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ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.13 20:27:00 -
[1] - Quote
The current spawning system works nicely, tho I have an idea you might like. (Which I took from Section 8 )
Summary: So the idea is like this, you choose where you spawn, and by choose I mean every single meter of the map, there are no limits (well other than the map boundries of course), heck you may spawn in enemy territory. What does limit you is enemy AA. There is AA already present in allied/enemy bases so no spawn camping without giving a chanse to break that camp. As the match goes on, players may purchase AA to deploy at a certain area which will kill anyone trying to drop above the location. (There is a big red mark telling you where you may die before you drop) You MAY survive if you have enough shields and armor and you don't activate inertia dampeners, but you will be severly damaged when you drop into the area. This also makes spawn camping impossible, since there is no one place the enemy team can dominate, unless they can dominate every corner of the map at the same time. (which is impossible even if CCP tripled the player count) This can also lead to interesting stealth assaults, dropping behind enemy territory hoping they won't see you and take the base before they know what hit them. This opens up many new tactics. Here is a mockup of one: http://i1110.photobucket.com/albums/h450/lolerk53/DustIdea1_zps5d285fef.png (The friendly objective is actually an AA cannon, that's a mistake on my part) ___________________________________________________ Which brings me to the orbital drop mechanic:
If you activate inertia dampeners early in the air, you will land "softly", you instantly look up once you hit the ground and you are ready to shoot. But if you do it this early the AA will 100% kill you since you spend a long time in the air.
If you activate inertia dampeners right in time you will have a 3 second animation of standing up. You will take severe damage from the AA and if there is more than one in that area you are toast.
If you activate inertia dampeners late, then the the AA will only moderatly damage you but you will take at least 6 seconds to stand up and shoot.
If you don't activate the dampeners then... splat.
Also, the spawning timer can be removed (Or shortened to like 3 seconds), because the orbital drop will take 10 seconds alone. ____________________________________________________ Questions you might have:
Q.What's the point of the stand up animation duration A.If you survive the AA then the players should have time to kill you easily, since this is their "turf"
Q.Are the AA destructible? A.Yes, unless its the MCC AA which isn't destructible, since the only way to destroy it is to make the MCC go boom. You may also hack the AA for your team, which if done correctly by a stealthy player can lead to an incredible assault by friendly players.
Q.Will the amount of damage be a percentage or damage in numbers? A.Numbers, I want people to change their fit accordingly to the situation. If there is AA, they need to put shield and armor buffer to survive the drop. If there isn't, they may choose between Armor and shields or weapon damage and whatever else.
Q.Won't players just spam AA all around the map? A.Well, if they have the money, sure. It doesn't make the area impossible to access, just harder, and you may destroy those. (Tho I suppose it would be a good idea to only allow squad leaders to deploy AA)
Q.Can players shoot you from the air? A.Yes, but good luck hitting those fast moving buggers.
Q.What if there are two AA in an area? A.You take double damage, so you will need a stronger suit and do a hard landing. If there are too much, then look below at the module I suggested.
Q.Will you be able to fine tune your drop after you choose the area you drop in? A.Yes, you will have limited abillity to move yourself into a specific location while you're in midair. Look below for a module allowing you to control yourself better.
Q.Can you kill a player by dropping on him? A.Yes, IF you hit him exactly, like right on his head. There is a module below which can help with that.
Q.Can't you just drop on the enemy MCC? A.No, because the enemy MCC AA is a kill trigger, you can't escape death no matter how strong your shields and armor, or what modules you use. Not even Orbital Drop Shielding will save you.
Q.What about heavies and scouts? A.Damage is in proportion to the dropsuit size. A heavy will take the most damage, because he's the biggest target. A scout will take the least damage, because he's the smallest target.
*This list will update as I think of more questions / You ask good questions* ------------------------------------------------------------------------------------------------------------------ |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.13 20:53:00 -
[2] - Quote
Moved modules here to have space for questions.
Module ideas:
Orbital Drop Shielding: Standard CPU/PG: 20/2 Advanced CPU/PG: 30/4 Prototype CPU/PG: 40/7 Goes into medium powered slot. It will basicly give you a protective shield for 3 seconds into the drop, allowing you to take less damage when you drop. The more you have of them, the longer you will be protected (with diminishing results). It will also protect from small arms fire for the second you drop, so incase you do a hard landing you will have a second or two where the players can't shoot you while you can't respond. This will prevent completly closing off a section of the map. Standard lasts for 3 seconds into the drop (activates when the first AA shell hits you) And it then lasts a second when you hit the ground Prototype lasts for 6 seconds into the drop (Activates when the first AA shell hits you) And it the lasts for two seconds when you hit the ground Diminishing results for multiple modules, with prototype being hit the hardest with the penalty. For reference, total drop time will be 10 seconds.
Shock Hardeners Standard CPU/PG: 25/5 Advanced CPU/PG: 40/7 Prototype CPU/PG: 55/9 Goes into Biotics. Will harden your body, allowing you to take the shock of the drop more easily, increasing the speed you stand up by 50% for the basic, and 65% for Prototype. Can only fit one.
Orbital Drop Controllers Standard CPU/PG: 45/15 Advanced CPU/PG: 60/20 Prototype CPU/PG: 75/25 Goes into low slot. Allow you to better control yourself mid air using small jets. They're not powerful enough to do anything once you're on the ground, but in the air they will allow you to hit a target at pinpoint accuracy. Have limited fuel, standard lasting for 3 seconds, prototype lasting for 5 seconds (10 seconds being the whole drop time) Can only fit one, but you may fit more fuel cells going into the low slot
Fuel Cells Standard CPU/PG: 5/1 Advanced CPU/PG: 7/1 Prototype CPU/PG: 10/2 Allow you to add more time for your ODC, goes into low slots. Standard adds 2 seconds Advanced adds 2.5 seconds Prototype adds 3 seconds
Orbital Drop Explosive Requires 1000 CPU and 100PG Goes into the low slot. Does AOE damage around you when you land. Does an explosive burst which does low damage, but knocks players off their feat. The only way to actually kill someone with it, is to hit him within 30cm. The closer you are, the more damage it does. Also, the closer you are the longer it takes for you to stand up from the explosion. (Shock hardeners will lower that time) Prototype suits with shield and armor buffer can't be killed even if hit within 30cm, unless the ODE is also a Prototype variant. Standard affects an area of 4 meters, Prototype affects an area of 7 meters. Standard does 350 damage if hit within 30cm, and it drops to 120 within 31cm. Prototype does 800 damage if hit within 30cm, and it drops to 200 within 31cm.
Orbital Drop Cloaking Device Requires 1000 CPU and 100PG Goes into medium slot. Only works while mid air, once you're on the ground it doesn't work anymore. You are invisible to the enemy both with their eyes and their minimap and there is no red marker above you. It also masks your sound, so it doesn't sound as loud as a normal drop. Allows for stealthy infilitration of an area. Standard only works while you're in the air. Advanced cloaks you for half the time it takes you to stand up and muffles the drop sound more. Prototype cloaks you for all of the time it takes you to stand up and muffles the drop sound completely. Does not mask the inertia dampener effect, so its wise to do a hard landing to only reveal yourself for a split second. Does not stop AA from attacking you.
Stealth Inertia Dampener Requires 1000 CPU and 100PG Goes into the medium slot. Reduces the visibility of the inertia dampener effect. Can only equip one Standard slightly reduces the visibility. Advanced masks the effect almost invisible. Prototype makes the effect completely invisible, and also doesn't make dust particles once you hit the ground.
AA area Jammer Replaces the Drop Uplink CPU/PG: Same as Drop Uplink Creates a circle around itself inside the jamming zone where friendly troopers may come in without AA shooting at them. Enemies can see the jam on the map.
Stealth AA area Jammer Requires 1000 CPU and 100 PG Goes into equipment Creates a circle around itself inside the jamming zone where friendly stealth troopers may come in without AA shooting at them. Enemies can't see the jam on the map.
Chain hacking device CPU/PG: Don't know, have no idea. Allows for chain hacking. You hack something while holding the device, and you apply a mark on it. You do it on another device, and you apply a mark on it too. Now go to a safe spot and press the fire button. Both of the things you hacked will be hacked at the same time. The enemy can't see the mark, but if he approaches the hacked device he will have the option to disable that mark. This allows for surprising the enemy, as with two or more devices like this weilded by multiple players, its possible to hack all the objectives at the same time. The hack is delayed by one notch until the button is pressed. Standard: two devices on standby at the same time Advanced: Four devices on standby at the same time Prototype: Six devices on standby at the same time |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.14 00:00:00 -
[3] - Quote
New dropsuits! _____________________________ These dropsuits have class specific bonuses like ships in EVE do. Orbital assault Standard: 130 CPU and 30PG 150 Shields, 200 Armor Costs 15,000 ISK Requires the skills: Dropsuit Command III, Caldari Assault Dropsuit III, Orbital Drop Trooper I Has no equipment slots. Has one light weapon slot. Doesn't have secondery weapon slot. Has three low slots. Has one medium slot. Dropsuit class bonus: AA damage taken: -3% for every Orbital Drop Trooper skill level Orbital Drop Shielding duration: +1 second +1.5% to Shock Hardeners bonus for every Orbital Drop Trooper skill level Orbital Drop Controllers duration + 2 seconds -99% reduction to Orbital Drop Explosive CPU requirments and -98% to Orbital Drop Explosive PG requirments
Advanced: 190 CPU and 40PG 200 Shields, 150 Armor Costs 30,000 ISK Requires the skills: Dropsuit Command III, Caldari Assault Dropsuit IV, Orbital Drop Trooper III Has no equipment slots. Has one light weapon slot. Doesn't have secondery weapon slot. Has four low slots. Has one medium slot. Dropsuit class bonus: AA damage taken: -5% for every Orbital Drop Trooper skill level Orbital Drop Shielding duration: +1 second +1.5% to Shock Hardeners bonus for every Orbital Drop Trooper skill level Orbital Drop Controllers duration + 3 seconds -99% reduction to Orbital Drop Explosive CPU requirments and -98% to Orbital Drop Explosive PG requirments
Prototype: 340 CPU and 70 PG 225 Shields, 125 Armor Costs 100,000 ISK Requires the skills: Dropsuit Command III, Caldari Assault Dropsuit V, Orbital Drop Trooper V Has no equipment slots. Has one light weapon slot. Has no secondery weapon slot. Has four low slots. Has three medium slots. Dropsuit class bonus: AA damage taken: -7% for every Orbital Drop Trooper skill level Orbital Drop Shielding duration: +1 second +1.5% to Shock Hardeners bonus for every Orbital Drop Trooper skill level Orbital Drop Controllers duration + 4 seconds -99% reduction to Orbital Drop Explosive CPU requirments and -98% to Orbital Drop Explosive PG requirments
Orbital Drop Stealth Scout Standard: 105 CPU and 25PG 125 Shields, 100 Armor Costs 9000 ISK Requires the skills: Dropsuit Command III, Gallente Scout Dropsuit III, Orbital Drop Trooper III, Orbtial Drop Stealth Trooper I Has one equipment slot. Has one light weapon slot. Doesn't have secondery weapon slot. Has one low slot. Has two medium slots. Dropsuit class bonus: AA damage taken: -3% for every Orbital Drop Trooper skill level Orbital Drop Controllers duration + 1 seconds for every Orbital Drop Stealth Trooper skill level -99% reduction to Orbital Drop Cloaking Device CPU requirments and -98% to Orbital Drop Cloaking Device PG requirments -99% reduction to Stealth Inertia Dampener CPU requirments and -98% to Stealth Inertia Dampener PG requirments -99.99% reduction to Stealth AA area Jammer CPU requirments and -99% to Stealth AA area Jammer PG requirments
Will add more once I find use for Advanced and Prototype versions without making them just tougher versions. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.14 10:43:00 -
[4] - Quote
New skills:
Orbital Drop Shielding (x2) Description: Improves your capacitor efficiency, allowing you to use more energy for Orbital Drop Shielding. Unlocks Orbital Drop Shielding (Standard at level I, Advanced at level III, Prototype at level V)
-10% damage reduction, completely blocks damage at level V
Requirments: Infantry Engineering Level III Infantry Shield Opeartion IV Infantry Shield Upgrades II
Body Hardening(x1) Description: Your body is trained to absorb the shock of landing at incredible speeds, allowing you to recover faster. Unlocks Shock hardeners (Standard at level I, Advanced at level III, Prototype at level V)
+2% bonus for every skill level trained
Requirments: None
Orbital Drop Control(x2) Description: Unlocks Orbital Drop Controllers (Standard at level I, Advanced at level III, Prototype at level V)
-2% to CPU cost per level
Requirments: Orbital Drop Trooper I
Fuel Efficiency(x1) Description: Improves your fuel efficiency allowing you to carry more fuel into battle. Unlocks Fuel Cells (Standard at level I, Advanced at level III, Prototype at level V)
Requirments: Orbital Drop Control II
Orbital Bombardment(x4) Description: Your friendly starship pilot gave you a book about orbital bombardment, and you decided to make use of this knowledge. Unlocks Orbital Drop Explosive (Standard at level I, Advanced at level III, Prototype at level V)
Requirments: Orbital Drop Trooper I
Midair cloaking(x4) Description: Sometimes, stealth is the way to go, and what's more stealthy than being invisible when you're most vulnerable. Unlocks Orbital Drop Cloaking Device (Standard at level I, Advanced at level III, Prototype at level V)
Requirments: Orbital Drop Trooper III Orbital Stealth Drop Trooper I
Stealth Inertia Dampening(x2) Description: Using custom made inertia dampening technology, you mask the last thing that can give you away during orbital drop. Unlocks Stealth Inertia Dampener (Standard at level I, Advanced at level III, Prototype at level V)
Requirments: Orbital Drop Trooper III Orbital Stealth Drop Trooper I
AA area Jammer(x3) <--- Given to those who trained Drop Uplink Description: Gives you the knowledge to operate AA area jammer Unlocks AA area jammer (Standard at level I, Advanced at level III, Prototype at level V)
+3% per skill level to the jamming radius
Requirments: None
Stealth AA area Jammer(x6) Description: Interfaces with Stealth orbital drop suits, allowing for undetectable jamming that only works with Stealth dropsuits Unlocks Stealth AA area jammer (Standard at level I, Advanced at level III, Prototype at level V)
Requirments: AA area Jammer III Orbital Drop Stealth Trooper I
Chain Hacking(x2) Description: Makes a hack undetectable, until you want it to be. Unlocks Chain Hacking Device (Standard at level I, Advanced at level III, Prototype at level V)
Requirments: Infantry Electronics III Infantry Hacking III
Orbital Drop Trooper(x8) Description: Gives you the knowledge to operate specialized suits designed for orbital drops into dangerous areas. Unlocks Orbital Assault Dropsuit (Standard at level I, Advanced at level III, Prototype at level V)
Rquirments: Dropsuit Command III Caldari Assault Dropsuit III
Orbtial Drop Stealth Trooper I(x8) Description: Gives you the knowledge to operate specialized suits desgined for stealth orbital drops into enemy territory. Unlocks Orbital Drop Stealth Scout Dropsuit (Standard at level I, Advanced at level III, Prototype at level V)
Requirments: Dropsuit Command III Gallente Scout Dropsuit III |
Sly42
Tronhadar Free Guard Minmatar Republic
3
|
Posted - 2012.12.14 11:59:00 -
[5] - Quote
stay calm. i like your idea. i guess devs need time to evaluate your game mechanic. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.14 12:25:00 -
[6] - Quote
Sly42 wrote:stay calm. i like your idea. i guess devs need time to evaluate your game mechanic. It was on the second page. I was bumping it while saying why are there no comments, all at the same time. I'm productive |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.14 19:28:00 -
[7] - Quote
Bump for great second page justice! |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.12.14 20:02:00 -
[8] - Quote
Seems pretty kewl. Maybe merge with the "Sky Spawning" thread?
I would say you couldn't deploy ANYWHERE, but in a certain blue zone around friendly controlled dropin beacons or CRU's or objectives. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.14 20:09:00 -
[9] - Quote
J'Jor Da'Wg wrote:Seems pretty kewl. Maybe merge with the "Sky Spawning" thread?
I would say you couldn't deploy ANYWHERE, but in a certain blue zone around friendly controlled dropin beacons or CRU's or objectives. No. If you played Section 8 you would know how genius of an idea it is. It opens up so many tactics you would not believe. Also, its oh so satisfying to drop into an AA area with gear to counter it, destroy the AA stealthily and watch as everyone in your team drops from the sky to take the base. Also, with what you suggested spawn camping would still be possible and viable. |
CaptBuckle
3dge of D4rkness SoulWing Alliance
10
|
Posted - 2012.12.14 20:42:00 -
[10] - Quote
ArMaGeDoN The Cat wrote:What, no comments?
OK, here's some comments.
I'm not sold on the "drop anywhere you want" idea. In my opinion, this is a primary role for dropships. Everyone spawns in, maybe into a CRU on the dropship itself, but otherwise everyone spawns in and rallies to a designated pickup, then get ferried to the "anywhere you want" insertion point.
Your other ideas, however, can be just as relevant with dropship insertions: special dropsuit fits for "low opening" jumps, deployable AA equiment, "stagger" effects for mismanaged inertial dampers, etc. Also, deployable AA batteries could even go further as another defense against dropship "strafes"...besides swarm launchers and forge guns.
So everything, except "drop anywhere you want", seems like it at least warrants discussion. I would be wary about adding too much complexity to the first iteration of the game, however. We still don't know if spawn camping, for instance, is going to be an unanswerable tactic once active EVE interaction comes into play. In fact, even without that I have some ideas on how to break spawn/redline camping that I still haven't tested. It involves a fast LAV loaded with profile damped scouts packing drop uplinks. Use speed to outrun swarms...don't ever hit the breaks...until far enough out and everyone bails from the LAV at heads in a different cardinal direction, scattering uplinks throughout.
The _real_ question is, by the time you are redlined or spawn camped, is it _worth_ pumping more isk into the match to make it worthwhile to fight back? If shields and armor are gone on the MCC, or the clones are about to be gone...probably not. But later, when sovereignty, corporate reputation and ISK are at stake, it might be worth it to fight to the bitter end if only for the sake of reputation, and future contracts, than for anything else. That, or to at least make the victory as _expensive_ for the opposing team as possible, to impact them in future engagements. |
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1CLIP 1KILL
Crux Special Tasks Group Gallente Federation
87
|
Posted - 2012.12.14 20:54:00 -
[11] - Quote
I'd be fine if this were for ambush only. Spawning anywhere in Node Control would be lame, and defeat much of the strategy behind it. Sure, a few new strategies will pop up, but the limitations imposed by random spawn would be terrible for corp battles. As of right now, you can drop spawn points and use those to spawn behind enemy lines anyways, so this is essentially removing uplinks that players drop and gives many of them all over the map for free.
This suggestion might be alright for random PUG games, but I'm pretty sure the focus of this game is on corp vs corp battles. If you want to spawn in a location, put an uplink nearby. The basic one only works for your squad, but the more advanced ones can do so much more.
No support for implementation of this in Skirmish. |
ugg reset
ZionTCD Legacy Rising
234
|
Posted - 2012.12.14 20:56:00 -
[12] - Quote
Thats a good idea though there is one issue, and that is that dust players deploy form the MCC not from the war barge out in orbit (at least not yet). This is possibly due to the aforementioned AA turrets that could prevent this kind of tactical insertion well beyond the area of the map.
Never played section 8, but starhawk had this too. though you where just a much a weapon when you ht the ground as you were when you were on it.
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ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.14 21:17:00 -
[13] - Quote
Please tell me what is lost if you can spawn anywhere you want. Other than drop uplink use (which I replaced it with another module), nothing is lost. What is gained? >No spawn camping at all >Better squad coordination (You can spawn right near your squad, you can see them on the map) >Give you a chanse to do something in a hot battle >Many more tactical options than spawn to the nearest place to your objective and run to it And of course... >Calling reinforcments from your squad, and watching them epicly drop from the sky.
About the dropship, now that's an issue I'm going to tackle later, my brain is currently burnt out of ideas. If you have any doubts about the system, buy Section 8 prejudice (and hope you find players, because this game couldn't compete with games like COD and Battlefield) and play it for a little. The drop anywhere you want system will grow on you, I promise you that. |
1CLIP 1KILL
Crux Special Tasks Group Gallente Federation
87
|
Posted - 2012.12.14 23:16:00 -
[14] - Quote
ArMaGeDoN The Cat wrote:Please tell me what is lost if you can spawn anywhere you want.
If you do corp on corp battles, you'll see how much time and thought goes into movement. The overhead map is top-down view like RTS games for a reason. Spawn anywhere also reduces the strategy and power of vehicles. Some are for troop movement. LAV and Dropship would have significantly reduced roles in battle. I didn't see what you replaced drop uplink with. It's a great mechanic.
I'd be totally fine if you could have people spawn on a ship, and that ship could be at certain locations and could drop people. That would give the other team a chance to counter the ship. That mechanic is also already in the game, a drop ship.
It would also be unfair to tanks. I'm going to just assume that you're not using the 1.2m tanks, but mobility is the tank's advantage. The tank and team have to be given a chance to defend the tank and work with it, and your "spawn anywhere" kills this.
About your other points: >There wouldn't be any difference in squad coordination. You have a mic, and should be using it for coordination. >You always have a chance to do something in a hot battle. >It creates some tactical options by hitting AA guns, but it removes far too much. >If you "want reinforcements to appear on your position", use drop uplink or dropship. >Stand under the MCC if your objective is to watch your team "epicly drop from the sky."
If your intention is to have people move on ground to counter AA guns, why not just have them spawn on uplinks/dropships/mcc/checkpoints and move there? You also put a lot of time into gear/skills for spawning, but the actual spawn and fall only takes, and should only take, a couple of seconds. It seems like a waste to put points into something that you'll only use for a couple of seconds of battle.
The list goes on and on...
To me, it just seems like your problem with the current spawn system is just that you're getting camped. Or, you're mad that your team is camping their own spawn. The red line, two spawn points, the MCC, and the fact that you don't actually need to spawn fix the getting camped issue. If you're mad that your teammates are camping their own spawn, you can just find new ones and do corp battles. You're trying to force people to play how you want them to play. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.14 23:29:00 -
[15] - Quote
1CLIP 1KILL wrote:ArMaGeDoN The Cat wrote:Please tell me what is lost if you can spawn anywhere you want. If you do corp on corp battles, you'll see how much time and thought goes into movement. The overhead map is top-down view like RTS games for a reason. Spawn anywhere also reduces the strategy and power of vehicles. Some are for troop movement. LAV and Dropship would have significantly reduced roles in battle. I didn't see what you replaced drop uplink with. It's a great mechanic. I'd be totally fine if you could have people spawn on a ship, and that ship could be at certain locations and could drop people. That would give the other team a chance to counter the ship. That mechanic is also already in the game, a drop ship. It would also be unfair to tanks. I'm going to just assume that you're not using the 1.2m tanks, but mobility is the tank's advantage. The tank and team have to be given a chance to defend the tank and work with it, and your "spawn anywhere" kills this. About your other points: >There wouldn't be any difference in squad coordination. You have a mic, and should be using it for coordination. >You always have a chance to do something in a hot battle. >It creates some tactical options by hitting AA guns, but it removes far too much. >If you "want reinforcements to appear on your position", use drop uplink or dropship. >Stand under the MCC if your objective is to watch your team "epicly drop from the sky." If your intention is to have people move on ground to counter AA guns, why not just have them spawn on uplinks/dropships/mcc/checkpoints and move there? You also put a lot of time into gear/skills for spawning, but the actual spawn and fall only takes, and should only take, a couple of seconds. It seems like a waste to put points into something that you'll only use for a couple of seconds of battle. The list goes on and on... To me, it just seems like your problem with the current spawn system is just that you're getting camped. Or, you're mad that your team is camping their own spawn. The red line, two spawn points, the MCC, and the fact that you don't actually need to spawn fix the getting camped issue. If you're mad that your teammates are camping their own spawn, you can just find new ones and do corp battles. You're trying to force people to play how you want them to play. You obviously never played a game with this mechanic, because Section 8 has tanks and it works just fine, the same as Dust 514.
LAV's: when you took an objective and the next is at the other side of the map, you have the LAV.
Dropships: I said I'm going to think about it, I will give it a different role that works.
"AA area Jammer Replaces the Drop Uplink CPU/PG: Same as Drop Uplink Creates a circle around itself inside the jamming zone where friendly troopers may come in without AA shooting at them. Enemies can see the jam on the map." That's the replacement.
"It would also be unfair to tanks. I'm going to just assume that you're not using the 1.2m tanks, but mobility is the tank's advantage. The tank and team have to be given a chance to defend the tank and work with it, and your "spawn anywhere" kills this." No, it really doesn't, nothing about it kills it.
">There wouldn't be any difference in squad coordination. You have a mic, and should be using it for coordination." The point is to have accesability. When was the last time you saw squad mates work together in a public match in Dust? In Battlefield 3 you can spawn on your team mates and funnily enough, they almost always cooperate. The same happens with Section 8. Accessibility - not everyone has a mic and fewer less listen to the people with the mics.
">You always have a chance to do something in a hot battle." Ever had to run to the other side of the map only to find out the battle is over and the team secured the place?
">It creates some tactical options by hitting AA guns, but it removes far too much.' Like? Here is what it adds: Go behind enemy lines and disrupt a battle that you can't go around. Coordinate a drop at the same time on an objective to overwhlem the enemy. Use AA to your advantage (plenty of ways) And much, much more which I don't remember because its 1:30 AM for me.
">If you "want reinforcements to appear on your position", use drop uplink or dropship." By the time you put one down, you are dead. It also creates needless complexity.
">Stand under the MCC if your objective is to watch your team "epicly drop from the sky."" That was a joke sir. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2012.12.14 23:40:00 -
[16] - Quote
CaptBuckle wrote:ArMaGeDoN The Cat wrote:What, no comments? OK, here's some comments. I'm not sold on the "drop anywhere you want" idea. In my opinion, this is a primary role for dropships. Everyone spawns in, maybe into a CRU on the dropship itself, but otherwise everyone spawns in and rallies to a designated pickup, then get ferried to the "anywhere you want" insertion point. Your other ideas, however, can be just as relevant with dropship insertions: special dropsuit fits for "low opening" jumps, deployable AA equiment, "stagger" effects for mismanaged inertial dampers, etc. Also, deployable AA batteries could even go further as another defense against dropship "strafes"...besides swarm launchers and forge guns. So everything, except "drop anywhere you want", seems like it at least warrants discussion. I would be wary about adding too much complexity to the first iteration of the game, however. We still don't know if spawn camping, for instance, is going to be an unanswerable tactic once active EVE interaction comes into play. In fact, even without that I have some ideas on how to break spawn/redline camping that I still haven't tested. It involves a fast LAV loaded with profile damped scouts packing drop uplinks. Use speed to outrun swarms...don't ever hit the breaks...until far enough out and everyone bails from the LAV at heads in a different cardinal direction, scattering uplinks throughout. The _real_ question is, by the time you are redlined or spawn camped, is it _worth_ pumping more isk into the match to make it worthwhile to fight back? If shields and armor are gone on the MCC, or the clones are about to be gone...probably not. But later, when sovereignty, corporate reputation and ISK are at stake, it might be worth it to fight to the bitter end if only for the sake of reputation, and future contracts, than for anything else. That, or to at least make the victory as _expensive_ for the opposing team as possible, to impact them in future engagements.
Yeah it makes initial transportation kind of useless IMO, you can't really have a linear fight like Skirmish 1.0 when there is no way to have a front line |
1CLIP 1KILL
Crux Special Tasks Group Gallente Federation
87
|
Posted - 2012.12.14 23:40:00 -
[17] - Quote
1CLIP 1KILL wrote:>If you "want reinforcements to appear on your position", use drop uplink or dropship.
ArMaGeDoN The Cat wrote:By the time you put one down, you are dead. It also creates needless complexity.
Last post for me here :P. I guess that's my main point. I like complexity!
Although I disagree with your idea, I wish you the best of luck. You clearly put a lot of time and thought into it. |
Anyanka Shadowmane
Sanmatar Kelkoons Minmatar Republic
80
|
Posted - 2012.12.14 23:56:00 -
[18] - Quote
ArMaGeDoN The Cat wrote:Please tell me what is lost if you can spawn anywhere you want. Other than drop uplink use (which I replaced it with another module), nothing is lost. What is gained? >No spawn camping at all >Better squad coordination (You can spawn right near your squad, you can see them on the map) >Give you a chanse to do something in a hot battle >Many more tactical options than spawn to the nearest place to your objective and run to it And of course... >Calling reinforcments from your squad, and watching them epicly drop from the sky.
About the dropship, now that's an issue I'm going to tackle later, my brain is currently burnt out of ideas. If you have any doubts about the system, buy Section 8 prejudice (and hope you find players, because this game couldn't compete with games like COD and Battlefield) and play it for a little. The drop anywhere you want system will grow on you, I promise you that. In a skirmish game this mechanic would (seriously, in my opinion) affect the tactics used, if you can just spawn straight on top of an enemy held objective or CRU.
Since I've started carrying drop links, I've had little to no problems with spawn camping. The most I'll get got is once, then I'll move my drop link. My squad can spawn right next to me, and we have all the tactical options I've needed.
I'm not sure what you mean by a chance to do something in a hit battle?
But yeah, in an ambush scenario, I can imagine at it could be cool, and it could certainly look epic. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.15 00:00:00 -
[19] - Quote
1CLIP 1KILL wrote:1CLIP 1KILL wrote:>If you "want reinforcements to appear on your position", use drop uplink or dropship. ArMaGeDoN The Cat wrote:By the time you put one down, you are dead. It also creates needless complexity. Last post for me here :P. I guess that's my main point. I like complexity! Although I disagree with your idea, I wish you the best of luck. You clearly put a lot of time and thought into it. Thanks, I understand this will change things people wouldn't like to change, but IMHO its for the best.
Anyanka Shadowmane wrote:ArMaGeDoN The Cat wrote:Please tell me what is lost if you can spawn anywhere you want. Other than drop uplink use (which I replaced it with another module), nothing is lost. What is gained? >No spawn camping at all >Better squad coordination (You can spawn right near your squad, you can see them on the map) >Give you a chanse to do something in a hot battle >Many more tactical options than spawn to the nearest place to your objective and run to it And of course... >Calling reinforcments from your squad, and watching them epicly drop from the sky.
About the dropship, now that's an issue I'm going to tackle later, my brain is currently burnt out of ideas. If you have any doubts about the system, buy Section 8 prejudice (and hope you find players, because this game couldn't compete with games like COD and Battlefield) and play it for a little. The drop anywhere you want system will grow on you, I promise you that. In a skirmish game this mechanic would (seriously, in my opinion) affect the tactics used, if you can just spawn straight on top of an enemy held objective or CRU. Since I've started carrying drop links, I've had little to no problems with spawn camping. The most I'll get got is once, then I'll move my drop link. My squad can spawn right next to me, and we have all the tactical options I've needed. I'm not sure what you mean by a chance to do something in a hit battle? But yeah, in an ambush scenario, I can imagine at it could be cool, and it could certainly look epic.
Change of tactics =/= Bad You sound like the bitter veterans in the EVE forums that hate every single change, because they have to adapt to it. Not that I'm saying you are one, but it just reminds me of those. And yeah, it does sound weird to just spawn on an enemy objective, but I wouldn't post this if I didn't experience this first hand in a game that uses this mechanic. Section 8 pretty much has the same game mode, and you know what? It works beautifuly. It makes you need to manage your resources. You choose the places you need to defend the most with your hard earned cash by putting an AA cannon in that position. Sounds better to me than just rush to every objective hoping that the enemy isn't going to your objective. A tactic I loved to do: Go to the border of the AA, and put your own AA there. That creates an area where even tho your team mates can't spawn in because the enemy AA still guards the area, the enemy can't spawn on that area because your AA also guards that area, allowing you to advance and create a clear frontline. Iv'e also seen interesting things happen, like people putting AA cannons around enemy AA border basicly creating a circle around it, so the enemy is surrounded by friendlies and can't make a push from any other side. (Tho it requires multiple team mates because the cash to do it is impossible to be earned by a single player in a match.) Here is a little mockup I made in paint: http://i1110.photobucket.com/albums/h450/lolerk53/DustIdea1_zps5d285fef.png Edit: Brainfart, the blue objective is actually AA. Oops.
"Yeah it makes initial transportation kind of useless IMO, you can't really have a linear fight like Skirmish 1.0 when there is no way to have a front line"
Well From my experience with Section 8, frontlines create themselves, only instead of one giant frontline, there are like 5 at the same time, with small groups of players. But sometimes, there is a single frontline, and boy oh boy is the battle epic when it happens. And it almost never stops being a frontline, because team mates spawn from the sky, so there is no shortage of troops. Of course there are always the smart ones stealthily avoiding the battle, which is why I added stealth suits. Here is an example of a frontline created by my own tactic in section 8: http://i1110.photobucket.com/albums/h450/lolerk53/DustIdea1_zps5d285fef.png (The friendly objective is actually an AA cannon, that's a mistake on my part) |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.15 03:52:00 -
[20] - Quote
Basically the Section 8 spawn system (best spawn system in any shooter). I like it, but thats a lot of things to redo at this point. Makes CRUs and drop uplinks pretty useless.
This would be easier to implement: Both sides should share the same red line boundaries, that would prevent red line snipers. Instead of the red line to protect spawn bases, CCP should use the spawn bubble idea; you can neither shoot out of nor into the spawn bubble and cannot return to after leaving. Also the Sky Spawning method: Just dropping down from objective spawn points (not including CRU's and drop uplinks). There could be a cloaked NPC/drone dropship similar to the RDV that players spawn on when they choose objectives as spawn points, and it auto-ejects players out over their desired spawn point. |
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CaptBuckle
3dge of D4rkness SoulWing Alliance
10
|
Posted - 2012.12.15 05:33:00 -
[21] - Quote
ArMaGeDoN The Cat wrote: Change of tactics =/= Bad You sound like the bitter veterans in the EVE forums that hate every single change, because they have to adapt to it. Not that I'm saying you are one, but it just reminds me of those.
If there is a reason for a change, that's one thing. But just wanting core game mechanics totally shuffled just to better suit _your_ preferred play style while completely destroying another players play style is not changing things "for the better"... It's changing them to fit you over someone else.
And nice tactic of attempting to discount someone's opposition by attempting to belittle them. Class act, right there.
Oh, and speaking of your tactics:
ArMaGeDoN The Cat wrote: Sounds better to me than just rush to every objective hoping that the enemy isn't going to your objective.
Yeah, if that's what you've been doing, then a lack of "spawn anywhere" mechanic is not your problem. Your problem is that "You're doing it wrong"(TM) It is just as important in an engagement to hold objectives as it is to capture new objectives. It's an armed engagement, not a soccer game. You don't just run around the map chasing a proverbial soccer ball to "score points".
I haven't played Section 8. It may be a fine game. But if you want DUST to be Section 8, then do everyone a favor and go play Section 8. I'm not saying don't play DUST. I'm saying when you are playing DUST, play DUST. Don't QQ and resort to insulting behavior because people don't agree with your divine vision on how DUST could be Section 8 or some other game.
Something else that you are missing is that with the current system, you _can_ still have a drop-anywhere mechanic using dropships and drop uplinks in coordination with other squad and teammates. So lack of a drop-anywhere mechanic does not kill the sort of tactics you are describing. However, there are other types of engagements. Dug-in emplacements, trench warfare, etc. These can be tactically delicious...but are completely impossible to have without spending a lot of money dropping additional assets onto the field with the drop-anywhere mechanic.
This doesn't add tactics...it completely changes them. You can describe a whole bunch of ways that we can preserve existing tactics, but not without forcing us to expend a lot more resources on the battlefield so that we can continue to play the game that _we_ enjoy. That just doesn't sound at all reasonable or fair to the rest of us.
(I'm not saying that spawn camping is an enjoyable tactic. I'm saying that I seriously doubt that tactical avenues for breaking a spawn camp have been fully explored.) |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.15 13:38:00 -
[22] - Quote
KAGEHOSHI Horned Wolf wrote:Basically the Section 8 spawn system (best spawn system in any shooter). I like it, but thats a lot of things to redo at this point. Makes CRUs and drop uplinks pretty useless.
This would be easier to implement: Both sides should share the same red line boundaries, that would prevent red line snipers. Instead of the red line to protect spawn bases, CCP should use the spawn bubble idea; you can neither shoot out of nor into the spawn bubble and cannot return to after leaving. Also the Sky Spawning method: Just dropping down from objective spawn points (not including CRU's and drop uplinks). There could be a cloaked NPC/drone dropship similar to the RDV that players spawn on when they choose objectives as spawn points, and it auto-ejects players out over their desired spawn point. Well you see, these bubbles won't prevent spawn camping. They will just wait outside of them and destroy you when you come out. Just like what happens with the MCC. And I already replaced the Drop Uplink with an AA Area Jammer. Its really an early beta, its not that big of a change to do at this point of the game. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.15 13:48:00 -
[23] - Quote
CaptBuckle wrote:ArMaGeDoN The Cat wrote: Change of tactics =/= Bad You sound like the bitter veterans in the EVE forums that hate every single change, because they have to adapt to it. Not that I'm saying you are one, but it just reminds me of those.
If there is a reason for a change, that's one thing. But just wanting core game mechanics totally shuffled just to better suit _your_ preferred play style while completely destroying another players play style is not changing things "for the better"... It's changing them to fit you over someone else. And nice tactic of attempting to discount someone's opposition by attempting to belittle them. Class act, right there. Oh, and speaking of your tactics: ArMaGeDoN The Cat wrote: Sounds better to me than just rush to every objective hoping that the enemy isn't going to your objective.
Yeah, if that's what you've been doing, then a lack of "spawn anywhere" mechanic is not your problem. Your problem is that "You're doing it wrong"(TM) It is just as important in an engagement to hold objectives as it is to capture new objectives. It's an armed engagement, not a soccer game. You don't just run around the map chasing a proverbial soccer ball to "score points". I haven't played Section 8. It may be a fine game. But if you want DUST to be Section 8, then do everyone a favor and go play Section 8. I'm not saying don't play DUST. I'm saying when you are playing DUST, play DUST. Don't QQ and resort to insulting behavior because people don't agree with your divine vision on how DUST could be Section 8 or some other game. Something else that you are missing is that with the current system, you _can_ still have a drop-anywhere mechanic using dropships and drop uplinks in coordination with other squad and teammates. So lack of a drop-anywhere mechanic does not kill the sort of tactics you are describing. However, there are other types of engagements. Dug-in emplacements, trench warfare, etc. These can be tactically delicious...but are completely impossible to have without spending a lot of money dropping additional assets onto the field with the drop-anywhere mechanic. This doesn't add tactics...it completely changes them. You can describe a whole bunch of ways that we can preserve existing tactics, but not without forcing us to expend a lot more resources on the battlefield so that we can continue to play the game that _we_ enjoy. That just doesn't sound at all reasonable or fair to the rest of us. (I'm not saying that spawn camping is an enjoyable tactic. I'm saying that I seriously doubt that tactical avenues for breaking a spawn camp have been fully explored.)
"If there is a reason for a change, that's one thing. But just wanting core game mechanics totally shuffled just to better suit _your_ preferred play style while completely destroying another players play style is not changing things "for the better"... It's changing them to fit you over someone else."
Yes there is a reason. The current spawn system is campers dream, and good luck having an organized assault in a public match. I chose this idea because I saw patterns in games. When you could spawn right on your team mates, it almost always leads to team work. Section 8? Yeap Battlefield (All of them since Battlefield 2)? Yeap Section 8 Prejudice? Yeap Do you see team work in a public match in Dust? Rarely.
"And nice tactic of attempting to discount someone's opposition by attempting to belittle them. Class act, right there."
No I was just joking, didn't mean to offend you or something.
"Yeah, if that's what you've been doing, then a lack of "spawn anywhere" mechanic is not your problem. Your problem is that "You're doing it wrong"(TM) It is just as important in an engagement to hold objectives as it is to capture new objectives. It's an armed engagement, not a soccer game. You don't just run around the map chasing a proverbial soccer ball to "score points"."
Yeah, only the problem is everyone else is doing so. One man can barely do anything against an army of rushers.
"I haven't played Section 8. It may be a fine game. But if you want DUST to be Section 8, then do everyone a favor and go play Section 8. I'm not saying don't play DUST. I'm saying when you are playing DUST, play DUST. Don't QQ and resort to insulting behavior because people don't agree with your divine vision on how DUST could be Section 8 or some other game."
No, I want THIS game to succeed, I love it. I just think this spawn system will be the optimal one, considering what I saw from other games. I'm not talking out of my ass, I saw the patterns in other games.
"Something else that you are missing is that with the current system, you _can_ still have a drop-anywhere mechanic using dropships and drop uplinks in coordination with other squad and teammates. So lack of a drop-anywhere mechanic does not kill the sort of tactics you are describing. However, there are other types of engagements. Dug-in emplacements, trench warfare, etc. These can be tactically delicious...but are completely impossible to have without spending a lot of money dropping additional assets onto the field with the drop-anywhere mechanic."
Yeah, too bad in a public match things like that are rare, so its pointless to try. And again, I saw what happens in Section 8, trench warfare is more than possible thanks to AA. AA doesn't have to be super expensive, heck you may have it as equipment.
I just really think its the optimal way to go for this game IMHO. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.15 14:29:00 -
[24] - Quote
I don't like it.
I mean, when we fight we can put a lot of thought into our placement of vehicles, our movements and such. With this, holding key points such as Valleys, roads and mountains becomes useless due to the enemy team's ability to just spawn in behind you.
When I use a Tank, I am defensive quite a lot of the time. That means I hold a key point down such as a valley so other Vehicles cannot get past and troops have to get past me to make it to the objective (Think 3 Point Map, next to B). With this, you'd be able to just spawn in behind my Tank with a Forge Gun and blast me, making my defense useless with no way to actually combat it.
You also then put Dropships out of business, one of the things I love doing. See, if a Dropship was the cause of the above situation, I wouldn't mind it because I have a chance to fight the Dropship.
Overall I don't like the sound of it, it seems to take away the teamwork needed and removes a lot of strategy for defensive players. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.15 14:45:00 -
[25] - Quote
Jason Pearson wrote:I don't like it.
I mean, when we fight we can put a lot of thought into our placement of vehicles, our movements and such. With this, holding key points such as Valleys, roads and mountains becomes useless due to the enemy team's ability to just spawn in behind you.
When I use a Tank, I am defensive quite a lot of the time. That means I hold a key point down such as a valley so other Vehicles cannot get past and troops have to get past me to make it to the objective (Think 3 Point Map, next to B). With this, you'd be able to just spawn in behind my Tank with a Forge Gun and blast me, making my defense useless with no way to actually combat it.
You also then put Dropships out of business, one of the things I love doing. See, if a Dropship was the cause of the above situation, I wouldn't mind it because I have a chance to fight the Dropship.
Overall I don't like the sound of it, it seems to take away the teamwork needed and removes a lot of strategy for defensive players. Well I see where you're coming from. Give me a few minutes, I will make a picture in paint, I think I have an idea you guys will like.
"Overall I don't like the sound of it, it seems to take away the teamwork needed" Team work is still needed, one player isn't going to take/defend a base down. Just give me a few minutes, I will make something in paint and tell me if you like it.
Edit 1:
Alright so the idea is this. The spawning system stays the same as in what I suggested, only you may spawn in specific areas. Part 1: http://i1110.photobucket.com/albums/h450/lolerk53/DustIdeaPart3_zpsefe7e4d3.png Part 2: http://i1110.photobucket.com/albums/h450/lolerk53/DustIdeaPart1_zpsabb8a902.png Part 3: http://i1110.photobucket.com/albums/h450/lolerk53/DustIdeaPart2_zpsbaac4780.png
Drop uplinks allow you to spawn in enemy areas, but you will still be targeted by AA, which forces you to go with the right gear. If you have both Drop uplinks and AA area jammers, you may make a safe zone behind enemy lines. Dropships take awhile to be taken down with AA, it will take something like 40 seconds, so a dropship pilot can get in, toss out his soldiers and get out. You can still put AA anywhere you want if you want an area specificly well guarded, but enemy AA will target your AA coming in if its within range.
Edit 2: Actually, better idea. The spawning boundries are still the same, but there is no AA that comes wih the map ready. You will have to put down AA in places you want to guard. The only place that comes with AA is the MCC. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2012.12.16 19:11:00 -
[26] - Quote
This is a different take on things than my "Sky Spawning" thread.
I can see the merit in both approaches, but prefer my version. Mostly because it ties better into the existing mechanics of DUST, where this system would require more (and larger) changes before it could be implemented effectively.
It was really well done in Section 8, but other than AA, players in freefall were invulnerable, and that doesn't work in DUST, so that, along with my other misgivings, makes me lean towards my suggestion more.
Still, +1 for a well-thought-out thread with some interesting ideas. |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.16 19:53:00 -
[27] - Quote
Garrett Blacknova wrote:This is a different take on things than my "Sky Spawning" thread.
I can see the merit in both approaches, but prefer my version. Mostly because it ties better into the existing mechanics of DUST, where this system would require more (and larger) changes before it could be implemented effectively.
It was really well done in Section 8, but other than AA, players in freefall were invulnerable, and that doesn't work in DUST, so that, along with my other misgivings, makes me lean towards my suggestion more.
Still, +1 for a well-thought-out thread with some interesting ideas. Thanks for the feedback. Well, it isn't clear cut, CCP can make whatever changes. If they want Dust mercenaries to be easily killed with other means other than AA, they can add it. Also, it may take longer to implement this idea as a whole, but the basic parts of it are really easy. |
Kaze Eyrou
ROGUE SPADES
53
|
Posted - 2012.12.18 16:33:00 -
[28] - Quote
Here's a bump for the idea along with the +1. |
Tovil Sugo
Zumari Force Projection Caldari State
2
|
Posted - 2012.12.18 20:31:00 -
[29] - Quote
Jason Pearson wrote:I don't like it.
I mean, when we fight we can put a lot of thought into our placement of vehicles, our movements and such. With this, holding key points such as Valleys, roads and mountains becomes useless due to the enemy team's ability to just spawn in behind you.
When I use a Tank, I am defensive quite a lot of the time. That means I hold a key point down such as a valley so other Vehicles cannot get past and troops have to get past me to make it to the objective (Think 3 Point Map, next to B). With this, you'd be able to just spawn in behind my Tank with a Forge Gun and blast me, making my defense useless with no way to actually combat it.
You also then put Dropships out of business, one of the things I love doing. See, if a Dropship was the cause of the above situation, I wouldn't mind it because I have a chance to fight the Dropship.
Overall I don't like the sound of it, it seems to take away the teamwork needed and removes a lot of strategy for defensive players.
As someone who's played Section 8, I can assure you that this isn't as much a concern as you'd think it is if the spawning was implemented correctly. By keeping an eye on the sky you can see people coming down long before they hit the ground and anyone with you can move into position to defend. The reason people aren't shot down by small arms fire in Section 8 isn't because they can't be seen, it's because they make a fall from low orbit to ground in around 10 to 15 seconds. While it's very difficult to pinpoint where they will land, it's trivially easy to see if they'll land behind you.
That said, I don't support this idea in it's entirety for Dust. I would love to see the MCC moved much much much higher up, the flight ceiling raised high enough so that dropships need to be dealt with by other air vehicles most of the time, and the ability for all falling soldiers to have limited control over their drop vectors. This would allow people to control how and where they land under the MCC, reduce the ability for people to camp the MCC, and let the dropships be used in such a way that they can emulate the spawning system the OP proposes if not dealt with while being a bit more stealthy about it. |
dimitry krivoy
Crash Test Industries
0
|
Posted - 2013.03.01 01:23:00 -
[30] - Quote
holy **** WALL OF TEXT. But yes. CCP please adapt the section 8 spawn system, its fun, and the best part of that whole game (i liked the FPS part to, but the spawning was AMAZING) Also, please reduce the fall distance required to use the inertial dampners |
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