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Thread Statistics | Show CCP posts - 6 post(s) |
SuperKing BigNuts
Contract Hunters
118
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Posted - 2013.06.07 13:34:00 -
[1] - Quote
so reading this... wtf happened to the space elevator ideas? and what are going to happen to pocos? and why cant the poco battles be fought on the ground with new installations? they could start as ground battles and be moved to space at a later date when more relevant content is released, im just saying.
FoxFour mentioned something about tight quarters and fighting over a single objective, i dont see why the installations couldnt be 'packaged' and used as a battle ground... most of the fighting happens inside the installations anyways unless EVERYONE gets distracted at one of the satellite objectives... i know its not exactly an easy thing to do, but put in a rooftop, and block the exits like it were in a container, and BAM, no-vehicle game mode and setting for Ambush and future variations of skirmish, un-deployed outposts. i say this since i assume they are all pre-fab in a lore-sense for rapid deployment to any suitably large enough space. 'simple' by comparison to creating completely new assets for a very niche gameplay mode, since the teams are already working on new outposts anyways, its not a 'good' fix to future content, but its a plausible work around in the mean time. |
SuperKing BigNuts
Contract Hunters
143
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Posted - 2013.06.15 09:22:00 -
[2] - Quote
well as far as conceptually, maybe space elevators may be more important and a grander scale, but if people are willing to over look art assets for mechanics, you could still technically fight exotic planets and space battles 'on the ground'... now the trick is, do you want someone to divert from fixing mechanics and finishing content to bring us this?
its a nice idea, and the core concepts excite me about battle in space, and i could probably make a wall of text full of ideas that would be 'awesome', but i do not think that this time is the right time to be raising this issue... we need the rest of the game before we start making new content for contents sake. industry, economy, drones, the fully flushed out racial lines, MCC Commanders(for some play modes at least), on top of fixing sub-par mechanics like needles and aiming. these are all what i would consider 'CORE' aspects of the game... mechanics and features to set this game apart from its peers... because we currently have a bad cross over between GTA and CoD it feels... murder taxis vs no significant losses beyond playing more battles with slightly weaker gear... |
SuperKing BigNuts
Contract Hunters
149
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Posted - 2013.06.15 12:10:00 -
[3] - Quote
D legendary hero wrote:still you should post your ideas here as this thread is frequented by CCP anyway. im pretty sure they heard the community and are working on fixing the aforementioed.
well some of the thoughts and theories of actual space battles, hull breaches. if you were able to breach hulls to restrict and limit movement, would allow a losing defense a last ditch effort to stave off an enemy advance, while also emphasising the importance of PROPER aiming on the players part. something akin to Deadspace 2 *flashbacks to those BLOODY window sequences...* the exact function of this mechanic could range from alteration of the battlefield by way of debuff(loss of gravity/atmosphere inducing movement penalties and possible air supply limitations) or restriction from the area and death to those in at time of decompression(sealing of airlocks), and be either permanent(at least for duration of battle) or repairable by time, or automated/manual control of 'repair drone' control nodes.
the depth and mechanics that could be invested into this aspect are nearly limitless, and i have never actually taken the time to theory craft said mechanic potentials, this is all just off the cuff... but the depth that could be added, from restricting or cutting off an enemies avenue of advance, or AWOXing a friendly defensive position. a whole new level of tactical play could be introduced,
you also have the potential for gravity shifts, allowing a more 3 dimensional battle field, having infantry spread out on walls and ceilings provides more 'playable space' while reducing congestion in 'tight corridors'. though functionality and implementation would likely be a huge hurdle with this.
the potential for MTACs would also be a staggering feature, pending the size of them, have a portable MTAC(carried in equipment slot maybe) that you can deploy and provide heavy fire support for restricted access to areas of the field, and as opposed to recalling, simply a repackage option to fit through tight corridors and take advantage of choke points where traditional vehicles might not fit.
vehicle deployment nodes, you might not be able to deploy an RDV inside the confines of a space based installation, but doesnt necessarily mean that vehicles are a strict no-go, the defender could have nodes, similar to supply depots, which assemble vehicles, and the attackers vehicles could get rolled out of the transport that brought the mercs engaging in the battle. single point vehicle access would limit and restrict vehicle spam and provide a different level of playstyle from planetary battles where you can just call a new vehicle wherever you spawned or landed after ejecting from a vehicle. and the maps could be configured so to have a vehicular arena path and have flanking infantry access to encourage the diversity of forces on both sides. infantry could opt to take objectives avoiding the vehicle area, but if a vehicle could steam roll unresisted all the way to the opponents 'ultimate defense point' leaves defenders at a tactical crossroad, to spend the vehicles to defend or hope the infantry can stop them effectively. great potential for tactical layers to be included here, with what i believe to be relatively easy mechanics creation of a single point vehicle node and they already use the 'vehicle arena' concept with their installations, they just need to tweak them a bit to be less 'vehicle friendly' as far as all of the open air spaces that tanks can reign supreme in |
SuperKing BigNuts
Contract Hunters
149
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Posted - 2013.06.15 12:17:00 -
[4] - Quote
now keep in mind, that that is all content that i DONT want them to be putting a high priority on, i would rather they make the game playable before simply adding new content such as this, and as on of my previous posts in this thread, they could make a 'quick and dirty' start by just taking the installations(with no outside maps) and turning them into mini-skirmish battles with no vehicle support |
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