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Jadek Menaheim
WarRavens League of Infamy
32
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Posted - 2013.08.17 06:49:00 -
[1] - Quote
Terry Webber wrote:Niuvo wrote:I would agree that we need solid attacking and defending game modes. Maybe with new structures will come new objectives. A realistic, I took your base, now be gone or we'll kill you game. A surrender vote? The game finishes early? A little excitement, a little fun.
Here's a question: What can inspire intense games?
Final note: I had a crazy idea of a sudden death mode. You got your team, you need to go to an objective, enemy will be waiting for you. They will not know where you're coming from. When you die, you will need a Logi bro immediately or else you will stop playing and look at the kill board. You will no longer be an asset to your team squad. On an even crazier note, your mic will turn off? So that way you will not be able to communicate from where the shot(s) came from. Snipers will be deadlier, medics neccessary, tanks beast, communication essential for survival. I know it will be intense, so there, sudden death. Maybe a limit on vehicles say 2 tanks per side, 3 lavs per side? No installations besides a Supply Depot.
Yes? Can you roll with this? Idea here is that you don't want to die and work as a unit in team chat. Winner gets isk and sp, while losers gain sp only. Your sudden death idea might be a way to implement one squad missions like recon, sabotage, etc. on an enemy's district. But that's for another thread as we are a little off-topic. Any more thoughts?
In that case, it would be interesting to see a game mechanic that allows a defending corporation to pre-place three vehicles within a district garage during a period within their reinforcement timer (say anytime up until one hour of an active attack deploy). Spies and saboteurs would fight through a single opportunity sudden death drone mode to reach the opposing side's garage to either destroy, hack (e.g. unable to reclaim to inventory in battle thus hindering the team's vehicle que limit, reversal of some vehicle controls or faster heat buildup during PC matches), or reclaiming the vehicles for use in their own armada (with a possibility to sell on the player market when that becomes a reality).
What would incentivize defenders to place their vehicles on the line besides a faster deploy? Well, by placing vehicles within a garage toward the beginning of the reinforcement timer the corporation member is given a higher modifier bonus toward a percentage of possibility of the garage's automated systems being able to produce a copy of each vehicle in the garage. These copies are deposited back into the asset inventory of original vehicle owner. These copies retain all properties of the original fitting and cost (both isk or aur items apply). This systems presents large reward and risk. Defending players and corporations who place very high value tanks and turret fittings into the garage early within their reinforcement timer stand to profit both monetarily and tactically, albeit at the risk of either losing an expensive load-out to the enemy, or being forced to run or sideline a hacked vehicle which counts against the team's vehicle deploy limit. |
Jadek Menaheim
WarRavens League of Infamy
32
|
Posted - 2013.08.17 18:22:00 -
[2] - Quote
Terry Webber wrote:Jadek Menaheim wrote:Terry Webber wrote:Niuvo wrote:I would agree that we need solid attacking and defending game modes. Maybe with new structures will come new objectives. A realistic, I took your base, now be gone or we'll kill you game. A surrender vote? The game finishes early? A little excitement, a little fun.
Here's a question: What can inspire intense games?
Final note: I had a crazy idea of a sudden death mode. You got your team, you need to go to an objective, enemy will be waiting for you. They will not know where you're coming from. When you die, you will need a Logi bro immediately or else you will stop playing and look at the kill board. You will no longer be an asset to your team squad. On an even crazier note, your mic will turn off? So that way you will not be able to communicate from where the shot(s) came from. Snipers will be deadlier, medics neccessary, tanks beast, communication essential for survival. I know it will be intense, so there, sudden death. Maybe a limit on vehicles say 2 tanks per side, 3 lavs per side? No installations besides a Supply Depot.
Yes? Can you roll with this? Idea here is that you don't want to die and work as a unit in team chat. Winner gets isk and sp, while losers gain sp only. Your sudden death idea might be a way to implement one squad missions like recon, sabotage, etc. on an enemy's district. But that's for another thread as we are a little off-topic. Any more thoughts? In that case, it would be interesting to see a game mechanic that allows a defending corporation to pre-place three vehicles within a district garage during a period within their reinforcement timer (say anytime up until one hour of an active attack deploy). Spies and saboteurs would fight through a single opportunity sudden death drone mode to reach the opposing side's garage to either destroy, hack (e.g. unable to reclaim to inventory in battle thus hindering the team's vehicle que limit, reversal of some vehicle controls or faster heat buildup during PC matches), or reclaiming the vehicles for use in their own armada (with a possibility to sell on the player market when that becomes a reality). What would incentivize defenders to place their vehicles on the line besides a faster deploy? Well, by placing vehicles within a garage toward the beginning of the reinforcement timer the corporation member is given a higher modifier bonus toward a percentage of possibility of the garage's automated systems being able to produce a copy of each vehicle in the garage. These copies are deposited back into the asset inventory of original vehicle owner. These copies retain all properties of the original fitting and cost (both isk or aur items apply). This systems presents large reward and risk. Defending players and corporations who place very high value tanks and turret fittings into the garage early within their reinforcement timer stand to profit both monetarily and tactically, albeit at the risk of either losing an expensive load-out to the enemy, or being forced to run or sideline a hacked vehicle which counts against the team's vehicle deploy limit. Your second paragraph has some good ideas. The first paragraph would be more suited to a game mode I thought up some time ago here. Drones would most likely not be needed.
It certainly seems like you could classify purchasable drones as an automated defense. However maybe another form of turrets could be produced. Turrets would already have a target acquisition function as we have seen in the past month of gameplay. Movement would then be the deciding factor. Possibly micro turrets could be placed on a rail-line system. Sneaking around the rails would require careful observation of a randomly generated rail movement patterns where breaks in the turrets line of sight (as visualized by a spotlight) are momentarily visible. Yet, stepping into a light bubble of the turret would set off the turret at the facilities' alarms. |
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