Raven Tesio
Liandri Hel-Jumpers Liandri Covenant
35
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Posted - 2013.02.18 17:57:00 -
[1] - Quote
Nidhogg Valkyrian wrote:that would be suitable in basic FPS games,because there is no loss for getting fragged. Dust has a focus on survival. Pure Close quarters combat would be a fragfest,and one hell of a ISK-sink. While the option to have it wouldnt be bad,it poses too much problems with viability. The teams would still have to be big numbers,so the maps would have to be equally large to prevent stepping on each others toes.So to make a large map close quarters it would have to become a maze of small hallways,wich would provoke pure chokepoint killzone spamming. There are too much options to exploit such maps to the point of controling every corner. The fun will be lost pretty quickly when they start covering spawnpoints,and u lose your clones the instant u respawn.
IMO,and i know i'll get hated for saying this,but the LESS motivation for Halo & COD fragheads and teabagger kids to come to Dust,the better.
Thats what i like about Dust,the complexity scares off the DERP kids.
Everything you point out frankly comes from poor level design and gameplay mechanics. While i will agree that I'd rather not deal with the CoD Noobtube freaks, frankly we are doing so already with the "Mass Driver" that is literally a gun dedicated to that role that you can sit on a Nanohive or Supply Point spamming to your hearts content; something people ARE do quite often on the small ABC Skirmish map.
There frankly isn't much focus on survival on DUST from what I've seen, you want a game based on survival play Gears of War. A single life per round with the ability to use cover forces people to be more care than jumping in to the middle of a fight spraying and preying.
Heck most players now seem to use the Heavy Suit simply because you can give it a ridiculous tank even at the low-levels. They're also a damn sight quicker and easier to use a Heavy Machine Gun on a Heavy in DUST than wielding a Turret in Multiplayer Halo 4.
Still this to a point comes more down to taste.
Personally I love the Close Quarter maps in Halo and Battlefield 3, while the move vehicle orientated ones frustrate me being unable to move across the map without being completely out in the open ... often leading to dying by sniper or some vehicle who took a shine to me. Mind atleast in Battlefield 3 (and Halo) it's possible to take down vehicles with small-arms fire as well as having far more useful weaponry for killing them quickly - past the Forge Gun or another Vehicle you don't.
Hell the HAVs are like bringing a Battleship to fight a group of Frigates, only difference is the Battleship can perfectly track the damn Frigates.
To me Close Quarter Maps would've made more sense to initially start out with. There is no need to large variations as most Facilities / Stations are built to the same specifications by Nano-Robots, so lore wise makes sense to have only a handful of designs. They could then be build far more around a combat flow, and "safe spawn" areas where you can enter the facility from your Dropship / MCC.
Plus not having any heavy weapons initially would've allowed CCP to expand out the basic arsenal, same with no vehicles means no tedious (and frankly horrible) vehicle controls as they could've taken thier sweet time getting them right, balanced and fully fleshed out.
It makes far more sense on the whole, especially as it could tie in to stuff in EVE for Contract work; such-as Planetry Custom Offices, Planetry Installations, Faction Warfare Complexes, Sleeper Complex Stations perhaps even Derilect Salvaging. Paves the way for AI as waypoint routing through a pre-made made is far easier (and better) than a procedurally generated one ... so Missions, Drone Survival or Environment Survival.
All of this would be quicker and easier to impliment than what CCP are doing now. Sure this would likely mean teams would shrink to say 8 vs 8 (or less) but frankly that is just a good thing given as with EVE Corps are always gonna to be prodominantly small groups for friends; rather than just the beheamoth juggernauts of the top 10 Corporations coming from thier silly "multi-gaming communities" ... god knows why they don't just call themselves clans anymroe, but w/e.
Point is it would've made far more sense, as the game is in a growth so matches and network limitations could've been slowly grown as well. |
Raven Tesio
Liandri Hel-Jumpers Liandri Covenant
35
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Posted - 2013.02.18 18:07:00 -
[2] - Quote
Severus Smith wrote:This could work really well. I know a major grievance in EVE is shooting at a POS (Station) to put it into Reinforced Mode. It's long, boring, and EVE players are begging for a better way. Why can't we be the better way. Want to put a station into Reinforced without having to shoot at it for hours? Call in the DUST mercenaries. It will make them like us more.
EVE players transport some CRU's to the station which latch on and we storm in. Have the CRU's hold hundreds of clones each so it's a long and costly battle. The objective is to overload the shield generators. If successful, the stations main shields fail, the emergency system starts up, and it enters Reinforced Mode. Once that happens the connection to our clones is cut off due to the Reinforcement barrier so our part is over. But we just had an exciting 1-2 hours of firefights and the EVE players were spared 1-2 hours of shooting endlessly at the station.
Actually like this idea, would tie in well if CCP actually pulls thier head out of thier arses and redesigned the POS system that they made such a big deal about doing last year.
Part of that would be that Eve Players wouldn't just need to think about external security but internal security modules as well, so that any alarm set off would send a mail for them to dispatch thier own Marines to counter it; or thier Marine corp could get the mail about it being attacked.
Would provide a pretty awesome dynamic... obviously not destroy the POS itself as that'd still be entirely the EVE end of things, but like an precision incursion team; have the entire complex as one big map with security systems in-place, teams would have to figure out how to get in and do them without all dying prior to reaching where an enemy marine team would be waiting to fight them.
Seperate teams could also be dispatched to knock offline modules outside, for example it might be easier breaking into the Hardener or External Weaponry areas than the main Shield Generators; to make the lives of an EVE group outside far easier to reinforce the POS. Would open up the possibility of better communication and use between the two groups, plus tactical possibilities pushing towards one area to pull ppl away from a real objective.
Bah now I've got goosebumps thinking about how awesome that could be. Especially as such a thing translates quite well over to Faction Warfare Complexes / I-Hubs with some tweaks. |