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sammus420
Goonfeet Special Planetary Emergency Response Group
168
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Posted - 2013.07.01 18:21:00 -
[1] - Quote
Currently if you spend more than 20 seconds in the hostile red zone, you just kneel over and die. This makes literally no sense. The air isn't toxic, the ground isn't radioactive. While I understand it from a gameplay prospective, it's also exceedingly boring.
I would like to propose that the 20 seconds is instead the amount of time it takes for the MCC to train anti-personel cannons on you, and after the 20 seconds is up, the ship begins opening fire on you. This could be in the form of missiles, rail turrets, or long range blasters. It would be cool to be pushing forward into the red zone, only to be met by barrages of blaster fire that visibly come from the MCC. They might not hit you right away, but if you're not careful, you're vaporized. This would also give people a slight chance to escape the kill zone, they would have to be good and dodge heavy fire, but if they make it out, they would be exhilarated at surviving.
I would also like to propose that precision strikes (which according to lore, come from the MCC) and when they are called in, visible missiles fly out of the top of the MCC, arc over the battle field, and then strike straight down into the target zone. Although this idea might be best for another thread |
sammus420
Goonfeet Special Planetary Emergency Response Group
168
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Posted - 2013.07.01 18:37:00 -
[2] - Quote
Soraya Xel wrote:sammus, Precision Strikes come from the war barge, not the MCC. =)
I really like your idea regarding the red zone though, as I'm an immersion junkie.
Ahh that's true, i forgot about the war barge. It'd be nice if i could look up and see the blue/red box they use to displace EVE ships overhead representing the warbarge. If that was in place, I probably wouldn't have forgotten about it. |
sammus420
Goonfeet Special Planetary Emergency Response Group
168
|
Posted - 2013.07.01 18:48:00 -
[3] - Quote
Robert JD Niewiadomski wrote:What about clone count? AFK'ers and Kami Kaze AWOX'ers will bring defeat to your team in minutes
No no, because im only talking about hostile red zones. not the one under your team's ship. We need something different to handle the AFKers and redline snipers. |
sammus420
Goonfeet Special Planetary Emergency Response Group
174
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Posted - 2013.07.01 19:02:00 -
[4] - Quote
Scheneighnay McBob wrote:Fun fact: the turrets on the bottom of the MCC are (as I've observed so far) 4 large railguns arranged in a diamond shape with a large missile turret on the back of them.
Those fire at the other MCC. And god help you if you're in a dropship and get in the way of those missiles, because they will take you out. |
sammus420
Goonfeet Special Planetary Emergency Response Group
189
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Posted - 2013.07.03 18:54:00 -
[5] - Quote
Meeko Fent wrote: The Reason you Die, is because the Network that Makes sure you aren't doing Naughty things on Contract, TAC-Net, Kills you and Hopes you get the Message to Stay where you are Supposed to Go.
I see the only Reason you Posted this was because you got MCC'd, and it does Need to be Fixed. But Not by killing anybody who hides in the MCC so they can Get a Soda, or Some Snaxs.
-1
Just Make the dam MCCfield Stop Bullets from the Inside and Out.
Clearly you lack the reading comprehension to figure out that I'm not talking about being killed while in your own MCC or red zone. This thread is about the 20 second count down you get when rushing into the enemy red zone. While I agree the MCC sniping, afking, and redline sniping needs to be fixed, those things have absolutely nothing to do with this thread, and I'm a little confused why you're bringing it up.
Serah Mione wrote:I was just thinking about this the other day when people were discussing more immerse spawning that related to the red zone and the MCC. How about both MCC's start circling the map clock or counterclockwise. The Red zone now becomes a circular radius around the MCC thats now moving. Essentially the red zone is now a moving circle on the map that moves with MCC.
Any enemies trying to spawn camp too close to the MCC drop spawn location will get targeted by the MCC turrets instead of forced suicide. This makes snipers and afkers exposed because they constantly have to relocate or die once they get out of their protective bubble. This also mixes up the start locations and distance from objectives making it a more dynamic battlefield.
I really like this idea, as the MCC moves, the red line will move with it (wasn't this the case in Scrimish 1.0?) |
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