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        | Author | Thread Statistics | Show CCP posts - 1 post(s) | 
      
      
        |  M3DIC 2U
 Hellstorm Inc
 League of Infamy
 
 68
 
 
      | 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
 
 
  
 
      | 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
 
 
      | 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!!)
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        |  Cyrius Li-Moody
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 643
 
 
      | Posted - 2013.08.06 03:35:00 -
          [4] - Quote 
 Pretty cool idea.
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        |  21yrOld Knight
 187.
 
 70
 
 
      | Posted - 2013.08.18 05:42:00 -
          [5] - Quote 
 I like this idea it can quickly move battles around the large map.
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        |  Killar-12
 The Corporate Raiders
 
 717
 
 
      | Posted - 2013.08.28 15:16:00 -
          [6] - Quote 
 Sounds awesome...
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