Pages: 1 2 3 4 5 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Iron Wolf Saber
BetaMax.
3055
|
Posted - 2013.03.09 21:24:00 -
[1] - Quote
Well CCP Nullarbor who is supposed to be on vacation dropped into IRC and asked us what we'd thought about orbital drops/spawns.
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 I am extended this subject to you folks on the forums. Argue among yourselves on why its a cool/bad idea, modes, cons, pros, how, when, much... those sort of things. Ill bring in what the IRC said so far about it in a later post and then point this thread to CCP Nullarbor when he gets back from wherever he disappeared today. |
Rasatsu
Much Crying Old Experts
484
|
Posted - 2013.03.09 21:30:00 -
[2] - Quote
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. |
Steve Renuken
BetaMax.
28
|
Posted - 2013.03.09 21:32:00 -
[3] - Quote
Last one down's a rotten egg!
Yes. Yes I want insertion from high up. Even if it's not from Orbit (as that would take ages.) Cloaky bombers FTW. |
Icy Tiger
Universal Allies Inc.
1077
|
Posted - 2013.03.09 21:35:00 -
[4] - Quote
Would be nice. Do you mean as in Drop Uplinks, or onto Objectives?
Also, I'll leave this here. This game was pretty great, but unfortunately didn't live up to expectations. Drop Podding was badass though.
http://www.youtube.com/watch?v=sRXXZDb97GU |
Iron Wolf Saber
BetaMax.
3056
|
Posted - 2013.03.09 21:42:00 -
[5] - Quote
Added another entertainment, will be adding reference links. |
iceyburnz
Crux Special Tasks Group Gallente Federation
317
|
Posted - 2013.03.09 21:45:00 -
[6] - Quote
Iron Wolf Saber wrote:Well CCP Nullarbor who is supposed to be on weekend leave dropped into IRC and asked us what we'd thought about orbital drops/spawns.
Im not sure what your referring to.
Do you mean that we can literally drop from the sky?
If so...
AWESOME
|
Iron Wolf Saber
BetaMax.
3056
|
Posted - 2013.03.09 21:54:00 -
[7] - 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.
Not as lore breaking as you think if you played that one lvl 4 caldari mission involving a wormhole experiment gone wrong. (which is where the drop uplink tech did comefrom) |
Kiso Okami
Militaires Sans Jeux
24
|
Posted - 2013.03.09 21:55:00 -
[8] - 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. Well, tactical Drop Up-Links are lore-backed. They are wormhole tech.
But yeah, pretty much anything else that's not the MCC or a CRU should be a HALO drop. |
Iron Wolf Saber
BetaMax.
3056
|
Posted - 2013.03.09 21:56:00 -
[9] - Quote
iceyburnz wrote:Iron Wolf Saber wrote:Well CCP Nullarbor who is supposed to be on weekend leave dropped into IRC and asked us what we'd thought about orbital drops/spawns.
Im not sure what your referring to. Do you mean that we can literally drop from the sky? If so... AWESOME
Yes that's what he meant.
but he asked us for our thoughts, he didn't say anything about what ccp is doing with it. So if you have your ideas on how to do it and not cause so much problems spill the beans. |
Avinash Decker
BetaMax.
29
|
Posted - 2013.03.09 21:57:00 -
[10] - Quote
I found some videos that does it from gameplay or cinematic http://www.youtube.com/watch?v=iYrm8nR-1bU , https://www.youtube.com/watch?v=4N5x280oHyA ,https://www.youtube.com/watch?v=mTvR90JqHNs , https://www.youtube.com/watch?v=PiaQ1IPZR18 ( skip to 2 :16 ) |
|
Iron Wolf Saber
BetaMax.
3056
|
Posted - 2013.03.09 21:57:00 -
[11] - Quote
Kiso Okami wrote: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. Well, tactical Drop Up-Links are lore-backed. They are wormhole tech. But yeah, pretty much anything else that's not the MCC or a CRU should be a HALO drop.
Would HALO be an appropriate term? I mean our suits have 0 atmo endurance of a few hours and capable of going on planets with no breathables. |
Stefan Stahl
Seituoda Taskforce Command Caldari State
32
|
Posted - 2013.03.09 21:57:00 -
[12] - Quote
I'm on the fence about this. Yes, awesome, yes, useful, but also yes, takes away from the rest of the game.
One big issue with Dust right now is that it's very difficult to maintain map ownership. This is mostly because the map design isn't as awesome as it could be. Being able to spawn anywhere on the map sounds like it'd decrease map ownership by a lot and those worsen this aspect of the game. |
Monkxx
Ikomari-Onu Enforcement Caldari State
26
|
Posted - 2013.03.09 22:00:00 -
[13] - Quote
Iron Wolf Saber wrote:Well CCP Nullarbor who is supposed to be on weekend leave dropped into IRC and asked us what we'd thought about orbital drops/spawns. 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 I am extended this subject to you folks on the forums. Argue among yourselves on why its a cool/bad idea, modes, cons, pros, how, when, much... those sort of things. Ill bring in what the IRC said so far about it in a later post and then point this thread to CCP Nullarbor when he gets back from wherever he disappeared today. Also for your entertainment though http://www.youtube.com/watch?v=3W5lhUAy6hY.and https://www.youtube.com/watch?v=YCsfHVM5x_I
The proper question is "Why isn't it in game already?".
Section8 is a great game but dead...I think, the fact that bots were smarter than players killed the game :( |
Avinash Decker
BetaMax.
29
|
Posted - 2013.03.09 22:02:00 -
[14] - Quote
Stefan Stahl wrote:I'm on the fence about this. Yes, awesome, yes, useful, but also yes, takes away from the rest of the game.
One big issue with Dust right now is that it's very difficult to maintain map ownership. This is mostly because the map design isn't as awesome as it could be. Being able to spawn anywhere on the map sounds like it'd decrease map ownership by a lot and those worsen this aspect of the game.
They can add an equipment that covers a certain radius that prevents any enemy players from spawning there. |
Iron Wolf Saber
BetaMax.
3056
|
Posted - 2013.03.09 22:05:00 -
[15] - Quote
As for my personal opinion.
I would like to see orbital drops done via drop pod but also has its own timer. In some game modes its free choice of where to drop, in others restricted to controlled s zones. Maybe even restrict them on some planets (IE gas planets) Buildings will have wave off emitters to prevent landing on top of their roofs, if a pod hits an angle it will bounce off until it hits ground.
I am also for an equipment module that enables en mass spawning unlike current up-links.
Drop Uplinks will still be in as a covert option since dropping from orbit sort of give's your position away.
Pods should do damage on anything they land on and if they don't land flat hurt the occupant.
Cool for first spawn ins
Useful for future assets.
|
Vyzion Eyri
The Southern Legion
239
|
Posted - 2013.03.09 22:06:00 -
[16] - Quote
Add cloaking to vehicles and raise the flight ceiling, and dropships can perform this task for you. |
charlesnette dalari
Creative Killers
167
|
Posted - 2013.03.09 22:20:00 -
[17] - Quote
This mechanic would completely solve the current dislike people are expressing over the existing spawn system since they then could only blame themselves for bad spawns. You could also make it so when the player picks where to spawn in that they don't get the exact point but rather randomly within a certain radius that they select from the map screen. You could even have a skill tied to the accuracy of the insertion point that gives a smaller radius making your spawn point more accurate the higher the skill or even tie that to a module you must equip. This would allow players to pick the general spawn area but keep it from becoming too powerful a tactic.
One other idea would be to make each orbital spawn show up on a players radar so it would not be as easy to ninja drop behind an enemy. I think the mechanic we have now where it takes half a second or so to stand up from using the inertia dampener should possibly be lengthened for these orbital drop spawns to further keep it fair.
Love the idea and think it could add a whole new dynamic to the game especially if you tie how accurate the drop location is to a skill or module. |
iceyburnz
Crux Special Tasks Group Gallente Federation
317
|
Posted - 2013.03.09 22:20:00 -
[18] - Quote
Iron Wolf Saber wrote:
but he asked us for our thoughts, he didn't say anything about what ccp is doing with it. So if you have your ideas on how to do it and not cause so much problems spill the beans.
Rather than just allow people to drop willy nilly. Perhaps they could tie it to drop uplinks creates a zone around it that is a viable drop point?
I sort of see the interface like this being like the orbital strike UI on the map screen. You have target curso to selct the zone you want to drop, only areas crosshatched with green though.
These would include areas were we would tradiotnally spawn, and drop uplinks and control areas around capture points for null cannons.
To be honest I'd just be happy when they remove the weird "phase in" effect. Which is great for game but is increadably immersion breaking and very last decade.
Evan planetside had you spawn in "spawn tubes". |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1647
|
Posted - 2013.03.09 22:22:00 -
[19] - Quote
I think it's good to have an orbital drop spawn option in addition to the uplinks. Also, I realized that the regular spawn system is a bit disorienting but the dropping from the sky from the MCC felt better. |
charlesnette dalari
Creative Killers
167
|
Posted - 2013.03.09 22:28:00 -
[20] - Quote
Another idea on this mechanic would be an equipment module that could be deployed that would prevent orbital drop spawn in a certain radius of where it is deployed so you can prevent an enemy from spawning in certain strategic locations you choose and/or make it so an enemy can't orbital drop within a certain distance of the enemy mcc. There are so many ways to make this fair to the opposing team while still solving all of the bad spawn issues we have now and still fits the game perfectly.
It also doesn't hurt that it would just be cool as hell. |
|
Paran Tadec
Imperfects Negative-Feedback
916
|
Posted - 2013.03.09 22:30:00 -
[21] - Quote
finally. |
Gunner Nightingale
Internal Error. Negative-Feedback
314
|
Posted - 2013.03.09 22:36:00 -
[22] - Quote
If orbital spawning woks anything like dropping out of the MCC with inertial dampeners then it will be utter fail as snipers will eat them alive.
They need the ability to instantly move after landing or a bit of shocwave generation that obscures the player drop or gives a 1-2s invincibility thought that has obvious issues.
|
Tiel Syysch
Imperfects Negative-Feedback
661
|
Posted - 2013.03.09 22:44:00 -
[23] - Quote
Cons:
- Doesn't stop spawn camping if I can watch you fall. Whether you're stuck in inertia dampener recovery or inside a drop pod, doesn't stop me from shooting you or positioning myself and having my crosshair on you before you're able to fight back.
- Allows even more nonsense of people on roofs, especially on buildings without ladders. I don't expect people to use it to get to the safest spot, rather to get to the dumbest spot they can possibly reach that would otherwise be inaccessible.
I do not like this idea, because I can't think of any pros that could outweigh the above. |
iceyburnz
Crux Special Tasks Group Gallente Federation
317
|
Posted - 2013.03.09 22:52:00 -
[24] - Quote
Gunner Nightingale wrote:If orbital spawning woks anything like dropping out of the MCC with inertial dampeners then it will be utter fail as snipers will eat them alive.
They need the ability to instantly move after landing or a bit of shocwave generation that obscures the player drop or gives a 1-2s invincibility thought that has obvious issues.
Its harder to be sniped free falling. Protip: ID at the last possible second. |
XXfootnoteXX
DUST University Ivy League
97
|
Posted - 2013.03.09 22:57:00 -
[25] - Quote
Tiel Syysch wrote:
- Doesn't stop spawn camping if I can watch you fall. Whether you're stuck in inertia dampener recovery or inside a drop pod, doesn't stop me from shooting you or positioning myself and having my crosshair on you before you're able to fight back.
The best way to fix this is to take away the graphics that show the wind braking around the dropsuit. People will still be able to see falling body's but it wont be as in your face. It will requre more stratigic placment of uplinks.
Tiel Syysch wrote: - Allows even more nonsense of people on roofs, especially on buildings without ladders. I don't expect people to use it to get to the safest spot, rather to get to the dumbest spot they can possibly reach that would otherwise be inaccessible.
They should be limited to only falling within an area around the droplinks, not falling where ever they want. Granted there would still be easy ways to exploit this. |
Kiso Okami
Militaires Sans Jeux
24
|
Posted - 2013.03.09 23:02:00 -
[26] - Quote
Iron Wolf Saber wrote:Kiso Okami wrote: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. Well, tactical Drop Up-Links are lore-backed. They are wormhole tech. But yeah, pretty much anything else that's not the MCC or a CRU should be a HALO drop. Would HALO be an appropriate term? I mean our suits have 0 atmo endurance of a few hours and capable of going on planets with no breathables.
HALO means "High-Altitude Low-Opening", meaning that you drop from anywhere high up and then up "parachute" (in this case activate inertia dampeners) at a really low point in the sky. HALO is a term relative to the location where you intend to land versus the altitude from which you exist the transport.
But in the interest of being a lorefag, I'll consider calling it other names, if only to see what term sounds the best. So let's see...
For "Orbital Drop" - OD - OrD - ODrop - OrDrop ("or drop", as in "you can use the CRU, the uplink or drop", lol)
For "Ordbital Drop Maneuver" - ODM - OrDMan - OrDroM - ODroM
For "Orbital Drop Operation" - ODO - OrDrOp (junctions, welp)
For "Orbital Insertion" - OI - OIns
For "Protected Orbital Drop" - POD (HA!) - PrO Drop (lol)
Hmm... let's make this different...
SOAP (Space Orbit interiA droP) - "Let's drop the SOAP on their asses!" SAID (Stratospheric Altitude Inertial Drop) - "The fat lady SAID 'we're here'!"
meh... I think I'll let you figure out ever other idea... lol |
Kiso Okami
Militaires Sans Jeux
24
|
Posted - 2013.03.09 23:10:00 -
[27] - Quote
Tiel Syysch wrote:Cons:
- Doesn't stop spawn camping if I can watch you fall. Whether you're stuck in inertia dampener recovery or inside a drop pod, doesn't stop me from shooting you or positioning myself and having my crosshair on you before you're able to fight back.
- Allows even more nonsense of people on roofs, especially on buildings without ladders. I don't expect people to use it to get to the safest spot, rather to get to the dumbest spot they can possibly reach that would otherwise be inaccessible.
I do not like this idea, because I can't think of any pros that could outweigh the above. That's you get to see where they are coming from doesn't mean that they couldn't be really hard to kill.
In the moment that it took everyone in IRC to argue against the idea, I came up with counters just as viable and possible within the New Eden universe.
One such thing could be drop pods giving you extended shields while you are in range of it to give you a chance of clearing anyone trying to camp you off. Would be like having a super charged shield for like 10 seconds that boosts you to have Heavy grade defenses even with militia gear for that given time.
They're not invincible, but that's certainly going to give them time to have a chance to simply turn around, point and fire back at whoever's trying to camp them off. |
Iron Wolf Saber
BetaMax.
3058
|
Posted - 2013.03.09 23:13:00 -
[28] - Quote
I am against anything that grants invulnerbaility. |
Vaerana Myshtana
Bojo's School of the Trades
347
|
Posted - 2013.03.09 23:13:00 -
[29] - 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.
I'm not sure I'd say from orbit (20 minute travel time), but certainly aerial.
Heck, maybe you select a drop zone anywhere on the map and launch from the MCC towards it with a deviation of up to 100m in any direction from the selected point.
I would say that if you select a Drop Uplink that should reduce the deviation down to under 20m. Maybe better uplinks reduce the deviation further.
I love that sky insertion into the lava, BTW. |
HowDidThatTaste
Imperfects Negative-Feedback
2268
|
Posted - 2013.03.09 23:15:00 -
[30] - Quote
I always pictured this as why we wear "drop suits" sky spawning should be included for sure.
Ideally you can controlled your descent to some degree but the default fall zone is in the general direction of your squad leader if he has not set up a hot zone. Otherwise he can set up a drop zone that is static like rally points, or onto a certain soldier to help that merc with his current assignment. This is something that would help with squad involvement and team play.
Some limitations would be that you can't be shot until a certain height before hitting the ground, but at that same vulnerable stage you can start firing your weapon as well. So say the last 2 seconds or something you can be shot but you can also fire back.
The only problem I see with it is landing on buildings and high places becoming a total sniper debacle. Although having to free fall into your sniper hide would be a good giveaway to your location and may balance it out, and now give reason for a sniper to be part of the insertion team. |
|
Tiluvo
Digital Mercs
25
|
Posted - 2013.03.09 23:16:00 -
[31] - Quote
Tiel Syysch wrote:Cons:
- Doesn't stop spawn camping if I can watch you fall. Whether you're stuck in inertia dampener recovery or inside a drop pod, doesn't stop me from shooting you or positioning myself and having my crosshair on you before you're able to fight back.
- Allows even more nonsense of people on roofs, especially on buildings without ladders. I don't expect people to use it to get to the safest spot, rather to get to the dumbest spot they can possibly reach that would otherwise be inaccessible.
I do not like this idea, because I can't think of any pros that could outweigh the above.
|
Avinash Decker
BetaMax.
29
|
Posted - 2013.03.09 23:25:00 -
[32] - Quote
HowDidThatTaste wrote:I always pictured this as why we wear "drop suits" sky spawning should be included for sure.
Ideally you can controlled your descent to some degree but the default fall zone is in the general direction of your squad leader if he has not set up a hot zone. Otherwise he can set up a drop zone that is static like rally points, or onto a certain soldier to help that merc with his current assignment. This is something that would help with squad involvement and team play.
Some limitations would be that you can't be shot until a certain height before hitting the ground, but at that same vulnerable stage you can start firing your weapon as well. So say the last 2 seconds or something you can be shot but you can also fire back.
The only problem I see with it is landing on buildings and high places becoming a total sniper debacle.
You can spawn right behind them or right on top of them aswell , it goes both ways .
Anyway , I dont think it matters if you can see him or not if the person is spawn dozens of meters away from you by the time you see him/her then get to the area, he/she will be somewhere else or waiting to ambush you. They can either change the recovery time or do something like this |
Tiel Syysch
Imperfects Negative-Feedback
661
|
Posted - 2013.03.09 23:34:00 -
[33] - Quote
Kiso Okami wrote: One such thing could be drop pods giving you extended shields while you are in range of it to give you a chance of clearing anyone trying to camp you off. Would be like having a super charged shield for like 10 seconds that boosts you to have Heavy grade defenses even with militia gear for that given time.
That's honestly a terrible idea. Why should you be stronger than me just because you spawned? What's to stop you from staying close just because it gives you that shield boost and picking people off from there? Bad spawns are a two-way street - spawn camping sucks, but having someone spawn on top of you also sucks, and making one of the people stronger is a bad thing to do.
Tiluvo wrote: - Have MCC commanders preselect the DZ's for their team. Delay spawning until four mercs select the same DZ or a time limit is reached. Ta-da, instant back-up if the DZ is hot.
We don't even have the commander role yet. Also, we don't have MCCs in ambush. Are we going to have commander mode in pubs (thought it was supposed to be only in like the conquest mode or whatever, which should be in corp play)? |
Iron Wolf Saber
BetaMax.
3059
|
Posted - 2013.03.09 23:38:00 -
[34] - Quote
I have to agree about building camping being an issue. However as for getting killed if you dropped poorly, its entirely just as much your fault for picking such obvious place. There have been plenty of times people dropping tanks and lavs without getting shot on a platform that screams 'shoot me' on the way down more than anything. |
Gunner Nightingale
Internal Error. Negative-Feedback
314
|
Posted - 2013.03.09 23:43:00 -
[35] - Quote
What to prevent ppl from drop spawning on each other?
If you prevent that whats to prevent me from drop spawning on top of the highest perch on Manus peak or one that really tall tower above C and park a railgun tank and snipe?
Gimmick spawns lead to gimmick exploits so?
Not saying not a good idea just saying think it through before ya'll get fanboi happy about a dev sharing an idea with the IRC community |
Avinash Decker
BetaMax.
29
|
Posted - 2013.03.09 23:43:00 -
[36] - Quote
Iron Wolf Saber wrote:I have to agree about building camping being an issue. However as for getting killed if you dropped poorly, its entirely just as much your fault for picking such obvious place. There have been plenty of times people dropping tanks and lavs without getting shot on a platform that screams 'shoot me' on the way down more than anything.
they might have to redesign the buildings( I think they are anyway as explained in a weekly update) to make them more accessible to get on their roofs , then just crappy ladders( which a lot of fps games got rid of in the first place ) |
Tiluvo
Digital Mercs
25
|
Posted - 2013.03.09 23:44:00 -
[37] - Quote
Tiel Syysch wrote:
We don't even have the commander role yet. Also, we don't have MCCs in ambush. Are we going to have commander mode in pubs (thought it was supposed to be only in like the conquest mode or whatever, which should be in corp play)?
It's an idea for the future. I doubt we'll see any changes for a month or two anyways. But it would help define the commander role if you could place your team's spawn points. |
Iron Wolf Saber
BetaMax.
3059
|
Posted - 2013.03.09 23:47:00 -
[38] - Quote
Syycsch also has a good point, what are the conditions for a drop in oh say null as we can conviently blame all the drops on in high sec on the warbarge. |
Tiel Syysch
Imperfects Negative-Feedback
661
|
Posted - 2013.03.09 23:47:00 -
[39] - Quote
Tiluvo wrote: Pros: - Looks really cool.
- Makes uplinks more useful for defending cannons if you can't just spawn on the objective.
Not sure how this inherently makes uplinks more useful, or what spawning by dropping in from the sky has anything to do with your ability to spawn at objectives - the two aren't mutually exclusive.
- Reduces clustering on ambush maps and allows for easier flanking maneuvers.
The old spawn system did as well. This isn't something only sky spawning can give us.
- Gives CCP more skills for us to sink points into.
Why do I need to spend SP on spawning?
- Easier to escape being red-lined. Just drop with some buddies behind the lines and plant an uplink.
This should never be possible. Sky spawning should never allow you to drop behind defenses or controlled territory if you don't already have an uplink or CRU there.
- Still looks really cool.
- Reduces spawn sniping because of a lack of predefined points to aim at.
More spawn points would fix this. It's not something limited to only dropping in from the sky. In fact, snipers would probably be the ones to more easily see people falling down than be able to guess when someone is going to just materialize on the ground.
- Won't get shotgunned in the back by a scout who silently spawned behind you while you were hacking.
The silent part is the only thing this would fix, assuming dropping in would have accompanying audio. This is more a problem with being able to spawn at objectives rather than how they spawn.
So... not sure how your pros suggest anything that isn't accomplished by the old or current systems, other than "it looks cool." Something looking cool doesn't outweigh the headache that it'll cause with people on every roof and building. However you restrict it, people are still going to find ways around it and get somewhere you didn't want them to get to, unless you're overly restricted and end up with specific, knowable spawn points that we have now. |
Dalton Smithe
OSG Planetary Operations Covert Intervention
59
|
Posted - 2013.03.09 23:54:00 -
[40] - Quote
I think the whole orbital drop would be a good idea....more along the line of what they show in the immortal clones video
http://www.youtube.com/watch?v=NIwekfp3p5Q
around 1:38
This is what I was looking forward too. They might implement it, but they might not....either way, this is still an awesome game with a great amount of potential... |
|
Reimus Klinsman
BetaMax.
326
|
Posted - 2013.03.09 23:57:00 -
[41] - Quote
Orbital spawns will make the game far more visually pleasing. There are two problems however.. One is that it could be VERY easy to spawn strategically behind enemy lines which would make the game reward you less for upholding a battle front. And two is that landing is SO slow. A skill could be implemented to reduce recovery time. A third hidden issue is that inertia dampener lasts 15 seconds.
Overall, I'd really want this to happen but issue number one should be resolved. |
Iron Wolf Saber
BetaMax.
3059
|
Posted - 2013.03.09 23:57:00 -
[42] - Quote
I would also Like to see the OD having a bit of delay from insert to action vs the drop uplink. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
650
|
Posted - 2013.03.10 00:02:00 -
[43] - Quote
I think that orbital drops shouldn't just come in straight down at a 90 degree angle to the ground. It would be much cooler if you came streaking in at a more shallow angle of depression, say, 45 degrees, so potentially you would have terrain blocking your way such as a mountain. It would look much cooler to have a meteorite hurtling in than a box of junk falling perpendicular to the ground like installations do. Plus, it would give a better sense of speed to the player than to just focus on the ground...
I just hope CCP comes up with a twist on the whole orbital drop pods idea, its kind of stale and needs more innovation... |
Telcontar Dunedain
Imperfects Negative-Feedback
360
|
Posted - 2013.03.10 00:04:00 -
[44] - Quote
This would be sweet visually and fun.
However it would lead to bad gameplay.
Every map we have would be subject to rooftop camping.
Without control over the descent it would lead to people being shot out of the air as they come down.
This won't fix the problem with spawns it will just add more problems. |
Iron Wolf Saber
BetaMax.
3059
|
Posted - 2013.03.10 00:09:00 -
[45] - Quote
Angle shots would be a very good solution. |
Raze Minhaven
Caffeine Commodities Company
1
|
Posted - 2013.03.10 00:14:00 -
[46] - Quote
Honestly if you are going OD for all spawns then you will need some sort of orbital counter, which could be provided by eve-ships. The vidoes I have seen and all the lore I have read dont really mention dropping from orbit or low orbit, its always been from atmo well below the space faring ships. This is where the MCC comes in for skirmish and i really dont think anything is wrong with the skirmish spawn methods EXCEPT null cannons dont have built in drop uplinks, the command bunkers do but you would need to spawn inside the command bunkers to be true to lore. Maye thats being too petty tho!
As far as ambush goes there really should be MCC spawn only unless a droplink/mcu is in play. The area around the MCC should be guarded within a small proximity (what kind of drop ship like that does not have guns seriously?) I guess there could be spanw waves where a dropship comes in and ejects soldiers over an area like in the immortal clones video but you would have to give the ability for AV to shoot it down, maybe make them player pilotable if you want to get to a specific area or npc controlled but drops you behind you? The only other option I would see is a few unconquerable "bunkers" but Im unsure how that would work too other than like in TF2.
|
Iron Wolf Saber
BetaMax.
3059
|
Posted - 2013.03.10 01:07:00 -
[47] - Quote
Raze Minhaven wrote:Honestly if you are going OD for all spawns then you will need some sort of orbital counter, which could be provided by eve-ships. The vidoes I have seen and all the lore I have read dont really mention dropping from orbit or low orbit, its always been from atmo well below the space faring ships. This is where the MCC comes in for skirmish and i really dont think anything is wrong with the skirmish spawn methods EXCEPT null cannons dont have built in drop uplinks, the command bunkers do but you would need to spawn inside the command bunkers to be true to lore. Maye thats being too petty tho!
As far as ambush goes there really should be MCC spawn only unless a droplink/mcu is in play. The area around the MCC should be guarded within a small proximity (what kind of drop ship like that does not have guns seriously?) I guess there could be spanw waves where a dropship comes in and ejects soldiers over an area like in the immortal clones video but you would have to give the ability for AV to shoot it down, maybe make them player pilotable (control over drop trajectory sort of not liek dropship flying now) if you want to get to a specific area or npc controlled but drops you behind you? The only other option I would see is a few unconquerable "bunkers" but Im unsure how that would work too other than like in TF2.
There was no indication it if was going to be a replacement or an additional option. |
Iron Wolf Saber
BetaMax.
3066
|
Posted - 2013.03.10 15:52:00 -
[48] - Quote
Bumping for today's audience, updated the OP to try to make it a bit more free from indication. |
Val'herik Dorn
CrimeWave Syndicate
321
|
Posted - 2013.03.10 16:21:00 -
[49] - Quote
In skirmish defenders should start with all the points as ya inow they ae defending their land.
Attackers should then be orbittally inserted en mass for their first spawn near set objectives.
This could be an advantage for the attackers but who in their right mind flys their giant command ship into a battle before they havto.
So at the start of a match the defenders spawn in then suddenly the attackers start raining in like tiny fiery balls of death. Just as the attacking mcc does some kind of low orbital warp in.
I believe this ciuld be an awesome addition to skirmish.
For ambush I have no idea I dont play it enough |
Swufy
Internal Error. Negative-Feedback
73
|
Posted - 2013.03.10 17:12:00 -
[50] - Quote
Too busy to read all 3 pages, so in case it hasn't been said yet: This system would be awesome as long as it doesn't involve snipers landing on top of ridiculously high structures. Like the light towers on the Plateau map. You can put weapons on the top of the MCCs to give a controlled airspace, thus preventing the enemy from dropping into your redzone. Also, as you control more points on the map, the available drops could be seen as a highlighted area on the tacmap.
There has to be some structured way of where you can spawn and why. I don't want to start a skirmish and both teams decided to drop 3-4 people at each objective right off the bat because the ones with the faster loading times will land first and win while the other team is recovering from dropping in.
Having a radius of where you could possible land would be a good idea because then people can't drop in between specific boxes to avoid all fire. That way there's more strategic and less Rambo styled drops.
I wonder if Heavies can land without dying like they do from jumping out of the MCC? XD |
|
Sobriety Denied
Universal Allies Inc.
480
|
Posted - 2013.03.10 17:29:00 -
[51] - Quote
it's not like the drop pod has to by pass the current system, you would still be spawning in there like normal except now it's replaced by the animation of a drop pod, meaning in ambush you would still not have total control of where you spawn or else it would be kinda stupid and no more need for droplinks if you can just point at the exact spot you want to drop in at. |
Garrett Blacknova
Codex Troopers
1928
|
Posted - 2013.03.10 17:40:00 -
[52] - Quote
This explains my opinion on the topic pretty well, I think. |
Iron Wolf Saber
BetaMax. CRONOS.
3069
|
Posted - 2013.03.11 05:32:00 -
[53] - Quote
Bumping for the monday masses. Feel free to add your own thoughts. Don't be afraid to restate what others had said either.
Updated the OP again. |
TheBLAZZED
VENGEANCE FOR HIRE
85
|
Posted - 2013.03.11 06:34:00 -
[54] - Quote
It would have to have significant drawbacks to it. Ie: longer spawn times and inaccurate drops ( something like a random location within a 100m radius from your selection) otherwise drop uplinks would be pointless along with crus. |
Kas Croixe
Militaires-Sans-Frontieres
15
|
Posted - 2013.03.11 06:48:00 -
[55] - Quote
I'm all for it as long as I get control of the inertia dampener's deployment. too bright, makes for a good target, activate it right before impact to take no damage, not give away your position, and it looks way more badass to simply free fall and then slam the ground at the last second. looks like you just outright punched a planet to stop yourself. |
Garrett Blacknova
Codex Troopers
1935
|
Posted - 2013.03.11 06:51:00 -
[56] - Quote
TheBLAZZED wrote:It would have to have significant drawbacks to it. Ie: longer spawn times and inaccurate drops ( something like a random location within a 100m radius from your selection) otherwise drop uplinks would be pointless along with crus. In my thread (linked in my previous post), everyone was arguing that it would be too WEAK, not too powerful.
Got a lot of support in there as well. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3139
|
Posted - 2013.03.11 06:53:00 -
[57] - Quote
YES!
There is the problem of drop time adding to the time it takes to spawn. Solution is to remove respawn time, and just use the time it takes to land as a natural respawn timer. |
Garrett Blacknova
Codex Troopers
1936
|
Posted - 2013.03.11 06:58:00 -
[58] - Quote
KAGEHOSHI Horned Wolf wrote:YES!
There is the problem of drop time adding to the time it takes to spawn. Solution is to remove respawn time, and just use the time it takes to land as a natural respawn timer. Or spawn you about a 3 second drop from the ground? Then cut all spawn times by 3 seconds.
Ambush? No spawn timer. Skirmish? 7 second max, dropping down to a minimum of 0 if you wait for a revive. CRU and Uplink spawns? As they are now. |
TheBLAZZED
VENGEANCE FOR HIRE
85
|
Posted - 2013.03.11 07:01:00 -
[59] - Quote
I just don't drop links to become obsolete |
Iron Wolf Saber
BetaMax. CRONOS.
3072
|
Posted - 2013.03.11 13:22:00 -
[60] - Quote
Maybe if you can have an installation (AO guns?) that prevented them from dropping into objective zone's they're not supposed to be at yet. If you see one flipping then you know what is going up or what is about to come down giving you some time to prepare for it.
I also think it could possibly be tied into the war point wallet system. Every time you use this optional spawn it eats up war points (after all you're using the warbarge to pod you out into the atmosphere)
Now... has anyone thought of the conditions to be able to orbit-ally drop? I think at most it requires either a space elevator or a friendly war-barge in orbit.
I do like the idea of angled shots (like 30*) onto the field to prevent highly accurate drops and requiring a decent 'landing' strip. |
|
Yosef Autaal
Circle of Huskarl Minmatar Republic
46
|
Posted - 2013.03.11 14:54:00 -
[61] - Quote
I like the idea of orbital drops alot more then jsut appearing.
On skirmish maps drops can only be done around controlled letters in open areas. each letter has an area around it which on spawn map is green areas which to dangerous clustered are in red showing dangerous and cannot drop there. a small circle is then placed within the green and you drop somewhere within that circle (no pinpoint sniper drops ontop of redberries)
On ambush maps areas you could either have it areas visible by team mates or anywhere on the map but the circle area for drops is alot larger so more risk of not spawning exactly where you wanted.
The only problem with this is letters inside building become obselete as spawns but there influence could be a large area so even in letters within building have somewhere for player drops.
on extra note can CRU look like clones can get out of them somehow instead of just appearing around them by magic (you could do it as fluff where clones exit CRU with a form of cloaking and the conciousness not activated yet once a clone is out of the CRU a drug is pumped and the duster awakens and the cloak fails) |
Iron Wolf Saber
BetaMax. CRONOS.
3072
|
Posted - 2013.03.11 15:48:00 -
[62] - Quote
Updated OP with a new video
As for an ingame dust 514 example of possible ways of accomplishment http://www.youtube.com/watch?v=GI53ydJaus8 Near the start where the 'drop pod' drops the entire squad down.
This could allow insertion over a wider area making it difficult to get to the sweet spots also with noise and that all together makes it nearly impossible to be put in without getting noticed. |
G Torq
ALTA B2O
92
|
Posted - 2013.03.11 16:14:00 -
[63] - Quote
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 jumps This 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 Drops This 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 works Here 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 options Finally, some different options...
- Insertion vehicles (i.e. "pods") do not need to be individual. Could also be larger vehicles, similar to an RDV, 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!
|
XXfootnoteXX
DUST University Ivy League
101
|
Posted - 2013.03.11 16:23:00 -
[64] - Quote
Usually if I wait long enough. Someone will come along and post something I really agree with.
+1 |
Iron Wolf Saber
BetaMax. CRONOS.
3073
|
Posted - 2013.03.11 16:30:00 -
[65] - Quote
Torq had a very good quality post overall and laid things out and about. I have to agree with the pro's in his argument. |
Zyrus Amalomyn
Militaires-Sans-Frontieres
51
|
Posted - 2013.03.11 16:40:00 -
[66] - Quote
Stefan Stahl wrote:I'm on the fence about this. Yes, awesome, yes, useful, but also yes, takes away from the rest of the game.
One big issue with Dust right now is that it's very difficult to maintain map ownership. This is mostly because the map design isn't as awesome as it could be. Being able to spawn anywhere on the map sounds like it'd decrease map ownership by a lot and those worsen this aspect of the game.
There is a game on the PC called Section 8, it actually deals with this aspect of drop podding quite well. |
Iron Wolf Saber
BetaMax. CRONOS.
3073
|
Posted - 2013.03.11 16:40:00 -
[67] - Quote
Zyrus Amalomyn wrote:Stefan Stahl wrote:I'm on the fence about this. Yes, awesome, yes, useful, but also yes, takes away from the rest of the game.
One big issue with Dust right now is that it's very difficult to maintain map ownership. This is mostly because the map design isn't as awesome as it could be. Being able to spawn anywhere on the map sounds like it'd decrease map ownership by a lot and those worsen this aspect of the game. There is a game on the PC called Section 8, it actually deals with this aspect of drop podding quite well.
You should check out the video I linked in the OP then :D |
GeneralButtNaked
Burnwall Industries
90
|
Posted - 2013.03.11 17:07:00 -
[68] - Quote
I don't think solo drops from orbit are a great idea from a game play perspective. However the idea of a insertion pod capable of carrying a full squad or two to be a very appealing idea. Especially if it could carry those troops or be sent empty. Being able to call in a two million ISK ruse or drop a heavy bomb would provide great game play options.
It needs to be pricey, so that it is not spammed, and should be focused on the squad, not individual level. |
DustMercsBlog
Galactic News Network
16
|
Posted - 2013.03.11 18:23:00 -
[69] - Quote
this very good. varying spawns more a great idea. |
Fivetimes Infinity
Immobile Infantry
1091
|
Posted - 2013.03.11 19:23:00 -
[70] - Quote
It'd look cool but it'd have gameplay ramifications, the most obvious of which is that you're falling in from the sky, presumably with an inertial dampener. People will see you when you spawn, sometimes. There's also the question of vulnerability when you spawn. As well, is the descent controlled, like Planetside 2 drop pods? Or do you land at a specific place that, presumably, enemies could run to as they see you appear overhead?
I'm not saying any of these things are good or bad, just that they're significant questions. While nobody would argue that falling in from space is cooler than magically teleporting in (given that teleportation doesn't exist in EVE) it's not as simple as "looks cool, let's do it!"
In my own judgment, I'd say that a very rapid, invulnerable, controlled descent on spawning would be good. Give the spawning player a downward-view from some kind of orbital insertion pod, so that any camps are visible, but give little control over the area you land at. The idea here is that people would be assigned their spawn point, they'd appear overhead in some kind of protected shell so that they can't be shot out of the sky (snipers would easily be capable of doing this given how simplistic sniper rifles are), they'd be able to see where the spawn is being camped if at all, and be able to adjust their trajectory accordingly. Or otherwise, simply land closer to where they're going.
Thus, spawning becomes better for the people doing the spawning, less vulnerable to camps, but doesn't create new crappy stuff like being shot out of the sky by a tank or forge gun or sniper. |
|
G Torq
ALTA B2O
94
|
Posted - 2013.03.11 19:59:00 -
[71] - Quote
Fivetimes Infinity wrote:It'd look cool but it'd have gameplay ramifications, the most obvious of which is that you're falling in from the sky, presumably with an inertial dampener. People will see you when you spawn, sometimes. There's also the question of vulnerability when you spawn. As well, is the descent controlled, like Planetside 2 drop pods? Or do you land at a specific place that, presumably, enemies could run to as they see you appear overhead? I'd point to my own post above, suggesting that: 1) Dropping from the sky is dangerous and obvious - not something you should do for fun 2) Dropping from the sky is inprecise - usable, but risky 3) Dropping from the sky has inate strategic advantages...
most importantly
4) Dropping from the sky cannot/must not be the only option. |
icdedppul
Pink Fluffy Bounty Hunterz RISE of LEGION
0
|
Posted - 2013.03.11 20:55:00 -
[72] - Quote
so if its a viable tactic then there will also be a viable counter
given that we have these billions of ISK invested in defensive infrastructure (or will when we get SOV) it seems odd that we wouldn't have auto tracking defensive installations able to gleen falling objects as threats and shoot them down before impact
still curious on how installations make it down all though they end up neutral ( so far ) when they arrive so I can forgive it
given that people are talking squad based drop pods right now wouldn't we be able to do that with a remote drop of an active CRU and just start the spawn before it actually lands
so I think it would be individual drop you would need zones of control on the battlefield, null cannons would have a defensive envelope and unless you controlled it the closer you drop to it the more likely you would be shot down, so you would then get a % likelyhood of actually arriving and if you wanted to still do it you could drop
then this would be counter acted by drop pods with cloaking/ECM costing you more ISK the better ones you buy and would be based on suit frame size too as larger frames require better ECM/Cloak to make it down
then there is always the possibility of hitting a cloaked RDV on the way down just to ruin your lunch
in the end I think its a bad idea for long term game play
why not just get a missile that you can fire across the map and will drop/seed random drop uplink points (note I think this is a bad idea too, just that its plausible)
|
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
651
|
Posted - 2013.03.11 21:15:00 -
[73] - Quote
Pods should come in various sizes and must be purchased much like any other suit or item in game. Pod is destroyed on impact.
Various sizes will support 1, 2 or an entire squad possibly. Larger ones have slower momentum and handling but more armor.
Perhaps the squad ones could tie into a upgraded command system when that comes woth commander mode, must be activated by a commander? |
V Shadow
DUST University Ivy League
34
|
Posted - 2013.03.11 21:51:00 -
[74] - Quote
I Always enjoyed the pods on battlefield 2142, though they were open to a few glitches http://youtu.be/zC0HLtc5AxQ |
Geth Massredux
ZionTCD Legacy Rising
90
|
Posted - 2013.03.11 21:56:00 -
[75] - Quote
I just like the idea of flying from a higher place other then the MCC. Spawning from Orbit shooting down to the planet surface is a cloned mercenary dream...
I approve of the idea |
Iron Wolf Saber
BetaMax. CRONOS.
3073
|
Posted - 2013.03.12 01:04:00 -
[76] - Quote
So what does everyone think about a squad warpoint/isk cost drop shuttle like in the intro movie? and where the shuttle crashes it turns into something useable like a supply depot? |
Akira Regendorf
Conspiratus Immortalis
22
|
Posted - 2013.03.12 07:34:00 -
[77] - Quote
Ok so here is my .02 ISK on the subject:
Here goes first Ambush:
- In ambush I think the default spawn should be replaced with an orbital insertion
- You may select where you are inserted, however there is a 100m variance on actual point of touchdown, thus keeping things more random, eleminates the worry of snipers droping themselves right in that perfect spot that cant be reached (also if a sniper droped there so can you)
- buildings are off limits, any kind of structure is off limits, a warning of "unsafe drop zone" or something could be given, justification for lores sake could be that drop pod hits with too much force and would result in damage to structure or drop pod itself, also the 100m variance should never end up putting the merc on top of a structure
- Insertion woulde be done with high speed drop pods that have a large amount of sheild and armor, potentially destroyable but very unlikely
- Merc able to see out of pod either through windows or some kind of virtual display, one side of pod blowss off for merc egress, merc able to rotate pod on decent both for quick survey of battlefield and to help protect against spawn killing (I know there is a sniper on that hill, make sure to point door away so I dont get sniped the second I drop)
- pods selfdestruct 5 seconds after touchdown killing anyone still inside but not damaging anyhting around them
useing this method uplinks and CRUs are stil very usefule because you know exactly were you will end up also more "stealhy" as there wont be a fiery pod streaking down. Also keeps dropships as viable methods for troup movement, still needed to get up to youre nice little sniper perch and what not
ok now for Skirmish:
- MCC, null cannons, and base would still be spawn points, able to drop in a limited area around your base at beginning of match
- Null cannons should have a built in high speed orbital defense system or something, makeing any points your team doesnt control "hot zones", each null cannon has a certain coverage area
- "hot zones" would be shown on the overview when choosing spawn as red hash marks or something, you can still drop in there but there is say a 90% chance that the pod would be destroyed on the way in, this would stil enable a solid front line and territory ownership in the match, but would also give a redlined team a chance to make a come back, take the risk in a free uplink fit to try and start a beach head
- Touchdown variance reduced to say 50m
other than that it would be the same as what I said in ambush, I think this could make the game very interesting and allot more fun, could provide allot of solutions to allot of problems we are experiencing as far as spawns go but would need to be done right to limit allot of exploits. could add skills and maybe better droppods for purchase that could say reduce he touchdown variance in ambush, or increase the likelihood of surviving a drop into a hot zone. Obviou
While I think this is a fantastic idea and I would love to see this happen if implimented similarly to what I said there are still isues that would need to be worked out.
- what happens if drop pod lands on a merc or vehicle?
- what about our drop ship pilots, with mercs just raining from the sky will it become an absolute night mare for them to fly?
just a couple that I would really be worried about, there are others I'm sure |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
19
|
Posted - 2013.03.12 08:32:00 -
[78] - Quote
I suggested a Section 8 like spawn system a long time ago, but it was shot down by the community saying its a stupid idea. Suddenly some people like it, who knew. |
Garrett Blacknova
Codex Troopers
1953
|
Posted - 2013.03.12 08:37:00 -
[79] - Quote
Cat Merc wrote:I suggested a Section 8 like spawn system a long time ago, but it was shot down by the community saying its a stupid idea. Suddenly some people like it, who knew. When I suggested it a long time ago, people liked it. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
19
|
Posted - 2013.03.12 08:39:00 -
[80] - Quote
Garrett Blacknova wrote:Cat Merc wrote:I suggested a Section 8 like spawn system a long time ago, but it was shot down by the community saying its a stupid idea. Suddenly some people like it, who knew. When I suggested it a long time ago, people liked it. Yup, I remember that. I in fact posted my thread in your thread since we had the same idea. |
|
Garrett Blacknova
Codex Troopers
1954
|
Posted - 2013.03.12 08:41:00 -
[81] - Quote
Cat Merc wrote:Garrett Blacknova wrote:Cat Merc wrote:I suggested a Section 8 like spawn system a long time ago, but it was shot down by the community saying its a stupid idea. Suddenly some people like it, who knew. When I suggested it a long time ago, people liked it. Yup, I remember that. I in fact posted my thread in your thread since we had the same idea. I knew I recognised the name from somewhere...
Well, at least it's finally getting noticed... I guess? |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
19
|
Posted - 2013.03.12 09:09:00 -
[82] - Quote
Garrett Blacknova wrote:Cat Merc wrote:Garrett Blacknova wrote:Cat Merc wrote:I suggested a Section 8 like spawn system a long time ago, but it was shot down by the community saying its a stupid idea. Suddenly some people like it, who knew. When I suggested it a long time ago, people liked it. Yup, I remember that. I in fact posted my thread in your thread since we had the same idea. I knew I recognised the name from somewhere... Well, at least it's finally getting noticed... I guess? Heh. Well, I'm just glad that the devs are starting to consider orbital drops. I don't want it to become ring mining 2.0. |
Iron Wolf Saber
BetaMax. CRONOS.
3073
|
Posted - 2013.03.12 13:59:00 -
[83] - Quote
Doesn't section 8 have the orbital drop spawns as exclusive? |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
29
|
Posted - 2013.03.12 19:02:00 -
[84] - Quote
Iron Wolf Saber wrote:Doesn't section 8 have the orbital drop spawns as exclusive? Yeah and it actually works well. I'm really sad the game was a flop. I mean really, it was a great game (one of the best shooters at the time of its release) for 15$, 15$! I don't understand why people didn't buy it. |
Val'herik Dorn
CrimeWave Syndicate
329
|
Posted - 2013.03.12 19:13:00 -
[85] - Quote
Reading the drop pod Idea... all i can think is landing in the thing as the doors burst open charging out with a squad full of heavies using heavy bolters using my tech marine to repair them screaming FOR THE EMPRAH...
but yea i still wouldn't mind the idea i think it could be an amusing addition to the game. |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
31
|
Posted - 2013.03.12 19:29:00 -
[86] - Quote
Val'herik Dorn wrote:Reading the drop pod Idea... all i can think is landing in the thing as the doors burst open charging out with a squad full of heavies using heavy bolters using my tech marine to repair them screaming FOR THE EMPRAH...
but yea i still wouldn't mind the idea i think it could be an amusing addition to the game. FOR THE EMPIRE! http://fc02.deviantart.net/fs71/f/2012/109/1/9/javik_the_trollean_by_bigcman321-d4w7kop.jpg |
Buster Friently
Rosen Association
115
|
Posted - 2013.03.12 20:19:00 -
[87] - Quote
Orbital/Aerial drop.
Just do it CCP. It should have been in the game from the start. |
Iron Wolf Saber
BetaMax. CRONOS.
3083
|
Posted - 2013.03.13 12:45:00 -
[88] - Quote
Now that its wed. More people should be back after capping out.
Bumping for this crowd and hopefully that should be enough. |
Iron Wolf Saber
BetaMax. CRONOS.
3083
|
Posted - 2013.03.13 12:48:00 -
[89] - Quote
Cat Merc wrote:Iron Wolf Saber wrote:Doesn't section 8 have the orbital drop spawns as exclusive? Yeah and it actually works well. I'm really sad the game was a flop. I mean really, it was a great game (one of the best shooters at the time of its release) for 15$, 15$! I don't understand why people didn't buy it.
The very same sad reason why people kept on buying Socom (in retrospect it wasn't good) CoD and Battlefield every year. |
Draco Cerberus
Hellstorm Inc League of Infamy
6
|
Posted - 2013.03.13 17:12:00 -
[90] - Quote
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! |
|
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
|
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... |
|
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.
|
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 |
|
Garrett Blacknova
Codex Troopers
2433
|
Posted - 2013.04.10 03:48:00 -
[121] - Quote
The Black Jackal wrote: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. As I said in every post I've made so far about it, you'd only be able to drop into areas deemed "safe" - that meaning there's no enemy presence, or there's a secure position in your team's hands.
In Skirmish, you can drop on the NULL Cannons (or, as some have suggested, build CRUs into them to explain spawning on objectives), and in Ambush, when the spawn system is working properly, you'll be able to spawn in a relatively secure position on the battlefield - away from enemies, and preferentially near your teammates.
When they introduce player control to the Warbarge, this could possibly include the ability to actually direct where the orbital drop will be aimed, allowing a team's commander to reposition their spawn area as they see fit. At that point, a Corp with a commander on the Warbarge will have the option of spawning anywhere on the map, but it comes with the risk of the commander setting their team up to be spawn-camped and dropping them into hotzones without a fair chance. It will also require effective communication and team-level coordination for this to be a better option than leaving it in the hands of the AI.
And if you don't like things being out of the players' hands, are you against allowing us to use the same Warbarge to call in a Precision Strike? When working with EVE players in a Corp Battle, you can request a ship in space to fire, and you're relying on player interaction across games for their supporting fire to actually arrive. If you use the Precision Strike, the Warbarge just drops it immediately. When we have commanders on board the Warbarges, they'll be responsible for directing this fire, but until then it's NPC-controlled even thought it's player-directed. Just like the spawn system would be under my proposal.
Effectively, the current system - or any variant of it - has LESS player involvement. You're dropped into a fixed predetermined-by-code location, with no control over even the slightest details of where you're going to land. What I'm asking for is a system that gives players MORE freedom than we currently have. |
The Black Jackal
The Southern Legion RISE of LEGION
374
|
Posted - 2013.04.10 11:37:00 -
[122] - Quote
Garrett Blacknova wrote:The Black Jackal wrote: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. As I said in every post I've made so far about it, you'd only be able to drop into areas deemed "safe" - that meaning there's no enemy presence, or there's a secure position in your team's hands. In Skirmish, you can drop on the NULL Cannons (or, as some have suggested, build CRUs into them to explain spawning on objectives), and in Ambush, when the spawn system is working properly, you'll be able to spawn in a relatively secure position on the battlefield - away from enemies, and preferentially near your teammates. When they introduce player control to the Warbarge, this could possibly include the ability to actually direct where the orbital drop will be aimed, allowing a team's commander to reposition their spawn area as they see fit. At that point, a Corp with a commander on the Warbarge will have the option of spawning anywhere on the map, but it comes with the risk of the commander setting their team up to be spawn-camped and dropping them into hotzones without a fair chance. It will also require effective communication and team-level coordination for this to be a better option than leaving it in the hands of the AI. And if you don't like things being out of the players' hands, are you against allowing us to use the same Warbarge to call in a Precision Strike? When working with EVE players in a Corp Battle, you can request a ship in space to fire, and you're relying on player interaction across games for their supporting fire to actually arrive. If you use the Precision Strike, the Warbarge just drops it immediately. When we have commanders on board the Warbarges, they'll be responsible for directing this fire, but until then it's NPC-controlled even thought it's player-directed. Just like the spawn system would be under my proposal. Effectively, the current system - or any variant of it - has LESS player involvement. You're dropped into a fixed predetermined-by-code location, with no control over even the slightest details of where you're going to land. What I'm asking for is a system that gives players MORE freedom than we currently have.
IF they introduce Player Control to the Warbarge, then YES, Orbital drops may be a viable platform. On your second point, I am indeed against the Warbarge Precision Strike. Why? Because it isn't player controlled (when it is, I'll withdraw my objecions to it). I've already pointed out one idea to give people the ability to deploy as 'drop pods' via the MCC as Carrier Ideas (Module that allows the MCC Commander to 'fire' loaded mercs into the air, to land in a rough (artillery-style) landing pattern where they aim. The MCC should be the source of the NPC 'Orbital' and provide an Angled Fire of a LAZED target area. So Line-Of-Sight is required to direct the assault.
Orbital Strikes, such as they are, should be limited to EVE-DUST Link to actually give it that distinct integration flavour.
|
Mary Sedillo
XERCORE E X T E R M I N A T U S
3
|
Posted - 2013.04.15 11:33:00 -
[123] - Quote
Even with the idea of "safe zone" dropping, you are really sticking it to one of the things drop ships do, which is drop units into combat. Something I and others have invested a good amount of skill points into so we don't just become aerial coffins. With the ability to spawn around you create more situations where we are used less. If you want to drop into the field, grab a mic and communicate with your pilot. Thanks! |
Alaika Arbosa
Matari Combat Research and Manufacture Inc.
78
|
Posted - 2013.04.15 12:18:00 -
[124] - Quote
Yes, this should be included. Fire me from the warbarge in a drop pod and then let me control the final kilometer or three, guiding myself in until I activate my I-Damp. |
Krisuke 003
WildCard Ninja Clan
2
|
Posted - 2013.04.15 23:53:00 -
[125] - Quote
How about lowflying ships that come in low and fast on a preset path (or one of several, if you prefer), dropping pods at one of several dedicated drop sites (no roof camping for you, champ). If you wanted a dust cloud in the low flying aircraft's wake that conveniently obscures a snipers sight if your pod for a second or two, sure. That way, players still get a way to choose where they want to spawn, while preventing roof campers and giving the feeling of being in some caddy Michael bay movie |
Brasidas Kriegen
The Southern Legion RISE of LEGION
2
|
Posted - 2013.04.18 00:11:00 -
[126] - Quote
Krisuke 003 wrote:How about lowflying ships that come in low and fast on a preset path (or one of several, if you prefer), dropping pods at one of several dedicated drop sites (no roof camping for you, champ). If you wanted a dust cloud in the low flying aircraft's wake that conveniently obscures a snipers sight if your pod for a second or two, sure. That way, players still get a way to choose where they want to spawn, while preventing roof campers and giving the feeling of being in some caddy Michael bay movie
Any point that isn't a CRU (still needs fixing but different), drop uplink or MCC (which all have lore based reasons for existing such as wormholes and clone supplies) should be done via an RDV.
Skirmish - spawn time is 10 seconds? Pick your fit and then, instead of staring at a map with a clock on it, you could reduce the timer to say 3 seconds and have a 7 second animation where you are stuck in the RDV waiting to drop (will give you a window to cancel choice). The RDV is cloaked, so perhaps you should be cloaked for a certain period of time after the drop. If it takes 5 seconds to reach the ground from an RDV then make it a 3 second cloak.
Give players some limited mobility; perhaps something like a wingsuit? If it limits the movement so there is a certain radius you can land within it means that 3 second cloak gives you time to move toward a location and will mean snipers etc that are 'camping' a spawn have 2 seconds to hit you.
Players will now have visibility before they are being shot at a spawn point, but aren't able to shoot anyone before they can be shot either; gives you time to prepare even if you are hopelessly outnumbered at the drop point. In a game where every life can have actual consequences (i.e. loss of isk/aur) being killed before you have control/awareness is immensely frustrating. |
SickJ
French unchained corporation Squale Operation Empire
56
|
Posted - 2013.04.18 21:51:00 -
[127] - Quote
Brasidas Kriegen wrote:Krisuke 003 wrote:How about lowflying ships that come in low and fast on a preset path (or one of several, if you prefer), dropping pods at one of several dedicated drop sites (no roof camping for you, champ). If you wanted a dust cloud in the low flying aircraft's wake that conveniently obscures a snipers sight if your pod for a second or two, sure. That way, players still get a way to choose where they want to spawn, while preventing roof campers and giving the feeling of being in some caddy Michael bay movie Any point that isn't a CRU (still needs fixing but different), drop uplink or MCC (which all have lore based reasons for existing such as wormholes and clone supplies) should be done via an RDV. Skirmish - spawn time is 10 seconds? Pick your fit and then, instead of staring at a map with a clock on it, you could reduce the timer to say 3 seconds and have a 7 second animation where you are stuck in the RDV waiting to drop (will give you a window to cancel choice). The RDV is cloaked, so perhaps you should be cloaked for a certain period of time after the drop. If it takes 5 seconds to reach the ground from an RDV then make it a 3 second cloak. Give players some limited mobility; perhaps something like a wingsuit? If it limits the movement so there is a certain radius you can land within it means that 3 second cloak gives you time to move toward a location and will mean snipers etc that are 'camping' a spawn have 2 seconds to hit you. Players will now have visibility before they are being shot at a spawn point, but aren't able to shoot anyone before they can be shot either; gives you time to prepare even if you are hopelessly outnumbered at the drop point. In a game where every life can have actual consequences (i.e. loss of isk/aur) being killed before you have control/awareness is immensely frustrating.
Spawncamping would be replaced by forgegunners shooting down RDVs. I'm gonna call that a win, based on the cool factor. |
|
|
|
Pages: 1 2 3 4 5 :: [one page] |