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Cerebral Wolf Jr
Immobile Infantry
876
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Posted - 2013.04.06 14:18:00 -
[1] - Quote
So, here is another :effort: post for you all but it's got some interesting ideas and changes in and i'd like some feedback on it if possible. I'd also suggest you read through the whole OP/Thread before replying and take some time to go away and think about the implications rather than knee jerk posting because it will be obvious when you've not thought it through.
OMG CW YOU'RE SO AWESOME TELL US ALL ABOUT YOUR IDEA:
Lets take WP's away from OB mechanics in PC and replace it with a new time based/hybrid mechanic.
The current way that OB's work is something i'm not very happy with, it feels too carebear like, not very "New Eden" and worst of all, it only rewards teams that are doing well in the battle. Basically it's "Oh you're winning! Awesome! Here have another orbital stike to make sure you win!" and i think there's a lot more that could be done with OB's to bring in a serious level of strategy to their use and allow defenders the chance to get back into the game once redlined by using strategic assets like OB's and having space side dominance over someone to turn the tide of the battle and help them keep their district, or to totally make sure they lose 4 tanks that are redline sniping with railguns or whatever.
I propose we have them time based and working on a tiered system, so you can fire off an orbital strike from a single small turret destroyer every 5 mins or so. That would allow people with space side dominance to, in theory get off 4-5 strikes at any point in the game with 5 min intervals. It would also allow for larger guns/ship types to be scaled and add a large level of strategy with what OB to pick depending on the situation so if you was going to lose the district and wanted to murder everything on the map in one fell swoop and destroy the SI so the new owner has nothing in that district at all, you call in a titan.
For example:
Small turret destroyer - 5 min cooldown - small AOE/ Low damage.
Medium turret cruiser - 10 min cool down - Medium AOE/ Med damage
Large turret BC/Battleship - 15 min cooldown - Very large AOE/Large damage
XL turrets Dreads/Titans -25 min cooldown - Huge AOE/High damage.
Doomsday - 35-40 min cooldown (only can be used once) - Entire district AOE/Destroys everything including SI.
Now keep in mind that friendly fire is on in corp battles too so that anything with a large AOE will also likely get friendlys, especially the XL types. Which in itself means people have to pick the right ship and the right OB for the specific situation.
WHAT ABOUT PRECISION STRIKES?
Well, why not keep them warpoint based? So that the players that are doing well, but may not hold the space above the planet can still call in their own precision strikes from the warbarge as often as they have points. This will mean that good players still get rewarded on a squad level without the impact of having to worry about the corps interests in retaining their large scale OB's for pivotal moments in the battle. Also WP's are going to factor into turret instillation costs etc once that's implimented so the mechanics not going to go away, just get tweaked slightly so that there's more emphasis on WP's at a squad level and not he corp level where directors and CEO's should be more concerned about winning than WP's and who get's what.
IF IT'S NOT GOING TO WORK AT A SQUAD LEVEL HOW CAN THIS POSSIBLY WORK?
Well i'd like to see it so that the timer does not start till the first OB from your side is fired, that then triggers the cooldown timer. So in theory you could launch a large OB right off the bat along the enemy redline and stopping them from capping any point, this would mean you can't launch another OB until well into the battle though while they could pepper you with smaller strikes on a regular basis to push you back thus keeping it balanced. The other issue that was raised is who can call in the OBs?
There's 2 options to this, either i'd be happy with. The first one is that a commander positon is created in squads now, rather than later when we get MCC's for our corps and that player alone can all in the strikes, allowing them to be a special snowflake or the other option that i much prefer is that everyone in corp could call in the OB's meaning that teamwork, communication and knowing who can make the call at the right time that much more important. You could have a guy leading a squad at the front desperate for an OB but unable to call it in because of the firefight so he calls back to a sniper on overwatch instructing them to bring the fire down directly on his squad, he loses the clones but halts the enemy advance too. The other, much more interesting option with that and it fits in perfectly with the whole "New Eden" philosophy is that someone can infiltrate your corp and call in an OB at the wrong time, on the wrong target leaving you totally vulnerable or even calling it in on your squad and thus making you lose the battle and the implications of that alone are very exciting.
BUT CEREBRAL WOLF: HOW IS THIS GOING TO HELP US IN DUST?:
Well that's very simple, escalation. I'm going to be posting another thread shortly about the current PC timers and how they won't work in my opinion and the opinions of many other people i've spoken to, but when coupled together battles will organically grow and start from small border skirmishes and escalate into larger conflicts spanning planets with fleet fights in orbit which is the end game of this goal, we want to link the games together more, provide content for both groups of players, make it fun and add as much depth to the game as possible.
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slypie11
Planetary Response Organisation
108
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Posted - 2013.04.06 14:32:00 -
[2] - Quote
I'm not really for the whole timer thing. A more interesting solution would be if a corp holds a district and has control of the space over head. It costs half as much WP to call in an OB |
Cerebral Wolf Jr
Immobile Infantry
876
|
Posted - 2013.04.06 14:35:00 -
[3] - Quote
slypie11 wrote:I'm not really for the whole timer thing. A more interesting solution would be if a corp holds a district and has control of the space over head. It costs half as much WP to call in an OB
Again, the whole point is that WP's are broken as a mechanic for PC. Reducing the cost wouldn't make any difference if you get steamrolled.
Plus WP costs for OB's will go up in size anyway so to have a game changing OB called in you'd need a lot of WP's and if you're redlined you're not gonna get it. |
slypie11
Planetary Response Organisation
108
|
Posted - 2013.04.06 14:39:00 -
[4] - Quote
But handing out OBs every 5 minutes isn't going to fix anything. This will just be throwing more OBs into the mix that you don't have to work for. OBs are supposed to be earned, not given. |
Cerebral Wolf Jr
Immobile Infantry
876
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Posted - 2013.04.06 14:54:00 -
[5] - Quote
slypie11 wrote:But handing out OBs every 5 minutes isn't going to fix anything. This will just be throwing more OBs into the mix that you don't have to work for. OBs are supposed to be earned, not given.
They will be earnt. If you can't get a ship in orbit you don't get an OB and that ship is open to be attacked by anyone at any time. It's lowsec, it's not protected by concord and will get ganked if it's solo.
You've also not read the thread, thought about the mechanics and digested it before posting like i asked. Please do so before commenting again. |
slypie11
Planetary Response Organisation
108
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Posted - 2013.04.06 14:58:00 -
[6] - Quote
I have read the thread, and the timer is not the way to go, especially not until we can shoot back. Read https://forums.dust514.com/default.aspx?g=posts&m=668205#post668205 |
Cerebral Wolf Jr
Immobile Infantry
876
|
Posted - 2013.04.06 15:01:00 -
[7] - Quote
Then you're mistaken and more interested in your own holdings than the escalation this will bring and the content it will provide for both lots of players, this is about content, not you keeping your districts safe. |
slypie11
Planetary Response Organisation
108
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Posted - 2013.04.06 15:06:00 -
[8] - Quote
I never said anything about keeping my districts safe. This mechanic would completely break OBs, making them something to throw around aimlessly, not something to be feared like it is now. If we were to have an unlimited number of OBs, then we would have to be able to shoot back. |
Mavado V Noriega
SyNergy Gaming EoN.
2669
|
Posted - 2013.04.06 15:07:00 -
[9] - Quote
Question: So if u have EVE ships u will have 2 sets of OBs to drop? both WB strikes and OBs? u will have alot of strikes coming down and tbqh doesnt sound very fun when u can drop a WB strike + every 5mins drop an even bigger EVE strike |
Cerebral Wolf Jr
Immobile Infantry
876
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Posted - 2013.04.06 15:20:00 -
[10] - Quote
Well the thread is for discussion, i'm not saying my suggestion has to be set in stone but there has to be a clear difference between small and large strike timers.
Keep in mind maps will get much bigger, you're only thinking about what we currently have available... which is nothing really. |
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Mavado V Noriega
SyNergy Gaming EoN.
2670
|
Posted - 2013.04.06 15:38:00 -
[11] - Quote
Cerebral Wolf Jr wrote:Well the thread is for discussion, i'm not saying my suggestion has to be set in stone but there has to be a clear difference between small and large strike timers.
Keep in mind maps will get much bigger, you're only thinking about what we currently have available... which is nothing really.
maps prob wont get bigger till we can field more ppl and that prob wont happen till PS4 move and for nullsec DUST barely handles the current playercount as is
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Cerebral Wolf Jr
Immobile Infantry
876
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Posted - 2013.04.06 15:42:00 -
[12] - Quote
Mavado V Noriega wrote:Cerebral Wolf Jr wrote:Well the thread is for discussion, i'm not saying my suggestion has to be set in stone but there has to be a clear difference between small and large strike timers.
Keep in mind maps will get much bigger, you're only thinking about what we currently have available... which is nothing really. maps prob wont get bigger till we can field more ppl and that prob wont happen till PS4 move and for nullsec DUST barely handles the current playercount as is
You'd be surprised.
Think long term.
If you think about what we only have no you'll have the same issue in 5 years that we have in EVE now. Things will have to be revisited and Dev time will be spent doing the same job 2-3 times from scratch rather than just tweaking and adding more content as time goes on.
POS is a perfect example in EVE right now.
And SKirmish 1.0 was much, much larger than the current maps we have and would suit this a great deal. |
lordjanuz
Norwegian Dust514 Corporation
102
|
Posted - 2013.04.06 15:56:00 -
[13] - Quote
If a corp have done the homework and establissed connections to eve corps, Get ships in orbit over the district, they should be able to use it.
This has been a Very big point for CCP interaction between dust and eve, if we cant use it to mybe turn the tide in a battle, then There would not be a reason to go the efforth to Get all the logistic in forhand.
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Cerebral Wolf Jr
Immobile Infantry
880
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Posted - 2013.04.06 22:19:00 -
[14] - Quote
Its worth noting to you all that my corp just got 12 OB's out in a single match... the current mechanics are exploitable and need to be changed.
There will be a video to go with this at a later date after CCP patch the issue.
My proposal above means less OB's than that for a start, WP's don't have to be used for precision strikes, maybe a hybrid system of time and WPs or something. |
Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
135
|
Posted - 2013.04.06 22:28:00 -
[15] - Quote
I support this general idea. It creates content, makes another meaningful connection between Eve and Dust. The timings and radii and what not would have to be tuned. Maintaining the original WP based Orbital (from the WB) is necessary.
However, Skyfire Batteries must exist so that eve/dust alliances (*cough goons cough) wouldn't be able to face roll the entire universe with titans and dreadnaughts.
Balanced, this is a very good idea. |
slypie11
Planetary Response Organisation
114
|
Posted - 2013.04.06 22:37:00 -
[16] - Quote
Sextus Hardcock wrote:I support this general idea. It creates content, makes another meaningful connection between Eve and Dust. The timings and radii and what not would have to be tuned. Maintaining the original WP based Orbital (from the WB) is necessary.
However, Skyfire Batteries must exist so that eve/dust alliances (*cough goons cough) wouldn't be able to face roll the entire universe with titans and dreadnaughts.
Balanced, this is a very good idea. Read my thread above. Won't fix all the problems, like the problems this thread would produce, but it's cool |
Icy TIG3R
Fraternity of St. Venefice Amarr Empire
71
|
Posted - 2013.04.06 22:38:00 -
[17] - Quote
I agree |
slypie11
Planetary Response Organisation
114
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Posted - 2013.04.06 22:39:00 -
[18] - Quote
with who |
Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
135
|
Posted - 2013.04.06 22:42:00 -
[19] - Quote
slypie11 wrote:Sextus Hardcock wrote:I support this general idea. It creates content, makes another meaningful connection between Eve and Dust. The timings and radii and what not would have to be tuned. Maintaining the original WP based Orbital (from the WB) is necessary.
However, Skyfire Batteries must exist so that eve/dust alliances (*cough goons cough) wouldn't be able to face roll the entire universe with titans and dreadnaughts.
Balanced, this is a very good idea. Read my thread above. Won't fix all the problems, like the problems this thread would produce, but it's cool
I did read the thread actually, and in essence what you suggest is the same as what CW is suggesting (just for Dust instead of eve). Essentially in Eve and in Dust there are assets, able to engage each other, which must be built or positioned in low orbit to attack. Exactly how this could happen would take some hashing out. But in theory, it is fair. |
slypie11
Planetary Response Organisation
114
|
Posted - 2013.04.06 22:47:00 -
[20] - Quote
Sextus Hardcock wrote:slypie11 wrote:Sextus Hardcock wrote:I support this general idea. It creates content, makes another meaningful connection between Eve and Dust. The timings and radii and what not would have to be tuned. Maintaining the original WP based Orbital (from the WB) is necessary.
However, Skyfire Batteries must exist so that eve/dust alliances (*cough goons cough) wouldn't be able to face roll the entire universe with titans and dreadnaughts.
Balanced, this is a very good idea. Read my thread above. Won't fix all the problems, like the problems this thread would produce, but it's cool I did read the thread actually, and in essence what you suggest is the same as what CW is suggesting (just for Dust instead of eve). Essentially in Eve and in Dust there are assets, able to engage each other, which must be built or positioned in low orbit to attack. Exactly how this could happen would take some hashing out. But in theory, it is fair. What the OP is suggesting would need a whole different mechanic. My thread was about interacting with battles going on in the general area of a controlled district. This would need an active battery that would need to be controlled during a fight and fired at ships in low orbit. Read the section on the DUST website about HAVs. They say something about being able to shoot down starships. Possible clue? Also, my post shared almost no aspect of the OPs post. |
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Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
135
|
Posted - 2013.04.06 22:55:00 -
[21] - Quote
slypie11 wrote:Sextus Hardcock wrote:slypie11 wrote:Sextus Hardcock wrote:I support this general idea. It creates content, makes another meaningful connection between Eve and Dust. The timings and radii and what not would have to be tuned. Maintaining the original WP based Orbital (from the WB) is necessary.
However, Skyfire Batteries must exist so that eve/dust alliances (*cough goons cough) wouldn't be able to face roll the entire universe with titans and dreadnaughts.
Balanced, this is a very good idea. Read my thread above. Won't fix all the problems, like the problems this thread would produce, but it's cool I did read the thread actually, and in essence what you suggest is the same as what CW is suggesting (just for Dust instead of eve). Essentially in Eve and in Dust there are assets, able to engage each other, which must be built or positioned in low orbit to attack. Exactly how this could happen would take some hashing out. But in theory, it is fair. What the OP is suggesting would need a whole different mechanic. My thread was about interacting with battles going on in the general area of a controlled district. This would need an active battery that would need to be controlled during a fight and fired at ships in low orbit. Read the section on the DUST website about HAVs. They say something about being able to shoot down starships. Possible clue? Also, my post shared almost no aspect of the OPs post.
Both of your posts are talking about interaction between eve and dust. CW is talking about eve ships shooting mercs, yours is talking about mercs shooting eve ships. IIRC the Skyfire battery (you called it AS) will fire on eve ships in low orbit based off a timer, CW mentioned dropping OBs based off a timer as well. The AS could be taken by the other team and used against their enemies in orbit, hostile ships could enter low orbit and engage your blues or drop orbitals based off their timer cool downs.
See the comparison? |
slypie11
Planetary Response Organisation
114
|
Posted - 2013.04.06 22:58:00 -
[22] - Quote
Sextus Hardcock wrote:slypie11 wrote:Sextus Hardcock wrote:slypie11 wrote:Sextus Hardcock wrote:I support this general idea. It creates content, makes another meaningful connection between Eve and Dust. The timings and radii and what not would have to be tuned. Maintaining the original WP based Orbital (from the WB) is necessary.
However, Skyfire Batteries must exist so that eve/dust alliances (*cough goons cough) wouldn't be able to face roll the entire universe with titans and dreadnaughts.
Balanced, this is a very good idea. Read my thread above. Won't fix all the problems, like the problems this thread would produce, but it's cool I did read the thread actually, and in essence what you suggest is the same as what CW is suggesting (just for Dust instead of eve). Essentially in Eve and in Dust there are assets, able to engage each other, which must be built or positioned in low orbit to attack. Exactly how this could happen would take some hashing out. But in theory, it is fair. What the OP is suggesting would need a whole different mechanic. My thread was about interacting with battles going on in the general area of a controlled district. This would need an active battery that would need to be controlled during a fight and fired at ships in low orbit. Read the section on the DUST website about HAVs. They say something about being able to shoot down starships. Possible clue? Also, my post shared almost no aspect of the OPs post. Both of your posts are talking about interaction between eve and dust. CW is talking about eve ships shooting mercs, yours is talking about mercs shooting eve ships. IIRC the Skyfire battery (you called it AS) will fire on eve ships in low orbit based off a timer, CW mentioned dropping OBs based off a timer as well. The AS could be taken by the other team and used against their enemies in orbit, hostile ships could enter low orbit and engage your blues or drop orbitals based off their timer cool downs. See the comparison? I never said anything about a timer, and the guns would have a longer range than low orbit |
Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
135
|
Posted - 2013.04.06 23:00:00 -
[23] - Quote
'There will be three tiers of AS guns. Batteries of smaller blaster turrets that fire in volleys, can attack multiple targets, take 5 min to charge, and deal a small amount of damage per volley. There will be installations of 2 rocket turrets that launch 4 rockets each and can attack 2 targets and take 7 min to charge. Then, there is the mother of all AS turrets, a huge railgun installation the size of a battlecruiser, which fires one shot at one target but deals massive damage and takes 10 mins to charge. '
Firing farther than low orbit could cause some problems with balance.
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slypie11
Planetary Response Organisation
114
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Posted - 2013.04.06 23:05:00 -
[24] - Quote
Sextus Hardcock wrote:'There will be three tiers of AS guns. Batteries of smaller blaster turrets that fire in volleys, can attack multiple targets, take 5 min to charge, and deal a small amount of damage per volley. There will be installations of 2 rocket turrets that launch 4 rockets each and can attack 2 targets and take 7 min to charge. Then, there is the mother of all AS turrets, a huge railgun installation the size of a battlecruiser, which fires one shot at one target but deals massive damage and takes 10 mins to charge. '
Firing farther than low orbit could cause some problems with balance.
These times dictated the round of the possible match. And please explain to me why longer than low orbit ranges would mess with balance. It would just be about 100 km outside of the planet, enough to participate in something like the battle over Caldari Prime, for instance. |
Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
135
|
Posted - 2013.04.06 23:11:00 -
[25] - Quote
slypie11 wrote:Sextus Hardcock wrote:'There will be three tiers of AS guns. Batteries of smaller blaster turrets that fire in volleys, can attack multiple targets, take 5 min to charge, and deal a small amount of damage per volley. There will be installations of 2 rocket turrets that launch 4 rockets each and can attack 2 targets and take 7 min to charge. Then, there is the mother of all AS turrets, a huge railgun installation the size of a battlecruiser, which fires one shot at one target but deals massive damage and takes 10 mins to charge. '
Firing farther than low orbit could cause some problems with balance.
These times dictated the round of the possible match. And please explain to me why longer than low orbit ranges would mess with balance. It would just be about 100 km outside of the planet, enough to participate in something like the battle over Caldari Prime, for instance.
Yes in your idea using the Skyfire starts a special match, whereas I'm saying use that basic idea during a match.
Well 100km isn't that far, Using a skyfire on-grid near a planet isn't really a problem. Sniping ships across the solar system is, especially when you consider that we should be able to build them on any district. |
Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
135
|
Posted - 2013.04.06 23:15:00 -
[26] - Quote
My point Slypie, is that the basics of both of these ideas complement and balance each other, and would make for very interesting content which would have relevance to dusties and capsuleers, I'm not trying to say one idea is better than the other, nor am I saying either one is perfect. Both do need to be tweaked imo. |
slypie11
Planetary Response Organisation
114
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Posted - 2013.04.06 23:17:00 -
[27] - Quote
Sextus Hardcock wrote:My point Slypie, is that the basics of both of these ideas complement and balance each other, and would make for very interesting content which would have relevance to dusties and capsuleers, I'm not trying to say one idea is better than the other, nor am I saying either one is perfect. Both do need to be tweaked imo. Like I said before, for the OP's idea to work, we would need active batteries that would be used DURING THE BATTLE that would need no charge time. |
Cerebral Wolf Jr
Immobile Infantry
884
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Posted - 2013.04.07 22:21:00 -
[28] - Quote
Skyfires still a ways off, but there's no reason at all that CCP couldn't put that in using the same mechanic i've suggested above. It would certainly keep it fair and balanced.
There would have to be different types of battery's on the planets thought for the various ship types etc. You shouldn't be able to kill a titan with it for example but if there was a battery that could stop anything in orbit from warping that would be very, very interesting. |
Vermaak Doe
SVER True Blood Unclaimed.
686
|
Posted - 2013.04.07 22:44:00 -
[29] - Quote
What does this solve? It'll let large groups completely dominate all PC warfare (like blobs win im Eve) and changes Eve support from a luxury to a necessity, which I really don't think it should be. As for stopping something from warping what good does that do for a Dust only corp, how is a corp suppose to gain anything once things go from balanced to blob rule? |
Cerebral Wolf Jr
Immobile Infantry
899
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Posted - 2013.04.09 21:02:00 -
[30] - Quote
It would allow cross game content for a start if we could shoot and hold fleets in orbit.
Anyway, do people still think this is a bad idea considering the exploit we found?... There will be more to find and other ways of abusing it. |
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King Kobrah
SyNergy Gaming EoN.
152
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Posted - 2013.04.09 21:04:00 -
[31] - Quote
OBs should be earned, not turned into some stupid comeback mechanic like ultras in street fighter 4 |
Daedric Lothar
Onslaught Inc
154
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Posted - 2013.04.09 21:09:00 -
[32] - Quote
I posted this in another thread, but I thought this fit the description of not being very Carebear
Good question, I would like to see a match begin with Orbital drops where the mercs have to take out anti air batteries so the MCC can descend and RDVs can be called. (Note tanks can be deployed via orbit) Then the attackers have to start hacking and taking out sites already owned by the Defenders. The attackers could orb drop anywhere except over shielded areas the defenders setup, so they can set their fields of fire up in advance . The attackers can get MASSIVE support from EVE and if something isn't shielded then it can be utterly devestated by orbital fire. So the attackers have to take out the shielded areas.
Then i'd like to see if the attackers destroy all the shielded areas and take out all the anti air batteries then the MCC can fire a bunker buster beam and break open an underground command center of the defenders and then the battle goes to ground as the attackers try to route the defenders out and take the last CRU deep underground.
[Edit]: So basically, EVE players can just fire at will, but if still is shielded then nothing happens, If the attackers kill the shield, then everyone can get obliterated.
------------------------- Part 2, later answering a question.
Thats a good point about AA and dropships and shields. Maybe the AA is just heavy AA that shoots down MCCs.. and EVE ships . And then corps can put down smaller AA to fire at dropships. The shields possibly have kinetic resistance enhancers like the Immortals from Starcraft 2, they take full damage from tiny attacks but can only take so much damage before the shields overcharge.
So basically it prevents OBS and allows dropships in. But I would do away with WP and OBS, in this case with shield generators if the attackers call for a strike then "Light Em Up". Just have one guy sitting back calling strikes as fast as he can click. If its under a shield, great, if not, well bye.
(But how would defenders use EVE Ships) I'm glad you asked, if the Defender fleet arrives and kills the attacker fleet and the MCC is in low orbit, then they can just blow up the MCC. If the MCC descends then the fleet can start bombing it or they can start attacking targets illuminated by the defenders.
!!!!! TL;DL !!!!
EVE ships can fire at will, but defenders can have shields to protect Defenders and buildings EVE defender ships can fire at will at the MCC. Attackers destroy shields to enable EVE ships to blow up more stuff Defenders can have AA batteriest to attack EVE ships and the MCC in low orbit. |
Cerebral Wolf Jr
Immobile Infantry
908
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Posted - 2013.04.11 11:50:00 -
[33] - Quote
I think the current mechanics are currently too carebear friendly and that the majority of FPS players are **** scared of having to deal with being beaten by eve players and thats why they dont want it changing.
Its not very new Eden. |
Gunner Nightingale
Internal Error. Negative-Feedback
483
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Posted - 2013.04.12 22:03:00 -
[34] - Quote
CW the premise of your idea isnt bad but there needs further fleshing.
Personally i dont think WB strikes should stack on OB strikes, if they do then the WB strike needs a larger WP requirement (somehting that needs to happen with 6 players squads coming)
If am all for EVE side OB on a timer if there is sufficient warning on the ground from assest such as orbital scanners that can detect this stuff(making them a target for destruction/hacking perhaps) now add to this district shielding maintained by generators(again perhaps destructible or at least hackable like null cannons) and add planetary cannons again hackable
Now you have the basis of skirmish 1.0 and raiding parties that go to intially sabotage these defensive structures which protect it from air support over a longer term (days-weeks battle).
These structures could in theory be destroyed as well but the mechanism on how to go about it would be interesting.
Now given all the time and money needed to commited to doing all these things the control of these districts must have large worthwhile benefits to warrant such a commitment of resources.
Oh additionally i want an endor sitiuation where not only can i attack enemy eve pilots but support friendly pilots with some sort of shielding or idk you eve guys can tell me what would be of benefit to eve pilots in space pew pew.[/quote]
Point is a FPSer i dont fear air superiority but there has to be counters both offensive and defensive to such strikes eve side. Most formidable of which being planetary cannons, which should also be on a timer and work like a massive railgun(maybe even make them ammo type and selectable allowing districts or even entire planets to have multi cannons of various damage types).
Air to ground combat is exciting but there have always been methods in place to counter air combat from the ground and its this aspect that has to be kept in mind.
This way in theory a dust only corp can protect itself from a eve only corp but both could attempt to harrass each other, the dust side by firing shots at eve players from the ground and the eve players by trying to destroy those installations from space.
Of course given the 24/7 nature of EVE and what looks to be the timer nature of Dust they need to balance that toward the timer nature of dust for the time being.
It definitely poses some interesting ideas and its worth exploring further. Its something that needs to be fleshed out and something i would love to see in time for awards season November of this year because this will be the crown jewel of the marketing statement one universe one war. |
Mavado V Noriega
SyNergy Gaming EoN.
2753
|
Posted - 2013.04.13 17:22:00 -
[35] - Quote
This idea would work IF CCP took a page from MAG, EVE ships are only able to fire off EVE OBs IF and only IF u get the Skyfire cannon or w/e its called down FIRST thus making the skies clear for the ships above
In MAG if a SL or PL tried to call in AirStrikes (these were timer based as well and worked excellent) while the AAA was still up it would get shot down, this needs to happen in EVE so any ship in orbit that connects to the district lookin to fire off a strike would get toast so the pilot up above now has to wait for word from his ground troops when the cannon is down and then can proceed to fire down a strike
Also, like MAG, the Cannon should be able to repair if destroyed or possibly hacked thus creating an important side objective to the main capture points |
Gunner Nightingale
Internal Error. Negative-Feedback
510
|
Posted - 2013.04.15 21:11:00 -
[36] - Quote
Mavado V Noriega wrote:This idea would work IF CCP took a page from MAG, EVE ships are only able to fire off EVE OBs IF and only IF u get the Skyfire cannon or w/e its called down FIRST thus making the skies clear for the ships above
In MAG if a SL or PL tried to call in AirStrikes (these were timer based as well and worked excellent) while the AAA was still up it would get shot down, this needs to happen in EVE so any ship in orbit that connects to the district lookin to fire off a strike would get toast so the pilot up above now has to wait for word from his ground troops when the cannon is down and then can proceed to fire down a strike
Also, like MAG, the Cannon should be able to repair if destroyed or possibly hacked thus creating an important side objective to the main capture points
Mavado i thought thats what i was talking about but added even more stuff to make it even a bigger scale?
Keep in mind i want to fire back at the effers. |
Jason Pearson
Seraphim Initiative. CRONOS.
846
|
Posted - 2013.04.15 22:54:00 -
[37] - Quote
Like the idea, feel it gives a sense of a more dangerous DUST. I mean, if I was fighting for a Corp and offered a good amount of money by the enemy to hinder the corp I was fighting for, this would be another way to help do that.
I might of missed something, but is the timer set for each individual ship? or is it per OB no matter which ship does it?
If the first, I feel it's perfectly balanced, I mean in a 8v8 we can easily get 4 OBs, game takes us about 20 minutes to finish, possibly less, imagine how many we're going to get in a 16v16? It'd probably work a whole lot better this way than the current way +1 |
Llan Heindell
One-Armed Bandits Atrocitas
12
|
Posted - 2013.04.16 03:43:00 -
[38] - Quote
OP, the idea isnt bad, but you need to take in consideration the fact that even if the team is winning, orbital strikes are only available if they have a ship in orbit ready to fire. Obviously that ship will be vulnerable and if the losing team is smart enough they can just ask to their corp to destroy the ship in orbit and provide an Orbital strike.
In other words, this problem only applies to pub battles.
But I like the idea. If its a good idea to apply to corp battles as well, I'd like to see that.
Thou I like the WP method as well but they need to balance it out.
Llan Heindell. |
Jason Pearson
Seraphim Initiative. CRONOS.
851
|
Posted - 2013.04.16 04:36:00 -
[39] - Quote
Thinking about it, why not move Warbarge Strikes to a timer also? PC Only ofcourse, but the same as the small ships. Means even if you you're losing both EVE and DUST side you still have a chance to fight back. |
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