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Thread Statistics | Show CCP posts - 7 post(s) |
GeeShizzle MacCloud
98
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Posted - 2012.03.28 00:37:00 -
[1] - Quote
am humbled that u used my youtube vid in ur OP CCP Nullarbor
=) |
GeeShizzle MacCloud
98
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Posted - 2012.03.28 08:52:00 -
[2] - Quote
theres several issues with some ideas based on server performance and also feasability and general common sense. No OCC (Orbital Command Centre) can keep in line with the District that houses the SCC (Surface Command Centre). itd take suuuch a long time to rewrite Eve's base coding to achieve this that the effect will far outweigh the cost to dev time
anyways some ideas and stuff i quite like from this thread Defensive Installation Shielding - YES, and should be weakest at ground level, but require special mechanics to open up holes in it to breach the perimiter, creating a further incentive for Dust players to diversify setups and refit on the fly
Skyfire batteries - Of course! cause it just makes sense
Bombers using bombs on planets - NOOO... launch range of 30km and a AoE of 15km radius... well done uve just killed every dust player in the district - plus would be odd to require a target lock on a fire and forget weapon system
Missiles used in OB - cant see this working well or transitioning well between eve Online and Dust154 tbh. weapon systems without physical objects (like lasers, projetciles and hybrids - yes) CCP would have to toy with it for a bit to see if they can make it look/interact well
ECM/EWAR Bombardment - i like the idea tbh
As for the grid requirement for orbital bombardment i see it working in the same way satellite recon tasking is done in RL. Dust514 Commander calls for an Orbital strike gri Eve Online Fleet FC gets a notification Warp-to point (This warp to point is in very close proximity of the planet and right above the district node the Dust514 Commander Called from Fleet FC warps Fleet to spot or Broadcasts warp to point Fleet Arrives and a counter appears on the HUD of the ships on that grid. This counter is the time till orbital desync much like the timeframe on orbital recon satellites. After the timer expires the grid is considered to far from the district for weapons to be effective and a new Strike grid needs to be called. this will be the cooldown timers etc..
this way the orbital grids are dynamic and maintaining an orbital blockade isnt a case of just sitting on the 1 grid allocated for OB. you'd need a Fleet to actually work and have a prober to keep on top of it
Dust needs to be kicked up and be much more persistent in DUST514 after an orbital bombardment, it is called DUST514 after all
Weapon types need particular effects. Lasers are lasers tbh.. and shouldnt kick up as much dust as projetciles or hybrids, but should have the potential to penetrate buildings and underground tunnels etc... look up gamma rays and radiations ability to penetrate solid objects for this
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GeeShizzle MacCloud
98
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Posted - 2012.03.28 15:19:00 -
[3] - Quote
ive a LOT of the vids broadcasted on Eve TV on My youtube channel m8... check it out!
http://www.youtube.com/user/TheGeeShizzle?feature=mhee
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GeeShizzle MacCloud
98
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Posted - 2012.03.28 18:12:00 -
[4] - Quote
Bayushi Tamago wrote:More obvious damage on the Dust side, perhaps some kind of animation on the planet surface for the eve client and make sure people can see the ship shooting from the eve client. When the abaddon was shooting the purple lazors on the demo, I didn't see any lasers actually coming out of the ship, just them landing on the dust side
cause they were using artillery... and i think on the dust side theyd only completed one animation for laser OB. |
GeeShizzle MacCloud
98
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Posted - 2012.03.28 21:42:00 -
[5] - Quote
Gogela wrote:Gogela from yesterday wrote:Gogela from 2 days ago wrote:I have a mechanics question. I'm an avid Halo player. Lag is a straight up killer. I don't even want to play a laggy game... at all. EvE is different so it's not really as big an issue in big fleet fights, and time dilation is just awesome. Truely... so nice work there. Now for the question: What happens if you are sitting in siege in your dread above a planet getting ready to nuke the surface and 2000 of your closest friends warp in and the system goes into time dilation? What happens on the ground in DUST? Are the DUST players on the same tranquility node? Thanks in advance for any replies. Dang Gogela from yesterday... that was a good question! I don't know the answer... Totally. Gogela from 2 days ago that is a pretty good observation. I'm amazed that no-one has thought of this. Think FPS'ers are gonna go for time dilation? Gogela from yesterday wrote:Nope Yah... me either...
i may have thought of this a good long while back.... just sayin!
GeeShizzle MacCloud wrote: Posted - 2011.06.07 16:11:00 - [307] tbh i do seriously need veritas to see this!!
just wanted to let him know that if the videos coming out to do with the "future vision" of eve and the new DUST514 one with weapons fire between static structures and orbital capital ships are to become a reality he will need to liaise with the dev's in shanghai and newcastle about the issues of server lag and the implementation of time dilation into Dust514.
As de-sync's between the two while theres weapons fire between them will cause A LOT of rage from cap pilots.
http://eve-search.com/thread/1500475-0/page/11#307
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GeeShizzle MacCloud
98
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Posted - 2012.03.28 21:57:00 -
[6] - Quote
guys you do also have to realise that DUST514 cant field the level of art resources and variations on things that our eve client can...
thats why theyre limiting drop suit types and vehicle types, so any effects etc... Dust514 side needs to be truncated into less resource hungry instances or colated into preset effect types that can be applied to the battlefield. Otherwise intense fighting between dust and eve will slow both down to a halt. |
GeeShizzle MacCloud
98
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Posted - 2012.03.28 22:53:00 -
[7] - Quote
Yoma Karima wrote:E man Industries wrote:Side thought.
Dusties should be able to drive off an orbating ship.
Rather than a one shot kill uber lazer some sort of contious beam damage would be much better forcing the ship off to repair before returning. This may also weaken a ship so it is easy prey.
The damage would be somethign controlable on the map and upgradable by dusties. The uber lazer( or sky-fire battery) looks more like a Titans Dooms Day Device with probably the same type of cool-down. Smaller batteries probably exist witch are more like regular warship turrets.
might be a good idea to have several types of skyfire battery types from dread level damage to titan DD damage levels, all with varying lengths of cooldown.
also in terms of shielding... how bout this?
2 types of installation shielding:
- orbital bombardment shielding - high damage mitigation and absorption from damage coming from above.
- Perimeter Assault Shielding - high damage mitigation and absorption from damage coming from ground level
Both shielding has a full dome effect with very little shielding covering either the sides or the top depending on the shield type.
There can ONLY be 1 shield type installed as an upgrade to an outpost. 1 has a weakness to orbital strikes, the other to a ground assault. they cannot be switched out quickly or onlined and offlined to adapt to the dynamic battlefield. defenders have to choose which type they go for, which requires forward planning and the ability to understand your enemy, their assets and their usual attack doctrines.
this is to further the interaction and co-ordination between Dust Merc's on the ground and Eve Online FC's and Fleet members up in orbit. |
GeeShizzle MacCloud
112
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Posted - 2012.03.31 16:36:00 -
[8] - Quote
As for the grid requirement for orbital bombardment i see it working in the same way satellite recon tasking is done in RL.
- Dust514 Commander calls for an Orbital strike grid
- Eve Online Fleet FC gets a notification Warp-to point (This warp to point is in very close proximity of the planet and right above the district node the Dust514 Commander Called from
- Fleet FC warps Fleet to spot or Broadcasts warp to point
- Fleet Arrives and a counter appears on the HUD of the ships on that grid. This counter is the time till orbital desync much like the timeframe on orbital recon satellites. After the timer expires the grid is considered to far from the district for weapons to be effective and a new Strike grid needs to be called. this will be 1 of the many cooldown timers etc..
this way the orbital grids are dynamic and maintaining an orbital blockade isnt a case of just sitting on the 1 grid allocated for OB. you'd need a Fleet to actually work and have a prober to keep on top of it
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GeeShizzle MacCloud
112
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Posted - 2012.04.02 11:20:00 -
[9] - Quote
personally i think only ships/guns with over 100km optimal/falloff range should be usable in OB, id like to see how well a dreads shields cope with re entry when getting to optimal using antimatter in blasters
rails beams artillery and appropriate missiles - and i think specific orbital munitions should be the way to go as CCP Nullarbor said |
GeeShizzle MacCloud
114
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Posted - 2012.04.13 21:39:00 -
[10] - Quote
Darex Nidor wrote:That orbital strike in that video is way too small.
It should be much larger effect.
that was 1 BS m8... scale it up 200 times and u get a full fleets effect.
u have to remember eve alliances dont do things by halves. |
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