True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
193
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Posted - 2013.06.17 03:17:00 -
[1] - Quote
The Black Jackal wrote:What does Open World Solve?
This is the question many will ask. What does making this game Open World actually solve?
It solves the dilemma of disadvantageous ground or starting points. You've built your base where you want it, your opponent can attack from where they choose. Ground, terrain, and your knowledge of the district become a tactical weapon.
It also solves the problem of redline sniping and tank sniping. The Gates can be camped, much like in EVE, but a no-fire zone (or protected turret area) around the gate can prevent constant camping (until null sec planets) as well as stealth and subtlety. But there's no 'redline' per se to snipe from on any battle.
It fixes cover and terrain. You have much more to use as cover to eliminate that pesky sniper. Or get in close to those tanks. You can minefield 'easily' traversed areas to make them a little less 'easy' to traverse. The name of the game become tactical. And tactics are what we should be aiming for. This is a great upcoming game, based in one of the largest Sandbox games in the world.
Some of that should be in DUST, as it already exists in games less developed background wise.
DUST should be open world, as EVE is open world.
Persistent Destruction!
If you blow a hole in the ground, that hole should stay there... is the basic principal, until you come along and fill it.
This may be limited by technology to an extent, but one this ANY persistent world game lacks at the moment is true, long-term destruction as a consequence.
Anything that is destructible, is replaced next time round. (Except player Assets). Building still stand after being hit from orbit, and mountains subjected to barrages of Rail gun Slugs and Missile Bombardments are left unmarked. Persistent Destruction is key to immersion.
And if anyone has read most of my posts, immersion is what I aim to get with almost every one of my ideas, and the ideas I support.
If you build a mine, harvest resources from a forming network of underground tunnels, then blow that mine up into a massive crater, those tunnels will still be there, as will the crater, filled with mining equipment debris, and whatever else was used there.
If you drop an orbital on an unshielded building (Shields being a Base-level Infrastructure to protect your own base of operations from orbital strike.) That building shouldn't be standing afterwards.
The more collateral damage that is inflicted, the more it will cost to repair it. So while bringing down a cliff to block a road is a great tactical move, the cost to clear the road for use afterwards could be tremendous.
Possible Random Encounters / Effects - Sansha Raid The Sansha are coming to steal away the populace on the planet, and cyborg soldiers / harvesters / gatherers are attacking a random settlement. The objective is to eliminate the Sansha 'control' ship or eliminate the enemy before they make off with their hostages. > Success = ISK, SP, Salvage / Loot > Failure = The District Loses some of it's potency (1-5% dependant on size of raid).
- Rogue Drone Infestation Rogue Drones have adapted to begin creating hives on planets now, and these technological terrors are burrowing into the ground, collecting resources, and expanding themselves outwards. A never-ending plague that falls from the stars. Your objective is to eliminate every single Rogue Drone, or their Queen / Overseer in the hive. > Success = ISK, SP Salvage / Loot > Failure = Progressive expansion and loss of income. As the Hive grows, it draws more resources, kills more populace, and stops machinery working. Each day it's left unchecked, the District gains a proportionate loss of income. 1%, 2%, 4%... constantly growing, so that in left unchecked, it can swallow up the entire District's income and remain so until the Rogue Drone Infestation is purged.
These could occur randomly, or in conjunction with EVE Online Events. Such as Sansha Incursions making each District in Affected Systems gain a Sansha Raid. Rogue Drone Infestations could be devastating, so could happen frequently, spread across many planets and Districts.
I may not like that damn missile tanks of your but I cannot deny that if you were creative lead designer of Dust I would want to play your game.
This is what Dust needs to become at some point, not 5 years from now, maybe 1 or 2 but it need this immersion you are talking about. Open world maps where corps can we constantly working and networking with one another, where each district is like a player world and you are the Red Spirit Invaders coming to sabotage, kill, and other wise steal this land and it resources away, let stealthy player infiltrate, damage, and wreak mayhem upon my zones.
Let corp leaders terra form their districts, let them create autonomous mine complexes, let them forge gates to travel to ther districts, let random Drone and Incursion events randomly be generated, let these successes and failures have meaningful consequences, let your game modes be built into the district.
This is what Dust needs to be. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
205
|
Posted - 2013.06.18 11:16:00 -
[2] - Quote
The Black Jackal wrote:You could!
Possibilities multiply with Open World... with closed world 'instance' style... gameplay becomes dull, lifeless...
I think everyone knows how much I want DUST to succeed, and my belief is that only through Open World can DUST really become the MMOFPS that most of us envision.
Yeah you mentioned taking 50% of structures to cap a district.
One idea I have had for a while is something called a Stability Metre which represents the defenders control over their territory, attacks, losses, sabotage would destabilise the region meaning enemies could move in and capture it while, districts not under attack, or with heavy clone counts in them would become more stable and thus harder to take.....so therefore thinking about clone placement, expanding clone number when taking more districts, and working on ensuring that such sabotage and losses don't occur becomes much more strategic. |