Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Bendtner92
Imperfects Negative-Feedback
463
|
Posted - 2013.04.11 15:55:00 -
[1] - Quote
I think the current gameplay is severely lacking at the moment and I hope that this series can help make the general gameplay at least slightly better.
This first part is focusing on objective spawning, why you shouldn't be able to spawn on objectives and what should be done instead.
Part 2 is focusing on CRUs and how to make them better. Part 3 is focusing on Precision Strikes and how to make them better. Part 4 is focusing on Ambush and how to make that better.
So, why is objective spawning bad?
In some cases objective spawning isn't bad, but in my opinion it's very bad in Dust because what value do Drop Uplinks, CRUs and Mobile CRUs have when you can just spawn back on the objective? I'm not saying Drop Uplinks etc are completely useless because they are actually extremely valuable, but if you can't spawn back on the objective they'll be much more valuable than they currently are.
From my experience the current form of Skirmish with objective spawning is just a bunch of running between the objectives because the very few CRUs that are actually present hold almost no strategic value.
This thread also discusses objective spawning, and there's some really good points in there as well.
So, remove objective spawning and then what?
With the removal of objective spawning there absolutely needs to be more CRUs present. I made these images a while ago (they're also posted in the thread linked above):
http://img252.imageshack.us/img252/8320/manuspeakmapchanges.png http://img841.imageshack.us/img841/3790/ashlandmapchanges.png http://img812.imageshack.us/img812/7961/lineharvestmapchanges.png http://img547.imageshack.us/img547/62/skimjunctionmapchanges.png
I made these really quick to show how I want it to be in general. They might not be made in a perfectly balanced way or anything, but that's the kind of stuff I want Skirmish to be like. I really believe Skirmish would be much better without objective spawning.
Now, there's not really anything stopping someone from calling in a tank and just destroy all the CRUs and thus eliminating pretty much all the spawnpoints on the field. Therefore the CRUs should be respawning a while after they were destroyed, like 2 minutes later for example. This would still give some strategic value to destroying them, since the enemy team would be without that spawnpoint for 2 minutes, but it wouldn't be gamebreaking or anything.
Removing objective spawning and adding more CRUs in Skirmish would really help because it would be much more important to have a Drop Uplink near an objective, or to have a Dropship/LAV/HAV with a Mobile CRU roaming around. |
SiNo Evol
Rubber Chicken Bombers
0
|
Posted - 2013.04.11 16:35:00 -
[2] - Quote
Well the problem with this is that rail tank snipers automatically try and destroy enemy CRU and do so quite efficiently . |
Skihids
The Tritan Industries RISE of LEGION
1174
|
Posted - 2013.04.11 19:57:00 -
[3] - Quote
Immersion and lore wise I have a problem with people materializing out of thin air.
DUs teleport you, but otherwise how am I to know someone can just appear on my six when I checked it five seconds prior? No physical object for me to look for, no falling body and landing sound to alert me, just a Star Trek beam in. That screws things up tactically big time.
I read "Templar One" and the mercs all woke up in the MCRU and walked out. None beamed in anywhere.
I know that it's probably easier to program teleport spawns, but DUST is supposed to be more than a cheap arcade shooter so it should get a bit more care. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1302
|
Posted - 2013.04.11 22:46:00 -
[4] - Quote
Bendtner92 wrote:why you shouldn't be able to spawn on objectives
i was seduced as soon as i red that.I think as far as i remember i always said this was stupid.
1) Lore wise : makes no sense at all 2) Gameplay wise : kills CRUs, DUs and vehicle CRUs interest in a pub game (an btw, why the hell are DU locked to a squad ?)
Now, CRUs would need severe adjustments to fit such a change. I havent red the CRU part yet but i wouldnt be surprised to find a suggestion where mercs would spawn in and decide WHEN they want to get out of it. Also, a major HP boost to avoid tanks destroying them in a heat beat. |
I-Shayz-I
ZionTCD Legacy Rising
206
|
Posted - 2013.04.12 08:28:00 -
[5] - Quote
+1
Bumping all of these |
Scheneighnay McBob
Bojo's School of the Trades
1203
|
Posted - 2013.04.12 13:05:00 -
[6] - Quote
Objective spawning messes up more stuff than people seem to notice.
The presence of this spawn system encourages zerg tactics (The corps that do the best use these) since you don't need to guard objectives- you can just spawn a heavy on top of whoever is trying to hack. If we couldn't spawn on NULL cannons, we would probably see more things like mCRU use, uplink use, and actually guarding objectives. |
Daedric Lothar
Onslaught Inc
200
|
Posted - 2013.04.12 13:17:00 -
[7] - Quote
Reading your post I find myself split on Objective spawning.
I like it because it makes battles seem larger (at least to me) that I am fighting more then just 16 guys, if you don't have a close spawn point and the enemy can objective spawn its like trying to take a fixed posistion from an army and feels good. It would also make tactical sense to place buried CRUs under important objectives so defenders can always spawn and "teleport" or "Unearth Themselves" or whatever and get into the fight and not lose that powerful location.
However I do like the idea of being more CRU/Uplink focused. Causing you to need to always choose, do you hack the site first or do you hack the neaby CRU first. I think tactical choices like that lead to more interesting game play. |
I-Shayz-I
ZionTCD Legacy Rising
206
|
Posted - 2013.04.12 20:16:00 -
[8] - Quote
Yay for tactical gameplay |
|
|
|
Pages: 1 :: [one page] |