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KalOfTheRathi
CowTek
168
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Posted - 2013.01.21 06:17:00 -
[1] - Quote
We are going to have a constant stream of noobs, with any luck, coming into DUST.
Once we have a real Battle Manager or Whatever They Are Calling It This Week here are some suggestions to expand game play for all concerned.
Map choices (I know, Sooooon (tm) but I don't know Wheeeeen).
Attacker/Defender sides available to choose if the map is Skirmish.
Noob flag for ONE side only. Then the Attackers/Defender can be selected. The opposing team are not noobs. And they are less of them. The higher the level of equipment the lower the count of active and reserve clones. For protos, 2 to 4 vs 16 noobs and reserves are reduced by the same percentage. Same winning conditions as today, clone count exhaustion and timer or MCC loss.
Non-protos allowed could be variable up to 8 vs 16.
HAV and DS should be options as well.
No limits on the noob side.
Joining Battle is only available during setup. No late joining. I am flexible on this as this is a personal issue.
Optionally have the Vets post a bond for payout to the noobs in addition to the standard. You want a loss to matter? This can help. ISK doesn't matter that much to proto users but paying out 425,000 ISK to buy a skill book it can be important to a noob.
How do we establish noob state? That I would like some suggestions on frankly. SP max? Level max? Max Equip level? Militia gear only?
If spectators are allowed they could be employed as referees. Flagging violations and booting them from the match.
If we can settle the noob state than this can be expanded to proto versus anyone else but I believe the noob should be solved first as it will enable noobs to learn faster and come to grips with the game in a less random but potentially a more entertaining environment.
This same system could support all types of VS play down the road. A Corp or squad could define battle conditions and see if there are any takers. This is were bonds might ensure the offers are worthy. |
Tarquin Markel
The Synenose Accord Celestial Imperative
85
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Posted - 2013.01.21 06:37:00 -
[2] - Quote
I ... do not like this idea.
The only thing more demoralizing than being a vet who loses to a noob-mob would be getting smacked down, hard, by veteran players. I know full well how thoroughly vets can dominate.
The way I figure it (being a noob m'self), the way to learn is to play both with and against the masters.
IF we were going to do this, though....
KalOfTheRathi wrote:How do we establish noob state? That I would like some suggestions on frankly. SP max? Level max? Max Equip level? Militia gear only?
Probably a combination, taken together. I got away from militia gear after my first couple of hours, but it took at least a couple days to find my feet-- and I, in all lack of humility, am pretty quick on the uptake.
A good guide might be fitting skills. A scout, for example, who has to choose between grenades, explosives, and a sniper rifle or shotgun (pick two) is only two thirds of a scout. You can't just max out sniper rifle skills and expect to get by on that alone.
... Unless you were a really good sniper.
So, yeah, an aggregate. X points for this, Y points for that, get above Z and you're out of the club. |
KalOfTheRathi
CowTek
168
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Posted - 2013.01.21 08:02:00 -
[3] - Quote
This is only intended as an optional battle mode. Not a requirement. Just a method for raising the stakes a bit and see what works and what doesn't.
First we need to be able to choose maps, minimum number of players, attacker/defender for that matter.
If you do not want to get smacked down by a noob match there is not need to join it.
If your ever growing ego of transtellar proportions believes that it can take them all on then ... step right up. Hopefully with a squad.
Maybe a vet squad would only use a particular set of Fits for the entire match, "Yeah, we can take you on and we will only use ...".
And adding a bond would raise the stakes some more. If a squad wants to. |
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