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Brasidas Kriegen
The Southern Legion RISE of LEGION
5
|
Posted - 2013.06.04 20:23:00 -
[31] - Quote
I play a lot of Planetside 2 and I feel like it and Dust could learn a lot of things from each other. Dust shouldn't be competing to have the massive scale game of Planetside (or everyone would fight on one planet/have a lot of empty planets) but some step closer to an open world would be great. I just dumped a massive post (or two) on another of The Black Jackal's Controversial Idea threads, so I won't do it again...but basically that and +1. |
Terry Webber
Turalyon Plus
91
|
Posted - 2013.06.04 22:46:00 -
[32] - Quote
The Black Jackal wrote:I had someone PM me in game (DUST-side and EVE-side) about how would you initiate a conflict, such as a Planetary Conquest without an instanced 'declaration and an MCC'.
Though I'd believed I'd covered this in the topic, I'll reiterate what I believe are your options with the pros and cons under this OPEN WORLD system.
Option One - The Interplanetary Assault You have your War Barge (Controlled EVE-side, that houses 4 MCCs, 1200 Clones, and a Nano-Factory to create Vehicles from BPCs, thus.. if you have BPCs, you can call down as many vehicles as you like.
Your EVE Pilot puts the War Barge in position over District 7 - Planet V, Hrober and locks his 'deployment'. This unlocks an EVE-side interface that allows him to launch his loaded MCCs, with designated Clone Resources, to any District on that planet from orbit. They will sit there, however, until someone designated as being able to command those ships from your corporation / alliance comes and enters them.
Then your forces can utilise the resources of the MCCs and the War Barges to wage campaigns on the Districts.
Option Two - The Gate Attack You move your MCC through a Gate from a friendly, or neutral District (loaded with Clones and Resources to manufacture a limited number of Equipment Stes and Vehicles) to a Hostile District. Your soldiers can then use the 'Mobile TacNet' on the MCC to spawn there and wage their campaign.
Option Three - Low-level Insertion Cheapest of the three options presented here as examples, the Low-Level Insertion takes your force from one district to another. Until you deploy (or capture) one, you have no Clone Respawn Site and any vehicles, equipment you have, cannot be simply 'called in' since you're lacking Control Support.
These are just some of the options you can have. As well as mixing them up, buy perhaps deploying one MCC from your War Barge on a District weakened by your Guerilla Forces who used a low-level insertion to get in and wreak havoc.
Now under this system, being open world, it would be possible for multiple corporations, multiple MCCs, and multiple alliances to assault a District. However, to prevent the 'steamrolling' that would generally occur, the District Command Centres (Bases) will heavily favour the defenders.
Not only with the ability to 'place' them wherever you want on the District, along with the ability to shape the landscape either directly, or via destructible barriers, you can build a heavily defensive position that can be partially automated so that you are not immediately defencless if all your people are not online. Including a reinforcement timer for each 'layer' of defences.
Base Shields go down, wait minimum of 24 hours before you can assault and capture the Command Centre in the base.
|
TonYtigr
Les Rebelles A Qc
29
|
Posted - 2013.06.05 00:27:00 -
[33] - Quote
The Black Jackal wrote:Going to bump my own thread here. Since this stuff is gold in more people's opinions than my own, and I've been asked to bump it by multiple parties!
Open World!
To me, this idea of open world is amazing! No matter the technical limitations or not, I think there is a lot of ideas in the OP that could be achieved on the PS3. I guess CCP has something similar to this on the roadmap, it's a question of time I guess (and patience on our side )
|
Scheneighnay McBob
Bojo's School of the Trades
1628
|
Posted - 2013.06.16 18:25:00 -
[34] - Quote
Another great idea |
The Black Jackal
The Southern Legion RISE of LEGION
519
|
Posted - 2013.06.16 23:15:00 -
[35] - Quote
Terry Webber wrote:The Black Jackal wrote:I had someone PM me in game (DUST-side and EVE-side) about how would you initiate a conflict, such as a Planetary Conquest without an instanced 'declaration and an MCC'.
Though I'd believed I'd covered this in the topic, I'll reiterate what I believe are your options with the pros and cons under this OPEN WORLD system.
Option One - The Interplanetary Assault You have your War Barge (Controlled EVE-side, that houses 4 MCCs, 1200 Clones, and a Nano-Factory to create Vehicles from BPCs, thus.. if you have BPCs, you can call down as many vehicles as you like.
Your EVE Pilot puts the War Barge in position over District 7 - Planet V, Hrober and locks his 'deployment'. This unlocks an EVE-side interface that allows him to launch his loaded MCCs, with designated Clone Resources, to any District on that planet from orbit. They will sit there, however, until someone designated as being able to command those ships from your corporation / alliance comes and enters them.
Then your forces can utilise the resources of the MCCs and the War Barges to wage campaigns on the Districts.
Option Two - The Gate Attack You move your MCC through a Gate from a friendly, or neutral District (loaded with Clones and Resources to manufacture a limited number of Equipment Stes and Vehicles) to a Hostile District. Your soldiers can then use the 'Mobile TacNet' on the MCC to spawn there and wage their campaign.
Option Three - Low-level Insertion Cheapest of the three options presented here as examples, the Low-Level Insertion takes your force from one district to another. Until you deploy (or capture) one, you have no Clone Respawn Site and any vehicles, equipment you have, cannot be simply 'called in' since you're lacking Control Support.
These are just some of the options you can have. As well as mixing them up, buy perhaps deploying one MCC from your War Barge on a District weakened by your Guerilla Forces who used a low-level insertion to get in and wreak havoc.
Now under this system, being open world, it would be possible for multiple corporations, multiple MCCs, and multiple alliances to assault a District. However, to prevent the 'steamrolling' that would generally occur, the District Command Centres (Bases) will heavily favour the defenders.
Not only with the ability to 'place' them wherever you want on the District, along with the ability to shape the landscape either directly, or via destructible barriers, you can build a heavily defensive position that can be partially automated so that you are not immediately defencless if all your people are not online. Including a reinforcement timer for each 'layer' of defences.
Base Shields go down, wait minimum of 24 hours before you can assault and capture the Command Centre in the base. I had an idea that is a remix of your second option. In order to travel to an enemy's planet through a gate, you would need to get there by Warbarge, conquer a district, and install one. What do you think?
It has merit, but it's main limiting factor is the Warbarge.
If something akin to this model is implemented, the Warbarge could be EVE Player Controlled. Thus something you'd wish to be 'optional' and not something required so DUST-only corps don't become unplayable, and reliant on EVE Players.
Thus, having the Warbarge as a 'possible' method of bypassing several jumps in force is viable, as it doesn't rely on EVE Player Support, but instead, offers a 'deeper' experience and a short cut for those who integrate that bit further.
With a specific 'contract' system, even DUST-only Corps could use EVE Pilots who aren't in their corp to 'haul' their forces to a specific district at a specified time. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
193
|
Posted - 2013.06.17 03:17:00 -
[36] - 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. |
Brutus Va'Khan
Tronhadar Free Guard Minmatar Republic
27
|
Posted - 2013.06.17 03:35:00 -
[37] - Quote
I like the theatrics. Tell me, have you ever been in show business, Jackal? |
Solaire Randash
One-Armed Bandits
35
|
Posted - 2013.06.17 04:24:00 -
[38] - Quote
Always loved the idea of Dust Districts being Open World. You have my +1 |
IrishWebster
Algintal Core Gallente Federation
16
|
Posted - 2013.06.17 05:33:00 -
[39] - Quote
**** you, dude. Mind=blown.
+1. SERIOUS +1. |
Void Echo
Internal Error. Negative-Feedback
187
|
Posted - 2013.06.17 07:00:00 -
[40] - Quote
Free Roam Mode:
The ability to be dropped into ANY environment thats used in battles and be able to explore it with anything and make battle plans and strategies. |
|
J-Lewis
Edimmu Warfighters Gallente Federation
150
|
Posted - 2013.06.17 07:31:00 -
[41] - Quote
I like it. |
The Black Jackal
The Southern Legion RISE of LEGION
529
|
Posted - 2013.06.17 10:13:00 -
[42] - Quote
True Adamance wrote: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.
I'll take that compliment.
Thankyou.
|
The Black Jackal
The Southern Legion RISE of LEGION
529
|
Posted - 2013.06.17 10:18:00 -
[43] - Quote
Brutus Va'Khan wrote:I like the theatrics. Tell me, have you ever been in show business, Jackal?
No, never been in show business... but I read a lot of novels, SCI-FI and Fantasy mainly. A lot of theatrics in those.
When I'm not thinking up things I'd put into this game, or another game anyway.
Actually studying to become a Games Developer at Uni.. So we laungh at the performaing arts people... and they laugh at us. Happy Uni all round. |
The Black Jackal
The Southern Legion RISE of LEGION
529
|
Posted - 2013.06.17 10:27:00 -
[44] - Quote
Adding to this idea, just as I have thought about it.
I wrestled with the ideas of HOW to put Industry into this game.
Here's my take on it at a PC level (will have to involve something different or more manual at the non-PC level)
Industry in DUST 514 - OPEN WORLD
Breaking up the districts into separate controllable installations, (over 50% of which have to be controlled to gain 'control' over said District), gives us an opportunity for Corporations to hold facilities like Mines, Production Facilities, Weapons Factories, and more. Each is a logistical line that requires movement of raw materials to a refinery, then onto whichever plant requires the materials.
See Planetary Interaction in EVE.
This is an automated process that yields set amounts of goods. But how does this factor into warfare? The short answer is this.
Supply Chain Disruption.
Each 'load' of goods transported from one facility to another is a convoy. Truck, monorail, aircraft etc. Each is NPC controlled and flies it's route automatically every time it's required. It has some intelligence, but is practically defenceless. Now imagine, you sneak in, and start blowing up these convoys. Shooting down supply aircraft, and starving your enemy of resources needed to keep his army equipped.
Or conversely, blowing up their Armory / Vehicle Hangars, eliminating the threat of said weapons before they're even put into the field. |
Terry Webber
Turalyon Plus
120
|
Posted - 2013.06.17 14:12:00 -
[45] - Quote
The Black Jackal wrote:Adding to this idea, just as I have thought about it.
I wrestled with the ideas of HOW to put Industry into this game.
Here's my take on it at a PC level (will have to involve something different or more manual at the non-PC level)
Industry in DUST 514 - OPEN WORLD
Breaking up the districts into separate controllable installations, (over 50% of which have to be controlled to gain 'control' over said District), gives us an opportunity for Corporations to hold facilities like Mines, Production Facilities, Weapons Factories, and more. Each is a logistical line that requires movement of raw materials to a refinery, then onto whichever plant requires the materials.
See Planetary Interaction in EVE.
This is an automated process that yields set amounts of goods. But how does this factor into warfare? The short answer is this.
Supply Chain Disruption.
Each 'load' of goods transported from one facility to another is a convoy. Truck, monorail, aircraft etc. Each is NPC controlled and flies it's route automatically every time it's required. It has some intelligence, but is practically defenseless. Now imagine, you sneak in, and start blowing up these convoys. Shooting down supply aircraft, and starving your enemy of resources needed to keep his army equipped.
Or conversely, blowing up their Armory / Vehicle Hangars, eliminating the threat of said weapons before they're even put into the field. You could steal vehicles and weapons too. I made a thread about that here |
The Black Jackal
The Southern Legion RISE of LEGION
538
|
Posted - 2013.06.18 11:10:00 -
[46] - Quote
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.
|
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
205
|
Posted - 2013.06.18 11:16:00 -
[47] - 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. |
iceyburnz
Crux Special Tasks Group Gallente Federation
759
|
Posted - 2013.06.18 11:20:00 -
[48] - Quote
Open world is definately the future.
regardless of how its implimented.
In truth I just say the words "open world" and instantly agreed with you.
|
The Black Jackal
The Southern Legion RISE of LEGION
540
|
Posted - 2013.06.18 12:37:00 -
[49] - Quote
iceyburnz wrote:Open world is definately the future.
regardless of how its implimented.
In truth I just say the words "open world" and instantly agreed with you.
The only reason I suggest the way this is implemented, is that it's not hugely memory intensive on the map side... unloading non-used maps, and reloading new maps, keeps the in-use memory lower. |
IrishWebster
Algintal Core Gallente Federation
18
|
Posted - 2013.06.18 16:55:00 -
[50] - Quote
Maybe we could get together with someone who has lots if programming experience and hash out a viable model for how would work? Do some of the relatively mundane planning FOR CCP, since... well, let's face it. They're slow. |
|
Revelations 514
Red Star. EoN.
68
|
Posted - 2013.06.18 18:39:00 -
[51] - Quote
I like this very much. That is all. |
The Black Jackal
The Southern Legion RISE of LEGION
546
|
Posted - 2013.06.20 00:10:00 -
[52] - Quote
IrishWebster wrote:Maybe we could get together with someone who has lots if programming experience and hash out a viable model for how would work? Do some of the relatively mundane planning FOR CCP, since... well, let's face it. They're slow.
I fi had 'lots' of programming experience, (I've got a little) I'd be in for it, but my experience is limited still... and I still don't have that piece of paper (All-Powerful Piece of PAPER!) That tells people I can do what I can do, and proves when I say I can do what I can do, that I can do it. |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
1
|
Posted - 2013.06.20 03:18:00 -
[53] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
The Black Jackal
The Southern Legion RISE of LEGION
548
|
Posted - 2013.06.20 03:42:00 -
[54] - Quote
Removed due to PlanetSdie 2 Bomber not being in thread anymore |
The Black Jackal
The Southern Legion RISE of LEGION
548
|
Posted - 2013.06.20 04:08:00 -
[55] - Quote
True Adamance wrote: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.
I've been having a similar idea on District Conquest.
Combining EVE style and DUST style in some essence.
Here goes:
Conquering Districts - A Progressive Method in Open World.
This idea is centralised on an accelerated take-over, giving weight to the defender in the beginning at least.
Each District is broken up into multiple 'areas', each of these has an objective to attain to 'control' it. This method would incorporate 'Alliances' as well as Corporations into the Planetary Conquest ideal.
You enter the District via the Gateways with your forces (whatever their composition) and deploy something similar to the Sovereignty Blockade Unit in EVE Online at 50% or more of the gateways to override the Gate and allow capture of Facilities. This would happen instantly, no delay. But take some 15 minutes to 'deploy' the device.
Now you move onto the objectives... tiered objectives (ala Skirmish 1.0) that progressively work you towards each 'area's' control point. (ie Mining Facility Control Point, or Weapons Factory Control point). This battle could take minutes (if unopposed) or hours, if the clones hold out and the action is opposed.
Once a facility is taken... the District enters a 'Lock-Down' mode and remains so for up to 24 hours (timer set by defender) during this time, you can still fight on the district, and the invading force has control of that facility, but otherwise, no more captures are possible.
In order to remove the invaders, during the next 'window' after the timer, the defenders need to take back the captured facility and the Blockade Units become vulnerable to being Destroyed at their leisure. If they fail, and the attackers take another facility or 'area' the Defenders need to in the next day, attack and regain 1 facility each day. (Pretty much equal to an area a day style of combat, that you can bring allies to the field in, and even continue fighting on, so long as your clone reserves hold out. |
The Black Jackal
The Southern Legion RISE of LEGION
573
|
Posted - 2013.06.25 10:34:00 -
[56] - Quote
Open World... the way to go. Let's keep the campaign trail rolling hot! |
The Black Jackal
The Southern Legion RISE of LEGION
600
|
Posted - 2013.07.01 00:04:00 -
[57] - Quote
Let's get Open World moving fellas.
It's the future of DUST. |
Wombat in combat
Internal Error. Negative-Feedback
54
|
Posted - 2013.07.01 00:20:00 -
[58] - Quote
You're right. Dust needs more Eve. Eve survives without Dust. Dust without Eve is just another shooter that stands no chance against the titles from the big studios. |
The Black Jackal
The Southern Legion RISE of LEGION
605
|
Posted - 2013.07.03 12:42:00 -
[59] - Quote
Open sesame!
Now lets open this world up and crack open a bottle of Luminaire Wine while we're at it! |
The Black Jackal
The Southern Legion rise of legion
621
|
Posted - 2013.07.16 22:49:00 -
[60] - Quote
District Hubs.
A brilliant new idea in the EVE-esq style that I've been discussing with a lot of DUST-players in game.
DISTRICT HUB
District Hubs are like the Outposts of rural Districts, or Colonies of developed districts. They provide a 'sheltered' environment (depending on the owner's preference) with vendors, market, auction house, transit vehicles (via district-district monorails if the owner so wishes it.)
Basically the hub is a 'semi-safe' place built to supply Agents (for PvE Missions), Point of Sale for Manufactured Goods (DUST 514 Industry), and a Place that EVE Pilots can come down to and mingle, in much the same way we should be able to go up to stations and mingle.
The 'Owners' are District-holding Entities, that can build a Surface Infrastructure called a 'HUB' that allows a Base or Colony to be built on that District. You have an array of buildings that can be added, including a networking building or two.
Transit Hub - Monorail that connects two District Hubs together. Allowing Mercs and EVE Pilots to transit between them without using their own vehicles. It takes a little time, but is generally faster than anything short of a Fighter.
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