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Iron Wolf Saber
BetaMax. CRONOS.
3087
|
Posted - 2013.03.13 17:27:00 -
[91] - Quote
Draco Cerberus wrote:I liked the drop pods before they were removed, they provided cover for mercs deploying and really added to the look and feel that we were dropping from orbit. I also agree that the drop uplinks should allow us to drop in an area close to them. If the drop pods could sync with the uplinks it would be better than the current CRU tech on the battlefield. These were removed due to a need to work on the uplinks if I remember correctly. Death from being under one as it lands would be nice too. Then we could get kills from deploying over top of an enemy position. Please bring back the drop pods!
Questions how much earlier this player got into the beta... |
Mobius Wyvern
BetaMax. CRONOS.
1233
|
Posted - 2013.03.13 17:48:00 -
[92] - Quote
Iron Wolf Saber wrote:Well CCP Nullarbor who is supposed to be on weekend leave dropped into IRC and asked the irc crew what we'd thought about orbital drops/spawns. So as part of the new community outreach, I am extended this subject to you folks on the forums. Argue among yourselves on why its a cool/bad idea, scenarios, modes, when, costs, risk vs rewards, conditions, skills?, equipment, material costs, cons, pros, how, when, how much isk/sp/time?... those sort of things. Basically if you where in charge of designing the orbital drop spawn system, how would you do it?Remember CCP Nullarbor only asked about the idea. He gave no indication of how/if/what/should or anything that would indicate on how it will work or even be used with the current system so it's all up to you guys to deliberate and debate on that. As promised pointed the thread to CCP Nullarbor and he is already aware of the thread. Remember to speak up your opinion even if something similar is already said by another person. Your reasonings could be different for the same methods mentioned. (or same reasoning with different methods) Also any threads you may have made in the past over this idea link em in the thread if you want. Also for your entertainment though http://www.youtube.com/watch?v=3W5lhUAy6hY.and https://www.youtube.com/watch?v=YCsfHVM5x_IAs for an ingame dust 514 example of possible ways of accomplishment http://www.youtube.com/watch?v=GI53ydJaus8Near the start where the 'drop pod' drops the entire squad down. He also affirmed that the dev blog out this next Thursday is his, CCP Nullarbor was working on the Faction Warfare system and how its all going to work. So that would be an interesting read for those concerned about the game's near future. No less than 5 minutes to descend from that altitude. That would give this game the longest spawns in the history of anything, and trying to come up with some pseudo-science bullshit to explain that away would just be beyond pathetic.
I don't see any reason to change the way we spawn now, other than making it less likely for you to spawn right in front of someone's gun in Ambush, which I don't even play most of the time. |
Tahir Maru
Circle of Huskarl Minmatar Republic
2
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Posted - 2013.03.13 22:07:00 -
[93] - Quote
This + This |
J Lav
Lost-Legion
32
|
Posted - 2013.03.13 23:11:00 -
[94] - Quote
Here's a couple of ideas on how orbital spawning could work.
I think it should be fundamentally linked to a pod of sorts. Not only should the pod cost ISK, but they should come in a couple of varieties: Disposable - Cheap and one time use Reusable - more initial cost, needs jump jets that are spent on exit
Pod Entry: I am against it landing and then players exiting. This is not only unoriginal, but I think it would be more epic to do arial drops like in the video, and it offers a little more.
Disposable - Flies in like a missile, at an angle away from your spawn/redzone. On its way by, it expels the players, allowing the player to deploy their inertial dampener. The pod continues on its trajectory and smashes into the earth, with a bang.
Reusable - No crash, instead it initiates jump jets that drop like the thrusters on a rocket. These jets are consumed and fall, making a bang.
How to initiate - A player, when choosing to spawn may choose to use an orbital spawn. The player specifies a location from the overhead map for it to drop them. The sequence is immediately initiated, and takes about 10 seconds to complete, + inertial dampener time. With practice, and feedback, one could ostensibly get good at placing the wreckage.
Pod Capacity - Could be different ones up to a squad size (4 or 6, whichever it is), or inexpensive single capacity ones, and you can make the orbital spawn available to other members of your squad as a prompt before initializing. If players accept, then there would be a visual indicator of how many places are taken.
Requirements - First requirement is 150 WP, ensuring that players cannot immediately jump onto an objective in skirmish, right out of the gate assuming there is no FF. Second, you would have to own these similar to vehicles, and have to skill into their use.
Implementation - First, the orbital drop pods, would not be moving at light-speed. They would move roughly a little faster than the drones, and be subject to damage. They would however come in at a high enough angle to avoid hitting anything flying in the redzone, and it would need to be able to fly high enough that it won't smash into any buildings. Second, there would be areas that the system would inform you about, that would be "unsuitable for deployment" to avoid people smashing into a glitch. Suitable areas would have an appreciable amount of foot space. Lastly, Eve pilots from space could be able to target them. |
Draco Cerberus
Hellstorm Inc League of Infamy
6
|
Posted - 2013.03.14 20:42:00 -
[95] - Quote
One other detail of note ...if drop pods are implemented and the CRUs removed... the drop pods need to have a HP value so that destroying them is possible. The original drop pods lacked a disposable factor that made more pods on the field = more stuff to run into that doesn't break. It would be nice if say a tank could crush them, or if after a player is fully spawned on map, the outer shielding telescopes down to allow the player free movement in any direction, or folds down on all sides to allow vehicles to travel freely over the area and give pods the ability to layer an area with additional elevation and slightly altering the terrain.
In case you are still wondering when I started playing Dust, the Closed beta was just as enjoyable as the open beta. Lots of shooting, dieing, patching, resetting. CCP has always been looking for ways to make our gaming experience better, I hope that the fact that I've been here awhile helps by giving a view of the situation from someone who has spawned in a drop pod before. |
Gilbatron
Free-Space-Ranger Nulli Secunda
81
|
Posted - 2013.03.14 22:26:00 -
[96] - Quote
neat idea for a one-time increase of numbers on the field
i also like the idea of spawning players with a catapult like mechanic from the MCC, player gets thrown out, has a LITTLE bit of control over where he lands and (most important) gets a battle overview before landing |
Draco Cerberus
Hellstorm Inc League of Infamy
8
|
Posted - 2013.03.16 00:10:00 -
[97] - Quote
G Torq wrote:My impressions and comment...
- How to do Orbital Drops / HALO jumps
- How to counter the Drops
- Various
- Alternatives
1st - How to do Orbital Drops / HALO jumpsThis section deals with how to Drop, seen from the Merc's side, and options to improve the Drop.- Select a general location with a 50m uncertainty, to avoid people doing pinpointed drops. Drops come at "random" per-battle angles (you insert for same area in the sky). Modules could allow for added precision. - Drop in an Individual Insertion Vehicle (or "pod") until either ejecting or 40m above floor (floor != ground), with ability to do minimal correction to trajectory. Skill to allow slightly more control, but nothing significant. - Upon ejection, is merc's responsibility to enable Inertial Dampners. 2nd - How to counter the DropsThis deals with how to handle Mercs, that choose to insert via a Drop.- During the Drop, depending on Atmosphere, there would be visible trails in the sky from the Vehicle, and likely sonic booms, all indicating where a Merc either is dropping or has dropped. - While dropping, the vehicle (or exposed Merc) can be shot by other players, while the vehicle will also be a target for installations, in line with DropShips etc - When an opposing Merc has dropped, it is up to the team/squad to decide whether to dispatch a squad to deal with the target. If he/she dropped somewhere non-critical, can perhaps be ignored momentarily 3rd - Various, or why this worksHere I'll try to outline why this is perfectly valid.- Drops are High-Risk, High-Gain methods of insertion. It is plausible the vehicle, and Merc inside, will be shot out of the sky before reaching safety, or that he/she will encounter a squad sent to dispatch the new threat. Meanwhile, if successfull, the Merc can set up a base with Drop Link etc for calling in the rest of his/her squad. - Drops are not the only method of insertion. CRUs (possibly inserted during initial stages), mCRUs (eg DropShips), DropLinks and possibly MCC spawns for attackers, or a home-base for the defender, are all still valid. Drops should only be used as the exception (or because, "Look At Me, weee"). - Drops add an extra element of strategy (and possible ISK+SP sink) - Drops add a reasonable mechanism for establishing a "beach head" in a fight, where first step can be to Drop the Team into Squad-coordinated locations. - Uncertainty in Drops means it may be difficult for snipers to hit a given roof-top/moutainside/whatever, leaving them at a bad location. Likewise, a Squad deploying in an urban enviroment may find that squad-members are spread out, with walls/buildings between them. 4th - Alternative optionsFinally, some different options...- Insertion vehicles (i.e. "pods") do not need to be individual. Could also be larger vehicles, similar to an RDV or a larger "pod", from which a number of Mercs can deploy. With a turn-around time, there would be a delay, and all Mercs that are willing to (or having to) wait, will be collected and dispatched together. This adds an element of insertion-of-force (more than a single Merc), and added control, but also paints a bigger target. - Spawn-On-Merc - a DropLink-like module carried by a Merc that you simply spawn "next to". - Deploying a CRU - a CRU that TeamLead/Commander can deploy to create a ground-base, so Mercs don't have to insert from space/orbit. - Squad-jumps - where your Squad Lead chooses the destination, and you simply have to tag along with the rest of the squad. Could force some teamwork within your squad. OIverall, I support the notion of Orbital Drops, both for effect and strategy. Seeing a team of 24-32 red Mercs deploying would be absolutely stunning and scary, and being able to use AA guns to hinder their insertion, only more so! Edit: If wanted, I can extend into Insertion Vehicles ("Pods" etc), options and costs.
This solves some of the problems with the idea I had mentioned before with pods taking up ground space. I think this would work well.
The drop uplinks I think are good as they are, materialization and all. If I know a link is camped I spawn elsewhere but they do what is described: wormhole tech transporting the clone to the battlefield. They need to stay.
CRUs on the other hand don't seem to be worthwhile except for the quick 50 points they give for hacking. They are easy to camp and kill players, at least with a drop uplink you need to find it first. |
Brasidas Kriegen
The Southern Legion
0
|
Posted - 2013.03.16 00:43:00 -
[98] - Quote
This could be a way of solving the current skirmish spawn issue, with spawning at the points. The system could take its queue from Planetside 2 with the drop in, but make the target point whichever point you select and then only allow a certain amount of deviation with pod controls before it hits the ground. Upon hitting the ground have a cloud of dust that will obscure the point they land on, assuming they hit dirt, (thus avoiding invulnerability, avoiding instant kills, making ground a more viable target than building having a big pod on it etc). One other thing that could work with this is allow players to exit their pods mid-flight; this way you can use the pod as a distraction, open up a wider range of drop zones but at the risk of increased visibility when using the intertial dampener. I don't think that an "anywhere OB drop" is going to help the game at all; there is already enough problems in skirmish maps with people taking up positions on far obscure corners of the map to snipe, this would make that a lot easier (I don't have a problem with sniping in/of itself, just the lack of teamwork from most such players in pub skirmish games). The other thing that this could do is get players into the game more quickly, so less time spent watching your clock tick down for you to respawn. The animation for this OB drop could still take 10 seconds, but have a reduced spawn time itself so that players can get back into the game, doing something. Yes this would affect capping points, but this isn't a stealthy way to spawn, so if you just capped a point and someone drops in from the sky you're going to know to be on your toes. |
Cross Atu
Conspiratus Immortalis
872
|
Posted - 2013.03.30 10:30:00 -
[99] - Quote
Rasatsu wrote:Yes, when there's no CRU, the spawns should always be from orbit... The current state where people just appear is as immersion-breaking as fedo farm with pink elephants.
This should be true provided the following spawn points are also lacking, mCRUs, MCCs, Null Cannons, Drop Uplinks. It is also worth noting that required sky spawns will lead to more deaths on spawn in and as such the burden to players joining a match in progress will be greater. Not enough greater in my view to warrant avoiding the idea but still worth taking note of.
Additionally providing more cover for the CRU deployed in the red zone during skirmish matches would be required to maintain map balance so that red lined teams aren't camped in even more than they are in the present game state.
0.02 ISK Cross
yeah I know I'm late to the party |
Cross Atu
Conspiratus Immortalis
872
|
Posted - 2013.03.30 10:35:00 -
[100] - Quote
From a related thread
Cross Atu wrote:KAGEHOSHI Horned Wolf wrote: To prevent MCC spawn camping, THE MCCs SHOULD ROTATE AROUND THE MAP. This means the drop zone will always be different, and make the battle more dynamic s a result.
Baal Roo wrote: In my own personal vision, each objective would have an accompanying "built in" CRU that was NEAR the objective, but not directly on top of it. Some maps currently have this already for some objectives. Yes, it seems like a minor change, but the strategic implications would add quite a bit to the game, making the choice of "do we hack the objective or the CRU first" (and defenders would have to make similar choices) much more important.
I can happily support those two changes to the current system and Baal if your vision were in place I think that would indeed add nuance to Skirmish that would be a breath of fresh air. Having said that I do feel the need to post a couple of counter points to other ideas raised in this thread, if any of the ideas I'm responding to are now "outdated" in favor of the above quoted suggestions feel free to ignore my responses on those counts and I'll proceed in this thread under the assumption that they're ideas which we've moved beyond during the course of discussion and are no longer on the table. More CRUs - This in itself is a fine idea, but is in no way a possible substitue for the current NC spawn points. Our standard CRUs can be popped by HAV fire (or even upgraded LAV/Forge fire) much more rapidly that seems to have been acknowledged. I've been in matches as recently as tonight where a single Proto Swarm user took out all the CRUs and Depots on the map from behind his own teams lines of defense and still had time/ammo to take out several LAVs as well. If one guy with swarms can do that even doubling or tripling the total CRUs pre map won't allow them to survive a single squad who's decided to take them out. This leads to far less tactical game play as one squad (or less) can unilaterally redefine the battlefield and increase the frequency of spawn camps. Red lines are boaring and are fed by having few/bottlenecked spawing locations, we need less of it not more. Sky Spawn - Another case of an idea that is fine and even good as an addition to the game but as a substitution becomes terrible. Talk about removing tactical game play make every spawn both more obvious to opposing forces and more vulnerable to being DOA. Again spawn camping reduces fun and should be minimized not supported by map mechanics, which forcing mercs into a predictable, obvious and exposed spawning method most certainly does. Uplinks - These are heavily underused, and granted the "hidden in the terrain" bug is a problem but they honestly don't need a buff or more of a reason for use. In fact making them more tactically useful pushes the limits of being broken. I can already get 4 uplinks out during the opening of a match on my own having set up a spawn network on/near ever NC. With a squad of 4 that's 16 links and that's while only having level 1 in the uplinks skill. When I had proto uplinks before the wipe I could nearly hit that squad mark by myself and I'm usually able to earn several hundred WPs off the uplinks alone (that becomes around a thousand in an ambush oms which the total removal of static/indestructible spawns would push skirmish towards). Beyond that having them be a "mainstay" of general spawning as opposed to tactical spawning runs into the same sorts of problems that CRUs face as outlined above, except that you don't even need AV to take them out. Hacking - Solo Don't undersell the value of character skills. During closed beta I ran a solo infiltrator hack fit with full skill support. I used only the SMG as a weapon and was still able to 'run the table' on many pub matches. I did not need to kill opposing forces, and I rarely ever got popped by either hidden forces or spawners, such a role is not only viable but highly effective (in pubs anyway, Corp/FW is another beast). Squad - The squad I run with tends to have one guy start the hack and to others jump on at 50%. This not only means max WP gains from it but also that we're rarely pulled off the hack by incoming hostile squads, much less piecemeal spawn ins. Summation - I agree with much of the principle of this thread but any alterations must be done very carefully with an eye to maintaining many dynamic spawn locations that are not purely player dependent as in the present game it is already far to easy to trap and spawn camp a team removing all tactical play from the game. I highly support the quoted text above but would add current CRUs should at least stay at present levels (tho more would be fine) even with those changes. Cheers, Cross Context of thread is spawns within Skirmish |
|
Mary Sedillo
XERCORE E X T E R M I N A T U S
2
|
Posted - 2013.03.30 10:36:00 -
[101] - Quote
I've seen and experienced Orbital Drops in Starhawk and it led to a lot of camping. The drop gave away positions like no-one's business and the Starhawk mech would swoop in and either bomb the mess out of you or wait for you to emerge. Take this in Ambush and you will see the opposing side knowing exactly where to camp if there is a limited area, or watch as the map descends into utter chaos as people are dropping everywhere. It really isn't a great idea. Also, it detracts from DROPSHIPS with mCRUs, which are meant for people to spawn on and to drop from. Anyways, just my 2 cents and experience on this subject. |
The Black Jackal
The Southern Legion RISE of LEGION
316
|
Posted - 2013.03.30 11:33:00 -
[102] - Quote
Mary Sedillo wrote:I've seen and experienced Orbital Drops in Starhawk and it led to a lot of camping. The drop gave away positions like no-one's business and the Starhawk mech would swoop in and either bomb the mess out of you or wait for you to emerge. Take this in Ambush and you will see the opposing side knowing exactly where to camp if there is a limited area, or watch as the map descends into utter chaos as people are dropping everywhere. It really isn't a great idea. Also, it detracts from DROPSHIPS with mCRUs, which are meant for people to spawn on and to drop from. Anyways, just my 2 cents and experience on this subject.
QFT |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
276
|
Posted - 2013.03.30 11:45:00 -
[103] - Quote
Mary Sedillo wrote:I've seen and experienced Orbital Drops in Starhawk and it led to a lot of camping. The drop gave away positions like no-one's business and the Starhawk mech would swoop in and either bomb the mess out of you or wait for you to emerge. Take this in Ambush and you will see the opposing side knowing exactly where to camp if there is a limited area, or watch as the map descends into utter chaos as people are dropping everywhere. It really isn't a great idea. Also, it detracts from DROPSHIPS with mCRUs, which are meant for people to spawn on and to drop from. Anyways, just my 2 cents and experience on this subject. Which is why they should have cheap AA like in Section 8 that stops any player from dropping in. Unless they outfit their suit to survive against that, but then they are weak against in normal combat. Works great with the fitting in Dust IMHO. |
Garrett Blacknova
Codex Troopers
2239
|
Posted - 2013.03.30 13:35:00 -
[104] - Quote
Reposting basically what I've said in my Sky SpawningGäó thread.
CRU spawns, since you're spawning in a Clone Reanimation unit, should work as they do now. Drop Uplinks, as a variant of wormhole tech, should work as they do now. MCC spawns involve a clone from the MCC being activated.
Ambush "random" spawns, and Skirmish objective spawns, and the Skirmish "default" spawn that's currently on the ground should all be changed to use an air-drop.
In addition to this spawn mechanic, the falling mechanics in the game need adjusting.
While a player is in free-fall - not just a normal fall from jumping, but when you've fallen far enough to take the free-fall position and trigger the prompt for your Inertia Dampener - you should have (limited) ability to adjust the direction of your fall. On activating your Inertia Dampener, you fall faster, but you light up and you lose the ability to control your descent. This makes you a harder target, but makes you more visible.
This will encourage players - while not under fire - to hold off on triggering their Inertia Dampener until the last second to avoid their blue glow giving them away. It will also encourage players who have been spotted and are actively being fired on to use the Dampener to speed up their descent and evade the incoming fire.
With Ambush spawns - adjusted as many people have requested so that enemy presence is more heavily weighted than friendlies - this would mean you're usually dropping into a less dangerous part of the map, and you have the ability to fine-tune your landing position based on the location of nearby enemies, who you'll see as you're falling. With Skirmish, you're dropping into an area your team already controls, so you SHOULD have someone handy to keep enemies off you, OR you should have reinforcements landing around the same time as you. |
The Black Jackal
The Southern Legion RISE of LEGION
316
|
Posted - 2013.03.30 14:03:00 -
[105] - Quote
Garrett Blacknova wrote:Reposting basically what I've said in my Sky SpawningGäó thread.
CRU spawns, since you're spawning in a Clone Reanimation unit, should work as they do now. Drop Uplinks, as a variant of wormhole tech, should work as they do now. MCC spawns involve a clone from the MCC being activated.
Ambush "random" spawns, and Skirmish objective spawns, and the Skirmish "default" spawn that's currently on the ground should all be changed to use an air-drop.
In addition to this spawn mechanic, the falling mechanics in the game need adjusting.
While a player is in free-fall - not just a normal fall from jumping, but when you've fallen far enough to take the free-fall position and trigger the prompt for your Inertia Dampener - you should have (limited) ability to adjust the direction of your fall. On activating your Inertia Dampener, you fall faster, but you light up and you lose the ability to control your descent. This makes you a harder target, but makes you more visible.
This will encourage players - while not under fire - to hold off on triggering their Inertia Dampener until the last second to avoid their blue glow giving them away. It will also encourage players who have been spotted and are actively being fired on to use the Dampener to speed up their descent and evade the incoming fire.
With Ambush spawns - adjusted as many people have requested so that enemy presence is more heavily weighted than friendlies - this would mean you're usually dropping into a less dangerous part of the map, and you have the ability to fine-tune your landing position based on the location of nearby enemies, who you'll see as you're falling. With Skirmish, you're dropping into an area your team already controls, so you SHOULD have someone handy to keep enemies off you, OR you should have reinforcements landing around the same time as you.
This mechanic should never be introduced UNLESS you put in an NPC 'Spawn Point' in the sky. At the moment, EVERYTHING should be backed up by an in-game element. If you want to do an AIR DROP, use a Drop Ship with a Mobile CRU.
Having an NPC 'Drop Ship'to allow for sky spawning detracts from the Player-controlled aspect of the game that makes this a team game. |
Garrett Blacknova
Codex Troopers
2239
|
Posted - 2013.03.30 14:06:00 -
[106] - Quote
The Black Jackal wrote:This mechanic should never be introduced UNLESS you put in an NPC 'Spawn Point' in the sky. At the moment, EVERYTHING should be backed up by an in-game element. If you want to do an AIR DROP, use a Drop Ship with a Mobile CRU.
Having an NPC 'Drop Ship'to allow for sky spawning detracts from the Player-controlled aspect of the game that makes this a team game. It's a low-orbit drop from the Warbarge, directed towards a designated "safe zone" within the battle area. Designated in Skirmish by your team controlling the location, and in Ambush by the balance of your team's presence in the area vs. the presence of enemies.
Good enough lore-based reason for you? If not, I'm sure CCP can make a better one than I did. |
Cross Atu
Conspiratus Immortalis
873
|
Posted - 2013.03.30 22:13:00 -
[107] - Quote
Garrett Blacknova wrote:Reposting basically what I've said in my Sky SpawningGäó thread.
CRU spawns, since you're spawning in a Clone Reanimation unit, should work as they do now. Drop Uplinks, as a variant of wormhole tech, should work as they do now. MCC spawns involve a clone from the MCC being activated.
Ambush "random" spawns, and Skirmish objective spawns, and the Skirmish "default" spawn that's currently on the ground should all be changed to use an air-drop.
In addition to this spawn mechanic, the falling mechanics in the game need adjusting.
While a player is in free-fall - not just a normal fall from jumping, but when you've fallen far enough to take the free-fall position and trigger the prompt for your Inertia Dampener - you should have (limited) ability to adjust the direction of your fall. On activating your Inertia Dampener, you fall faster, but you light up and you lose the ability to control your descent. This makes you a harder target, but makes you more visible.
This will encourage players - while not under fire - to hold off on triggering their Inertia Dampener until the last second to avoid their blue glow giving them away. It will also encourage players who have been spotted and are actively being fired on to use the Dampener to speed up their descent and evade the incoming fire.
With Ambush spawns - adjusted as many people have requested so that enemy presence is more heavily weighted than friendlies - this would mean you're usually dropping into a less dangerous part of the map, and you have the ability to fine-tune your landing position based on the location of nearby enemies, who you'll see as you're falling. With Skirmish, you're dropping into an area your team already controls, so you SHOULD have someone handy to keep enemies off you, OR you should have reinforcements landing around the same time as you.
The Null Cannon spawns should not be sky spawns a better solution is
Baal Roo wrote: In my own personal vision, each objective would have an accompanying "built in" CRU that was NEAR the objective, but not directly on top of it. Some maps currently have this already for some objectives. Yes, it seems like a minor change, but the strategic implications would add quite a bit to the game, making the choice of "do we hack the objective or the CRU first" (and defenders would have to make similar choices) much more important.
As to the free fall vs Inertia Dampener I think the concept but the reality will almost certainly fall short. I already see people "fall and die" from the MCC most days I play Dust. Until CCP fixes the lag in game (even the micro spikes) to a point where it occurs less than 10% of the time universally all encouraging players to not use their Inertia Dampener really does is increase the risk that they lose gear due to latency issues (or conversely due to making themselves a highlighted target by not holding off on the use of their Inertia Dampener). In essence the net effect of the mechanic seems to be a higher mortality rate for Mercs, and one which is primarily outside of the players control (you get a choice of frying pan or fire but either way death becomes more likely).
In my view the best option when it comes to Sky Spawning comes in making in a supplement to the current spawning mechanics and not a replacement for them. Thus all risks and gains associated with their use are put into the players hands, maintaining player choice rather than forcing mechanics onto the player base is key to maintaining the diversity Dust will need to really shine/hold up its longevity. The fewer choices players are allowed the faster the whole of the game becomes more stale and repetitive as those limits stifle creativity in manners/methods of game play.
0.02 ISK Cross |
Uriel Ventris Jr
Kang Lo Directorate Gallente Federation
0
|
Posted - 2013.03.31 01:08:00 -
[108] - Quote
I have a few ideas on the topic.
What about expanding the MCC to have a room with drop pods that you can pay say 15k isk to get a ride, can hold 1-3 people and first person in picks a launch point. Twenty seconds from first guy jumping in pod launches. Has like a 10-25 meter inaccuracy or you can buy the rocket drop skill book for about 80k sp and cut in accuracy in half and cost by 10%.
Second idea are spawn beacons. Possibly restricted to just logistic suits. Unlock for 100k sp 200k isk, per unit cost 15-20k isk. Beacon allows single ally to spawn with ten meters of user every 3-5 seconds. Different types should allow faster recharge, greater range with a marker for spawner to pick his spawn point, or allow squad mate to spawn to you from anywhere.
My final idea is for a logistics style LAV with a high power beacon instead of a turret. Beacon has to be stationary for use and has limited use time until reset. Allows units to spawn semi accurately within 20 meters of LAV every 1-2 seconds. Vehicle should have high speed, medium hp, and the beacon should be vulnerable to attack once activated.
For ideas 2 and 3 the assumption is that players will snap into existence with a flash of light and a roll of thunder announcing their presence but the unit will be active immediately. (flash also blinds nearby peeps for a second?)
Another fun idea is warp accidents, were the spawned person lands inside a wall instead of beside or on top of it killing him. Or perhaps if danger close, into another person killing them both. I see the mishaps now! |
The Black Jackal
The Southern Legion RISE of LEGION
321
|
Posted - 2013.03.31 02:03:00 -
[109] - Quote
Garrett Blacknova wrote:The Black Jackal wrote:This mechanic should never be introduced UNLESS you put in an NPC 'Spawn Point' in the sky. At the moment, EVERYTHING should be backed up by an in-game element. If you want to do an AIR DROP, use a Drop Ship with a Mobile CRU.
Having an NPC 'Drop Ship'to allow for sky spawning detracts from the Player-controlled aspect of the game that makes this a team game. It's a low-orbit drop from the Warbarge, directed towards a designated "safe zone" within the battle area. Designated in Skirmish by your team controlling the location, and in Ambush by the balance of your team's presence in the area vs. the presence of enemies. Good enough lore-based reason for you? If not, I'm sure CCP can make a better one than I did.
This idea still take away from the Player-controlled aspect. No matter how you look at it, unless the warbarge can be directly controlled by a player, it is still NPC influence.
Perhaps, when the MCC comes under our command and is capable of traversing the battlefield, we'll get the sky-drop style of battlefield entry under it, but until that time, players should be required to do it manually via Dropships equipped with Mobile CRUs |
RINON114
B.S.A.A.
80
|
Posted - 2013.03.31 05:37:00 -
[110] - Quote
Don't have time for catchup right now but my suggestion is that orbital drops should be into some kind of safe zone. Drop uplinks remain as they are because they are wormholes and should provide a stealthy tactical advantage.
The safe zone would be into some fortress or FOB that shields spawners from some of the ridiculously skilled snipers we have.
More later... |
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The Black Jackal
The Southern Legion RISE of LEGION
322
|
Posted - 2013.03.31 10:56:00 -
[111] - Quote
I will still post against this idea. While the concept is great, and the possibilities are also great, the plain fact is, that we have the ability to do this now, using PLAYER input.
- You put a DROPSHIP in the sky with a CRU... when you die, you spawn in said Dropship... Pilot puts you where you need to be... you jump, and fall... (Sky Spawning).
It is all about teamwork as it stands, and this is how it should be.
Introducing any Non-Player aspect to replace a mechanic we have at the moment that is player controlled, is ludicrous, and pointless... I'd rather see Dropships buffed, given the ability to fly higher to better facilitate said sky spawns. The MCC is a 'sky spawn' in a safe zone (relatively speaking) as many have stated.
Sky Spawning without player interaction will lead to Camping Snipers 'drop spawning' to their points without any assistance to get there, leading further to the death of Dropship pilots. Who are already labouring under insufficient SP and reward for what is one of the best jobs, and most useful professions we have in the game at this time. |
RINON114
B.S.A.A.
80
|
Posted - 2013.03.31 12:32:00 -
[112] - Quote
The Black Jackal wrote:I will still post against this idea. While the concept is great, and the possibilities are also great, the plain fact is, that we have the ability to do this now, using PLAYER input.
- You put a DROPSHIP in the sky with a CRU... when you die, you spawn in said Dropship... Pilot puts you where you need to be... you jump, and fall... (Sky Spawning).
It is all about teamwork as it stands, and this is how it should be.
Introducing any Non-Player aspect to replace a mechanic we have at the moment that is player controlled, is ludicrous, and pointless... I'd rather see Dropships buffed, given the ability to fly higher to better facilitate said sky spawns. The MCC is a 'sky spawn' in a safe zone (relatively speaking) as many have stated.
Sky Spawning without player interaction will lead to Camping Snipers 'drop spawning' to their points without any assistance to get there, leading further to the death of Dropship pilots. Who are already labouring under insufficient SP and reward for what is one of the best jobs, and most useful professions we have in the game at this time. It won't if you read the post I made right before you. |
Ghost Mason
CHACALES
38
|
Posted - 2013.03.31 18:20:00 -
[113] - Quote
I have always thought that there should be something happening between the warbarge and you spawning in the ground it could rather be:
1. Dropping directly from the warbarge: like when the wating time ends a door should open and let everyone jump from the warbarge directly into the planet or dropping on drop pods obviously these is meant to happen only one time at the begenning when you start and a CRU should be available to use near where you drop so it can be use if you die wich obviously would be in the red zone then people spawn like ther normally do right now on letters or CRU's
2. Having a AI transport or dropship tranport the team into orbit or closer to the battlefield and everyone jumps off the dropship using inertia dampeners to stop the fall as usual just like one of the Dust 514 trailers in which a dropship is tranposrting the troops into the battlefield. this trailer http://www.youtube.com/watch?v=rKtYqWBR7h0 ( it should be cool that someone is breifing you the mission but thats another topic). and same idea as above CRU near where you drop and the rest as usual}
Edit: the Imortal video is a very good example of the above idea http://www.youtube.com/watch?v=NIwekfp3p5Q
Well either way or anyway something need to happen between you being on the warbarge and you spawing directly on the battlefield it just doesn't feel right with the rest of the game |
Vermaak Doe
SVER True Blood Unclaimed.
660
|
Posted - 2013.03.31 18:24:00 -
[114] - Quote
It would certainly fix ambush if it was slightly limited |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
170
|
Posted - 2013.04.01 00:26:00 -
[115] - Quote
> I'm worried about is the sound glitch. No one should drop out of the MCC right now because you can get the falling noise stuck on you that even enemies can hear.
> Does this mean we are just saying **** the only thing that dropships might be able to do? |
Llan Heindell
One-Armed Bandits Atrocitas
4
|
Posted - 2013.04.01 02:45:00 -
[116] - Quote
+1 And I'm glad that they are working on it.
Llan Heindell. |
Garrett Blacknova
Codex Troopers
2307
|
Posted - 2013.04.01 08:21:00 -
[117] - Quote
The Black Jackal wrote:I will still post against this idea. While the concept is great, and the possibilities are also great, the plain fact is, that we have the ability to do this now, using PLAYER input.
- You put a DROPSHIP in the sky with a CRU... when you die, you spawn in said Dropship... Pilot puts you where you need to be... you jump, and fall... (Sky Spawning).
It is all about teamwork as it stands, and this is how it should be.
Introducing any Non-Player aspect to replace a mechanic we have at the moment that is player controlled, is ludicrous, and pointless... I'd rather see Dropships buffed, given the ability to fly higher to better facilitate said sky spawns. The MCC is a 'sky spawn' in a safe zone (relatively speaking) as many have stated.
Sky Spawning without player interaction will lead to Camping Snipers 'drop spawning' to their points without any assistance to get there, leading further to the death of Dropship pilots. Who are already labouring under insufficient SP and reward for what is one of the best jobs, and most useful professions we have in the game at this time. The thing is, the descent is player-controlled, and saying to wait until Warbarges are player-controlled is ignoring the purpose and function of the Warbarge. It's a low-orbit ship with visibility over the entire district you're fighting over. It doesn't (and won't) need to move to deliver players, whether it's NPC controlled or not.
And you're also assuming that (as almost every suggestion so far has directly negated) people will be able to use this system to spawn in any location of their choice, rather than being limited to specific areas like the current system. Obviously, that WOULD be a terrible idea. There need to be limitations on where you can spawn, regardless of how you spawn and how far from the ground you are. |
Garrett Blacknova
Codex Troopers
2307
|
Posted - 2013.04.01 08:24:00 -
[118] - Quote
0 Try Harder wrote:> Does this mean we are just saying **** the only thing that dropships might be able to do? No, because without a Dropship, this system should be limited only to places where your team already has control of the battlefield.
Dropships let you spawn in, and wait before dropping, which is an advantage in and of itself. Even without that, you're able to use a Dropship to fly over an enemy-controlled position and drop in with several people, where the orbital drop/sky spawning option would be limited only to "safe" areas where your team already has control. You won't be able to drop in on enemy territory without a Dropship. |
The Black Jackal
The Southern Legion RISE of LEGION
331
|
Posted - 2013.04.01 14:54:00 -
[119] - Quote
What limitation is there not to be able to drop into enemy territory? As above, there was mention that the Warbarge has viewpoint over the entire district and doesn't need to move to drop you, so why wouldn't you be able to drop into any location you wanted?
I'm not advocating the idea, but merely pointing out that if you want to be able to drop ONLY onto a specific point, determined by an illusory 'line' across the battlefield, there should be some mechanic to prevent you dropping into enemy territory.
As to the campers... there are a lot of 'behind the line' camping places... Some of these are at present inaccessible. The snipers running up the hills to their overwatch vantage points is about the only reprieve you ever get from them at the beginning of the battle, and if such a point was accessible via Drop spawn at the outset, it could be devastating to the force who 'hasn't got that vantage point or inclined snipers from the start.
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Arron Rift
Commando Perkone Caldari State
79
|
Posted - 2013.04.10 03:34:00 -
[120] - Quote
Not sure if someone already posted this, but here you go: https://www.youtube.com/watch?v=Dp4UmgSqyvk
I laughed soo hard first time I watched it. Enjoy :D |
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