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Nomed Deeps
The Exemplars
145
|
Posted - 2013.06.10 15:36:00 -
[1] - Quote
The news of "terraforming" and "sockets" is great but I think the maps should be more diverse to keep player interest. Ways to make current maps more diverse:
- Floating Objectives - This is my favorite idea as would have a greater dependency and use for dropships.
- Underground Objectives - There are few underground areas with the current structures but are heavily favored as great choke points while be out of view from snipers.
- More Urban Areas - This could occur by closely locating existing bases and structures close together to provide an urban feel rather than the open desert/plain that most maps currently have.
Ideas for future maps:
- Lesser/Greater Gravity
- This could have an affect on weapon performance on top of player movement.
- Inclusion of surface water/liquid (beyond acid)
- Of course, no one would be able to swim due to the density of the dropsuits but the inclusion of water would affect player and vehicle movement on the map. Plus, I would think a dropsuit would allow a merc to survive submerged within a safe liquid.
- NPC civilians/creatures
- I think it would be great to defend an area's NPC civilian workers (if had decent AI) while defending an area. Plus, an area with hostile creatures, especially of great size, would bring a whole different threat into a conflict.
I apologize as I know at least a few of the map ideas above have been discussed before but very few items came up when I did a search for "map request". |
Soraya Xel
New Eden's Most Wanted
78
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Posted - 2013.06.10 15:55:00 -
[2] - Quote
I agree. Very few games are gutsy enough to bring FPS gaming to a more three-dimensional level. I love things that are underground and above ground and such. |
B689
The Exemplars
1
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Posted - 2013.06.10 16:14:00 -
[3] - Quote
I agree I can't wait for PVE and I would especially be interested in the floating objective aspect. |
Flammarion
The Exemplars
2
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Posted - 2013.06.10 16:15:00 -
[4] - Quote
The dropship-friendly maps sounds awesome. Some obstacle on the map which makes travel on foot between objectives too time-consuming will certainly make dropships more useful. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
112
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Posted - 2013.06.10 16:25:00 -
[5] - Quote
Maps that would make a dropship pilot feel like a useful asset? Where do I sign? |
RoundEy3
Condotta Rouvenor Gallente Federation
49
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Posted - 2013.06.10 16:29:00 -
[6] - Quote
Stuff like this sounds like progress. Maps large and diverse enough to make dropships useful would be a first. Being able to fly the long way around without detection to drop a squad off behind some structures or landmass to attack an objective would be great to see in game. |
Innus threen
The Exemplars
21
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Posted - 2013.06.10 17:30:00 -
[7] - Quote
I agree with Nomed Deeps. While terraforming sounds wonderful, writing the algorithms for it will take a while. So in the meanwhile CCP should make a few more maps or add more diversity to the current maps like stated above. |
Bear D'Grassi
Forsaken Immortals
3
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Posted - 2013.06.10 17:44:00 -
[8] - Quote
I agree, this would hold player interest whilst new environments are being worked on, regarding the urban theme how about some door to door internal ganeplay ccp. I do love a bit of urban clearance. |
Iron Wolf Saber
Den of Swords
5024
|
Posted - 2013.06.10 17:48:00 -
[9] - Quote
CCP Logic Loop did remind me that they are focusing on making temperate feel more like temperate as well as have chances to play around with the technology and get better with it.
For example they're making it so that large sockets will have smaller sockets inside them from now on and while I would like to see this retroactively done to all previous outposts we been a very long while without a new one. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4278
|
Posted - 2013.06.10 17:50:00 -
[10] - Quote
Of course they mentioned a no gravity environment at Fanfest, so they might be coming. I would love to navigate low or 0 gravity environments with thruster packs.
I would love some underwater battles, though your assumption about density seems unfounded. Sure our dropsuits are heavy, but we don't even know the materials that make up a dropsuit nor their density, and the density of the surface liquid on a planet might actually be very high. I would love for us to be able to swim through using thruster packs as well.
I absolutely looooove the idea of floating structures and objectives. I love it a lot. |
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EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
112
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Posted - 2013.06.10 17:50:00 -
[11] - Quote
Iron Wolf Saber wrote:CCP Logic Loop did remind me that they are focusing on making temperate feel more like temperate as well as have chances to play around with the technology and get better with it.
For example they're making it so that large sockets will have smaller sockets inside them from now on and while I would like to see this retroactively done to all previous outposts we been a very long while without a new one. I'd like to see some maps that have multiple city-areas for fighting, as opposed to the "one city in the general center of the map" style we currently have.
Except for that one map where the city is kind of "on the left" |
Nomed Deeps
The Exemplars
154
|
Posted - 2013.06.10 18:15:00 -
[12] - Quote
Thanks for the great replies so far. I just hope CCP uses the ideas given in this thread. I love DUST and I want it to move past constantly being commented for "great potential" to "great game". |
Aoena Rays
Bragian Order Amarr Empire
240
|
Posted - 2013.06.26 03:01:00 -
[13] - Quote
Love the ideas. |
D3LTA Blitzkrieg II
0uter.Heaven League of Infamy
5
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Posted - 2013.06.26 03:48:00 -
[14] - Quote
i think a new game mode can make the game more fresh than a new map |
zzZaXxx
The Exemplars
35
|
Posted - 2013.07.02 01:23:00 -
[15] - Quote
Great ideas! More urban areas with lots of corners, hallways, chokes, and multiple levels, including underground, would be super fun. Needing to use dropships to move around would be amazing. Lower gravity would be a blast! Having some civs running around that you have to avoid hitting would be a fun challenge.
I think a fun game mode to add would be survival mode, like in Warhammer Space Marine, where you have to co-op against drones coming at you in increasingly difficult waves.
In the meantime...just one more new map please!!! |
Meeko Fent
Seituoda Taskforce Command Caldari State
119
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Posted - 2013.07.02 01:36:00 -
[16] - Quote
I Like the Socket System System we have, just as the OP said though, There needs to be more Things to Socket in and Out. |
Meeko Fent
Seituoda Taskforce Command Caldari State
119
|
Posted - 2013.07.02 01:39:00 -
[17] - Quote
zzZaXxx wrote:Great ideas! More urban areas with lots of corners, hallways, chokes, and multiple levels, including underground, would be super fun. Needing to use dropships to move around would be amazing. Lower gravity would be a blast! Having some civs running around that you have to avoid hitting would be a fun challenge.
I think a fun game mode to add would be survival mode, like in Warhammer Space Marine, where you have to co-op against drones coming at you in increasingly difficult waves.
In the meantime...just one more new map please!!! Oh yeah, and Back in like 10', 11' there was Speak of Full Team Coop. But that is probably Not happening now... It took them Long enough for PC, and a large enough Variety in PVP.
Just Imagine the Length of time until Full team (16 Player) PVE.
I just hope its less then a Year... |
zzZaXxx
The Exemplars
35
|
Posted - 2013.07.02 01:55:00 -
[18] - Quote
Meeko Fent wrote:I Like the Socket System System we have, just as the OP said though, There needs to be more Things to Socket in and Out.
What is a socket? |
Bubba Brown
Militaires Sans Jeux
178
|
Posted - 2013.07.04 07:53:00 -
[19] - Quote
zzZaXxx wrote:Meeko Fent wrote:I Like the Socket System System we have, just as the OP said though, There needs to be more Things to Socket in and Out. What is a socket?
the terrain of a map is constant. as part of this terrain map, there are fixed "sockets" with different sized. small medium and large. ideally the map should randomize itself on every new battle and place random outposts (buildings) into the sockets of their appropriate type. this would make it feel like you're in a different district every time. because each of the individual outposts has been balanced as its own self-contained mini level, and the terrain and its sockets are balanced in terms of distances and hills and stuff...any map made with this system is GUARANTEED to be balanced.
right now it's much more static though. |
Bubba Brown
Militaires Sans Jeux
178
|
Posted - 2013.07.04 08:01:00 -
[20] - Quote
here's how you do planets to make them interesting and dangerous
ice planets; movement penalty on everyone due to extremely frigid temperatures and driving winds. combat would probably be slow and trench-warfare-like.
lava planets; big lava pools can be put in sockets on a map and occasional eruptions rain down lava balls which can kill most infantry or mess up a vehicle. the heat might cause mild armor penalties as well since the plating might not perform as well in high heat
storm planets; the entire planet is a category 7 hurricane all the time. intense winds push everyone in one direction for the entire game if they're on slick surfaces like metal or pavement. dropships get blown off course very easily, infantry need to carefully move around, and tanks can get slowly blown into walls. the entire sky is FULL of lightning but otherwise it's pitch-dark, so the battle resembles a rave.
plasma planets; big arcs of plasma appear and slowly move across the battlefield causing huge shield damage on anything they arc across the terrain. they're slow and easy to avoid but can cut off certain areas. the sky is aglow with plasma. your HUD has a mild static effect from interference and being near the plasma arc makes this far worse. this also plays havoc with the minimap. battles on plasma planets are beneficial to those that don't rely on their hud
ocean planets; takes place in small, cramped underwater dome districts. tends to be much closer quarters with lots of cover and ambush points. compartments could flood at random perhaps. no vehicles
moons; generally out in the open, maps can be pretty sprawling. Low gravity at all times, might be difficult to get used to at first. Staying in sunlight slowly drains your shields due to no atmosphere and direct solar rays. NO SOUND except music and maybe a very dull thud from your own gun firing due to bone conduction, as well as your own breathing rate which goes up and down with the action.
temperate planets will take up the majority of planets you fight on. the above are more like novelty worlds that occasionally pop up on the rotation to keep you on your feet. and if a corp has built their armada in such a way that they have a home-field advantage on one of the above listed worlds, all the more power to them if they take one for their own |
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Cat Merc
Oculus Felis
1683
|
Posted - 2013.07.04 08:11:00 -
[21] - Quote
Bubba Brown wrote:here's how you do planets to make them interesting and dangerous
ice planets; movement penalty on everyone due to extremely frigid temperatures and driving winds. combat would probably be slow and trench-warfare-like.
lava planets; big lava pools can be put in sockets on a map and occasional eruptions rain down lava balls which can kill most infantry or mess up a vehicle. the heat might cause mild armor penalties as well since the plating might not perform as well in high heat
storm planets; the entire planet is a category 7 hurricane all the time. intense winds push everyone in one direction for the entire game if they're on slick surfaces like metal or pavement. dropships get blown off course very easily, infantry need to carefully move around, and tanks can get slowly blown into walls. the entire sky is FULL of lightning but otherwise it's pitch-dark, so the battle resembles a rave.
plasma planets; big arcs of plasma appear and slowly move across the battlefield causing huge shield damage on anything they arc across the terrain. they're slow and easy to avoid but can cut off certain areas. the sky is aglow with plasma. your HUD has a mild static effect from interference and being near the plasma arc makes this far worse. this also plays havoc with the minimap. battles on plasma planets are beneficial to those that don't rely on their hud
ocean planets; takes place in small, cramped underwater dome districts. tends to be much closer quarters with lots of cover and ambush points. compartments could flood at random perhaps. no vehicles
moons; generally out in the open, maps can be pretty sprawling. Low gravity at all times, might be difficult to get used to at first. Staying in sunlight slowly drains your shields due to no atmosphere and direct solar rays. NO SOUND except music and maybe a very dull thud from your own gun firing due to bone conduction, as well as your own breathing rate which goes up and down with the action.
temperate planets will take up the majority of planets you fight on. the above are more like novelty worlds that occasionally pop up on the rotation to keep you on your feet. and if a corp has built their armada in such a way that they have a home-field advantage on one of the above listed worlds, all the more power to them if they take one for their own Add to Plasma planets shield penalty. Since Lava planets get armor penalty.
Shields are energy based so it's logial. |
Galvan Nized
Deep Space Republic Top Men.
47
|
Posted - 2013.07.04 09:17:00 -
[22] - Quote
Oh dear god yes, one thing that sucks about this game is level design. Every level is a bowl with wide open spaces of desert and hardly any cover.
I want urban environments eliminating the huge advantage long range weapons get over short range weapons. Plus vehicles will struggle here as protecting a road is easier then the whole map being flat & easy for vehicles to travel everywhere.
I wouldn't hold my breath though, new map design seems to be far on the bottom of the to do list for CCP. The "new" maps are always old maps with a new variant but is pretty much the exact same. |
zzZaXxx
The Exemplars Top Men.
55
|
Posted - 2013.07.05 22:59:00 -
[23] - Quote
Bubba Brown wrote:zzZaXxx wrote:Meeko Fent wrote:I Like the Socket System System we have, just as the OP said though, There needs to be more Things to Socket in and Out. What is a socket? the terrain of a map is constant. as part of this terrain map, there are fixed "sockets" with different sized. small medium and large. ideally the map should randomize itself on every new battle and place random outposts (buildings) into the sockets of their appropriate type. this would make it feel like you're in a different district every time. because each of the individual outposts has been balanced as its own self-contained mini level, and the terrain and its sockets are balanced in terms of distances and hills and stuff...any map made with this system is GUARANTEED to be balanced. right now it's much more static though.
Randomized yet balanced maps like this would be amazing!
Bubba Brown wrote:here's how you do planets to make them interesting and dangerous
ice planets; movement penalty on everyone due to extremely frigid temperatures and driving winds. combat would probably be slow and trench-warfare-like.
lava planets; big lava pools can be put in sockets on a map and occasional eruptions rain down lava balls which can kill most infantry or mess up a vehicle. the heat might cause mild armor penalties as well since the plating might not perform as well in high heat
storm planets; the entire planet is a category 7 hurricane all the time. intense winds push everyone in one direction for the entire game if they're on slick surfaces like metal or pavement. dropships get blown off course very easily, infantry need to carefully move around, and tanks can get slowly blown into walls. the entire sky is FULL of lightning but otherwise it's pitch-dark, so the battle resembles a rave.
plasma planets; big arcs of plasma appear and slowly move across the battlefield causing huge shield damage on anything they arc across the terrain. they're slow and easy to avoid but can cut off certain areas. the sky is aglow with plasma. your HUD has a mild static effect from interference and being near the plasma arc makes this far worse. this also plays havoc with the minimap. battles on plasma planets are beneficial to those that don't rely on their hud
ocean planets; takes place in small, cramped underwater dome districts. tends to be much closer quarters with lots of cover and ambush points. compartments could flood at random perhaps. no vehicles
moons; generally out in the open, maps can be pretty sprawling. Low gravity at all times, might be difficult to get used to at first. Staying in sunlight slowly drains your shields due to no atmosphere and direct solar rays. NO SOUND except music and maybe a very dull thud from your own gun firing due to bone conduction, as well as your own breathing rate which goes up and down with the action.
temperate planets will take up the majority of planets you fight on. the above are more like novelty worlds that occasionally pop up on the rotation to keep you on your feet. and if a corp has built their armada in such a way that they have a home-field advantage on one of the above listed worlds, all the more power to them if they take one for their own
YES! This would be soooo fun. |
zzZaXxx
The Exemplars Top Men.
55
|
Posted - 2013.07.05 23:03:00 -
[24] - Quote
Cat Merc wrote:Add to Plasma planets shield penalty. Since Lava planets get armor penalty.
Shields are energy based so it's logical.
Yeah then you'd have to plan ahead of ther would be lots of calculating like, "Ok it's a lava planet so everyone use your shield fit and scrambler rifles. Or...since they're probably doing the same thing maybe go armor with SR." Lots of mind games! |
Scheneighnay McBob
Bojo's School of the Trades
1914
|
Posted - 2013.07.05 23:05:00 -
[25] - Quote
Players shouldn't be forced to use aircraft- instead, perhaps the "floating" objectives could be accessed by foot- just through an extremely dangerous chokepoint so you're better off using a dropship anyway
Other than that, good thread |
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
6
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Posted - 2013.07.16 05:32:00 -
[26] - Quote
interior map with no RDV available
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