Zat Earthshatter
Ghosts Of Ourselves
314
|
Posted - 2013.06.14 05:33:00 -
[1] - Quote
Earthshatter here, and I am going to spend this thread talking about Installations No, not the proper method to set up your 40" plasma, or how to get the plumbing to work on your new sink. I mean DUST 514 installations such as CRUs, static Turrets, and Supply Depots. For your convenience, I numbered the sections, and #2 isn't completely necessary to read.
1)The Concept Have you ever looked at a Large Turret and said "that's a really stupid place to put one of those!" With the Player Installation system, you get to make those mistakes yourself! With the system, pre-placed Installations are wiped from applicable map/mode combinations, and either Squad Leaders or somebody with the proper Squad Role (EVE has them for Fleets, why not DUST?) can place their own after buying them from the market.
2)Rule #1 of Real Estate Like any building, it's all about location! Sadly, in most matches you won't be able to place them wherever you wish, as CONCORD regulates deployment to avoid abusive property damage and clone destruction as outlined in their Infantry Academy Code s.66-19-44(a). Regulations are as follows: (rough translation in parentheses) >All installations, should they land within a given distance of at least 3 allied IFF signals, will sync their IFF transcievers to the nearby allies (spawn them near your team, and they already drop in your team's posession. May apply to enemies as well) >Installations cannot be deployed within 100m of the enemy faction's Designated Safe Zone. (Can't deploy near enemy Redzone. Can still deploy near your Redzone, so you can hack enemy Turrets to pubstomp with) >To protect the trans-space atmospheric layers from debris, Installations will not immediately deploy while naval-grade munitions are above 10km (Installations only spawn between NULL launches. Acts as a "reinforcement timer") >Installations are required to draw on the resources of the besieged Facility (Facilities have a PG/CPU, acts as a resource limiter.) Notice nothing prevents Installations from being deployed close to each other
3)Building Your Castle Obviously, a full Deployment system would feel unfinished with only 5 types of Installation (CRU, SD, 3 Turrets) to deploy, when we know CCP can do more. Maybe not with the current version, but a man can dream.. This section is all about new deployable ideas! I have split them up into Offense, Defense, and Command.
Offense >Small Turrets: already in the game's engine, disappeared at the same time as Old Skirmish. >Siege Machine: long-range, indirect-fire Turret Installation. Used in conjunction with TACNET to suppress enemy-controlled areas within range. >Large Turret: Already exists >Supply Depot: Already exists >ECM Projector: An aim-able radar dish that jams targeting. Can be used defensively.
Defense >Webifier Node: projects a field that slows down enemy vehicles. Deadly when used alongside a Large Turret >"Castle" platforms: A variety of installations that can be strung together to create a forward base, or mount more Installations on top of to create a formidable fortress. >Siege Breaker: short-range, indirect-fire Turret. Deployed inside a Castle deployment, they can prevent the enemy from getting close enough for demolition charges. Also useful for hitting the interior of an open Facility due to their high mortar-like lob. >(size)Barrier: a wall of armor or shield (depending on faction) designed to bolster a Castle, roadblock a bottleneck, or defend an objective. >ECCM Node: comm towers that boost E-War resistances and improve lock-on times for troops and Installations within its radius. >AA turret: a lock-on or flak Turret (depending on weapon tech type) designed for airspace defense.
Command >CRU: exists >Vehicle Port: large Installation that acts as a rapid-spawner - a player near the VP that call in a vehicle will see it assembled inside the Installation immediately, with the location highlighted if they weren't paying attention. Uses a queue system for multiple call-ins. Could have variants for air, different vehicle sizes, and maybe even sea vehicles. >Target Painter: designation laser with very long range. Appears on the HUD of any Seige Machines, aircraft, and Orbital Strike call-in menus. If jammed, the designation has a larger area, making the result inaccurate. >(size)Warfare Link Node: comm tower that boosts HP and/or DPS of Installations, Infantry, and Vehicles. Size affects what it can buff.
4)Not liable for any losses or damages If an Installation is hacked to the opposite team, and remains to the match end, the hacking player keeps it as his ill-gotten gains. If it remains blue, the person that dropped it keeps it. A third option may be considered where an allied player could hack a turret through a menu. If hacked, "blue" end-match status switches to the thief instead. If an ally sees such a hack in progress, the hacker gets Suspect Flagged (just like eggers!) and is TK-able until the match end. Then the Turret is Suspect Yellow, but still tagged as ally for usage purposes - the deployer can rehack it to turn it completely blue. (note that the Yellow for either only occurs if allies spot the actual hack in progress!) Obviously, all Installations in this system need to be bought/manufactured/looted and have ISK values.
End) Enthusiastic Summary! >Allow Players to drop Installations. Control Freaks Rejoice! >Nearby Facilities/Sockets supply PG/CPU. Fitting! >New stuff! Everyone loves new stuff! >New Eden is happy to introduce theft! >CONCORD is happy to introduce Suspect Flagging! Don't get caught doing the crime, or you'll do the time!
Did I miss anything? Got any Ideas? Feel free to reply! |
Zat Earthshatter
Ghosts Of Ourselves
318
|
Posted - 2013.06.14 07:29:00 -
[2] - Quote
EXASTRA INVICTAS wrote:These are rather well thought out and detailed explanations of the direction you'd like the game to go. I will give you a +1 and state that I am in agreeance with your ideas, but feel a "maximum turret allocation" should be added, to provide for more meaningful turret placements as opposed to the incorporation of DUST 514: World of Turrets edition. Don't worry about that - One of the regulations is that all Installations draw from a map-wide PG/CPU just like vehicle fittings, acting as a resource limit. Being tank turrets, the Large Turrets will take up at least the same amounts they do on our HAVs now. Obviously, that will take up more fitting than a few walls topped with Small Turrets in a strategic location, the latter of which is my goal with this suggestion.
P.S. glad you liked that part. |