Azure Iceblade wrote:I like the changes listed, I love the idea of Planetary conquest. I assume the districts are, like areas, divided on the planet, either by terrain or some territorial line drawn in the sand, displayed with highlights as you hover your cursor over it?
It's a fun idea, honestly I like how you want to incorporate EvE more into the Dust Universe, since that was the rough idea all along.
I'm wondering about how many worlds we'd start at, since giving us only a few starter planets in this particular galaxy for us to fight over would quickly become a attrition war which the 'larger' corps would always win. I understand that's only fair, which leads me to wonder if you could update a few small things.
For one, friend lists should display when they last were logged on, or if they are in a match, same for Corp lists, to help with organization.
The 'locked' district after capture idea was interesting. So, I assume, you can only reconfigure these districts to how you like, like, for instance, one entire planet based around research production, or clone production only, but only after you win a fight in defending a district?....
Also I am curious as to your plans for....well, the best way to phrase this is a throwback to the intro scene, where the one female clone raises/joins an army, with the many dropships swarming the skies...it was very invigorating and extremely awesome and cool.
A sight, I hope, will someday be made a reality on the battlefield. Yes ships are kinda expensive but it's freaking awesome too. So, with this in mind, I am wondering if you will be including things such as vehicle en masse warp points, "Hanger" Infrastructure development...
Ok...it's a little crazy, but bear with me. Say, just for instance, you are a corp leader leading an attack on a new planet, to conquer a district, would it be possible to establish a 'line' of dropships being flown in for your army to mount up? The same question can go to a leader building a Hanger, with ships and other vehicles already loaded and ready to be grabbed by the defending members of his corp?
I posit this question for several reasons. 1: Adding a new dynamic to how to 'invade' a region, 2: to question whether interplanetary clone exporting and vehicle exporting, can become a viable method of strategy, adding to the depth and the action of the game. And finally, 3: to question whether these options can be integrated into the 'buildings' of the game's terrain itself, since you already stated that the structures such as Research or Production, would be different, and have some impact on the battlefield itself (I assume that these structures could also be damaged in some way, since it IS a battlefield, and friendly fire IS active, or will be) And so I am hoping that in future updates, perhaps in a year, or when ever it is functionally possible, to expand so that each district on these large planets, can have more then one structurally significant operation or defensive means.
This idea is already in place, whether your team realizes it or not. Turret deployment, for instance, of Missile and Railgun Instillations is already a very real occurance, in which most maps which feature a "Base" such as the research depot map, with it's A B and C points inside the base, in a rough triangle formation, while D and E are outside, one per side of the conflict...it is most likely that when joining this map, there will be at least four or more turrets arranged in a rough ring around the installation, as if to defend it....This makes perfect sense in that the "Base" should have defenses. Now, my idea, is capitalizing on that 'common sense' and expanding into other means, such as, as I said, a hanger facility, with vehicles already deployed for convenience of the defending squads. This also causes Planetary Bombardment calls to require far more strategy, which I assume will be a more regular occurrence since we will now have a larger amount of players able to join and aid in the fight. Thus, more Warpoints for the squad leaders.
Hope this makes sense, I await some replies.