pop. center instead of a heavily protected base. They have the option of culling the population or using 'cattle car' equipped RDV's to kidnap the civvies for their own installations or for sale. The slums would have a large free to replace population that mitigates losses but only provides a small bonus while the 'Ritz' has a smaller population that costs a metric ton of isk to replace but provides a massive buff.
Now imagine rolling through in your powered armor and LAV as citizens scramble to get away. Or sniping from a prepared position in someone's apartment as the AI owner huddles in the corner.
- Being able to invest 'seed money' or valuable items These would provide significant buffs but at the cost of being unavailable for use and at the possibility of being stolen. This also goes with something else I'd like to see, optional objectives. Think 'Kelly's Heroes.' Your corp goes in to 'liberate' a planet from its current occupants. You know through espionage and sensor scans that the current owner has placed a highly desirable item there and so you receive orders to break off with a squad in a stealth dropship, and if at all possible, steal it.
Obviously, the buffs would have to be significant or the 'investor' won't bother, but it won't be automatically protected either. That's up to the defending force, sometimes anonymity is your best defense. Additionally, successfully getting away with the item would have no effect on the outcome of the match and might even be dependent on winning that match.
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Altessan Vigarde
Crux Special Tasks Group Gallente Federation
84
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Posted - 2012.12.12 21:02:00 -
[2] - Quote
PI affecting battles has already been confirmed, as for Civiies i feel as though they'd be more distracting than interesting, also couple of problems with Civies.
-In a Eve no one really cares about Civies, starship pilots are the upper .001% of the population economically, and they have nearly all the money.
-I'd expect Civies to get as far away from useful infrastructure as quickly as they can the moment they see a warbarge in orbit.
-Having Civies in combat would produce unholy amounts of Lag.
I like the idea of secondary objectives, but as is, they're already part of the game-taking out a dropship, tank, or command node might be as useful in game as capturing a null cannon. Also we're paid to fight a battle not go off on our own and hunt for treasure, although I do hope for some PVE or PVP that does not involve conquest and involves instead fighting drones and other players for useful and rare salvage. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
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Posted - 2012.12.12 21:15:00 -
[3] - Quote
My idea is to mame game modes vary depending on the infrastructure present on each district via a "game mode formula".
So for example storage depot + null cannons = capture null cannons and proceed to destroy storage.
Or, shield + biomass processer = disable shield generator, then sabotage the biomass processing plants controls.
With the amount of installations likely to be present, it would be a great way to make games dynamic and strategy filled. It would make each match different and demand quick on the feet commanders to make desicisons for each match |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.12.13 01:58:00 -
[4] - Quote
I fully endorse this thread. That ties in different aspects of the game and deepens the experience. |
Jos Shinobi
Pro Hic Immortalis RISE of LEGION
36
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Posted - 2012.12.13 04:26:00 -
[5] - Quote
Altessan Vigarde wrote:PI affecting battles has already been confirmed, as for Civiies i feel as though they'd be more distracting than interesting, also couple of problems with Civies.
-In a Eve no one really cares about Civies, starship pilots are the upper .001% of the population economically, and they have nearly all the money.
-I'd expect Civies to get as far away from useful infrastructure as quickly as they can the moment they see a warbarge in orbit.
-Having Civies in combat would produce unholy amounts of Lag.
I like the idea of secondary objectives, but as is, they're already part of the game-taking out a dropship, tank, or command node might be as useful in game as capturing a null cannon. Also we're paid to fight a battle not go off on our own and hunt for treasure, although I do hope for some PVE or PVP that does not involve conquest and involves instead fighting drones and other players for useful and rare salvage.
Though I hadn't considered your last two points, I don't see the relevance of your first. I never implied they were important, just worth money. Plus the added complexity makes things more interesting.
Taking out vehicles would be useful in game, but you're thinking too small. By secondary objectives, I meant goals not immediately useful to victory in a match. Rather, achieving these goals affects the bigger picture of galactic combat. By stealing these items, you have taken a valuable item from that enemy and deprived him of a powerful buff in one stroke.
As for the whole 'we're not being paid to go treasure hunting' thing, I suggest you read up on the real life history of mercs in the 20th century. Especially their first appearance in the 1960's Congo. Profit is the name of the game, killing people is just a bonus. |
Deranged Disaster
Seraphim Initiative. CRONOS.
65
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Posted - 2012.12.13 08:21:00 -
[6] - Quote
I like your ideas Jos, surely will add more in depth strategies and definately more immersive experience. |
IgniteableAura
Pro Hic Immortalis RISE of LEGION
12
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Posted - 2012.12.13 15:01:00 -
[7] - Quote
I would see it extending even into the ideas of capture points that provide additional buffs in battle as well. Things like supply depots that provide 10% buff to ammo capacity. Or factory that improves infantry weapon damage by 5%. An Engineering bay that increases armor by 10% A webbing battery that reduced infantry speed in a large radius around it.
These things could even be installations you bring down onto the battlefield, but can be hacked/captured by the enemy.
There are plenty of RTS games that provide a mechanic similar to this. In where a gold mine or relic provides a substantial boost to your production.
Treasure hunting could involve rare BPOs.......and who doesnt want more BPOs
Its the small things like that can influence a battle in either direction. |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
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Posted - 2012.12.13 15:07:00 -
[8] - Quote
The civiallians provide game mode possibilities
Basic example - On a controlled or contested planet where player owned PI is maintained. Defending team has to defend the AI Civilians throughout the facilities. Attacking team will attempt to kill them, having a time limit (of how long their MCC can maintain immediate contact within the planet to provide clone support), and have a limited number of clones to achieve the goal. |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
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Posted - 2012.12.13 15:07:00 -
[9] - Quote
IgniteableAura wrote:I would see it extending even into the ideas of capture points that provide additional buffs in battle as well. Things like supply depots that provide 10% buff to ammo capacity. Or factory that improves infantry weapon damage by 5%. An Engineering bay that increases armor by 10% A webbing battery that reduced infantry speed in a large radius around it.
These things could even be installations you bring down onto the battlefield, but can be hacked/captured by the enemy.
There are plenty of RTS games that provide a mechanic similar to this. In where a gold mine or relic provides a substantial boost to your production.
Treasure hunting could involve rare BPOs.......and who doesnt want more BPOs
Its the small things like that can influence a battle in either direction.
Yep, and the game modes\achievements can be numerous. Don't need just one set one. |
Jos Shinobi
Pro Hic Immortalis RISE of LEGION
36
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Posted - 2012.12.13 17:26:00 -
[10] - Quote
fahrenheitM wrote:The civiallians provide game mode possibilities
Basic example - On a controlled or contested planet where player owned PI is maintained. Defending team has to defend the AI Civilians throughout the facilities. Attacking team will attempt to kill them, having a time limit (of how long their MCC can maintain immediate contact within the planet to provide clone support), and have a limited number of clones to achieve the goal.
That was my train of thought. |
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Jos Shinobi
Pro Hic Immortalis RISE of LEGION
36
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Posted - 2012.12.13 17:48:00 -
[11] - Quote
Jos Shinobi wrote:
- Being able to invest 'seed money' or valuable items These would provide significant buffs but at the cost of being unavailable for use and at the possibility of being stolen. This also goes with something else I'd like to see, optional objectives. Think 'Kelly's Heroes.' Your corp goes in to 'liberate' a planet from its current occupants. You know through espionage and sensor scans that the current owner has placed a highly desirable item there and so you receive orders to break off with a squad in a stealth dropship, and if at all possible, steal it.
Obviously, the buffs would have to be significant or the 'investor' won't bother, but it won't be automatically protected either. That's up to the defending force, sometimes anonymity is your best defense. Additionally, successfully getting away with the item would have no effect on the outcome of the match and might even be dependent on winning that match.
Also, given the cutthroat nature of Eve, I'd want to see the mercs hired to defend the planet and PI item given the chance, with good intel, to steal it for themselves |
Marcus Stormfire
Star Frontiers Alpha Dawn Ignore This.
6
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Posted - 2012.12.14 04:20:00 -
[12] - Quote
I like the Ideas. With that said I think the Canon of the game states that civilians do not want to go anywhere near capsuleer structures. We tend to pacify the local population to make room for our command centers.
Couple things.
-The PI structures I thought were all automated? Or perhaps mostly automated.
- I hope to see capsuleer build fortresses that Dust players can fight to defend or take.
-Marcus Stormfire |
Octavian Vetiver
Dog Nation United Relativity Alliance
152
|
Posted - 2012.12.14 05:18:00 -
[13] - Quote
Marcus Stormfire wrote:I like the Ideas. With that said I think the Canon of the game states that civilians do not want to go anywhere near capsuleer structures. We tend to pacify the local population to make room for our command centers.
Couple things.
-The PI structures I thought were all automated? Or perhaps mostly automated.
- I hope to see capsuleer build fortresses that Dust players can fight to defend or take.
-Marcus Stormfire
No, quite a lot of capsuleers in canon have baseliner staff and workers. Even planet side has it's workers for PI. Though in high sec CONCORD would be overseeing it partially along with faction government oversight to avoid abuses of power. Low would be less stringent with maybe faction only and some SOE elements. As for nul....anything goes. Workers not performing to standard, fire them and send them elsewhere. Unless the capsuleer is a complete nut. Then they might just off them. Or have them taken care of..... |
Altessan Vigarde
Crux Special Tasks Group Gallente Federation
84
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Posted - 2012.12.14 06:24:00 -
[14] - Quote
Jos Shinobi wrote:Altessan Vigarde wrote:PI affecting battles has already been confirmed, as for Civiies i feel as though they'd be more distracting than interesting, also couple of problems with Civies.
-In a Eve no one really cares about Civies, starship pilots are the upper .001% of the population economically, and they have nearly all the money.
-I'd expect Civies to get as far away from useful infrastructure as quickly as they can the moment they see a warbarge in orbit.
-Having Civies in combat would produce unholy amounts of Lag.
I like the idea of secondary objectives, but as is, they're already part of the game-taking out a dropship, tank, or command node might be as useful in game as capturing a null cannon. Also we're paid to fight a battle not go off on our own and hunt for treasure, although I do hope for some PVE or PVP that does not involve conquest and involves instead fighting drones and other players for useful and rare salvage. Though I hadn't considered your last two points, I don't see the relevance of your first. I never implied they were important, just worth money. Plus the added complexity makes things more interesting. Taking out vehicles would be useful in game, but you're thinking too small. By secondary objectives, I meant goals not immediately useful to victory in a match. Rather, achieving these goals affects the bigger picture of galactic combat. By stealing these items, you have taken a valuable item from that enemy and deprived him of a powerful buff in one stroke. As for the whole 'we're not being paid to go treasure hunting' thing, I suggest you read up on the real life history of mercs in the 20th century. Especially their first appearance in the 1960's Congo. Profit is the name of the game, killing people is just a bonus.
Still not keen on Civies, but i do like your idea for secondary objectives, we'll have to see how it all plays out once the redline is gone and maps expand. Right now maps are too congested for secondary objectives, but as things open up that's definitely an option.
Also this could be it's own game mode, mercs, wandering the battlefield trying to keep a low profile while seeking out valuables while the opposing team hunts them.
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Jos Shinobi
Pro Hic Immortalis RISE of LEGION
36
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Posted - 2012.12.14 06:55:00 -
[15] - Quote
Altessan Vigarde wrote:Also this could be it's own game mode, mercs, wandering the battlefield trying to keep a low profile while seeking out valuables while the opposing team hunts them.
I like this!
A scavenger mode in which a third faction; looters, pirates, interested party, whoever goes into a null sec match already in progress with a mission to steal. Sometimes something in particular, other times just what can be found.
This third party would lack completely any mcc or spaceship support. They would have to rely on stealth, drop uplinks, and CRU equipped vehicles. They would only be able to call in a single vehicle each in the first minute after they enter the map. And finally they would need a pickup to get the goods home safely.
I would totally play that! |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
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Posted - 2012.12.16 23:32:00 -
[16] - Quote
I like this idea because I could see it being made so both EVE and DUST players can interact with it. Here is my own version of the idea:
EVE side: New PI feature. We already move people in EVE. We could actually transport civilian worker populations around to planets as a means of providing bonuses to PI. There could be a natural loss due to work place accidents.
DUST side: DUST merc game mode where they attack or defend housing complexes. Actually seeing civilians may or may not be important for this. It could be something like hacking an access point for the housing area. It would be great though if you could actually see and take down that civilian population itself.
EVE side: I see this one of two ways. Either Civilian Housing can be its own PI structures that become the maps for DUST mercs, or Civilian workers could be put into a slot for that structure, making it work better. Those slots could represent 1000 workers, or maybe 100 workers. Their number could slowly deplete over time like a percentage bar and needing to be filled.
DUST side: If it works like its own structure that could make it easy to know how many maps it would provide when placed in a District. If it works the other way then the map can just be generated because a nearby structure has workers. The game mode could have the MCC in the distance shooting at a shielded civilian area, while you fight a group defending some defensive infrastructure. That defensive infrastructure may be something linked to the shields defending the workers. Something where attackers taking it down makes it more vulnerable to the MCC's damage.
EVE side: If your enemy has a lot of PI to fund their POS fuel, or something else, you can put out a contract for DUST groups to attack their civilian workers and cutting down their bonuses. It would not break their production, but it may stop a competitive edge when setting prices for the goods made by those resources.
So my idea is that it gives market PVPers in EVE reasons to make their own DUST merc contracts. Right now we can see reason for FW and Sov holders to hire DUST mercs, but this adds another area of connection between the EVE and DUST players. A little more depth.
Hmm, that last game mode idea. What do you guys think? Attacking MCC shooting at a dome shield protecting civilians in the distance while attackers and defenders fight over a defensive complex... Maybe Null cannons shooting at the MCC when defenders hold. Maybe a single point like that one game mode. Then when attackers hold it the null cannons go offline and the MCC has more time to take down the cities shields. The city, or civilian complex having more power for shields than an MCC, the the attackers are buying time for the MCC to do more damage. |
Aidan Torrall
Villore Sec Ops Gallente Federation
14
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Posted - 2012.12.17 04:56:00 -
[17] - Quote
Quite possibly my favorite thread. Great ideas. |
Deranged Disaster
Seraphim Initiative. CRONOS.
65
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Posted - 2012.12.17 13:37:00 -
[18] - Quote
I don't think it would cause a whole lot of lag. The PVE gamemode will have drones, which I'm guessing are bigger than the mercs. If adding PVE with drones in the game is possible, I don't see why the civies would cause any massive lag, since the civies are definately smaller and they dont have to be greatly detailed. |
Mavado V Noriega
SyNergy Gaming
2283
|
Posted - 2012.12.17 16:52:00 -
[19] - Quote
nice thread +1 interesting ideas i must say |
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