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Magpie Raven
ZionTCD Unclaimed.
196
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Posted - 2013.05.02 22:12:00 -
[1] - Quote
In my long time experience playing this game i have found that alot of skirmish games turn into one of two things.
1. Redline fest. One team gets locked out and cant make a come back.
2. Ring around the rosie. The two teams chase each other around the map. One team capping A then moving on to B then C. With the other team starting at C then going to A then B. Its just an endless circle of the teams following eachother capping the point that they just lost.
An idea that would drastically change the way the game is played is what if the null cannons were manned?
A giant cannon that fires at the MCC. For it to fire a player must be inside and actually aim the cannon at the MCC they choose and reload it. It would require that he plug in to the cannon and have a team of people protect him while he is inside. He becomes apart of the machine and it takes a little bit to enter the cannon and to detach from the cannon. He is completely defenseless. He can get in and out out whenever he chooses. but the enemy team can hack the cannon which basically kills him and flushes out the body, ready for a new clone to enter it. For a new clone to enter it it needs to be hacked to clear out biological traces and connect it to thier own network. (Sci Fi jibberish)
This feature encourages teamwork and more strategic tactics and not so much running from one end of the map and back.
It could salve redlineing because now players need to stay back at the cannons to protect them. And it solves ring around the rosie by encouraging players to defend the null cannon they captured.
Obviously this mode may be better suited for corp matches cuz pub games often can be just chaos.
This idea also goes well with another idea to augment skirmish where the MCCs are actually piloted by a player. They move and shoot at each other and the cannons are meant to support the friendly MCC by lending its firepower. Here is the thread |
Mary Sedillo
XERCORE E X T E R M I N A T U S
10
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Posted - 2013.05.02 22:28:00 -
[2] - Quote
One solution to redline fest - Dropships. That is all. |
Magpie Raven
ZionTCD Unclaimed.
196
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Posted - 2013.05.02 22:30:00 -
[3] - Quote
Mary Sedillo wrote:One solution to redline fest - Dropships. That is all. Do you know how many dropships full of mercs ive shot down with my forge? Its not always succesful |
Medic 1879
The Tritan Industries RISE of LEGION
153
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Posted - 2013.05.02 22:50:00 -
[4] - Quote
Solution to the ring around the rosie conundrum, They take A then B +1 to the person who figures out where they are going next and heads them off instead of following after them. |
Mary Sedillo
XERCORE E X T E R M I N A T U S
11
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Posted - 2013.05.02 23:13:00 -
[5] - Quote
Magpie Raven wrote:Mary Sedillo wrote:One solution to redline fest - Dropships. That is all. Do you know how many dropships full of mercs ive shot down with my forge? Its not always succesful
Of course you'll shoot down pilots that have no clue whats going on. A properly fitted Gallente Dropship will be much tougher to shoot down with a forge gun. If its on the move and has the proper resistances, it WILL get mercs to points and can break a red line. Unfortunately, a poorly fitted dropship is not the choice vehicle for breaking red lines. |
Magpie Raven
ZionTCD Unclaimed.
197
|
Posted - 2013.05.02 23:23:00 -
[6] - Quote
Can we get back on topic? Whether or not dropships can break redlining is not the point of this thread |
Scheneighnay McBob
Bojo's School of the Trades
1322
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Posted - 2013.05.02 23:39:00 -
[7] - Quote
Seems incredibly boring to me |
Arx Ardashir
Bragian Order Amarr Empire
10
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Posted - 2013.05.03 09:58:00 -
[8] - Quote
Magpie Raven wrote: It could salve redlineing because now players need to stay back at the cannons to protect them.
How exactly are the cannons not needed to be protected in the system we have right now? If players don't need to stay by the cannons right now to prevent them from being hacked by containing the enemy in their spawn, how would the cannons being manned mean that the players wouldn't have to under your system?
Scheneighnay McBob wrote: Seems incredibly boring to me
This. Shooting missiles at the MCC for 10 minutes does not sound fun at all. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3664
|
Posted - 2013.05.03 10:16:00 -
[9] - Quote
I like the idea of manning the cannons, but I'm biased since I thought of a similar idea as well a long time ago (and suggested cannon should have limited ammo and must be resupplied CTF-style). Actually having to man cannons would add another dimension to the boringly simplistic Skirmish game mode. |
Lynn Beck
Forsaken Legion-0
42
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Posted - 2013.05.03 13:25:00 -
[10] - Quote
Magpie Raven wrote:An idea that would drastically change the way the game is played is what if the null cannons were manned? A giant cannon that fires at the MCC. For it to fire a player must be inside and actually aim the cannon at the MCC they choose and reload it. It would require that he plug in to the cannon and have a team of people protect him while he is inside. He becomes apart of the machine and it takes a little bit to enter the cannon and to detach from the cannon. He is completely defenseless. He can get in and out out whenever he chooses. but the enemy team can hack the cannon which basically kills him and flushes out the body, ready for a new clone to enter it. For a new clone to enter it it needs to be hacked to clear out biological traces and connect it to thier own network. (Sci Fi jibberish) This feature encourages teamwork and more strategic tactics and not so much running from one end of the map and back. It could salve redlineing because now players need to stay back at the cannons to protect them. Obviously this mode may be better suited for corp matches cuz pub games often can be just chaos. This idea also goes well with another idea to augment skirmish where the MCCs are actually piloted by a player. They move and shoot at each other and the cannons are meant to support the friendly MCC by lending its firepower. Here is the thread So in order for Null Cannons to do any damage we throw blueberries at the enemy MCC? Great idea. +1, but only if i can use explosive blueberries. Oh and they make wonderful screaming noises. Make it so when i get a random blueberry in my vehicle, i can park it in a specially made "hangar" that pulls all passengers from the vehicle and throws them at the MCC, doing 1 bar of damage instantly. |
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Halador Osiris
Dead Six Initiative Lokun Listamenn
254
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Posted - 2013.05.03 14:49:00 -
[11] - Quote
Mary Sedillo wrote:Magpie Raven wrote:Mary Sedillo wrote:One solution to redline fest - Dropships. That is all. Do you know how many dropships full of mercs ive shot down with my forge? Its not always succesful Of course you'll shoot down pilots that have no clue whats going on. A properly fitted Gallente Dropship will be much tougher to shoot down with a forge gun. If its on the move and has the proper resistances, it WILL get mercs to points and can break a red line. Unfortunately, a poorly fitted dropship is not the choice vehicle for breaking red lines. I've got a maxed out shield dropship. With no AV, I can drop a squad on a dime. With swarms, I can drop a squad on an LZ. With militia forges, I can drop a squad around an objective. With proto forges or railguns, I can spew a squad across the landscape and hope they rally, but I generally don't get taken down. |
Magpie Raven
ZionTCD Unclaimed.
208
|
Posted - 2013.05.03 17:52:00 -
[12] - Quote
Arx Ardashir wrote:[quote=Magpie Raven] It could salve redlineing because now players need to stay back at the cannons to protect them.
How exactly are the cannons not needed to be protected in the system we have right now? If players don't need to stay by the cannons right now to prevent them from being hacked by containing the enemy in their spawn, how would the cannons being manned mean that the players wouldn't have to under your system?
Well I come across unprotected Null Cannons all the time. The thing still fires even though nobody is around so you are still doing damage. This way if nobody is manning it you dont do damage all requiring that there be a team of people near the cannon to win the game. |
Mary Sedillo
XERCORE E X T E R M I N A T U S
13
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Posted - 2013.05.03 20:35:00 -
[13] - Quote
Halador Osiris wrote:Mary Sedillo wrote:Magpie Raven wrote:Mary Sedillo wrote:One solution to redline fest - Dropships. That is all. Do you know how many dropships full of mercs ive shot down with my forge? Its not always succesful Of course you'll shoot down pilots that have no clue whats going on. A properly fitted Gallente Dropship will be much tougher to shoot down with a forge gun. If its on the move and has the proper resistances, it WILL get mercs to points and can break a red line. Unfortunately, a poorly fitted dropship is not the choice vehicle for breaking red lines. I've got a maxed out shield dropship. With no AV, I can drop a squad on a dime. With swarms, I can drop a squad on an LZ. With militia forges, I can drop a squad around an objective. With proto forges or railguns, I can spew a squad across the landscape and hope they rally, but I generally don't get taken down.
I've got it down to an art. A mix of my speed and distance to target (usually 210 meters is a good time to call JUMP). Higher or lower based on velocity and distance to the ground. I feel your pain though on the AV fire to accuracy of drop lol. |
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