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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP LogicLoop
C C P C C P Alliance
81
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Posted - 2013.06.16 04:11:00 -
[1] - Quote
shaman oga wrote:I'm talking about the the one in Line Harvest especially.
- There is no way to go there, only with a DS.
- We have no mortar like weapon to prevent roof abusing.
- We can't destroy the enviroments.
I love the vertical design, it change our perspective but only where everybody can play in vertical maps. I mean, there should be more option to reach high places or a way to attack them without reaching them. A good example of vertical design is the big structure that there is sometime, in Manus Peak on point Bravo.
Were playing around with more vertical gameplay in the sockets now. The one I am currently doing has a lot of it, and is much different than our typical large socket designs. Also the Research outpost that should be coming soon has a bit more vertical to it. But the other one I am doing now is much more of it.
Hang in there. We are working on it. And game design is working on ways to help assist with a scenario like yours where you can't access AND can't retaliate some how. |
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CCP LogicLoop
C C P C C P Alliance
129
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Posted - 2013.06.17 08:38:00 -
[2] - Quote
From Costa Rica wrote:How about several points of entry to the roofs?
That all depends on the how high the roof is. We used ladders, which was not our ideal choice in the past. Were discussing other options sort of like the good old "lift" platforms. Not that that is exactly what we will do, but just to demonstrate the concept. Because I don't think most people want to climb a ladder 30 -120 meters up, I doubt they also want to climb stairs that high either. So it's drop ships, or some other alternative. The tricky part is that scripting with kismet isnt very stable for those types of items on a server / client scenario like our game. |
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CCP LogicLoop
C C P C C P Alliance
134
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Posted - 2013.06.18 02:35:00 -
[3] - Quote
Shotty GoBang wrote:CCP LogicLoop wrote: Were playing around with more vertical gameplay in the sockets now. The one I am currently doing has a lot of it, and is much different than our typical large socket designs. Also the Research outpost that should be coming soon has a bit more vertical to it. But the other one I am doing now is much more of it.
Hang in there. We are working on it. And game design is working on ways to help assist with a scenario like yours where you can't access AND can't retaliate some how.
Ladders date back to Donkey Kong; surely the future holds more creative climbing methodology . Not that you asked, but here are a few ideas: + Little launch pads that catapult troops, REs or nades up to higher elevations. + Atmospheric radiation that slowcooks high altitude campers. + Random lightning that strikes and streaks along rooftops. + Jet fighters. + More durable drop ships. + Orbital strikes that kill -- rather than pass through -- rooftop campers. + Dinosaurs. Sneaky ones to eat redline campers and flying ones to eat rooftop campers. - Shotty GoBang
-Weve discussed. -That's a new one. One suggestion we had was just more sway to the scope from high winds, or even on top of buildings scope disruptors. (hand placed by us for strategic reasons obviously). -Not sure random lighting is a good idea. Unless I am interpreting this idea wrong. What about when the sky changes to night, or a red sky. or a green sky? -Jet fighers, maybe. -Not sure on the drop ships. Making them more durable would obviously again alter balance between all other interactions of weapons and vehicles. -Known bug on orbital strikes. It's bugged, being looked into. Don't know if they fixed it for the next release or not though. -Why not sand worms like in Tremors? |
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CCP LogicLoop
C C P C C P Alliance
135
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Posted - 2013.06.18 09:20:00 -
[4] - Quote
crazy space 1 wrote:ZDub 303 wrote:Come on, this is like 20000 years into the future isnt it? Where are the teleport pads!? Or clone jumps. Walk up to a supply depot, and jump to any nearby spwan pad or supply depot. The idea being you put awy the current clone, and take out a new one anywhere you want. If you think about the way the spawning system works, I can't see why I can't choose to resawn as my new fit anywhere I want when using a supply depot. Then they be used as important points as staging areas. Also once we can buy and call them in like a giant teleporter pad by letting people clone jump to the location. As long as you are near a supply depot to dropoff your clone body. We can already shoot our selfs in the head to re-spawn anywhere whenever we need to fast travel. Thanks for that suicide button, seriously.
My initial reaction is "COOL!"
Then I think about some one dropping tons of cru's or supply depots near some form of objective and then 100 percent dominating it, creating an extremely one sided battle. Because once one team gets a food hold like that, it's most likely over. |
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CCP LogicLoop
C C P C C P Alliance
208
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Posted - 2013.07.03 00:45:00 -
[5] - Quote
Templis Card wrote:Hey, just fancied adding my two cents to the OP with the hope the Dev would see it. Would there be any space for consigning a button on the pad to a grappling hook? This avoids the vulnerability of ladders ( they totally suck when you're getting shot at while climbing) and elevators (remote explosives could booby trap them and if they're filled with grenades before op for gets out they're dead) so people can just grapple up the sides of buildings. No way to camp cos enemy could come from anywhere and trooper could be fully combat ready when he gets to the top instead of that slaughter period where you're just getting off a ladder. Could also be used in combat to temporarily stun enemies or attach to vehicles to slap an av grenade on Cha think dev?
An interesting idea. I was thinking about this as I read it and thought that maybe this would cause a lot more problems than solutions. Aside from the new amount of animations, code, special effects, and so on, we might be able to limit that by defining areas that are only able to be grappled. Main reason being is that could get pretty chaotic and would actually need a massive amount of testing on how it works all the variations of environments that would eventually arise. |
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CCP LogicLoop
C C P C C P Alliance
210
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Posted - 2013.07.03 05:21:00 -
[6] - Quote
Paladin Sas wrote:you already have an answer to this solution... jetpacks.
now, dont be all, "We dont have this yet" yes you do.
you can alter the jump height of various suits, so add a piece of equipment that modifies your jump height into vertical lift. we dont need horizontal lift either, well figure out fun ways to achieve this on our own, just a pure vertical modifier that sends you skyrocketing. and takes an equipmen slot. think... kincat on steroids?
usability would be somewhere along the lines of,
"As i approach the tower i spot a hostile sniper picking off my teamates. i quickly pull out my thruster controller and note that it only has 2 charges left... this could get interesting. i quickly sprint towards the facing in front of me and mash the trigger propelling myself well over a hundred feet into the air and as my trajectory carries me over the lip of the roof top, i rip out my trusty knives and sever the poor fools spine between the 5th and 6th vertibrae. then its a quick trip through inertial dampening and im in the thick of it again."
basic idea is 1 charge equals one jump, and it lasts for as long as you hold the jump button down. you let go, charge gone.
In order to do jump packs we will need new animations, new special effects, more testing. What must be considered with any idea that is a "new" feature, is that it will undoubtedly require many things from various departments to happen. Code, art, level design, game design, concept art, etc.
However, a jet pack idea is a cool idea none the less. |
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