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Cat Merc
BetaMax. CRONOS.
3261
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Posted - 2013.07.16 19:49:00 -
[1] - Quote
A response to this: https://forums.dust514.com/default.aspx?g=posts&t=91745&find=unread
Make the uplink turn the player into a spawn point. As in it's a passive equipment that turns the player himself into a spawn point. Limited uses but can be recharged by standing near a supply depot, and you can see how many spawns are left through the R2 wheel.
Cannot spawn if: Enemy within 30 meters (Better uplinks shrink that)
Player has less than 100%/90%/80% HP (Standard/Advanced/Prototype)
Out of uses
So instead of everyone rushing in to spam down uplinks, you now have to protect the player with the uplink as if he dies your spawn point is gone. This is much more tactical IMHO. |
Mobius Wyvern
BetaMax. CRONOS.
2521
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Posted - 2013.07.16 19:52:00 -
[2] - Quote
Cat Merc wrote:A response to this: https://forums.dust514.com/default.aspx?g=posts&t=91745&find=unreadMake the uplink turn the player into a spawn point. As in it's a passive equipment that turns the player himself into a spawn point. So instead of everyone rushing in to spam down uplinks, you now have to protect the player with the uplink as if he dies your spawn point is gone. This is much more tactical IMHO. Better yet, make this a piece of equipment that the "Command" suit gets fitting bonuses for. |
Cat Merc
BetaMax. CRONOS.
3261
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Posted - 2013.07.16 19:54:00 -
[3] - Quote
Mobius Wyvern wrote:Cat Merc wrote:A response to this: https://forums.dust514.com/default.aspx?g=posts&t=91745&find=unreadMake the uplink turn the player into a spawn point. As in it's a passive equipment that turns the player himself into a spawn point. So instead of everyone rushing in to spam down uplinks, you now have to protect the player with the uplink as if he dies your spawn point is gone. This is much more tactical IMHO. Better yet, make this a piece of equipment that the "Command" suit gets fitting bonuses for. That's a neat idea. Maybe have a special version that has unlimited uses and cuts the spawn time in half, in addition to providing a health boost at spawn for 25 seconds that can only be fitted on the command suit? |
Halador Osiris
Dead Six Initiative Lokun Listamenn
466
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Posted - 2013.07.16 20:13:00 -
[4] - Quote
I love this idea! Let's make it kill everyone in a 25m radius and shoot fireworks that blow up in the shape of unicorns too! |
Cat Merc
BetaMax. CRONOS.
3261
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Posted - 2013.07.16 20:15:00 -
[5] - Quote
Halador Osiris wrote:I love this idea! Let's make it kill everyone in a 25m radius and shoot fireworks that blow up in the shape of unicorns too! http://strelec.tsk.ru/sites/default/files/users/user116/2921997-dafuq.jpg |
N1ck Comeau
Pro Hic Immortalis League of Infamy
776
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Posted - 2013.07.16 20:16:00 -
[6] - Quote
I like the current system we have now, but make the uplinks bigger (easier to see) But take them of the map unless someone scanned it or sees it. |
Cat Merc
BetaMax. CRONOS.
3262
|
Posted - 2013.07.16 20:20:00 -
[7] - Quote
N1ck Comeau wrote:I like the current system we have now, but make the uplinks bigger (easier to see) But take them of the map unless someone scanned it or sees it. The current system promotes spam of these. I think this will be better. |
Azri Sarum
BurgezzE.T.F
56
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Posted - 2013.07.16 20:28:00 -
[8] - Quote
Cat Merc wrote:Mobius Wyvern wrote: Better yet, make this a piece of equipment that the "Command" suit gets fitting bonuses for.
That's a neat idea. Maybe have a special version that has unlimited uses and cuts the spawn time in half, in addition to providing a health boost at spawn for 25 seconds that can only be fitted on the command suit? As in it requires 1000 CPU but the commando suit gets 99.96% reduction to the CPU use?
A better system is to just only allow it to be fitted on certain suits. In EVE they used to do the insane fitting costs and certain ships would get some 99.96% reduction bonus. It caused some problems, and was hard to balance, so they ended up scrapping it. Now they just have regular fitting costs (easy to balance) and they can only go on specific ships.
As to your op, when i was posting suggestions in that other thread i considered a wearable uplink. It essentially functions like a WWII style radio operator. One man responsible for maintaining the link back to the MCC for resupply.
Its a solid idea, except i think it has a bit more potential for abuse. For example, what if that player is sitting in a dropship? Did it just become a dropship CRU without the fitting costs to the dropship? How about if they are in a LLAV, does the enemy now have a super fast, hardened CRU running laps around them, running them over in the process? Do we really want CRU's that can shoot back, duck behind cover, or fall back when we are trying to take a point (keeping the ability to spawn near a point alive even when the point has been overrun).
The static nature of uplink pads makes them vulnerable. If you get pushed back they can be destroyed, and now your 'link' to that point has been severed. I think this is the behavior we want, but I would love to hear others thoughts on this. |
Bendtner92
Internal Error. League of Infamy
742
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Posted - 2013.07.16 20:29:00 -
[9] - Quote
Cat Merc wrote:N1ck Comeau wrote:I like the current system we have now, but make the uplinks bigger (easier to see) But take them of the map unless someone scanned it or sees it. The current system promotes spam of these. I think this will be better. Maybe the current system promotes spam slightly, but I think it's other things that primarly promotes the spamming of Uplinks.
Lack of CRUs. CRUs not valuable at all due to extremely low spawntime on Uplinks. Bug that make all Uplinks show up to the enemy team at all times, meaning you have to spam Uplinks to succeed. Dropships with Mobile CRUs not in a good enough state + gives no WP to pilot (other vehicles could also be used for spawnpoints, but due to low spawntime on Uplinks they're just better imo, plus using a vehicle with a Mobile CRU takes up a spot for something else) Extremely low spawntime on Uplinks meaning they're just too good.
I honestly think my thread here has a lot of good points in it https://forums.dust514.com/default.aspx?g=posts&m=881177#post881177
Also about your idea, I just don't like spawning on teammates at all. It creates all kinds of problems with people spawning on you in the middle of a firefight etc. Uncharted 3 had spawning on teammates, and people would spawn in in the middle of a firefight even though it was made so you couldn't spawn in if there were nearby enemies etc. I just don't like the idea. |
Cat Merc
BetaMax. CRONOS.
3262
|
Posted - 2013.07.16 20:34:00 -
[10] - Quote
Azri Sarum wrote:Cat Merc wrote:Mobius Wyvern wrote: Better yet, make this a piece of equipment that the "Command" suit gets fitting bonuses for.
That's a neat idea. Maybe have a special version that has unlimited uses and cuts the spawn time in half, in addition to providing a health boost at spawn for 25 seconds that can only be fitted on the command suit? As in it requires 1000 CPU but the commando suit gets 99.96% reduction to the CPU use? A better system is to just only allow it to be fitted on certain suits. In EVE they used to do the insane fitting costs and certain ships would get some 99.96% reduction bonus. It caused some problems, and was hard to balance, so they ended up scrapping it. Now they just have regular fitting costs (easy to balance) and they can only go on specific ships. As to your op, when i was posting suggestions in that other thread i considered a wearable uplink. It essentially functions like a WWII style radio operator. One man responsible for maintaining the link back to the MCC for resupply. Its a solid idea, except i think it has a bit more potential for abuse. For example, what if that player is sitting in a dropship? Did it just become a dropship CRU without the fitting costs to the dropship? How about if they are in a LLAV, does the enemy now have a super fast, hardened CRU running laps around them, running them over in the process? Do we really want CRU's that can shoot back, duck behind cover, or fall back when we are trying to take a point (keeping the ability to spawn near a point alive even when the point has been overrun). The static nature of uplink pads makes them vulnerable. If you get pushed back they can be destroyed, and now your 'link' to that point has been severed. I think this is the behavior we want, but I would love to hear others thoughts on this. Easy, uplink only works on ground. Also, I thought of that, so you can't spawn within a certain distance of an enemy, and if you take damage you can't be spawned on until you're back to 100%. |
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XV1
Ninth Legion Freelance
43
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Posted - 2013.07.16 20:34:00 -
[11] - Quote
I would settle for two different types of uplinks. One that works like the current and one that drops you in from above.
Also spawning a few feet from uplink would be nice to avoid uplink campers. |
Cat Merc
BetaMax. CRONOS.
3262
|
Posted - 2013.07.16 20:36:00 -
[12] - Quote
Bendtner92 wrote:Cat Merc wrote:N1ck Comeau wrote:I like the current system we have now, but make the uplinks bigger (easier to see) But take them of the map unless someone scanned it or sees it. The current system promotes spam of these. I think this will be better. Maybe the current system promotes spam slightly, but I think it's other things that primarly promotes the spamming of Uplinks. Lack of CRUs. CRUs not valuable at all due to extremely low spawntime on Uplinks. Bug that make all Uplinks show up to the enemy team at all times, meaning you have to spam Uplinks to succeed. Dropships with Mobile CRUs not in a good enough state + gives no WP to pilot (other vehicles could also be used for spawnpoints, but due to low spawntime on Uplinks they're just better imo, plus using a vehicle with a Mobile CRU takes up a spot for something else) Extremely low spawntime on Uplinks meaning they're just too good. I honestly think my thread here has a lot of good points in it https://forums.dust514.com/default.aspx?g=posts&m=881177#post881177Also about your idea, I just don't like spawning on teammates at all. It creates all kinds of problems with people spawning on you in the middle of a firefight etc. Uncharted 3 had spawning on teammates, and people would spawn in in the middle of a firefight even though it was made so you couldn't spawn in if there were nearby enemies etc. I just don't like the idea. I covered that part. They can't spawn if the user has less than 100% HP or if the user is within 30 meters of the enemy. |
Azri Sarum
BurgezzE.T.F
56
|
Posted - 2013.07.16 20:57:00 -
[13] - Quote
Cat Merc wrote: Easy, uplink only works on ground. Also, I thought of that, so you can't spawn within a certain distance of an enemy, and if you take damage you can't be spawned on until you're back to 100%.
I'm still not sure i like it. CCP would need to do some serious UI work to make it obvious what is happening. You would need to know when enemies are close so you know when your uplink isn't working. Giving the player this info would break scouts since you could use it as a sort of invisible tripwire. "Hey guys, uplink just went down, we have a hostile 30m away"
What's the purpose of the only being able to spawn at full health? Just preventing in combat spawning? Nothing else in the game works like that, and would not be that fun of a mechanic. "Sorry guys, can't join in the firefight, don't want to take damage and have the uplink go down"
Just seems problematic. |
Cat Merc
BetaMax. CRONOS.
3263
|
Posted - 2013.07.16 21:02:00 -
[14] - Quote
Azri Sarum wrote:Cat Merc wrote: Easy, uplink only works on ground. Also, I thought of that, so you can't spawn within a certain distance of an enemy, and if you take damage you can't be spawned on until you're back to 100%.
I'm still not sure i like it. CCP would need to do some serious UI work to make it obvious what is happening. You would need to know when enemies are close so you know when your uplink isn't working. Giving the player this info would break scouts since you could use it as a sort of invisible tripwire. "Hey guys, uplink just went down, we have a hostile 30m away" What's the purpose of the only being able to spawn at full health? Just preventing in combat spawning? Nothing else in the game works like that, and would not be that fun of a mechanic. "Sorry guys, can't join in the firefight, don't want to take damage and have the uplink go down" Just seems problematic. The uplink doesn't disappear forever. Once you're back to full shields (Since shields are the one's that auto regenerate) then it will start working again. This is to prevent mid battle spawns.
And no need to say if it works, if it works then it works. |
ADAM-OF-EVE
Svartur Bjorn
114
|
Posted - 2013.07.16 21:22:00 -
[15] - Quote
keep them as they are BUT:
players dont spawn on the ground. they spawn in the air above the spawn point and drop in instead(like droping out of the mcc but essentially they just dropped in from the war barge) they should start at max height but the spwan spread would be the same as it currently is or a little bit larger so you could fall anywhere within range of the beacon. no need for cloaking on spawn in anymore and its more realistic anyway.
really how many clones and equipment can fit inside a lunchbox size device. |
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