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Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Cross Atu
Conspiratus Immortalis Covert Intervention
1187
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Posted - 2013.06.19 22:40:00 -
[31] - 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.
Sounds interesting and like a plus overall. I would add one tweak however Mercs sporting codebreakers should still be able to hack on an individual basis, perhaps with a minimum meta or skill level required, to avoid trivializing the infiltration/hacking fits which are already one of the lessor used builds on average.
With that one tweak in mind I think it would be a great way to add more complexity and options for team play.
+1
~Cross |
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CCP LogicLoop
C C P C C P Alliance
159
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Posted - 2013.06.20 01:28:00 -
[32] - Quote
From Costa Rica wrote: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.
It's not about a wise decision or not. We pulled away from SK 1.0. That is why it is called SK 2.0. All code and optimizations in terms of game modes and a lot of other game mechanics went into the support of SK 2.0 and the various Ambush settings. Have to remember as optimizations happen, as the new skirmish came in to place, a lot of its core code was based on the older stuff. It's not like we just started a whole new system on the side. We worked with what we had at the time. |
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IamI3rian
OSG Planetary Operations Covert Intervention
204
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Posted - 2013.06.20 01:31:00 -
[33] - Quote
So.... you didn't 'save file as...' when you overwrote the code?
Yeah, I'm kinda leaning towards unwise myself. Then again, I'm not a programmer, so what do I know. |
Waruiko DUST
G I A N T EoN.
102
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Posted - 2013.06.20 01:34:00 -
[34] - Quote
Its awesome to see a dev talk with us like this. There has been far to little of that imop. |
Draxus Prime
BurgezzE.T.F
719
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Posted - 2013.06.20 01:43:00 -
[35] - Quote
kind of off topic but would it be possible to reintroduce crater lake logic? |
Summer-Wolf
BetaMax Beta CRONOS.
110
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Posted - 2013.06.20 01:54:00 -
[36] - Quote
I want this
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.
With this.
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.
As for reusing old codes, if they havent been updated for SK 2.0. they are pretty much unusable. Its like using an old file from WordPerfect and trying to reformat it manually to look nice in the latest Office Word without using automated conversion. Copy pasting codes is... a pain in the butt. wut wut in da butt. |
BatKing Deltor
Tank Bros. DARKSTAR ARMY
34
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Posted - 2013.06.20 02:08:00 -
[37] - Quote
+1 for new game mode idea. |
PlanetSide2Bomber
Edimmu Warfighters Gallente Federation
0
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Posted - 2013.06.20 03:07:00 -
[38] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year Insane Infantry Push Amazing Night Battle Night to Day Canyon Battle Intense Field Battle Desert Infantry Line Huge Desert Tank Battle 100 Tank Convoy 150 man Air Raid 65/0 Kill streak in the air
NC Montage
Factions Explained |
Blind Nojoy
G I A N T EoN.
30
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Posted - 2013.06.20 03:17:00 -
[39] - Quote
When I'm feeling down on myself, I just remember........that at least I'm not you.
Crack a beer, read a book, volunteer at a food bank, sh*t man do something else for a little while.
I'm sure you'll just beat off to a PS2 trailer though, and be right back. |
Django Quik
R.I.f.t
697
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Posted - 2013.06.20 08:06:00 -
[40] - Quote
IamI3rian wrote:So.... you didn't 'save file as...' when you overwrote the code?
Yeah, I'm kinda leaning towards unwise myself. Then again, I'm not a programmer, so what do I know. That's not what he said.
In programming sometimes when you modify other areas of code and don't touch another, the 2nd piece of code you've ignored becomes obsolete and no longer fits with the way the rest of the code now works. It's like a cooking recipe where you decide to leave out one ingredient when you change the recipe; later you might think oh that ingredient wasn't too bad actually but it no longer works with the other stuff you've done to the recipe while it's been gone. You have to remake the whole recipe to include it again. |
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J-Lewis
Edimmu Warfighters Gallente Federation
155
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Posted - 2013.06.20 09:07:00 -
[41] - Quote
CCP LogicLoop wrote:From Costa Rica wrote: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. It's not about a wise decision or not. We pulled away from SK 1.0. That is why it is called SK 2.0. All code and optimizations in terms of game modes and a lot of other game mechanics went into the support of SK 2.0 and the various Ambush settings. Have to remember as optimizations happen, as the new skirmish came in to place, a lot of its core code was based on the older stuff. It's not like we just started a whole new system on the side. We worked with what we had at the time.
Here's a slightly different question:
How much effort goes into future proofing the code (def: taking future additions on the road map into account to minimize forced iteration)? Am I right in assuming that due in large part to DUST 514 not running in its intended engine (UE3 instead of Carbon), code written for the UE3 engine is intentionally not being as future proofed as it would be if the PS3 could handle Carbon -- as it would need to be re-written for the latter engine regardless (within the next few years?)?
Alternatively, is it simply down to development still being touch-and-go and most new code needing to be tested live (for feedback) before deciding if it should be future proofed?
This question doesn't apply to all code; just the stuff that can't be ported seamlessly between engines.
I'm asking because a lot of the code work on EVE seems extensively future proofed (especially in terms of UI).
Finally; how much of the code that has currently been written is portable between engines? |
Aeon Amadi
Mannar Focused Warfare Gallente Federation
1608
|
Posted - 2013.06.20 17:19:00 -
[42] - Quote
Id pay a monthly subscription if Dust was on Carbon... Just saying..... |
ZDub 303
TeamPlayers EoN.
439
|
Posted - 2013.06.20 17:36:00 -
[43] - Quote
Aeon Amadi wrote:Id pay a monthly subscription if Dust was on Carbon... Just saying.....
I sometimes wonder if Dust would have been better off on the PC with a subscription. Cause it doesn't seem to be flying with the console crowd.
This game could do so much more with the right hardware. |
J-Lewis
Edimmu Warfighters Gallente Federation
155
|
Posted - 2013.06.20 17:42:00 -
[44] - Quote
ZDub 303 wrote:Aeon Amadi wrote:Id pay a monthly subscription if Dust was on Carbon... Just saying..... I sometimes wonder if Dust would have been better off on the PC with a subscription. Cause it doesn't seem to be flying with the console crowd. This game could do so much more with the right hardware.
Well, we might see a PC port (if we're lucky) along with a PS4 release in what... 2-3 years? |
ZDub 303
TeamPlayers EoN.
439
|
Posted - 2013.06.20 17:59:00 -
[45] - Quote
J-Lewis wrote:Well, we might see a PC port (if we're lucky) along with a PS4 release in what... 2-3 years?
I'm pretty confident we'll never see this game come to PC... not with the free to play model at least. The risk for hacking on a F2P model is just too great. |
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