Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Spire Cognition
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.12.16 10:41:00 -
[1] - Quote
Ok this is going to be long winded.
So ill start with the key concern. Then hopefully bring it back around.
Why is a dust player fighting in a dust bowl of a desert map fighting over infrastructure in a layout and arrangement or map. That in Eve is on a plasma planet and the infrastructure and layout of the map is nothing like what the dust players are fighting in. My reality is fragmented and this truly isnt crossing the boundaries of two systems and blurring the lines of two distinct games in the one sand box.
The ripple effect is broken. Heres why
If i as a eve player build on a plasma planet the distinct location i pick has terrain already mapped onto it. I pick the location based on certain minerals. Then choose the structures and the lay out based on my skills plus the cpu pg limits the planet com center provides. The layout of my infrastructure. As well as my planetary needs (e.g i might just have a bunch of silos and launch pads to store minerals) And my choice to build on such a planet should have a direct impact on the dangerous terrain dust players must face as well as the layout of the infrastructure they, dust players are fighting in and around. Which could all have a vast impact on the choice of target effected by. Risk vs reward. Because of Map layout, art style, terrain, difficulty, survivability, terrain pit falls, hazards, map layout, cover, vehicle access, and reward for the victors in dust and eve. E.g add to the risk ward of a null sec plasma planet when calculating dust player reward.
Right now it seams there are a bunch of dust bowl terrestrial style maps. Earth like in appearance. The maps are a common rotation. And i guess represent the varying command stations built on terrestrial planets or earth like planets.
But why isnt it this.
Me the eve player picks a planet to set up PI infrastructure (planatary interaction). Say magma planet. I pick a spot not mineral dependent. As its a T2-T3 mineral processing farm. For processed minerals and refind minerals. I just happen to set this PI up on a ocean of magma. With silos all around my command center. My processing plants a second ring around that. And a launch pad or two off to one side. I am a gallente player so my PI structures should bare the markings of that art asset or of the racial assets that have masterered building in such a enviroment. Which in this case being a magma planet seams like minmitar would give it a grundgy lead works kind of effect. Similar to the planet obi wan defeats ankin on. In starwars episode 3 revenge of the sith. Perhaps their are banners for gallente as i am gallente, banners for my alliance and banners for my corp. inside and out side the building all compatible like sov logos and station construction logos.
Now you have personalised standardised modular generated maps with a near on infinate variation in terrain and layout depending on player choice and skill. Now the enemy must make a choice. His contract reflects that. If he wants to take over your PI infrastructure. Its a caculated contract. With risk vs reward. If he wants to rob your silos, which one does he choose. If he goes after your command center you still may beable to launch your minerals from the launch pads before the battle is won. And you and your defending mercs may of been training all week on your PI lay out for just a occation like this. Or because they were planning on raiding a enemy magma planet 5 jumps away next week. The enemy mercs who accept the contract to attack your PI might all be mimitar raiders who are sith fans that enjoy the dirty magma art assets that form the map. Maybe they specalise in magma planet assult and have magma grav boots to level 4 and can walk clean across the lava as oppose to having to stick to the shielded portions and gang planks that connect one silo to another. Perhaps you secretly set up the contract to lure the attacking merc so you and your alliance defending mercs can have some target practice. Before the raid on a enemys magma planet next week. Perhaps you went as far as to meta game and find the enemy PI layout and you built one to replicate its exsact conditions for training.
Now you have ripples in a single sandbox. Now your actions and choices can reach further than you could for see or as far as you have meticulously calculated.
How can this be done? I want it! This would make dust awsome!
Each planet has a bump map or depth map in eve. Its a black and white grey scale texture or skin over layed onto the planet. This would determine the rise and fall or the terrain type / height or depth of the terrain in any given dust map. The target cordinates are pulled and the map for dust is generated based on this data.
Each planet has a color map or texture in eve. This is a colored image that matches the bump or depth map but paints terrain detail. E.g trees for green, water blue, if any one has seen a eve PI color map or texture they have done a fantastic job and have a eye for detail. The color map would determine the follage or terrain hazzards generated in conjunction with the depth map. In this case the redish orange cherning lava would make most of the ground magma. With the odd floating stepping stone, shore line. Erruptions. Dont worry sheilds protect mercs from lava for a time. And lava grav boot skill means they dont need to wade through it and take as much shield damage. But without sheilds wading through lava with out lvl 4-5 lava grav boots "each lvl of lava grav boots skill makes the wearer hover a additional 5% off the lava.
Sheilds would have little to no effect on protecting the wearer from plasma but armor does. And plasma sliding lvl 4-5 would be needed to cross plasma at a reasonable rate as it slows you down. Before it passes through and by passes your sheilds slowly eating at your armor
Wow it appears there is a limit on characters |
Spire Cognition
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.12.16 10:41:00 -
[2] - Quote
A gas giant would require shields as it would bypass armor and choke the player. Players would need anti grav jump boots 4-5 to jump in and out of pockets or corrosive gas or to gain new heights.
Lightning or storm planet would be armor based as the lightning would completely by pass the shield and ground on the armor. Grounding boots 4-5 would disparate the lightning into the ground.
And ocean planet would be armor based, and a ice planet shield based. One with hover boots the other with spiked boots to assist in speed of traveling across the frozen landscape.
Vehicles would be similar most appear to hover anyways. And I am sure even though your on a magma planet with raising moving currents and tides there is some sort of super structure just below the surface. That said PI structure is grounded too.
Each building or structure is generated based on its location that said eve player picked. Each layout is based on the planet type and its needs. E.g a magma planet buildings would hover or have duct tape mimitar route iron rusted pillions encased in a protective shield players see rippling every time a jet of hot magma impacts on the side of the support beams.
Each PI building would have supply lines, roads and pipe lines leading out of it off into the distance and into the sky box. Which again is generated based on near by surrounding PI structure and there place meant the PI eve player picked. The sky box terrain would be generated by the, depth map and color map of the location on the planet. The day or night of the map and the suns position as well as any space clouds from near by regions would all determine the color size brightness and position of the sun at any given time. As well as the look of the night sky or the day at any given time. The cloud cover, visibility. Is there a sand storm.
The planets size, rotation and gravity would determine the dust maps day night cycle time, and gravity how far a dust player can jump.
The best part is these numbers and lists and coordinates already exists. A algoritum just needs to be made to handle, pull, compile, generate. The maps. Then remember and retain the maps for future play at that exsact location on that exsact bit of PI structure.
If and once that structure is pulled out, destroyed, moved or taken over and any of the previous constraints change. A new map would need to be generated on its first time of play based on the slight changes. It might even have ruins of the previous structure in the distance as a grave yard of once controlled player structures in the area that was buildt up around your new PI plasma base you just took over to control a valuable mineral hot spot the only one this rich in 20 eve jumps.
Eve players could set the constraint of what parts of the enemy PI the merc contract entails. It could be a frustrating game of cat and mouse theft a war of nutrition hitting the enemy's silos skimming off the top never taking enough to draw to much notice until one day the owner has had enough and contracts a merc gang on standby to defend. Perhaps its a slow burn grind. Over a few days. First striking the launch pads so he can't get minerals out. Then severing the supply links. To the command station. Commendering the harvesters so he can't interrupt the flow of PI goo. All the time bleeding his solos dry before refing his PI command station in a grind were the owner can turn the tide quickly. He has to or his effort is lost as he contemplates poding ones self. Perhaps its a cut throat burn contract strait for the enemy's PI command center. But once its ref'ed the owner sneaks out all his minerals for one last haul via the launch pads he hires mercs to defend it the next day. Win or lose he might of just emptied neough minerals to cut his loses and start his PI again some were less hostile.
Now that is a system worth fighting for playing in. Investing time and effort in.
Eve players need to think more when they drop PI. It's now not just a plant and forget money tree. Eve players want to investigate, and meta game before they set up a contract and attack a enemy's PI set up. Worm hole planets keep their value. That sort after hidden out of the way aspect. That rare exotic treasure island feel. Null sec planets safe behind your lines become big targets or training grounds for defense training in dust and eve PI warfare. Now mercs can tear down a player PI banners and install the banners of those they are fighting for. Each level of command center could be a bigger structure. More capture points and at lvl 4-5 it could have orbital defenses and a longer ref timer. Each upgraded link or supply line could give the defending players mercs more clones. Each nozzle on a extractor could mean more hacking is required to keep the harvester extracting goo. A fight over a launch pad could allow for the direct theft of the minerals it contain as well as deny it owner its use and control. And a fight over a processing plant could yield more salvage to the winning mercs as well as stop its owner from pulling the blue prints and interrupting its production cycle. Any attack on any one of the PI owners structures would lock out the owner from making construction based changes for x days And refing the command center would lock out any attack on any of the PI owners structures. For the ref timer. The owner could still move goo, pull blue prints and launch minerals as long as his links hadn't been severed to each structure prior to the ref timer kicking in and those structures were still under his control.
Moving on top the state its in now and heading. |
Spire Cognition
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.12.16 10:41:00 -
[3] - Quote
Reserved its getting late here. Ill finish this tomorrow |
Spire Cognition
Crux Special Tasks Group Gallente Federation
0
|
Posted - 2012.12.16 10:41:00 -
[4] - Quote
Reserved |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |