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Pje251296
KILL ORDERS
95
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Posted - 2013.07.27 18:05:00 -
[31] - Quote
Rapid hack 1500 wp
Objectives or Instillation's will be hacked faster at 25% for X number of hacks the squad does (If it stacks if more than one squad members hacks is questionable). So if the number of hacks that the bonus is applied to is five, then once the squad reaches a number of five hacks between them, then the bonus is gone.
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
484
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Posted - 2013.07.27 19:42:00 -
[32] - Quote
Pje251296 wrote:Rapid hack 1500 wp
Objectives or Instillation's will be hacked faster at 25% for X number of hacks the squad does (If it stacks if more than one squad members hacks is questionable). So if the number of hacks that the bonus is applied to is five, then once the squad reaches a number of five hacks between them, then the bonus is gone.
This is a good idea, but I think that the "x number of hacks" is the problem here. To make the bonus easier to be implemented it would need to be "x number of minutes".
Having the game track every player like that would be a bad idea. Also, I'm not even sure if it would be possible to change the hacking speed of objectives as they don't ever change in-game. The only thing that changes the speed of the hack is your suit, but I have no clue what the process is for that.
Basically, the bonus you're suggesting is great, but I'm not sure if hacking speed is determined by the player or by the null cannon. If it's determined by the null cannon, the value would just be changed for a certain period of time...if it's determined by the player, then it might not be easy to code. |
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation
409
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Posted - 2013.07.27 20:07:00 -
[33] - Quote
I feel like all of our WP rewards should come in the form of some sort of Off Map Support. This isn't an argument against OP, as I can see how they could be worked in as coming from the warbarge or from EVE ships.
Just as EVE ships have special ammo to be used for orbitals, they could have special scripts to provide their Remote Sensor Boosters the ability to improve the scan resolution on all friendly suits, or specialized remote reps that can work on the MCC. Any of OP's ideas could be framed in this sense, and there are several others that could as well. |
Killar-12
Intrepidus XI EoN.
344
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Posted - 2013.07.27 20:58:00 -
[34] - Quote
ALPHA DECRIPTER wrote:Didn't read all the replies so don't no if this was suggested yet but; There needs to be a "Commander" tree to go along with this. The first skill would allow for the standured orbitals at 1, EMP strikes at 3, and hybrid strikes at 5. The amount of WP needed would be reduced with each polint as well (final cost would be same as now) This would make it so, like everything else in this game, you have to spec into the leader role. Allow the different OMS' to be placed somewere in the tree like "Team callouts" could be for buffs that affect the whole team, "Squad Command" for squad only buffs, and "Tactician" would branch into instillations. This way every player has there own way of running there squad. To add to this there could be 4 skills that affect squad orders. Each skill would increase the amount or effectiveness that the squad order has.
- Impenetrable Defense= "Defend" order allows squad members to give commissions when getting kills while farther away from the target.
- Hunter= "Capture" orders grant more WP.
- First Blood= "Attack" orders can track the targets longer without anyone actually seeing the target.
Either way the idea of giving WPs more tactical value is always a good thing.
`Sigh. Just another fun game of DUST .
Some part of your Idea sound good others sound not as good
I think that that the ability to call in EVE orbitals should be a timer based thing the EVE player would be able to fire so often. So war barge orbitals would remain 2500 WP and would not be available in PC or FW
but the timer should be every 4 minutes or 4000 WP for public matches and if the skill will reduce the amount of time/WP down to by 10% per level
Level 1 Squad Order Skill Level 2 Unlocks Orbital Support Skill (Percision Strikes, Scanner/Jammer, Installations) Level 3 Unlocks Groung Side Support Skill Level 4 Nothing Level 5 Nothing
Squad order Skill increases the number of orders that can be placed but unlocks an Attack order Skill, Defend Order Skill, Capture Skill, and Rally Skill
Rally gives the ability to deploy rally orders at level 1 and Avoid Orders at level 2 Rally orders now increase WP's for a short time in the area that they are placed but they only last 30 seconds per level
Attack gives increased WPs at per level for kills only and a Destroy order that increases the WP for destroying Vehicles and Installations
Capture a gives increased WP for hacks per level
Defend orders allow for a greater radius of the Defend Order
Orbital Support allows Various types of off map support every level Anyone even those not skilled into this can use a Percision strike Percision Strikes are the Current strikes and take 4000 WP
It unlocks a Heavy Strike at first Heavy Strikes take 6000 WP (base) and do less Damage but do it over a greater area making them more effective VS infantry then at level 2 a Map Scan is available (3000 WP) At Level 3 EVE strikes can be called in timer-based At Level 4 Turrets can be called in(4000 WP) At Level 5 a CRU/Supply Depot can be called in(7000 WP) and MCC Armor Reps (4000 WP) 25% armor
On map support needs less WP in PC this would require the Players to buy certian items for their assault and would be randomly available in FW, only 3 items may be deployed and 3 only 3 squad leaders can use the items (not available in Pubs) Unlocks at Level 1 Artillery Strikes Unlocks at Level 2 Scanner Jamming Unlocks at Level 3 Clone Packs Unlocks at Level 4 Rapid Deployment Unlocks at Level 5 MCC Shield Boost, Bounus Null Cannon
Artillery Strike 3 minutes 4 types Costs 10 Million ISK for Use in PC can deploy up to 2 Artillery Batteries, Defenders Keep Artillery if sucesful Defense, Sirens will go off before but no visual help will be shown
Rocket Artillery, the least accurate form of artillery is the Easiest to use just activate it and for 30 seconds these batteries will Randomly fire on the battlefield # of Rockets per Volley 50 Direct Damage 600 HP Splash Damage 400 HP Blast Radius 10m
Railgun Artliiery, much more accurate than Rocket Artillery, Railguns are aimable and will Damge the Enemy MCC if nessecary, fires at a low angle # of Rounds per Volley 1 Direct Damage 10000 HP Splash Damage 500 HP Blast Radius 15m
Missile Artillery Well Suited For Anti-Installations/Anti-Vehicles These allow Vehicles to be locked on to and struck by powerful Missiles each missles' target is selected seperately making it take longer than other strikes leaving the squad leader vulnrable to attack. # of Missiles per Volley 10 Direct Damage 1000 HP Splash Damage 500 HP Blast Radius 10m
Plasma Mortar Well suited for destroying an area high angle of approach and only fires one round # of Rounds per Volley 1 Direct Damage 5000 HP Splash Damage 3000 HP Blast Radius 30m
Jammers are Divided into two types Simple costing 10 million ISK or Confusion Jammers costing 50 million ISK takes 2 minutes to be used or 2000 WP
Simple ones do just as expected and last 2 minutes and make a all enemies near impossible to Detect (Duvolle Foucused Scanner/ High quality Scanners on an Eve Ship)
Confusion Jammers make both enimies and allies look the same lasting only 1 minute
Jammers are present on the field and are destroyable but have the health of a CRU
Extra Clones cost 5 million and give 15 extra Clones they take 3 minutes
Rapid Deployment Costs 5 million to use but and can be activated every 3 minutes
Shield boost as explained Above 20 million to use only 1 use
A null cannon Battery fires 2 missiles that do equivelent damage as would a Skirmish Null Cannon, one time use. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
485
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Posted - 2013.07.27 21:09:00 -
[35] - Quote
So a few of you have suggested some sort of skill system to earn different bonuses, and this isn't in the game at all, and not part of my topic.
If you would like to make a suggestion for this topic, please make sure that it relates to something that's already in-game that can be modified. I'm not looking for a complete redesign of the system, just a few different options besides Precision Strikes.
I could use some more feedback too :P |
Killar-12
Intrepidus XI EoN.
344
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Posted - 2013.07.27 21:12:00 -
[36] - Quote
I-Shayz-I wrote:So a few of you have suggested some sort of skill system to earn different bonuses, and this isn't in the game at all, and not part of my topic.
If you would like to make a suggestion for this topic, please make sure that it relates to something that's already in-game that can be modified. I'm not looking for a complete redesign of the system, just a few different options besides Precision Strikes.
I could use some more feedback too :P What about on map support for those who don't have EVE support, even if it is more expensive? |
Killar-12
Sinq Laison Gendarmes Gallente Federation
346
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Posted - 2013.07.28 20:57:00 -
[37] - Quote
Anything? |
RedRebelCork
Ahrendee Mercenaries EoN.
219
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Posted - 2013.07.28 21:56:00 -
[38] - Quote
These kind of leader abilities were great in MAG and added another layer to tactics. The strafing runs were a bastard though |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
490
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Posted - 2013.07.29 06:48:00 -
[39] - Quote
Killar-12 wrote: What about on map support for those who don't have EVE support, even if it is more expensive?
I think that EVE related support should be limited to EVE. There shouldn't be an isk version of these kinds of things, even if it still requires you to earn a certain amount of wp.
If anything, I'd say EVE players should be able to buy separate support bonuses for dust players to use during a match.
For instance, let's say that during a match, one team earns 1500 wp for a clone pack. If they have an EVE player that is currently in orbit, they can choose to use that player's upgraded clone pack. So instead of only getting 15 clones, they'd get 25, or something like that. |
Lynn Beck
Granite Mercenary Division DARKSTAR ARMY
82
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Posted - 2013.07.29 07:05:00 -
[40] - Quote
We should be able to call in a supply depot if we get 500-1000 wp, so if we get 1000-2000 wp we can call in 2, make it work like a bank system, resets every match but wp is tracked between bonuses. Imagine this: Get 2500 wp, can either call in an ob(2500) or a supply depot(500) and 2 aimed large turrets(1k ea.) or 4 'sentry guns' (500 ea.)which are literally std (or buffed mlt) small turrets that can be placed, not like in CoD but with more of either a 'pull oit of suitcase' or a '100-200 wp per part, need to call in 2-4 parts to complete turret' to prevent people earning 2500 wp and blocking off an entire area with 4-5 rail/missile sentries. Allow intel to be achieved through throwable 'grenades' as sweeping radars will ruin scouts. A type of RDV placed mortar cannon of some sort would be useful as well. No AI controlled 'tank squads' or 'strafing runs' to keep that player controlled. Placeable bunkers would be a cool way to change the battlefield by means of player intervention |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
495
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Posted - 2013.07.29 09:49:00 -
[41] - Quote
Lynn Beck wrote:We should be able to call in a supply depot if we get 500-1000 wp, so if we get 1000-2000 wp we can call in 2, make it work like a bank system, resets every match but wp is tracked between bonuses. Imagine this: Get 2500 wp, can either call in an ob(2500) or a supply depot(500) and 2 aimed large turrets(1k ea.) or 4 'sentry guns' (500 ea.)which are literally std (or buffed mlt) small turrets that can be placed, not like in CoD but with more of either a 'pull oit of suitcase' or a '100-200 wp per part, need to call in 2-4 parts to complete turret' to prevent people earning 2500 wp and blocking off an entire area with 4-5 rail/missile sentries. Allow intel to be achieved through throwable 'grenades' as sweeping radars will ruin scouts. A type of RDV placed mortar cannon of some sort would be useful as well. No AI controlled 'tank squads' or 'strafing runs' to keep that player controlled. Placeable bunkers would be a cool way to change the battlefield by means of player intervention
Eventually we will be able to call down installations for isk |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
368
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Posted - 2013.07.29 10:38:00 -
[42] - Quote
i agree with different rewards from a normal orbital, i also agree with little orbitals with less wp and a little area (clean rooftops), i've suggested a dual system, WP and LP (logi points), WP unlocks orbitals or any damaging rewards, LP unlocks scansions or any tipe of non-damaging rewards. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
499
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Posted - 2013.07.29 21:01:00 -
[43] - Quote
Almost 30 likes!
I love how my awesome ideas that everyone agrees with hardly get any attention... |
Cross Atu
Conspiratus Immortalis Covert Intervention
1338
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Posted - 2013.07.29 23:25:00 -
[44] - Quote
I like the general idea, and the pairing of an offensive and defensive option is great but do I have some concerns. First OBs are one of the few currently active links to EVE and adding more features which do not interact with EVE but do compete with OBs for use further bottlenecks game interaction, doing so seems like a bit of a step backwards.
Now on to specific responses
I-Shayz-I wrote: Clone Pack (2500 wp) -An extra 10-25 clones (depends on gamemode? still debatable. Don't want it to overpower OBs) are supplied and instantly added to your clone counts to prevent your team from running out. -Defensive counter to Orbital Strike
Clones are purchasable assets with a defined ISK value, granting them free isn't a great way to build the economy in Dust (something CCP has stated is a goal). They might be acceptable for use from an econ standpoint if restricted to Ambush/OMS but the nature of those game modes makes their impact dubious. This also lacks an targeting mechanic so it's much more "fire and forget" than an OB which has to be aimed and timed properly. Personally I'd pass on this one altogether.
Quote:Installation Deployment (2000 wp) -Calls down a Supply Depot or CRU to a location of your choosing for placing a strategic waypoint on the battlefield (whether or not these are hackable is still debatable) -Defensive counter to Rapid Deployment I really like this one, even if deployment were limited to certain defined "sockets" I think it would still be a nice addition. It's also something CCP had talked about doing SOONtm (whether for WP or not wasn't discussed AFAIK). Make them hackable and call it good.
Quote:Rapid Deployment (2000 wp) -Deploying on the battlefield for your team is instantaneous for the next X minutes to help push an objective without the current 10 second delay separating your team. -Offensive counter to Installation Deployment Minutes is way to long for a team wide bonus, it would be pretty easy to chain several together in a fairly game breaking manner with something like this. Further including this ability devalues uplinks thus reducing the tactical mertis (and WP earnings) of Mercs who are actively engaged in support roles. This also lacks an targeting mechanic so it's much more "fire and forget" than an OB which has to be aimed and timed properly. Personally I'd pass on this one altogether.
Quote:Rapid Fire Objectives (4000 wp) -Null cannons you control fire twice as fast for the next X minutes to help the losing team get that extra oomph when they turned the game around and now have 4 of the 5 null cannons -Offensive counter to MCC shield boost
MCC Shield Boost (4000 wp) -The MCC on your team gets 25% of it's total shield regenerated (if it was at 10% shield, it's now at 35%) to buy your team some extra time. -Defensive counter to Rapid Fire Objectives If this were locked out unless your team is behind and if the "minutes" in question were 2 or fewer it might be a workable idea. Giving it much more power than that would simply truncate games and likely become imbalancing (or greatly prolong them in the case of shield boost. Granted the 4000 WP cost does mitigate that to an extent but having it locked out for the winning side still seems important. This one also suffers from the "fire and forget" problem as well thus devaluing OBs because it's a 'safer' option.
Quote:(NEW) Orbital Scanning (1500 wp) -Reveals enemy positions for x seconds (kinda sounds too much like CoD but whatever) to know where the enemies are (might be too deadly in combination with an orbital strike) -Offensive counter to Orbital Jammer
(NEW) Orbital Jammer (1500 wp) -Your team no longer shows up on the enemy's map or radar for x seconds. If an enemy player sees you you will still have a red tag above your head, but it will not translate to other members of that team. -Defensive counter to Orbital Scanner
Both of these would devalue current gear in game and that's generally not the best option. However if these were also call downs from EVE this could promote more game interaction and Dust related EVE fits which aren't directly combat oriented. Requiring EVE support to use them, and requiring those EVE ships to have the proper fits, could have real promise for more diverse game play on the ground and in the sky. I really like this idea and think it has a lot of promise despite its drawbacks, provided that use of either scan related option requires an EVE pilot on grid. Having these abilities be NPC based (and in pubs) would remove the game link value and be an even greater burden on the value of fittings and skills within Dust thus making use of these via NPC a net loss.
0.02 ISK Cross |
RA Drahcir
Psygod9 RISE of LEGION
49
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Posted - 2013.07.31 04:28:00 -
[45] - Quote
call for fire, get a ship to drop plasma napalm that has AoE that you cannot hide under a stupid (object, bridge, roof, rafter, pipe...)
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Stefan Stahl
Seituoda Taskforce Command Caldari State
178
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Posted - 2013.07.31 10:34:00 -
[46] - Quote
Good suggestions, I'm very bored of precision strikes.
Also, I honestly don't care at all about the Eve-aspect of any of this. We don't have any significant link between Dust and Eve and we won't for the foreseeable future, so let's discuss those issues when they actually arise. Until then I'd like this game to be more fun.
One question though: Why didn't you include a turret deployment as a reward in your list? You have other installations, but cared to omit turrets, so I assume you have a reason for this. The WP requirement for a turret should be rather low since it gets two shotted by looking at it funny, but especially in instant matches this would seriously improve the dynamics of the battle. Even if the turret only lasts for a few minutes it's still an opportunity to defend a point at a critical time.
By the way, I'd limit any turret or installation deployment to the current location of the squad leader calling it down. That way you don't get to drop a CRU behind enemy lines to start an attack without penetrating their defenses first. |
Timothy Reaper
ZionTCD
361
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Posted - 2013.07.31 11:10:00 -
[47] - Quote
How about a wall? A three-five meter long barrier that would force the enemy to either destroy it or go around. If you have an Eve pilot then you can have more options; walls with built-in shield generators, small turrets along the top, etc. These walls would not be team specific. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
182
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Posted - 2013.07.31 12:06:00 -
[48] - Quote
Stefan Stahl wrote:Good suggestions, I'm very bored of precision strikes.
Also, I honestly don't care at all about the Eve-aspect of any of this. We don't have any significant link between Dust and Eve and we won't for the foreseeable future, so let's discuss those issues when they actually arise. Until then I'd like this game to be more fun.
One question though: Why didn't you include a turret deployment as a reward in your list? You have other installations, but cared to omit turrets, so I assume you have a reason for this. The WP requirement for a turret should be rather low since it gets two shotted by looking at it funny, but especially in instant matches this would seriously improve the dynamics of the battle. Even if the turret only lasts for a few minutes it's still an opportunity to defend a point at a critical time.
By the way, I'd limit any turret or installation deployment to the current location of the squad leader calling it down. That way you don't get to drop a CRU behind enemy lines to start an attack without penetrating their defenses first.
I actually can't wait till we are able to call in are own instillations as the idea of getting to a high point and calling down a missile turret would be awesome for grounding dropships. Need to defend an area? Call a supply depot and stay loaded or a CRU and keep the fight going. The fact that it's still hack-able makes you think first as the enemy could take it and have the upper hand. |
Lucifalic
Baked n Loaded
32
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Posted - 2013.07.31 12:23:00 -
[49] - Quote
Orbital scanning/jamming will be great additions once the minimap gets upgraded as talked about in other threads. Sincce these scans done by a ship in space much more powerful then personal equipment therefore effects all enemies. The power drain on the ship allows a 30s-1m scan/jam or whatever length you rant about. Seems useful imho. So long as mini maps are revved upthat is |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
512
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Posted - 2013.07.31 20:13:00 -
[50] - Quote
Timothy Reaper wrote:How about a wall? A three-five meter long barrier that would force the enemy to either destroy it or go around. If you have an Eve pilot then you can have more options; walls with built-in shield generators, small turrets along the top, etc. These walls would not be team specific.
This would make the game too much like Starhawk...unfortunately. |
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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
630
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Posted - 2013.08.16 21:46:00 -
[51] - Quote
This was another good idea of mine. |
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