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Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.17 21:49:00 -
[1] - Quote
Quote:The concept I want to present is two-fold:
A. Providing a role for "jet" aircraft, such as the Fighters that were shown in 2009 and have been mentioned a few times since.
B. Providing the feeling of a large-scale conflict while managing player counts and network load.
First of all, the concept that Grit Breather and I hashed out several months ago involved allowing "Jet" aircraft the ability to operate outside of the VTOL aircraft redzone, and possibly even the ability to fly across the entire District visible from space, giving them plenty of room to maneuver and the ability for them to have a role of their own apart from "Gunship" type aircraft that would operate like attack helicopters in other combined-arms shooters.
This coincides with the second part of our concept, which involved having several battle zones within a single district. To clarify, MAG supported 256 players by hosting a single environment across multiple separate instances. You had that large number of players, but they were physically unable to congregate in one area, as that would have cause catastrophic latency issues.
What we propose is that capturing a FW district consist of multiple 48-player (or higher as the game develops over the years) battles in "battle-zones" within the district. Rather than jumping back up to the War Barge after each fight as in the current mechanics, your team-mates would fall back to the MCC, and then it would fly you to the next battle under the control of the Commander. The Commanders would also be able to access a top-down view of the entire district to see how the fight is progressing in each area so that they can coordinate their efforts when taking contracts for the same Faction.
In addition, you would also have Jet aircraft deploy-able from the MCC just like the RDVs, and they would share the MCCs ability to traverse the entire district. In this way, you have what is effectively a separate experience for the players who use these vehicles, but that separate playstyle also allows them to be more useful by allowing the coordination of air support among all the active battle-zones. In this way, if you restrict them to only be able to land and re-arm on the MCC they launched from so as to keep them in their own "sky box" instance at all other times, you can keep the infantry battles in the game on a manage-able scale of network load, while still providing the feeling of being in a large-scale conflict.
Now that this has been discussed a bit more, I wanted to update my main points.
A. There should be a limit on "Jet" aircraft deploy-able from each MCC that is separate from the current quota, as these aircraft would be separately instanced. This way you could operate them without negatively impacting your ground operations. I would recommend a limit of 4-8 considering that they aircraft would be able to support other battle-zones, and you don't want their population growing too high either.
B. A system of opening battlefields for attack and managing battle similar to that used in Frontlines: Fuel of War, but on a larger scale. Successfully capturing a zone would then open the next zone in the district for attack, and losing the battle would force you back a zone, or if you were at the edge of the district, force you to choose another area to restart your attack from. Either MCC would be able to retreat at any time, forfeiting the match to the other side, and moving up the frontline in the same manner. Loss of MCC would result in a Skirmish 1.0 type match where the defenders would have infinite clones, in order to allow them the opportunity to fight back, but still allow a well coordinated enemy to continue to push. If the defenders succeed, another MCC is flown in, and they have the opportunity to push back.
In this system, the Commander would choose where to deploy, and the infantry would deploy there first via CRUs deployed from orbit, or deploy in the MCC and ride over. Either way, they would have to wait behind a redline blocking access to the battle-zone for 2-5 minutes to allow the defender the chance to move in to defend, but still a small enough delay to allow the element of surprise to be a factor.
The goal of this two-part system remains to present the feeling of large-scale conflict while keeping manageable match sizes to reduce latency-related issues.
Scale to playability, while playing to sense of scale. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.17 21:52:00 -
[2] - Quote
So what I'd like to see in district fights -
Make it LIKE skirmish 1.0 ie a set of objectives unlocks the next chunk of the map.
Instead of reloading into the MCC there is a redline change at the end of each map.
So there is a 2min low conflict time period for people to reset their location and get their fits setup etc.
Most of this time is spent running/driving to the new positions on each edge of the map.
Defense has time to "Setup" in the redzone before the new map is active. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.17 22:09:00 -
[3] - Quote
Telcontar Dunedain wrote:So what I'd like to see in district fights -
Make it LIKE skirmish 1.0 ie a set of objectives unlocks the next chunk of the map.
Instead of reloading into the MCC there is a redline change at the end of each map.
So there is a 2min low conflict time period for people to reset their location and get their fits setup etc.
Most of this time is spent running/driving to the new positions on each edge of the map.
Defense has time to "Setup" in the redzone before the new map is active. I like the sound of that. Gives a far more structured alternative to my idea.
Actually, in addition, why not additionally represent that timer via the MCC flying in overhead to signal the start of the next battle? |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.17 22:34:00 -
[4] - Quote
Mobius Wyvern wrote:Telcontar Dunedain wrote:So what I'd like to see in district fights -
Make it LIKE skirmish 1.0 ie a set of objectives unlocks the next chunk of the map.
Instead of reloading into the MCC there is a redline change at the end of each map.
So there is a 2min low conflict time period for people to reset their location and get their fits setup etc.
Most of this time is spent running/driving to the new positions on each edge of the map.
Defense has time to "Setup" in the redzone before the new map is active. I like the sound of that. Gives a far more structured alternative to my idea. Actually, in addition, why not additionally represent that timer via the MCC flying in overhead to signal the start of the next battle?
Well thats where the problem lies?
Currently we destroy the MCC on every map.
I'm assuming that it would instead retreat as it was in skirmish 1.0 |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.17 22:39:00 -
[5] - Quote
Telcontar Dunedain wrote:Mobius Wyvern wrote:Telcontar Dunedain wrote:So what I'd like to see in district fights -
Make it LIKE skirmish 1.0 ie a set of objectives unlocks the next chunk of the map.
Instead of reloading into the MCC there is a redline change at the end of each map.
So there is a 2min low conflict time period for people to reset their location and get their fits setup etc.
Most of this time is spent running/driving to the new positions on each edge of the map.
Defense has time to "Setup" in the redzone before the new map is active. I like the sound of that. Gives a far more structured alternative to my idea. Actually, in addition, why not additionally represent that timer via the MCC flying in overhead to signal the start of the next battle? Well thats where the problem lies? Currently we destroy the MCC on every map. I'm assuming that it would instead retreat as it was in skirmish 1.0 Right, I was making that statement based on what you had suggested. It would honestly make more sense to be able to retreat when you're getting badly beaten up. Possibly if you lose the MCC, have the wait period involve another one being sent down from orbit? |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.17 22:40:00 -
[6] - Quote
Just put this in IRC, but thought I'd put it here too. it assumes M+¦bius' mechanics plus those like current sovereignty mechanics in Eve.
To capture a district you must:
1: fight a no consensual/no warning ambush to reinforce the defense relay down to 50% armor. While active it prevents hostile MCCs from entering the atmosphere above the district. Reinforced nodes then go into a timer of the defender's choosing so the next battle is up to them. Offenders or defenders win if other sides clones are destroyed. Attacker wins if relay is reinforced. Defender wins if the battle lasts longer than 30 mins (emergency shield power). This is basically a one sided vehicle assault.
2: when the reinforcement ends, an OMS ambush then takes place around the node until it is hacked, destroyed, or armor is healed to 100%. If healed, attacker starts back at step 1.
3: If the OMS defense battle fails and the node falls all, districts become vulnerable to skirmish attacks subject to the attacker's choosing.
4: Districts maintain command nodes which are MCC sized installations that represent a defender's MCC. Attacking null cannons degrade the defender's command node rather than having an MCC. Attackers win if the majority of zones in a district are taken. Ties go to the defender. Captured zones become vulnerable to another battle after 24 hours.
5: After 30 mins of the defense relay being destroyed, while any zone is still vulnerable, the defender can launch another OMS Ambush to rebuild another defense relay. If successful the defenders can then recharge their district's relay preventing any more MCCs from entering their atmosphere. To continue the attack, the attacker returns to step 1. If the OMS Ambush is lost to the attackers, but the relay is reinforced, zone control remains as it was just prior to the reinforcement, and any current matches are carried out. All zone once again become vulnerable once the relay exits reinforcement with the difference this time being that the attacker may be 'holding' a zone. All zones can only be vulnerable for 2 hours. After 2 hours they are considered controlled by the defender.
Bigger districts with more zones means a much harder time taking all of the zones, but it would also be harder |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.17 22:41:00 -
[7] - Quote
Mobius Wyvern wrote:Telcontar Dunedain wrote:
Well thats where the problem lies?
Currently we destroy the MCC on every map.
I'm assuming that it would instead retreat as it was in skirmish 1.0
Right, I was making that statement based on what you had suggested. It would honestly make more sense to be able to retreat when you're getting badly beaten up. Possibly if you lose the MCC, have the wait period involve another one being sent down from orbit?
Sure, this gets into issues of cost to take/defend a district in nullsec at least. Not sure how that balances out.
IIRC 130m isk per MCC |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.17 23:02:00 -
[8] - Quote
Telcontar Dunedain wrote:Mobius Wyvern wrote:Telcontar Dunedain wrote:
Well thats where the problem lies?
Currently we destroy the MCC on every map.
I'm assuming that it would instead retreat as it was in skirmish 1.0
Right, I was making that statement based on what you had suggested. It would honestly make more sense to be able to retreat when you're getting badly beaten up. Possibly if you lose the MCC, have the wait period involve another one being sent down from orbit? Sure, this gets into issues of cost to take/defend a district in nullsec at least. Not sure how that balances out. IIRC 130m isk per MCC Sounds about right. Naturally you want to try and keep them alive. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.17 23:06:00 -
[9] - Quote
Beren Hurin wrote:Just put this in IRC, but thought I'd put it here too. This combined with a mechanic like current sovereignty mechanics in Eve.
To capture a district you must:
1: fight an ambush to reinforce the defense relay down to 50% armor. While active it prevents hostile MCCs from entering the atmosphere above the district. Reinforced nodes then go into a timer of the defender's choosing so the next battle is up to them.
2: when the reinforcement ends, an OMS ambush then takes place around the node until it is hacked, destroyed, or armor is healed to 100%.
3: If the OMS defense battle fails and the node falls all available battles ones in the districts become vulnerable to skirmish attacks subject to the attacker's choosing.
4: Districts maintain command nodes which are MCC sized installations that represent a defender's MCC. Attacking null cannons degrade the defender's command node rather than having an MCC. Attackers win if the majority of zones in a district are taken. Ties go to the defender.
5: After 30 mins of the defense relay being destroyed, or a successful skirmish defense, the defender can launch another OMS Ambush to rebuild another defense relay. If successful the defenders can then recharge their district's relay preventing any more MCCs from entering their atmosphere. To continue the attack, the attacker returns to step 1.
I both like, and dislike, this proposal. I like it because it outlines a very clear list of objectives that must be obtained in order to gain control of a district/planet, or defend against an incoming attack depending on which side you are on. But that's also why I don't like it. It's too orderly, too polite. It seems to suggest that Corps would set aside a time to battle over districts/planets.
Corp A: We'd like to launch a surpise attack against you. How does Tuesday at 7 sound?
Corp B: Well it's difficult to get enough players at 7, how about 8:30?
Corp A 8:30 it is! Look forward to destroying then.
I don't know, maybe I'm wrong. But it would seem to fit better in the New Eden 'verse if Corp B didn't know that their planets were being attacked until an emergency signal (say in the form of a notification to the CEO) was sent out AFTER Corp A had started their initial attack. This offers up the possibility of covert operations/black ops missions, as well as PVE turned PVP battles.
PVE because the areas under attack might start out only being defended by NPC personnel or Drones, and PVP because as soon as the message went out, Corp B Mercs could start spawning in to defend the area.
Like I said, I do like the proposal, but I feel that Game Modes should only be used as a stop gap. Game TOOLS are a better way to go, in the long run. Give us, as players, enough tools and the space to use them in, and WE will create the ways to achieve our goals. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.17 23:09:00 -
[10] - Quote
Hagintora wrote:Beren Hurin wrote:Just put this in IRC, but thought I'd put it here too. This combined with a mechanic like current sovereignty mechanics in Eve.
To capture a district you must:
1: fight an ambush to reinforce the defense relay down to 50% armor. While active it prevents hostile MCCs from entering the atmosphere above the district. Reinforced nodes then go into a timer of the defender's choosing so the next battle is up to them.
2: when the reinforcement ends, an OMS ambush then takes place around the node until it is hacked, destroyed, or armor is healed to 100%.
3: If the OMS defense battle fails and the node falls all available battles ones in the districts become vulnerable to skirmish attacks subject to the attacker's choosing.
4: Districts maintain command nodes which are MCC sized installations that represent a defender's MCC. Attacking null cannons degrade the defender's command node rather than having an MCC. Attackers win if the majority of zones in a district are taken. Ties go to the defender.
5: After 30 mins of the defense relay being destroyed, or a successful skirmish defense, the defender can launch another OMS Ambush to rebuild another defense relay. If successful the defenders can then recharge their district's relay preventing any more MCCs from entering their atmosphere. To continue the attack, the attacker returns to step 1. I both like, and dislike, this proposal. I like it because it outlines a very clear list of objectives that must be obtained in order to gain control of a district/planet, or defend against an incoming attack depending on which side you are on. But that's also why I don't like it. It's too orderly, too polite. It seems to suggest that Corps would set aside a time to battle over districts/planets. Corp A: We'd like to launch a surpise attack against you. How does Tuesday at 7 sound? Corp B: Well it's difficult to get enough players at 7, how about 8:30? Corp A 8:30 it is! Look forward to destroying then. I don't know, maybe I'm wrong. But it would seem to fit better in the New Eden 'verse if Corp B didn't know that their planets were being attacked until an emergency signal (say in the form of a notification to the CEO) was sent out AFTER Corp A had started their initial attack. This offers up the possibility of covert operations/black ops missions, as well as PVE turned PVP battles. PVE because the areas under attack might start out only being defended by NPC personnel or Drones, and PVP because as soon as the message went out, Corp B Mercs could start spawning in to defend the area. Like I said, I do like the proposal, but I feel that Game Modes should only be used as a stop gap. Game TOOLS are a better way to go, in the long run. Give us, as players, enough tools and the space to use them in, and WE will create the ways to achieve our goals. You'll find that most of us agree on this standpoint of FW Battles being more like gentlemanly duels than an actual war. I like the idea of one of these matches being underway, and then the other side recieves a warning, just like you said. However, having a slight delay before you can actually start fighting after you put boots on the ground is a lot like a small-scale version of the reinforcement timers on structures in EVE. It gives the enemy enough time with that District in their Corp Battle tab to start scrambling to put a defense together, so that you have a better chance of getting a good fight, while still allowing the element of surprise to somewhat be a factor. |
|
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.17 23:27:00 -
[11] - Quote
Hagintora wrote:Beren Hurin wrote:Just put this in IRC, but thought I'd put it here too. This combined with a mechanic like current sovereignty mechanics in Eve.
To capture a district you must:
1: fight an ambush to reinforce the defense relay down to 50% armor. While active it prevents hostile MCCs from entering the atmosphere above the district. Reinforced nodes then go into a timer of the defender's choosing so the next battle is up to them.
2: when the reinforcement ends, an OMS ambush then takes place around the node until it is hacked, destroyed, or armor is healed to 100%.
3: If the OMS defense battle fails and the node falls all available battles ones in the districts become vulnerable to skirmish attacks subject to the attacker's choosing.
4: Districts maintain command nodes which are MCC sized installations that represent a defender's MCC. Attacking null cannons degrade the defender's command node rather than having an MCC. Attackers win if the majority of zones in a district are taken. Ties go to the defender.
5: After 30 mins of the defense relay being destroyed, or a successful skirmish defense, the defender can launch another OMS Ambush to rebuild another defense relay. If successful the defenders can then recharge their district's relay preventing any more MCCs from entering their atmosphere. To continue the attack, the attacker returns to step 1. I both like, and dislike, this proposal. I like it because it outlines a very clear list of objectives that must be obtained in order to gain control of a district/planet, or defend against an incoming attack depending on which side you are on. But that's also why I don't like it. It's too orderly, too polite. It seems to suggest that Corps would set aside a time to battle over districts/planets. Corp A: We'd like to launch a surpise attack against you. How does Tuesday at 7 sound? Corp B: Well it's difficult to get enough players at 7, how about 8:30? Corp A 8:30 it is! Look forward to destroying then. I don't know, maybe I'm wrong. But it would seem to fit better in the New Eden 'verse if Corp B didn't know that their planets were being attacked until an emergency signal (say in the form of a notification to the CEO) was sent out AFTER Corp A had started their initial attack. This offers up the possibility of covert operations/black ops missions, as well as PVE turned PVP battles. PVE because the areas under attack might start out only being defended by NPC personnel or Drones, and PVP because as soon as the message went out, Corp B Mercs could start spawning in to defend the area. Like I said, I do like the proposal, but I feel that Game Modes should only be used as a stop gap. Game TOOLS are a better way to go, in the long run. Give us, as players, enough tools and the space to use them in, and WE will create the ways to achieve our goals.
Yeah hagintra, the initial ambush would have no warning, and the attackers could reinforce it without there being a defense mustered ever. But once it is reinforced, the defenders timer would have been set ahead of time, there would be no negotiation. It would come out at x-o'clock, likely the time when you could get the most people on. After that timer, the attacker basically gets to chose the proceeding skirmishes, until they lose. If they lose, the defender can at will launch their ambush OMS to rebuild the relay repelling the attackers. For a lot of the battles each side has a few ways they could proceed and most of them can generally be done using surprise.
If you could take a whole district with no notice people wouldn't invest anything in them. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.17 23:56:00 -
[12] - Quote
Mobius Wyvern wrote:You'll find that most of us agree on this standpoint of FW Battles being more like gentlemanly duels than an actual war. I like the idea of one of these matches being underway, and then the other side recieves a warning, just like you said. However, having a slight delay before you can actually start fighting after you put boots on the ground is a lot like a small-scale version of the reinforcement timers on structures in EVE. It gives the enemy enough time with that District in their Corp Battle tab to start scrambling to put a defense together, so that you have a better chance of getting a good fight, while still allowing the element of surprise to somewhat be a factor.
Some people might not want a good fight, they might just want to take territory as easily as possible. But I do see your point. I just get a liitle confused when people start asking for things that would seem to make Dust like MAG or Battlefield (arguably the only two console shooters even remotely like Dust to begin with), when this game offers so much more in potential.
Not to make it seem like I'm hijacking your thread, I'll take your OP as an example. A positive one, by the way.
Your proposal of keeping fighter craft in there own "sky box" is a good one, as it it would (hopefully) not only allow more players on the map, but also because it opens up the possibilty of making the maps less like Battlefield and more like Farcry, or the original Crysis. Having maps that size, regardless of the amount of players on the ground (as that number will steadily increase as technology allows) would allow for the feeling of a real battle.
The infamous redline could be delegated to the edge of the District as a whole, and would allow Commanders to choose their infiltration points, and defenders to choose which areas they want to defend the most.
Battles would then have a roving "frontline" as each side gained and lost territory, without having an artificial "redline" defining where you should be fighting.
It allows for flanking manuevers and setting up ambushes.
It allows for having an active battlefield strategy as well as the more fluid small unit tactics needed to win an egagement. Now I'm not saying that this should be implented right away.
Obviously there are balance issues still to be worked out to get the core mechanics working as they should. And maybe my ideas are too ambitious to actually pull off. But I like this game, I like the potential, and I will always advocate for ideas that push it farther from the standard COD, MAG, Battlefield FPS games and more into a realm unto itself. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.18 00:23:00 -
[13] - Quote
Hagintora wrote:Mobius Wyvern wrote:You'll find that most of us agree on this standpoint of FW Battles being more like gentlemanly duels than an actual war. I like the idea of one of these matches being underway, and then the other side recieves a warning, just like you said. However, having a slight delay before you can actually start fighting after you put boots on the ground is a lot like a small-scale version of the reinforcement timers on structures in EVE. It gives the enemy enough time with that District in their Corp Battle tab to start scrambling to put a defense together, so that you have a better chance of getting a good fight, while still allowing the element of surprise to somewhat be a factor. Some people might not want a good fight, they might just want to take territory as easily as possible. But I do see your point. I just get a liitle confused when people start asking for things that would seem to make Dust like MAG or Battlefield (arguably the only two console shooters even remotely like Dust to begin with), when this game offers so much more in potential. Not to make it seem like I'm hijacking your thread, I'll take your OP as an example. A positive one, by the way. Your proposal of keeping fighter craft in there own "sky box" is a good one, as it it would (hopefully) not only allow more players on the map, but also because it opens up the possibilty of making the maps less like Battlefield and more like Farcry, or the original Crysis. Having maps that size, regardless of the amount of players on the ground (as that number will steadily increase as technology allows) would allow for the feeling of a real battle. The infamous redline could be delegated to the edge of the District as a whole, and would allow Commanders to choose their infiltration points, and defenders to choose which areas they want to defend the most.
Battles would then have a roving "frontline" as each side gained and lost territory, without having an artificial "redline" defining where you should be fighting.
It allows for flanking manuevers and setting up ambushes.
It allows for having an active battlefield strategy as well as the more fluid small unit tactics needed to win an egagement. Now I'm not saying that this should be implented right away.
Obviously there are balance issues still to be worked out to get the core mechanics working as they should. And maybe my ideas are too ambitious to actually pull off. But I like this game, I like the potential, and I will always advocate for ideas that push it farther from the standard COD, MAG, Battlefield FPS games and more into a realm unto itself. Have you ever played Frontlines: Fuel of War? Your concept sounds like what made that game hang around long after many newer titles had come out. Like BF2142, the PC version is still pretty active today. I love that idea, as it would mean that even when you go back to the same District, you may get a completely new fight, and gives the opportunity to have a real conflict over the District instead of just having a series of battles and then it's over. |
ReGnYuM LEGENDof DEI
Bragian Order Amarr Empire
4
|
Posted - 2013.02.18 01:48:00 -
[14] - Quote
I support this |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.18 01:59:00 -
[15] - Quote
Mobius Wyvern wrote:Have you ever played Frontlines: Fuel of War? Your concept sounds like what made that game hang around long after many newer titles had come out. Like BF2142, the PC version is still pretty active today. I love that idea, as it would mean that even when you go back to the same District, you may get a completely new fight, and gives the opportunity to have a real conflict over the District instead of just having a series of battles and then it's over.
I haven't played Frontlines, but if it uses those concepts I might have to check it out.
And yes, exactly. Same District, new battles. CCP doesn't have to come up with game modes and set standards for us play/meet. All they need to do is give us the tools, and the space. EVE is a perfect example, and since this is set in the same universe, it would make sense that it should be emulated. There are players who do nothing but mine, and players who do nothing but trade. The economy is player controlled, and greifers and shenanigans abound. All made possible by a company smart enough to give players a lot tools, and a wide open universe to use them in, and allow the players themselves to decide how best to utilize them.
Now the concept obviously has some balance issues. Beren Hurin is right; allowing someone to take territory away from players without them knowing about it at all would be foolish. And there would have to be a period of time where a conquered, or successfully defended territory couldn't be attacked again. Not only to give players a chance to buff their defenses, and reap the benefits of having taken said territory, but also to give that feeling that they have accomplished something (or lost something). Otherwise you get a Planetside 2 issue, where you're constantly fighting over the same piece of ground that neither side is able to benefit from. Rendering the whole concept of planetary conquest useless. |
Tiel Syysch
Imperfects Negative-Feedback
634
|
Posted - 2013.02.18 02:11:00 -
[16] - Quote
I like B more than A, and I only dislike A because I don't think it should be unique to fighters.
I think vehicles should be able to pass between combat zones, as well as the person in the commander role being able to manage squads and flag them for multiple/different zones so they can move around to reinforce areas. If one of your teams is getting crushed somewhere, send another squad from a place you're easily winning - have a dropship or LAV/future-APC come pick them up and ferry them across the district to the appropriate place and help out the losing team.
Assuming multiple battles are going on simultaneously anyway, and not a linear progression for one team to go through. |
Mobius Wyvern
BetaMax.
1216
|
Posted - 2013.02.18 02:24:00 -
[17] - Quote
Tiel Syysch wrote:I like B more than A, and I only dislike A because I don't think it should be unique to fighters.
I think vehicles should be able to pass between combat zones, as well as the person in the commander role being able to manage squads and flag them for multiple/different zones so they can move around to reinforce areas. If one of your teams is getting crushed somewhere, send another squad from a place you're easily winning - have a dropship or LAV/future-APC come pick them up and ferry them across the district to the appropriate place and help out the losing team.
Assuming multiple battles are going on simultaneously anyway, and not a linear progression for one team to go through. The only reason I didn't suggest that myself is that I can't think of a way to balance what you put forward with the need to handle instancing and session changes. I liked the idea of Jets and MCCs being able to move around freely as a way to keep manageable player counts for network load, while still allowing the player to feel like they're part of a large battle. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.18 02:34:00 -
[18] - Quote
Mobius Wyvern wrote:Tiel Syysch wrote:I like B more than A, and I only dislike A because I don't think it should be unique to fighters.
I think vehicles should be able to pass between combat zones, as well as the person in the commander role being able to manage squads and flag them for multiple/different zones so they can move around to reinforce areas. If one of your teams is getting crushed somewhere, send another squad from a place you're easily winning - have a dropship or LAV/future-APC come pick them up and ferry them across the district to the appropriate place and help out the losing team.
Assuming multiple battles are going on simultaneously anyway, and not a linear progression for one team to go through. The only reason I didn't suggest that myself is that I can't think of a way to balance what you put forward with the need to handle instancing and session changes. I liked the idea of Jets and MCCs being able to move around freely as a way to keep manageable player counts for network load, while still allowing the player to feel like they're part of a large battle.
Giving fighters the ability fly over an entire District in their own "sky box" is the only way that I can think of to give them enough room to manuever. Think of Ace Combat for this idea more than anything else. I agree with Tiel Syysch, and I would also like to see that eventually, but Mobius is right. For right now we have to simulate that feel of large scale warfare until technology allows for something more. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.02.18 03:46:00 -
[19] - Quote
Hagintora wrote:Mobius Wyvern wrote:Tiel Syysch wrote:I like B more than A, and I only dislike A because I don't think it should be unique to fighters.
I think vehicles should be able to pass between combat zones, as well as the person in the commander role being able to manage squads and flag them for multiple/different zones so they can move around to reinforce areas. If one of your teams is getting crushed somewhere, send another squad from a place you're easily winning - have a dropship or LAV/future-APC come pick them up and ferry them across the district to the appropriate place and help out the losing team.
Assuming multiple battles are going on simultaneously anyway, and not a linear progression for one team to go through. The only reason I didn't suggest that myself is that I can't think of a way to balance what you put forward with the need to handle instancing and session changes. I liked the idea of Jets and MCCs being able to move around freely as a way to keep manageable player counts for network load, while still allowing the player to feel like they're part of a large battle. Giving fighters the ability fly over an entire District in their own "sky box" is the only way that I can think of to give them enough room to manuever. Think of Ace Combat for this idea more than anything else. I agree with Tiel Syysch, and I would also like to see that eventually, but Mobius is right. For right now we have to simulate that feel of large scale warfare until technology allows for something more. Since Dust is already confirmed to be migrating to the next PlayStation, I fell confident that we'll one day see Tiel Syysch's vision come to be a reality.
To some up some of my favorite ideas from this discussion, I really like the suggestions Telc was making about this, and I want to offer a new idea.
Combine what I said with the accompanying posts in the following manner:
You get into a fight in one zone of the district between 2 MCCs but still following a progression similar to Skirmish 1.0. Your team is victorious, and you destroy the hostile MCC. After that, the enemy team is spawned back at a zone behind that one, where the "frontline" has now moved up, and is given several minutes to set up and bolster defenses before you move forward. At this point, both sides engage in a Skirmish 1.0 style battle, which allows the enemy team to attempt to halt your advance and get their momentum back. If they take out your MCC or you withdraw, another MCC is now on the field from the War Barge in orbit, and they can start to push forward again.
Allowing the defender to have access to the unlimited clone count of Skirmish 1.0 let's them have an option other than giving up if they're up against a strong opponent. They can halt the advance of the enemy and reorganize for another push. In this manner, taking a district could possibly take several hours of small, 48 player matches, providing a lot of emergent gameplay for everyone involved. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.18 03:56:00 -
[20] - Quote
I like where this is going so far, but I would make two alterations.
1) I would only allow unlimited clones to the defender if they had to pay for each cloned killed. The attacking Corp would already have that cost factored in and would have payed for the clones ahead of time. It goes with the Risk Versus Reward mantra of the game as it may prove to be too costly to continue to defend the District/territory.
2) I don't think that FW battles should end with the destruction of the MCC. It should severely cripple a team that loses it, but the choice to continue to fight, or to retreat, should always be in the hands of the players.
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Mobius Wyvern
BetaMax.
1216
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Posted - 2013.02.18 04:09:00 -
[21] - Quote
Hagintora wrote:I like where this is going so far, but I would make two alterations.
1) I would only allow unlimited clones to the defender if they had to pay for each cloned killed. The attacking Corp would already have that cost factored in and would have payed for the clones ahead of time. It goes with the Risk Versus Reward mantra of the game as it may prove to be too costly to continue to defend the District/territory.
2) I don't think that FW battles should end with the destruction of the MCC. It should severely cripple a team that loses it, but the choice to continue to fight, or to retreat, should always be in the hands of the players.
I like your points. I can agree with the second one, that the option to withdraw should always be there. I just wasn't sure how others might react to that.
Personally, I would think that not killing the enemy MCC isn't much of a blow to the attacker. They still get payed for their work, and they've still destroyed a lot of assets belonging to their foe. If you commit yourself fully to a battle and lose the MCC, I agree that that should be the decision of the commander. |
Skihids
Tritan-Industries Legacy Rising
970
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Posted - 2013.02.18 04:15:00 -
[22] - Quote
I like the idea of surprise attacks, but they have to simulate having a garrison in the district. It's not like the place will be completely abandoned between battles after all. A timer after a declaration of attack would allow the defending team "deploy" the garrison force. I imagine that there would also be some warning that a hostile war barge was entering your area. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.18 04:20:00 -
[23] - Quote
The first point was because I read somewhere on these forums that Corps will have to pay for the clones they take into battle, at least for FW stuff. If that's true, then the attacking Corp would have decided how many clones they wanted to commit to the battle. This would be in addition to the payout Corps would give participating Mercs.
The defender, on the other hand, has not commited ANY ISK to this fight, and might not even know that they're under attack until after the fight starts. So they are given "Home Field Advantage", if you will, by allowing them to have an unlimited number of clones at their disposal. But to make it balanced, they would then have to pay for each clone reinforcement that enters the fight. Commanders then, could have a running tally of ISK lost/used for clone reinforcements that they would then use to determine if it is worth continuing the battle or calling for a full retreat. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.18 04:31:00 -
[24] - Quote
Skihids wrote:I like the idea of surprise attacks, but they have to simulate having a garrison in the district. It's not like the place will be completely abandoned between battles after all. A timer after a declaration of attack would allow the defending team "deploy" the garrison force. I imagine that there would also be some warning that a hostile war barge was entering your area.
Well, Mobius and Beren had mentioned something about a reinforcement timer. I'm vaguely familiar with that, but I don't play EVE so my knowledge base is second hand at best. But, if I understand the concept correctly, you could have a surprise attack on one section of a District that would allow the attacking Corp to gain a foot hold/base of operations on the planet/District, that would trigger an alarm. The timer starts to count down, and the defending team has 24 hours (?) to mount a defense.
After that, you would get the "roving front line" battle that Mobius suggests. The difference between this and a standard Skirish 1.0 type fight is that the attcking commander could choose where in the district he wanted to start his infiltration. It could be in the middle or on the edge, wherever he felt he had the best strategic advantage. The enemy doesn't always attack where you want him to, and often pops up when you least expect him to. Once again, this idea puts more control into the hands of the players, instead of the AI.
EDIT: As for the warnings of hostile warbarges in the area, I agree with you. I also think that it opens up some interesting ideas involving Recon Missions, and Covert/Black Ops Missions as well. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.02.18 05:19:00 -
[25] - Quote
Hagintora wrote:Skihids wrote:I like the idea of surprise attacks, but they have to simulate having a garrison in the district. It's not like the place will be completely abandoned between battles after all. A timer after a declaration of attack would allow the defending team "deploy" the garrison force. I imagine that there would also be some warning that a hostile war barge was entering your area. Well, Mobius and Beren had mentioned something about a reinforcement timer. I'm vaguely familiar with that, but I don't play EVE so my knowledge base is second hand at best. But, if I understand the concept correctly, you could have a surprise attack on one section of a District that would allow the attacking Corp to gain a foot hold/base of operations on the planet/District, that would trigger an alarm. The timer starts to count down, and the defending team has 24 hours (?) to mount a defense. After that, you would get the "roving front line" battle that Mobius suggests. The difference between this and a standard Skirish 1.0 type fight is that the attcking commander could choose where in the district he wanted to start his infiltration. It could be in the middle or on the edge, wherever he felt he had the best strategic advantage. The enemy doesn't always attack where you want him to, and often pops up when you least expect him to. Once again, this idea puts more control into the hands of the players, instead of the AI. EDIT: As for the warnings of hostile warbarges in the area, I agree with you. I also think that it opens up some interesting ideas involving Recon Missions, and Covert/Black Ops Missions as well. I was thinking a timer more in the minutes range, as you're only talking about the first of what will be many battles in the district. Even if you manage to take a zone or two uncontested, your opponent will have plenty of time just by the time it takes you to clear the objectives to mount a defense and start to push back. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.02.18 15:18:00 -
[26] - Quote
Updated OP: https://forums.dust514.com/default.aspx?g=posts&m=559125#post559125 |
Meeko Fent
Kinsho Swords Caldari State
12
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Posted - 2013.02.18 16:13:00 -
[27] - Quote
Mobius Wyvern wrote: You'll find that most of us agree on this standpoint of FW Battles being more like gentlemanly duels than an actual war.
Good thing Things like this could be Emplanted in Corp Warfore, instead of FW. FW= Caldari at war with Gallente Corp War= Bulldog Mining and Industrial Ltd at war with Timbuktoo Why can't our corps afford these Jets? Perhaps they should be an Ingame License that a Corp has to hold before it can purchase these jets, as for us Ground Mercs, the Caldari could Back us with Military Personnel when we Invade a Gallente Water Purification Plant? |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.02.18 18:19:00 -
[28] - Quote
Meeko Fent wrote:Mobius Wyvern wrote: You'll find that most of us agree on this standpoint of FW Battles being more like gentlemanly duels than an actual war.
Good thing Things like this could be Emplanted in Corp Warfore, instead of FW. FW= Caldari at war with Gallente Corp War= Bulldog Mining and Industrial Ltd at war with Timbuktoo Why can't our corps afford these Jets? Perhaps they should be an Ingame License that a Corp has to hold before it can purchase these jets, as for us Ground Mercs, the Caldari could Back us with Military Personnel when we Invade a Gallente Water Purification Plant? Well, by FW, I mean what our current Corp Battles are supposed to be representing. Every time you do one of those, it affects the capture level of the system you were fighting in. Corp Battles right now are, but I think we can all agree that they're a rather lackluster experience.
I'll modify the OP to clarify that. |
Meeko Fent
Kinsho Swords Caldari State
12
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Posted - 2013.02.19 00:52:00 -
[29] - Quote
Ahh, I was thinking you meant that FW meant, FW in EVE. |
Mobius Wyvern
BetaMax.
1216
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Posted - 2013.02.19 03:03:00 -
[30] - Quote
Meeko Fent wrote:Ahh, I was thinking you meant that FW meant, FW in EVE. Well, basically the way they're intended to eventually be merged.
Also, had another idea. Rather than having a lateral progression to combat, I was thinking more of a radial approach where you start fighting around the outer edge of a district, and then push inward until you're fighting around several zones that have to be controlled all at once to flip the Command Center in the middle. Thus, the attacker has to hold each of these zones so that they are all in sync, allowing for one final tense battle before the District flips. |
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