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Vaerana Myshtana
ScIdama Endless Renaissance
205
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Posted - 2013.01.18 15:08:00 -
[1] - Quote
I have seen a lot of valid criticism on the boards about people abusing the redlined team "safe zone" as a place from which to snipe, fire HAV guns, etc. I've experienced some battles in which one team knows they are losing and decides to sit behind the redline in the hopes of salvaging a better KDR. Furthermore, I've seen plenty of situations in which the winning team pins the losers in their redzone so badly that it is essentially a one-sided massacre (usually because the spawn points are exposed).
I agree that the team "safe zones" are a problem that encourages abuse, on both sides.
Proposed:
That off-limits zones be clarified as "Red Zones" which are off-limits to everyone, and "Yellow Zones" which designate team staging areas and are off-limits to the other team. Players should see their own staging area as a "Green Zone" on the mini map.
Red zones should still kill clones after a delay, as currently.
The yellow zones should kill members of the other team, as currently. In addition, no one should get any K/D or WP for actions inside the yellow zone.
Yellow zones should be like Las Vegas- what happens there, stays there. If you snipe from your own green zone, you get nada. If you snipe from the battlefield at someone in the other team's yellow zone, you get nada. Same goes for parking a tank and pounding away, nuking the safe zone CRU (Yes, I do this sometimes), calling in a strike, etc.
Clones and materiel are still lost, but there is no direct reward to the player for abusing the safe zone. The only motivation for actions in the yellow/green zone is in support of the mission objectives. |
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Vaerana Myshtana
ScIdama Endless Renaissance
205
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Posted - 2013.01.20 05:35:00 -
[2] - Quote
Zero Harpuia wrote:This... would work well. It'd probably get rid of those enemy tanks that park under the MCC too...
Still, this is a GOOD IDEA, but if CCP implements it we still need some non-idiotic spawn placement. As the OP notes, the only reason to do such with this would be to actually win the game for the team, which some people actually are interested in... and I'm tired of landing on enemy tanks when diving from the MCC.
Hehe.
I hate that. I really wish there was some way to shoot at them. |
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Vaerana Myshtana
ScIdama Endless Renaissance
205
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Posted - 2013.01.21 04:32:00 -
[3] - Quote
KalOfTheRathi wrote:Zero Harpuia wrote:This... would work well. It'd probably get rid of those enemy tanks that park under the MCC too...
Still, this is a GOOD IDEA, but if CCP implements it we still need some non-idiotic spawn placement. As the OP notes, the only reason to do such with this would be to actually win the game for the team, which some people actually are interested in... and I'm tired of landing on enemy tanks when diving from the MCC. I like the idea but it would not change that tank behavior. The tank would be in their normal zone and would be free to remain there. The problem you state can only be fixed by proper placement of the MCC and the Yellow Zone/Red Zone/Green Zone/That other Zone definitions. It could indeed be solved with no other changes than proper level design currently. The biggest confusion today is there are two Red Zones and some of us do not seem to recognize that. Others do but detest vehemently that their victims having any safe harbor what so ever. You know, those fun loving murderous savages that CCP wants to market this game to. Enjoy. 
The point of the proposals is that neither the tank camping the yellow zone spawn points, nor anyone in the yellow zone who attacks that tank would get WP or KD for their actions.
It might not stop all of the abuse but it would at least remove any scoring incentive. |
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Vaerana Myshtana
ScIdama Endless Renaissance
205
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Posted - 2013.01.21 04:37:00 -
[4] - Quote
137H4RGIC wrote:My problem from not getting any reward from shooting people in yellow areas is this: They can shoot you and kill you. If you kill someone who poses a very real threat, you should get rewarded for killing them. I don't like the counter-idea of having to wait for someone to fire at you before they become an eligible reward target. That's asking to be killed.
To be fair, though, if they are in the yellow zone, they get no reward for killing you either.
While the yellow zones would not stop all abuse, they would encourage teams to at least try to fight in the actual battlefield.
It would also reward the really good teams that force a "touchback" to the other team's yellow zone for laying in ambush rather than hammering the spawn points. From a game play standpoint I think that is more enjoyable than simply saturating the spawn points with lead and plasma- although I guess that has its charms, too. |
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Vaerana Myshtana
ScIdama Endless Renaissance
205
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Posted - 2013.01.21 04:41:00 -
[5] - Quote
Fivetimes Infinity wrote:If one team loses all points, the game should rapidly end so as to make the concept of fighting in the redzone a non-issue. Being camped isn't fun, camping an enemy team isn't fun. If the game is so lopsided that one team gets trounced, a Battlefield-style depletion should commence so as to let everyone get out of the boring game and get into a new one which is hopefully better matched.
While I disagree with you on snipers, I think this point has some merit. It might be worth it for CCP to come up with certain conditions that trigger an early forfeiture.
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Vaerana Myshtana
ScIdama Endless Renaissance
205
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Posted - 2013.01.22 15:47:00 -
[6] - Quote
Zat Earthshatter wrote:I do appreciate the "yellow zone" concept. I really do - it would fix our issues with current map design, or at least discourage abusing them. However, anyone who's played the earlier stages - back before the E3 build - will know how this archetype of maps weren't really intended for this kind of redzone usage - which is allowing the problem. They were originally designed to be the final objective zone of a multi-stage, MAG-esque battle. The old design took different maps, and puzzle-pieced them together, with the redzones hidden well enough to avoid sniping to or from those zones. Say you placed the map "Biomass" at the end, then it would be set up somwhat like this:
{un-named attacker staging area}----------->[Crater Lake]--------->{Biomass - defender zone}
For the first stage, defenders got to use an entire base as a staging area, and it was completely hidden from the attackers by the first map stage. Once the first stage was lost, attackers moved up to the end of the first stage, while still having their fallback spawns hidden from fire. Maybe it was the mode, maybe it was that Crater lake was one of the best tactical maps CCP came up with. Either way, returning to one of those elements would actually help our red-zone problem. Sounds a little weird, but it would indeed help.
Thanks for the info. That would be really cool. |
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