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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
173
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Posted - 2013.06.15 10:18:00 -
[1] - Quote
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. |
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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 -
[2] - 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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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
174
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Posted - 2013.06.16 07:10:00 -
[3] - Quote
Thank you.
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From Costa Rica
Grupo de Asalto Chacal CRONOS.
110
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Posted - 2013.06.16 07:46:00 -
[4] - Quote
How about several points of entry to the roofs?
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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 -
[5] - 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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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
178
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Posted - 2013.06.17 09:41:00 -
[6] - Quote
This can help, it's not beautiful to see but it's better than a ladder. Also, some buildings are not so high, they should have a stairway inside |
Nebra Tene
Roaming Blades
78
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Posted - 2013.06.17 09:48:00 -
[7] - Quote
What about some sort of catapult or launch system for the really tall buildings? Maybe have some sort of control panel you need to hack for it to launch you up, you know so people can't abuse it or something. |
Halador Osiris
Dead Six Initiative Lokun Listamenn
404
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Posted - 2013.06.17 14:26:00 -
[8] - Quote
CCP LogicLoop wrote: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. One thing I don't feel like I see in multiplayer games much is a closed elevator. Usually they are just rising platforms. If you could sort out the scripting issues, could you make an elevator shaft that has doors, much like in real life? This would add elements to gameplay because you'd never know what might be on the other side until the doors open, and players on the outside will always have to keep an eye on the doors should some enemies come rolling out. |
Shotty GoBang
Pro Hic Immortalis
67
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Posted - 2013.06.17 17:42:00 -
[9] - Quote
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 options. 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 |
ZDub 303
TeamPlayers EoN.
395
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Posted - 2013.06.17 22:20:00 -
[10] - Quote
Come on, this is like 20000 years into the future isnt it? Where are the teleport pads!? |
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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 -
[11] - 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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crazy space 1
Unkn0wn Killers
1385
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Posted - 2013.06.18 07:58:00 -
[12] - Quote
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. |
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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 -
[13] - 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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shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
187
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Posted - 2013.06.18 09:26:00 -
[14] - Quote
In the description of drop uplinks it's written that it's an extremely dolorous process so they can't be used to warp unless you commit suicide. |
Shotty GoBang
Pro Hic Immortalis
68
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Posted - 2013.06.18 12:46:00 -
[15] - Quote
Shotty GoBang wrote: + Random lightning that strikes and streaks along rooftops. + Dinosaurs. Sneaky ones to eat redline campers and flying ones to eat rooftop campers.
CCP LogicLoop wrote:-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? -Why not sand worms like in Tremors?
1) Lightning, of the violent electrostatic discharge variety : + Strikes rooftops at randomized intervals without warning + "Clone Dies" rooftop campers within reasonable range + Electrifies vicinity, destroying uplinks and/or nanohives
2) Nice! Though we'd have to check with legal for "borrowing" concepts from Dune as brazenly as Tremors .
- Shotty GoBang |
Mikael Murray
Kameira Lodge Amarr Empire
1
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Posted - 2013.06.21 01:56:00 -
[16] - Quote
Spawn us in on top of tall buildings? We get there anyways with dropships.
Why not. Rooftop deployment |
Garth Mandra
The Southern Legion RISE of LEGION
18
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Posted - 2013.06.21 03:54:00 -
[17] - Quote
Shotty GoBang wrote:[quote=Shotty GoBang] 1) Light ning, of the violent electrostatic variety : + Strikes rooftops at random intervals without warning + "Clone Dies" rooftop campers within reasonable range + Electrifies vicinity, destroying uplinks and/or nanohives - Shotty GoBang
I like this idea. Realate it to weather/mood too so it doesn't always happen.
One thing I don't like though is the insta kill. Deal damage (albeit lots) so that properly tanked dropsuits can survive. If you added some visual cues that a strike is happening you could introduce some interesting tactics involving waiting to take your non-leathal shot so it coincides with a strike to finish them off. It would also give the guys on the roof some measure of proctection if they are paying attention.
It could also have the added advantage of taking out their uplinks and hives. |
Ku Shala
Planetary Response Organization
17
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Posted - 2013.06.26 16:55:00 -
[18] - Quote
CCP LogicLoop wrote: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. you can think to limit the number of vehicals on the map but you can't put a limit on installations? |
Templis Card
Ghost Wolf Industries Alpha Wolf Pack
0
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Posted - 2013.07.02 11:57:00 -
[19] - Quote
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?
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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 -
[20] - 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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Snaps Tremor
Tritan's Onslaught RISE of LEGION
287
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Posted - 2013.07.03 03:23:00 -
[21] - Quote
CCP LogicLoop wrote:~fretting~
Charge jumps for Scouts. Commit to a second or so of crouched charging, and then pop yourself to a height that can clear most low rooftops. Scouts get a cool thing to offset being gimped in the barely functioning profile game (and everything else), and the rest can't cry OP because it doesn't directly impact anyone's ability to shoot an assault rifle at everything in range.
Also, jumping over LAVs like a boss. I give you this gift for free. |
Paladin Sas
Hellstorm Inc League of Infamy
38
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Posted - 2013.07.03 03:49:00 -
[22] - Quote
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. |
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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 -
[23] - 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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Saphyria Card
Sinq Laison Gendarmes Gallente Federation
0
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Posted - 2013.07.03 06:33:00 -
[24] - Quote
Snaps Tremor wrote:CCP LogicLoop wrote:~fretting~ Also, jumping over LAVs like a boss. I give you this gift for free.
Definitely worth looking into, sick of being run over by people who just keep ramming me.
Plus the charged jump would only really need a slight tweaking of the inertia dampener animation. |
Beren Hurin
OMNI Endeavors
568
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Posted - 2013.07.03 12:53:00 -
[25] - Quote
Jetpacks + massdriver = awesomesauce. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
246
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Posted - 2013.07.04 14:26:00 -
[26] - Quote
I had an idea, why not little orbitals/tactical strikes?
For example:
P1 & P2 are in a squad P1 >>>250 wp P2>>>250 wp Total 500 wp Off Map Support >>> tactical rocket (1) >>>>>>>>>>>>>>>> orbital strike (0) Map Enjoy the explosion
Later
P1>>>1250 wp P2>>> 1250 wp total 2500 wp Off Map Support >>> tactical rocket (4) >>>>>>>>>>>>>>>> orbital strike (0) } because the have already used 500 wp for the 1st tactical rocket
Then
P1>>>1500 wp P2>>> 1500 wp total 3000 wp Off Map Support >>> tactical rocket (5) >>>>>>>>>>>>>>>> precision strike (1)
In this way you can choose to have a tactical advantage before having the wp needed for a orbital strike, of course the power of the different strikes should be scaled, the tactical rocket in this example should do 1/5 damage of an orbital, it can be good to clear a rooftop, but not to blast a wide area. |
Ro Dusakk
All But Ambition
7
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Posted - 2013.07.06 15:56:00 -
[27] - Quote
Shotty GoBang wrote:Shotty GoBang wrote: + Random lightning that strikes and streaks along rooftops. + Dinosaurs. Sneaky ones to eat redline campers and flying ones to eat rooftop campers.
CCP LogicLoop wrote:-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? -Why not sand worms like in Tremors? 1) Light ning, of the violent electrostatic variety : + Strikes rooftops at random intervals without warning + "Clone Dies" rooftop campers within reasonable range + Electrifies vicinity, destroying uplinks and/or nanohives 2) Nice! Albeit we'd have to check with legal before "borrowing" concepts from Dune. Tremors got away with it . - Shotty GoBang We already have Sardaukar merc guild in Dust ;-) Awesome ideas!
Snaps Tremor wrote:CCP LogicLoop wrote:~fretting~ Charge jumps for Scouts. Commit to a second or so of crouched charging, and then pop yourself to a height that can clear most low rooftops. Scouts get a cool thing to offset being gimped in the barely functioning profile game (and everything else), and the rest can't cry OP because it doesn't directly impact anyone's ability to shoot an assault rifle at everything in range. Also, jumping over LAVs like a boss. I give you this gift for free. Lovely! |
Poonmunch
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
158
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Posted - 2013.07.24 22:14:00 -
[28] - Quote
One thing that I don't think has been mentioned: on some of the surfaces (horizontal and vertical), the toons slip through and seem to swim through them with only their heads poking up or sometimes they are completely obscured.
Please fix this. It is super irritating when you are trying to snipe.
Munch |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
358
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Posted - 2013.07.26 13:41:00 -
[29] - Quote
I'm coming back after a match today because i think that the rooftop of the megatowers in various map is a supreme tactical advantage, i'm suggesting to make the top of the megatower not walkable, it turns match from enjoyable to boring. |
Fox Gaden
DUST University Ivy League
795
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Posted - 2013.08.08 16:32:00 -
[30] - Quote
As a sniper I find that anyone operating from the roof of those structures are sitting ducks. Of course I can see where they would be a problem if you did not have any snipers on your team. |
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