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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
M3DIC 2U
Hellstorm Inc League of Infamy
68
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Posted - 2013.07.05 18:15:00 -
[1] - Quote
Is there any way to build the mechanic to rotate open areas of the map, thus forcing an evacuation to a new area of play, wiping the field of placed uplinks, hives, etc and giving a "fresh start" at random times??
- So battle wages until one team drops to 3/4 clone count, then red zone and open area shifts. - Players are directed with something similar to the Rally Squad order (so people don't QQ about I got lost and couldn't find the open area so I lost my $$$$$$$ suit/tank/whatever) - Battle wages again until winnig team drops to 3/4 or losing now drops to 1/2. Revives do NOT figure into it as once number hit site rotation occurs, and occurs only once for that line being passed. - Rotation then occurs again at 1/4 left.
Think this would do a couple things, let losing teams regroup, force winning sides to step away from established mobile strong points, and change the terain so now everyone must adjust (campers, tanks, etc). Also, the rotation can be randomized on some of the larger maps so it is never the same terrain each time. I know I was tired of the same Manus Peak map in Chromosome and am heading that way in Uprising.
Also, the code could be applied to every map, thus opening up the randomization even more and making Ambush even more fun. |
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CCP LogicLoop
C C P C C P Alliance
344
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Posted - 2013.08.06 01:14:00 -
[2] - Quote
M3DIC 2U wrote:Is there any way to build the mechanic to rotate open areas of the map, thus forcing an evacuation to a new area of play, wiping the field of placed uplinks, hives, etc and giving a "fresh start" at random times??
- So battle wages until one team drops to 3/4 clone count, then red zone and open area shifts. - Players are directed with something similar to the Rally Squad order (so people don't QQ about I got lost and couldn't find the open area so I lost my $$$$$$$ suit/tank/whatever) - Battle wages again until winnig team drops to 3/4 or losing now drops to 1/2. Revives do NOT figure into it as once number hit site rotation occurs, and occurs only once for that line being passed. - Rotation then occurs again at 1/4 left.
Think this would do a couple things, let losing teams regroup, force winning sides to step away from established mobile strong points, and change the terain so now everyone must adjust (campers, tanks, etc). Also, the rotation can be randomized on some of the larger maps so it is never the same terrain each time. I know I was tired of the same Manus Peak map in Chromosome and am heading that way in Uprising.
Also, the code could be applied to every map, thus opening up the randomization even more and making Ambush even more fun.
We could change the red zones in SK 1.0. I don't know if it works any more or not. We have not set up "staged" skirmish in a long time.
It's an interesting idea for Ambush or a new Ambush mode. |
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SHANN da MAN
D3LTA FORC3 Inver Brass
61
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Posted - 2013.08.06 01:20:00 -
[3] - Quote
Yay! A New Ambush mode that a DEV is actually interested in!
(You GO Loop ... DEV that Thing!!) |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
643
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Posted - 2013.08.06 03:35:00 -
[4] - Quote
Pretty cool idea. |
21yrOld Knight
187.
70
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Posted - 2013.08.18 05:42:00 -
[5] - Quote
I like this idea it can quickly move battles around the large map. |
Killar-12
The Corporate Raiders
717
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Posted - 2013.08.28 15:16:00 -
[6] - Quote
Sounds awesome... |
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