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        | Author | Thread Statistics | Show CCP posts - 3 post(s) | 
      
      
        |  Noc Tempre
 Imperfects
 Negative-Feedback
 
 1938
 
 
      | Posted - 2013.06.14 16:52:00 -
          [1] - Quote 
 The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
 
 How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
 
 What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
 
 When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
 
 Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
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        |  Alldin Kan
 Imperfects
 Negative-Feedback
 
 260
 
 
      | Posted - 2013.06.14 17:03:00 -
          [2] - Quote 
 CCP would probably just take some of the ideas in consideration, take 5-6 months to make the changes, and then poorly execute the new mode.
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        |  XtoTheS
 Edimmu Warfighters
 Gallente Federation
 
 71
 
 
      | Posted - 2013.06.14 17:09:00 -
          [3] - Quote 
 
 Alldin Kan wrote:CCP would probably just take some of the ideas in consideration, take 5-6 months to make the changes, and then poorly execute the new mode. 
 
 Great thoughts, just bash CCP why dont you?
 
 Just focus on the idea it self and not WHAT CCP would do. This is not about what they would do and how long it would take. This is about turrets and what the new game mode would provide.
 
 in irc someone mentioned that this would be very easy to implement and would make the game more of a challenge. However,
 you will have your balance issues,IE one team full of nubs and the other full of squads. One sided. It is not going to fix some issues so you will just have to wait till the match making issue is fixed. It would make it interesting for the time being. Changing the domination map style and mode through out its rotation would add a sense of variation. keep it fresh and unpredictable.
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        |  Noc Tempre
 Imperfects
 Negative-Feedback
 
 1939
 
 
      | Posted - 2013.06.14 17:15:00 -
          [4] - Quote 
 Alldin being Alldin, nothing to get worked up about
  
 Yes this wouldn't fix things like steamrolls and redline sniping but I have a suggestion for that too. Not all sockets would have this feature, and it wouldn't be possible to have code that small socket A controls center facility X defenses with the same method (would require substantially more work, why I am hoping skirmish 3.0 is taking so long). But it rewards treating the socket as a whole, instead of the one point, which is currently an issue in my opinion.
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        |  CCP LogicLoop
 C C P
 C C P Alliance
 
 136
 
 
  
 
      | Posted - 2013.06.19 01:18:00 -
          [5] - Quote 
 
 Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
 How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
 
 Their is one part that will require a change in code for this idea, and that is to disable the individual hacking of the installations if it is controlled by a single one. We would probably want to have the option to turn on or off individual hacking of said installations on a per installation basis.
 
 
 
 Noc Tempre wrote:What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared. 
 I see the value in it and would like to do it. It's a matter of getting it into our backlog (don't take that word by what you think, it just means get on the todo list).
 
 
 Noc Tempre wrote:When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then? 
 By 1.2 it would not be able to be done. That is a large amount of work. The code would probably be rather simple, but the level design team would have to implement this in all sockets, then of course test it. This also means we would probably have to actually set up entire new installation layouts in the sockets (a seperate set for this purpose), and as you may know, there are a lot of sockets.
 
 
 Noc Tempre wrote:Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic. 
 Once turrets are player dropped, we don't want a zerg of super strong turrets do we? We will probably have a good deal of them showing up once you guys can call them in. Those should be the ones you guys can fit to be stronger. My personal opinion on that anyways.
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        |  Vallud Eadesso
 Subdreddit
 Test Alliance Please Ignore
 
 216
 
 
      | Posted - 2013.06.19 01:24:00 -
          [6] - Quote 
 While you're here, Logic... is this not a slight modification of the code used in the old alpha builds?
 
 When we hacked a point weapons and spawn points would spawn in. Why can't we just do that and 'lock' the modules dropped down to be unhackable?
 
 I get the map guys may need more time to work on it, but I don't see it taking an incredibly long time. All the code and assets are there for both systems (Old alpha game mode + Ambush OMS).
 
 They just need tying together, surely?
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        |  Himiko Kuronaga
 SyNergy Gaming
 EoN.
 
 626
 
 
      | Posted - 2013.06.19 01:45:00 -
          [7] - Quote 
 Independent player dropped turrets can and should have different HP values. Preferably lower, at the expense of having them wherever you desire to place them. Really strong ones could be placed, but they would be very expensive to deploy and there should be limitations.
 
 Socket-based turrets that are already a part of the map, however, should always be strong. There has to be a strategic reason to capture the point, and a ridiculously strong set of turrets that maintain a difficult to remove presence is just the ticket.
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        |  Ignatius Crumwald
 IMPSwarm
 Negative-Feedback
 
 584
 
 
      | Posted - 2013.06.19 01:48:00 -
          [8] - Quote 
 Setting up a socket system would make debugging player placed installations all the more easier - if the placement were to be limited to prechosen sockets.
 In pc, paying money to expand the energy supply network could add a bit of strategy and depth to defense...
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        |  Disturbingly Bored
 The Strontium Asylum
 
 283
 
 
      | Posted - 2013.06.19 01:51:00 -
          [9] - Quote 
 Just posting to support a cool idea. I could see this blended with Skirmish 1.0 so that taking over a district feels like assaulting an outpost.
 
 Infiltrate -> Undermine -> Overrun
 
 +1 to OP.
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        |  Zero Harpuia
 WarRavens
 League of Infamy
 
 514
 
 
      | Posted - 2013.06.19 01:57:00 -
          [10] - Quote 
 
 CCP LogicLoop wrote:Once turrets are player dropped, we don't want a zerg of super strong turrets do we? We will probably have a good deal of them showing up once you guys can call them in. Those should be the ones you guys can fit to be stronger. My personal opinion on that anyways.
 
 HA. Turrets, once they come under fire, are perfectly unsalvageable. Whether a non-rendered batch of swarms or missiles, an out-of-range Forge, or maybe just a Railgun turret with a good view, the bloody things become so much scrap metal within moments. The preset turrets need to have at LEAST as much HP as a decently fitted ADV level HAV or there just isn't any point in having them. Why do you think so many people just hack a redline Railgun or grab a Forge and blast all the turrets? It's because they don't see themselves using them. Only map with good turrets is Ashlands. You all know the one, C-side. Maybe Communications has one too.
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        |  Icy TIG3R
 Red Star.
 EoN.
 
 374
 
 
      | Posted - 2013.06.19 02:01:00 -
          [11] - Quote 
 Good thread
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        |  Xocoyol Zaraoul
 Zumari Force Projection
 Caldari State
 
 352
 
 
      | Posted - 2013.06.19 02:04:00 -
          [12] - Quote 
 Why not have three turrets?
 
 Small: Like the ones that vanished shortly after Craterlake, hackable, low HP, droppable, great AI to make them a severe threat against infantry if not controlled, customizable by players in the future.
 
 Large: Like the ones we have now, customizable by players in the future and droppable.
 
 Fortress: Ones even bulkier then the ones we have now with significantly more HP, NOT droppable, customizable in the future by players for player bases thus already present at the start of a "game," NOT hackable and activated by hackable terminals in a network. This third type could be considered a "new" or "separate" type then the normal turrets (like our Null cannons) if that would be easier code wise then modifying current turrets to be hackable or not.
 
 
 The new "fortress" type would allow you to not worry about super-HP turrets being deploy-spammed as they are a visibly separate type of turret that are restricted to being part of a static base network.
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        |  Syther Shadows
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 135
 
 
      | Posted - 2013.06.19 02:07:00 -
          [13] - Quote 
 wouldn't this be a indirect nerf to hacking skills
 since it would be used less there is less reason to spec into it
 
 
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        |  hgghyujh
 Expert Intervention
 Caldari State
 
 36
 
 
      | Posted - 2013.06.19 02:10:00 -
          [14] - Quote 
 
 Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
 How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
 
 What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
 
 When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
 
 Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
 
 or we would need the ability to call in more turrets.
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        |  ZDub 303
 TeamPlayers
 EoN.
 
 412
 
 
      | Posted - 2013.06.19 02:11:00 -
          [15] - Quote 
 Turrets can remain pretty fragile, but I think they should be 'reviveable'.
 
 In mag, the bunkers had turrets that would be disabled once destroyed.. and then a lot of times someone would go upstairs with a repair tool and repair it back to operational status.
 
 I think that is something that needs to be added into the game... otherwise they usually just get cleared out pretty quick and then they are gone for good.
 
 This would also give us a reason to run inert repair tools... you know the ones that repair installations? (and are currently pointless).
 
 This should happen with all installations: turrets, supply depots, and CRUs, and whatever is added into the future.
 
 Then once that's done... we need a drastic reduction on CRU health... so they are actually destroyable by something other than a railgun tank shooting at it for 3 minutes.
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        |  Ten-Sidhe
 Osmon Surveillance
 Caldari State
 
 502
 
 
      | Posted - 2013.06.19 02:12:00 -
          [16] - Quote 
 If I understand correctly, if done currently they would all flip if the new console was hacked and could be hacked normally?
 
 I don't see a need to fix this in code, being able to both a hack a single turret and flip them all from the node sounds like it would give lots of options for how to go about a battle.
 
 Only way it would be an issue is if the turrets are flipped on at a time while you still hold the defense command terminal you can't hack the terminal to flip them back. Both side should be able to hack the terminal if some turrets are on each side to flip them to their side.
 
 Question, what happens if a turret is maned as it is flipped? It can't happen now, but I could with this change. Unless any turret being manned prevented the command console being hack-able, which would be annoying. I suggest it flipping even if controlled, user is already at the turret base and could just try to rehack it if it flips while they man it.
 
 +1 for good idea to Noc Tempre
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        |  hgghyujh
 Expert Intervention
 Caldari State
 
 36
 
 
      | Posted - 2013.06.19 02:23:00 -
          [17] - Quote 
 
 Xocoyol Zaraoul wrote:Why not have three turrets?
 Small: Like the ones that vanished shortly after Craterlake, hackable, low HP, droppable, great AI to make them a severe threat against infantry if not controlled, customizable by players in the future.
 
 Large: Like the ones we have now, customizable by players in the future and droppable.
 
 Fortress: Ones even bulkier then the ones we have now with significantly more HP, NOT droppable, customizable in the future by players for player bases thus already present at the start of a "game," NOT hackable and activated by hackable terminals in a network. This third type could be considered a "new" or "separate" type then the normal turrets (like our Null cannons) if that would be easier code wise then modifying current turrets to be hackable or not.
 
 
 The new "fortress" type would allow you to not worry about super-HP turrets being deploy-spammed as they are a visibly separate type of turret that are restricted to being part of a static base network.
 
 this! I mean its long term but THIS!
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        |  Brutus Va'Khan
 Tronhadar Free Guard
 Minmatar Republic
 
 33
 
 
      | Posted - 2013.06.19 02:38:00 -
          [18] - Quote 
 1.) I like the idea of being able to call down turrets. Sockets > putting them anywhere (see dropship snipers)
 2.) I like the idea of being able to revive these turrets with a repping tool.
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        |  Rynoceros
 One-Armed Bandits
 
 137
 
 
      | Posted - 2013.06.19 02:44:00 -
          [19] - Quote 
 +1
 +1 more for sneaking a good post in General Discussion
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        |  Ignatius Crumwald
 IMPSwarm
 Negative-Feedback
 
 584
 
 
      | Posted - 2013.06.19 02:58:00 -
          [20] - Quote 
 I like the revivable turret idea.
 Mostly because once ADV and Proto installations come into play, you won't have to worry about putting too much HP into them, you can simply make them the standard percentage amount stronger and focus on making them execute better, perhaps simply making them have better AI than militia would be worth a proto turret if they're revivable.
 
 I'd actually like to see repair drone station installations on the order of what is being prepared for PVE. Instead of having them attack and throw the balance of the game out of whack, they could simply be support handling the repairs of the facility.
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        |  Ignatius Crumwald
 IMPSwarm
 Negative-Feedback
 
 584
 
 
      | Posted - 2013.06.19 03:02:00 -
          [21] - Quote 
 
 Syther Shadows wrote:wouldn't this be a indirect nerf to hacking skills since it would be used less there is less reason to spec into it
 
 
 No, because you could still hack individual turrets. Maybe it would give the skill more necessity as those with higher hacking levels could temporarily overtake more of a given system from outside the major node or even jump from turret to turret - even using CRUs to teleport around.
 
 There's a ton of strategy and possibilities to explore on the hacking skill front outside of simply adding more speed.
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        |  Draxus Prime
 BurgezzE.T.F
 
 714
 
 
      | Posted - 2013.06.19 03:03:00 -
          [22] - Quote 
 i love u logicloop
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        |  CCP LogicLoop
 C C P
 C C P Alliance
 
 142
 
 
  
 
      | Posted - 2013.06.19 03:40:00 -
          [23] - Quote 
 
 Vallud Eadesso wrote:While you're here, Logic... is this not a slight modification of the code used in the old alpha builds?
 When we hacked a point weapons and spawn points would spawn in. Why can't we just do that and 'lock' the modules dropped down to be unhackable?
 
 I get the map guys may need more time to work on it, but I don't see it taking an incredibly long time. All the code and assets are there for both systems (Old alpha game mode + Ambush OMS).
 
 They just need tying together, surely?
 
 That code has been ignored since the implementation of SK 2.0. It just does not function and would require an entire re-write to work the current code.
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        |  Mavado V Noriega
 SyNergy Gaming
 EoN.
 
 3550
 
 
      | Posted - 2013.06.19 03:54:00 -
          [24] - Quote 
 
 Noc Tempre wrote:The code is available to have one terminal control multiple assets. What was interesting to learn, it can control the owner of any asset, not just null cannons. This can be used to make the current skirmish a little better while we wait for 3.0.
 How it works - add a new console, the "Defense Command Terminal". If your team captures it, all turrets on the socket belong to you. To make this meaningful, all turrets would no longer be hack-able individually. An additional "Support Command Terminal" would do the same for CRUs and supply depots.
 
 What it means - you have new objectives that don't directly help you win, but are still necessary to balance your tactics around. It spreads out important places to be which penalizes zerging. It make the turrets themselves more valuable since taking over the socket will flip the entire perimeter defense at once, not just the current location that is likely already cleared.
 
 When is it - it could happen very quickly, before Uprising 1.2 even, but only if the community wants it because it would replace entirely the current mechanics if introduced for Skirmish, and would be unwise to introduce as a new queue at this time. So does this appeal to you? Why? Does it sound terrible? Why not then?
 
 Also, turrets need at least supply depot health, it's silly they can be 1-2 shot by common fits. But that only partially is on-topic.
 
 +1
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        |  From Costa Rica
 Grupo de Asalto Chacal
 CRONOS.
 
 113
 
 
      | Posted - 2013.06.19 03:55:00 -
          [25] - Quote 
 
 CCP LogicLoop wrote:Vallud Eadesso wrote:While you're here, Logic... is this not a slight modification of the code used in the old alpha builds?
 When we hacked a point weapons and spawn points would spawn in. Why can't we just do that and 'lock' the modules dropped down to be unhackable?
 
 I get the map guys may need more time to work on it, but I don't see it taking an incredibly long time. All the code and assets are there for both systems (Old alpha game mode + Ambush OMS).
 
 They just need tying together, surely?
 That code has been ignored since the implementation of SK 2.0. It just does not function and would require an entire re-write to work the current code. 
 now that just does not seem wise.
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        |  DoomLead
 Dead Six Initiative
 Lokun Listamenn
 
 36
 
 
      | Posted - 2013.06.19 04:03:00 -
          [26] - Quote 
 Great post
 
 
 
 Logic you could have a whole new game mode if you all try to implement it to help us with the boredom especially if you incorporate it into a pve mode
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        |  steadyhand amarr
 Amarr Immortal Volunteers
 
 727
 
 
      | Posted - 2013.06.19 07:58:00 -
          [27] - Quote 
 I would love to know your coding standards to end up not being able to reuse code :/
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        |  Felix Totenkreuz
 Intrepidus XI
 Omega Commission
 
 16
 
 
      | Posted - 2013.06.19 09:39:00 -
          [28] - Quote 
 Here's to hoping deployable turrets actually lets the user sit inside them, for a bit of improved cover.
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        |  steadyhand amarr
 Amarr Immortal Volunteers
 
 729
 
 
      | Posted - 2013.06.19 09:42:00 -
          [29] - Quote 
 The old caldari turrets you could do that :-)
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        |  Django Quik
 R.I.f.t
 
 695
 
 
      | Posted - 2013.06.19 22:33:00 -
          [30] - Quote 
 
 Xocoyol Zaraoul wrote:Why not have three turrets?
 Small: Like the ones that vanished shortly after Craterlake, hackable, low HP, droppable, great AI to make them a severe threat against infantry if not controlled, customizable by players in the future.
 
 Large: Like the ones we have now, customizable by players in the future and droppable.
 
 Fortress: Ones even bulkier then the ones we have now with significantly more HP, NOT droppable, customizable in the future by players for player bases thus already present at the start of a "game," NOT hackable and activated by hackable terminals in a network. This third type could be considered a "new" or "separate" type then the normal turrets (like our Null cannons) if that would be easier code wise then modifying current turrets to be hackable or not.
 
 
 The new "fortress" type would allow you to not worry about super-HP turrets being deploy-spammed as they are a visibly separate type of turret that are restricted to being part of a static base network.
 Combine this with the OP and you've got yourself one hell of an advancement in this game.
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