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Vir Sigvaldt
RED COLONIAL MARINES Covert Intervention
20
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Posted - 2013.02.14 23:01:00 -
[1] - Quote
I've seen a few threads complaining about the problems of spawning and have even been on both sides of the bad spawn enough times to know what it's like myself. Though, I must admit, it was kind of funny spawning behind two enemy snipers one time and killing them both before dying to someone else who was right there also.
We should all know by now that CCP is working on fixing the spawning placement, but it's never going to be perfect even when the game is fully launched. There will always be a chance of spawning in the middle of the enemy team, especially if they're trying to capture an objective which you are trying to spawn at.
A bunch of people have been saying the solution to the problem would simply be to implement spawn protection in the form of temporary invulnerability or something. I see this as something that would introduce tons of new problems and possibly be game breaking. It's not going to be fun being confronted with someone who is suddenly a lot tankier than he should be because of the temporary invulnerability, but dying instantly to enemy fire in your [possibly] expensive dropsuits isn't fun either. It also makes defending an objective way too easy because of the invulnerability.
So, I thought that maybe the solution existed outside of combat and came up with this:
My proposed solution is based on a system already in place in EVE Online; insurance. However, people can die a lot in Dust 514, so insurance for each dropsuit would possibly be a little too useful as-is since you are very likely to lose your equipment anyways. Instead, I would recommend something of a "spawning insurance" where you are reimbursed a portion of the cost of your loadout (based on the tier you're paying for) if you die within a few seconds of spawning.
One way to make it work in a way similar to boosters, where you purchase a policy on the market then activate it and it lasts a certain amount of time. Make a multi-tier insurance system such as that in EVE, but make a flat percentage of market value payout at all tiers and cap it per dropsuit to make the higher tiers more viable for people using more expensive dropsuits.
I would even recommend a system like this for vehicles or make the insurance apply to both and cap it differently for each class of vehicle. I've seen a teammate lose his dropship because we called our vehicles at almost the same time and the Bolas carrying my Soma decided it wanted to drop my tank ON TOP OF the poor guy's dropship (and I think it was a Prometheus, too) and crush it and only crack my Soma's shields (which is the armor tank, mind you.) Basically just to guarantee the vehicle can make it to ground without being shot out of the skies or being crushed under another vehicle seconds after touching ground without taking a complete loss. |
Vir Sigvaldt
RED COLONIAL MARINES Covert Intervention
20
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Posted - 2013.02.15 00:02:00 -
[2] - Quote
My thoughts were something like this. Don't argue the numbers, I'm just making them up, it's the approach I'm going for. The numbers will seem off because I don't know the cost of anything off the top of my head.
The numbers aren't a flat payout, they are the maximum amount you will get paid for any class of vehicle should it be destroyed before it touches the ground or up to a few seconds after.
T1: (intended for people with militia gear) -Dropsuit payout: caps at 5k per loadout -LAV payout: caps at 30k per loadout -HAV payout: caps at 150k per loadout -Dropship payout: caps at 200k per loadout
T2: -Dropsuit: 15k -LAV: 50k -HAV: 300k -Dropship: 400k
T3: -Dropsuit: 30k -LAV: 70k -HAV: 800k -Dropship: 700k
T4: -Dropsuit: 100k -LAV: 200k -HAV: 2M -Dropship: 1M
I repeat, don't argue the numbers, they aren't the point. This is just an example to show what I'm talking about. |
Vir Sigvaldt
RED COLONIAL MARINES Covert Intervention
20
|
Posted - 2013.02.15 02:16:00 -
[3] - Quote
Except that temporary invulnerability and even the inability to do damage for a short time doesn't make sense in EVE lore in the first place. That still complicates things because then the player has to figure out the timing on that invulnerability to know when they can fire again. The safe spawn insurance might work a little better, at least it will make bad spawning less costly to players and it has no affect on actual in a way that complicates it. |
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