Kazeno Rannaa
Seraphim Initiative. CRONOS.
197
|
Posted - 2013.07.19 11:03:00 -
[1] - Quote
So I was getting ready to head to bed, smelled myself and thought i should take a shower.
I start the water, and pack a bowl in the bong, and began to think and smoke. And what came to mind is this; what is up with the fact that, well pretty much, no matter where we are going to fight and maim and kill, all the maps look pretty much the same. I thought for a second that it may have been some cruel joke by CCP Devs about how a cloned soldier would possibly see the world. That they may look at it as a sliding kaleidoscope of seemingly indistinguishable battle ground that seem to fade into the back of ones' mind as if they were all the same.
NAH!
So I thought, CCP said we were to be given the power of constructing our districts, the deployment of installations, and the general terrain of they lands we have fought and conquered. So I thought again, why not get this PARTY STARTED!
Player made maps via Planetary Conquest
Each Hub (I.e., Research, Productions, Storage) = available fitting restrictions to pick and place modules in respects to the main hub model socket. This would include pre-deployed turrets and and other nodes across the battle field (CRUs, Supply, Blasters, Rails, Missiles). The location of the Null cannon placements could be randomized, but it would seem to make sense to leave it to the players producing the layout to do so with certain limitations (proximity to other sockets or nodes and clearance overhead).
In thinking about this, smaller versions of the communications HUB should be available to all of the tile sets for use, because, well, wouldn't every facility in a space opera have a communications hub??!!
Research = High CPU, Mid range PG, bonuses to additional total clone output of all the districts controlled on the planet (the bonus to the speed the clones are produced based upon the medium and small sockets chosen and placed considering their relative distance to the main HUB. Smaller space considerations allowed with the option of subterranean levels. Higher precision scanning and longer ranges for turrets while providing a respawn timer bonus for control nodes and CRUs
Storage Facility = Low CPU, Low-Mid range PG, with bonuses being applied to supply depots deployed (the number of clusters they produce) and the scanning range and CPU+PG requirements of the turrets. Plus CPU reduction for warehouse sockets, containers, cranes, and parked vehicles (these should all have a destruction mechanic implemented in the future) Wider open spaces that tend to be flatter and more open.
Production = Mid range CPU, with High range PG with bonuses being applied via production storage facilities relation to the main HUB (which should be a factory of sorts, multi level interior map that is a socket to the terrain map, and was thinking about the fact that the corps could assign/place the sockets for the installations). Bonuses would also be reduction of PG requirements on turrets (higher on small turrets) plus a bonus to its scan range and a PG reduction to CRUs.
I also thought that CRUs should have a load out (i.e. a limited number of clones that are held in the clone reanimation unit - CRU, so say 0-150 max with the number being determined during before the battle with map editor system that allows the creator to determine the values but at the beginning of the match, if we get back a semblance of Skirmish 1.0 back, the clones are allocated to the appropriate phase of the conquest of the district).
With this, starting in Molden Heath, CCP would be able to implement what it is that I have seen and heard as being their (CCP's) vision of Dust and EVE happily married.
These ideas with this reformulation of PC, would be still only a glint of what PC could be and should be in the least.
More to come. |