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Auriel Aedean
Gunslingers Corporation. GmbH
20
|
Posted - 2013.01.26 21:16:00 -
[1] - Quote
So, after having an insanely close round where we were winning, however, our clone count, wasn't. So, my suggestion was, instead of ending the game when clones are depleted, end it when all players on the team are killed, or, the MCC is destroyed. So, once it hits 00, respawn is disabled. |
mollerz
s1ck3r Corp
73
|
Posted - 2013.01.26 21:28:00 -
[2] - Quote
Agreed. Also, having an egg timer on a war is silly. Uh oh! sorry mercs! the clock ran out. Time to go home!
But it would awesome to let the last of the remaining clones on the ground have the possibility of a huge Thermopylae style comeback. |
Denak Kalamari
CrimeWave Syndicate
80
|
Posted - 2013.01.26 21:35:00 -
[3] - Quote
That would become very annoying if someone decided to stay in their MCC or behind the redline, even after the clones were depleted. Otherwise it's quite a good idea. |
Orion Aedean
Gunslingers Corporation. GmbH
3
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Posted - 2013.01.26 21:36:00 -
[4] - Quote
100% with this actually. It would add more strategy too. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
96
|
Posted - 2013.01.26 21:43:00 -
[5] - Quote
Timer actually makes sense. Otherwise people could be assholes and make a game drag on forever by hiding.
I DO think it'd be cool to implement a system where after you clone out or the MCC goes boom the losing team has to flee to save the gear they're carrying. Basically you have to get out of the redline and stay there until the timer ticks out, at which point instead of dying you are considered "evac'd". If you die or are unable to reach the red line within the time limit then you lose your gear.
Game ends as normal when either the entire losing team evacuates or timer runs out, but you get to see the after-battle report as soon as you evac, if you're one of the people who managed to do so.
Raises an obvious problem if the losing team manages to clone out the enemy team in the time between losing and evacuating. |
mollerz
s1ck3r Corp
73
|
Posted - 2013.01.26 22:37:00 -
[6] - Quote
Good luck hiding in the MCC when it blows up. And yea- that would be the end of the "timer" and of the game. No matter where you hid.
So don't worry, your concerns are unfounded. |
Auriel Aedean
Gunslingers Corporation. GmbH
20
|
Posted - 2013.01.26 23:11:00 -
[7] - Quote
mollerz wrote:Good luck hiding in the MCC when it blows up. And yea- that would be the end of the "timer" and of the game. No matter where you hid.
So don't worry, your concerns are unfounded.
Exactly. I wonder how the animation would look from such a vantage point. |
Vir Sigvaldt
RED COLONIAL MARINES Covert Intervention
20
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Posted - 2013.01.26 23:50:00 -
[8] - Quote
This seems like a fairly interesting/good/realistic idea. Just disable respawns and put all of the dead players into a spectator mode (teammates perspective only, of course) when their clones run out until an MCC is destroyed. |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.01.26 23:52:00 -
[9] - Quote
Edit, didn't read your post right, like the idea....
Removal of troll |
The dark cloud
Seraphim Initiative. CRONOS.
1060
|
Posted - 2013.01.26 23:53:00 -
[10] - Quote
My soloution would be: When no clones to respawn are avaible the game continues (cause there are still mercs on the ground). On the other hand the redline will get fully removed to dissaible "safezones". If you camp the MCC you will get pushed out of it by a forcefield. |
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Absolute Idiom II
BetaMax.
68
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Posted - 2013.01.27 01:33:00 -
[11] - Quote
I like that they game ends when you hit zero, even when I've lost matches due to it happening. It tells me that my team spent too many clones trying to defend/attack and although we are ahead in MCC damage we didn't manage our clone resources properly.
If your team is running low on clones, as a team you need to stop giving the enemy kills. I know this is hard whilst there are so many blueberries with no mics and no-one sits in team chat, but thems the breaks. |
mollerz
s1ck3r Corp
73
|
Posted - 2013.01.27 02:04:00 -
[12] - Quote
Absolute Idiom II wrote:I like that they game ends when you hit zero, even when I've lost matches due to it happening. It tells me that my team spent too many clones trying to defend/attack and although we are ahead in MCC damage we didn't manage our clone resources properly.
If your team is running low on clones, as a team you need to stop giving the enemy kills. I know this is hard whilst there are so many blueberries with no mics and no-one sits in team chat, but thems the breaks.
but it would be far more engaging to let the last of the spawned clones duke it out against a potentially overwhelming force.. and that right there is some fun entertaining playing. I've been in situations where were were holed up and turing the tiede, but the battle got cut short in a completely unrealistic way.
A fight should be a fight, right?
Not a boxing match with a referee and a bell.
|
Sylwester Dziewiecki
BetaMax.
33
|
Posted - 2013.01.27 02:26:00 -
[13] - Quote
Auriel Aedean wrote:So, after having an insanely close round where we were winning, however, our clone count, wasn't. So, my suggestion was, instead of ending the game when clones are depleted, end it when all players on the team are killed, or, the MCC is destroyed. So, once it hits 00, respawn is disabled. What about people that: a) fly with their dropships outside of them map(DS have extended red zone) b) a-hols-snipers with scan skills on max. ?? |
Patoman Radiant
ZionTCD Legacy Rising
53
|
Posted - 2013.01.27 03:48:00 -
[14] - Quote
don't suck and throw bodies away like they are nothing
Most times I played skimerish the game ends with MCC destroyed, Once it was by clone death, I don't see a problme either way, if my team is getting routinely massacred I don't realy want the game going on forever.
If the clone count is removed, no one will care about deaths and spamming like crazy suicide charges everywhere. |
Auriel Aedean
Gunslingers Corporation. GmbH
20
|
Posted - 2013.01.27 04:58:00 -
[15] - Quote
Patoman Radiant wrote:don't suck and throw bodies away like they are nothing
Most times I played skimerish the game ends with MCC destroyed, Once it was by clone death, I don't see a problme either way, if my team is getting routinely massacred I don't realy want the game going on forever.
If the clone count is removed, no one will care about deaths and spamming like crazy suicide charges everywhere.
I think you misunderstood my post. I'm not asking for the clone count to be removed, but once it hits 00, respawn is disabled, as there aren't any clones left, but the game goes on until:
- MCC is destroyed - All players are killed |
Cpt Murd0ck
Sanmatar Kelkoons Minmatar Republic
95
|
Posted - 2013.01.27 05:04:00 -
[16] - Quote
https://forums.dust514.com/default.aspx?g=posts&t=49136&find=unread
Similar thread |
Banjo Hero
BurgezzE.T.F Orion Empire
17
|
Posted - 2013.01.27 07:51:00 -
[17] - Quote
mollerz wrote:Agreed. Also, having an egg timer on a war is silly. Uh oh! sorry mercs! the clock ran out. Time to go home!
But it would awesome to let the last of the remaining clones on the ground have the possibility of a huge Thermopylae style comeback.
Um. Didn't the Persians, like, win the battle of Thermopylae? |
mollerz
s1ck3r Corp
73
|
Posted - 2013.01.27 09:04:00 -
[18] - Quote
Banjo Hero wrote:mollerz wrote:Agreed. Also, having an egg timer on a war is silly. Uh oh! sorry mercs! the clock ran out. Time to go home!
But it would awesome to let the last of the remaining clones on the ground have the possibility of a huge Thermopylae style comeback. Um. Didn't the Persians, like, win the battle of Thermopylae?
After massive losses. And that is the exact stage that set the fact that they won the battle but lost the war
Go learn some history, |
Absolute Idiom II
BetaMax.
68
|
Posted - 2013.01.27 10:58:00 -
[19] - Quote
mollerz wrote:Absolute Idiom II wrote:I like that they game ends when you hit zero, even when I've lost matches due to it happening. It tells me that my team spent too many clones trying to defend/attack and although we are ahead in MCC damage we didn't manage our clone resources properly.
If your team is running low on clones, as a team you need to stop giving the enemy kills. I know this is hard whilst there are so many blueberries with no mics and no-one sits in team chat, but thems the breaks. but it would be far more engaging to let the last of the spawned clones duke it out against a potentially overwhelming force.. and that right there is some fun entertaining playing. I've been in situations where were were holed up and turing the tiede, but the battle got cut short in a completely unrealistic way. A fight should be a fight, right? Not a boxing match with a referee and a bell. You are not considering what the impact would be. People would hide and not fight if that would win them the match. |
Auriel Aedean
Gunslingers Corporation. GmbH
20
|
Posted - 2013.01.27 15:02:00 -
[20] - Quote
Absolute Idiom II wrote:mollerz wrote:Absolute Idiom II wrote:I like that they game ends when you hit zero, even when I've lost matches due to it happening. It tells me that my team spent too many clones trying to defend/attack and although we are ahead in MCC damage we didn't manage our clone resources properly.
If your team is running low on clones, as a team you need to stop giving the enemy kills. I know this is hard whilst there are so many blueberries with no mics and no-one sits in team chat, but thems the breaks. but it would be far more engaging to let the last of the spawned clones duke it out against a potentially overwhelming force.. and that right there is some fun entertaining playing. I've been in situations where were were holed up and turing the tiede, but the battle got cut short in a completely unrealistic way. A fight should be a fight, right? Not a boxing match with a referee and a bell. You are not considering what the impact would be. People would hide and not fight if that would win them the match.
But that wouldn't win them the match. The enemy would push towards the objectives, capture them, and uh-oh, there goes your MCC. |
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