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Let Players Select Drop Zone

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#1 Tweaks

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Posted 09 February 2015 - 01:52 PM

To help prevent drop zone camping, players would need to be able to pick their drop zones, either by selecting it on the map, or by having the control of their drop while the dropship flies around a defined path (i.e. push the "drop" button themselves).

There are multiple ways I see how this could work:

1. Show the player a drop map listing possible drop zones. The player selects the drop zone and the dropship drops him at that location as it flies over it. The same dropship could therefore drop multiple Mechs' at different locations depending on the zone each pilot selected. The drop zones are static however, and always the same on each map.

2. While in a dropship, press SPACE (or different key) to drop on the next predefined drop zone that is on the current flight path. The drop zones are still static per map, but you have to time it right to drop on the one you want. If you haven't hit the drop button before the last drop zone is reached, the dropship kicks you out automatically when it reaches it.

3. Same as #2, except that the drop zones are not static. You drop as soon as you hit the drop button. The flight path of the dropship would however still be static, and omitting to drop before the end of the flight path would automatically kick you out as the last possible drop zone is reached.

To prevent players from dropping where they shouldn't be allowed to be (i.e. on top of otherwise inaccessible terrain or buildings), the drop button should be locked as the drophsip flies over certain areas, or simply drop you automatically at the next closest viable spot.

#2 ThisOneDiesALot

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Posted 10 February 2015 - 03:47 PM

i have an excellent idea to prevent drop zone camping. and its very efficient because no implementation from PGI is needed! its called
Spoiler


#3 Ax2Grind

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Posted 11 February 2015 - 02:49 AM

While I am certainly in the camp of supporting better play to protect your drop zone, I love the idea of picking which dropzone you will land in. It seems odd having a static landing zone, when a dynamic one would be much better. I will assume that the reason we don;t have this is by design to make sure no dropship gets stuck dropping more than 4 mechs. If PGI can figure it out though it would be a nice touch.

#4 Malleus011

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Posted 11 February 2015 - 07:27 AM

Ending spawn camping would go a long way towards making CW fun.

#5 Aiden Skye

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Posted 11 February 2015 - 07:34 AM

View PostThisOneDiesALot, on 10 February 2015 - 03:47 PM, said:

i have an excellent idea to prevent drop zone camping. and its very efficient because no implementation from PGI is needed! its called
Spoiler



Why is it that every time someone presents an idea, idiots like this always surface to shoot it down, no matter how much sense the point in contention is or not? I hate the toxic attitude of these forums.

#6 Mystere

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Posted 11 February 2015 - 08:02 AM

I really like the idea of being able to choose a drop zone along a defined path. But, I should emphasize that having such a capability will not really prevent slaughters at the drop zone from happening. It will just be mitigated.

Good teams/players will still be able to do it ... repeatedly.


View PostW A R K H A N, on 11 February 2015 - 07:34 AM, said:

Why is it that every time someone presents an idea, idiots like this always surface to shoot it down, no matter how much sense the point in contention is or not? I hate the toxic attitude of these forums.


His method may be crude, but he still does have a point. Getting slaughtered at your drop zone is a clear indication of a massive failure on your part. And one way to prevent such occurrences from happening is to actively secure your drop zone.

#7 Mystere

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Posted 11 February 2015 - 08:08 AM

View PostMalleus011, on 11 February 2015 - 07:27 AM, said:

Ending spawn camping would go a long way towards making CW fun.


You can't really completely stop it. Creating all sorts of mechanics to try to "eliminate" it usually only results in the slaughter happening somewhere else, and at great cost in terms of PGI's resources and potential creation of -- dare I say -- "stupid" mechanics (e.g. invulnerability zones).

Good teams/players will still be able to slaughter you as you appear ... repeatedly.

#8 Darionik

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Posted 11 February 2015 - 08:11 AM

i'm totally pro drop zone killing, either if i'm in the winning or in the losing team...if a team get spawn killed is too worst to continue, better start another match

#9 Koniving

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Posted 11 February 2015 - 08:13 AM

View PostTweaks, on 09 February 2015 - 01:52 PM, said:

To help prevent drop zone camping, players would need to be able to pick their drop zones, either by selecting it on the map, or by having the control of their drop while the dropship flies around a defined path (i.e. push the "drop" button themselves).

There are multiple ways I see how this could work:

1. Show the player a drop map listing possible drop zones. The player selects the drop zone and the dropship drops him at that location as it flies over it. The same dropship could therefore drop multiple Mechs' at different locations depending on the zone each pilot selected. The drop zones are static however, and always the same on each map.

2. While in a dropship, press SPACE (or different key) to drop on the next predefined drop zone that is on the current flight path. The drop zones are still static per map, but you have to time it right to drop on the one you want. If you haven't hit the drop button before the last drop zone is reached, the dropship kicks you out automatically when it reaches it.

3. Same as #2, except that the drop zones are not static. You drop as soon as you hit the drop button. The flight path of the dropship would however still be static, and omitting to drop before the end of the flight path would automatically kick you out as the last possible drop zone is reached.

To prevent players from dropping where they shouldn't be allowed to be (i.e. on top of otherwise inaccessible terrain or buildings), the drop button should be locked as the drophsip flies over certain areas, or simply drop you automatically at the next closest viable spot.

Simple problem with this.

You have up to 4 players in a dropship at any given time. What makes it so that one player's wish comes true but not the other three?

Instead, simply have a number of drop zones (say 9 per team) and a simple random generator determining which dropzone -- if not targeted by another dropship -- the dropship will bring you to. Have these spaced out with some closer to the base and some farther away.

Much harder to camp drop zones that could be anywhere from 500 to 1,000 meters apart, isn't it?

No new interface needed, no fancy gizmos, and they can use a similar system to create more 'random' and less predictable turret locations, too.

Edited by Koniving, 11 February 2015 - 08:14 AM.


#10 Joe Mallad

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Posted 11 February 2015 - 08:16 AM

View PostThisOneDiesALot, on 10 February 2015 - 03:47 PM, said:

i have an excellent idea to prevent drop zone camping. and its very efficient because no implementation from PGI is needed! its called
Spoiler
thats easier said than done. In most cases, by the time a drop point is beng camped, it means the camped team is down by a lot in the game and the winning team has quite more than any 1 or 2 of your mechs can fight against while being dropped into the battle. It's not like in most cases there are 4 to 8 mechs all being dropped at the same time (after the first drop) that is. Because after that first drop, you are then dropped back into the game as you die and respawn. So you are in most cases dropping back in by yourself or with minimal support.

If there are 12 enemy all standing on one of your drop points just waiting to chew up the next mech that gets dropped in by itself...please tell me how that guy is supposed to protect himself? Not to mention we get dropped int the battle facing the wrong way and given our backs to the enemy lol.

If there are 12 enemy camping a drop point, we should have the option to then pick one of the other drop points to "safely" be dropped at.

And on top of this, the drop ships should linger a bit longer to fire at enemy to help protect you while you are being dropped.

Edited by Yoseful Mallad, 11 February 2015 - 08:18 AM.


#11 Lily from animove

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Posted 11 February 2015 - 08:16 AM

View PostW A R K H A N, on 11 February 2015 - 07:34 AM, said:


Why is it that every time someone presents an idea, idiots like this always surface to shoot it down, no matter how much sense the point in contention is or not? I hate the toxic attitude of these forums.


it was once said, stupid people do stupid things.

Edited by Lily from animove, 11 February 2015 - 08:17 AM.


#12 Banditman

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Posted 11 February 2015 - 08:19 AM

In true Invasion mode, for the defender, if your drop zone gets overrun, frankly, you deserve what you get. You had all the advantages - turrets, walls, etc. For the attacker, I would be open to having the ability to pay a fee from guild coffers that would go towards dropping static defenses from unused drop bays on inbound dropships. So for instance if one mech is coming in a dropship, three bays could drop static defenses at the drop site.

#13 Joe Mallad

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Posted 11 February 2015 - 08:21 AM

Because those that shoot down the ideas are the ones that are probably doing the camping and don't want their easy kills taken away from them, because it's the only way they can get kills instead of trying to lay with some real skill.

View PostBanditman, on 11 February 2015 - 08:19 AM, said:

In true Invasion mode, for the defender, if your drop zone gets overrun, frankly, you deserve what you get. You had all the advantages - turrets, walls, etc. For the attacker, I would be open to having the ability to pay a fee from guild coffers that would go towards dropping static defenses from unused drop bays on inbound dropships. So for instance if one mech is coming in a dropship, three bays could drop static defenses at the drop site.
even if cheap defenses like machine gun turrets.

#14 Tweaks

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Posted 11 February 2015 - 08:53 AM

View PostKoniving, on 11 February 2015 - 08:13 AM, said:

Simple problem with this.

You have up to 4 players in a dropship at any given time. What makes it so that one player's wish comes true but not the other three?


No you don't understand. The dropship would fly by the same path anyway, but the players can individually decide when to drop along that path. All 4 don't have to drop at the same time and at the same spot.

Right now the dropship only goes to one drop zone before flying away. It would have to keep flying to all possible drop zones (if it must absolutely slow down before you can drop), or just fly at constant speed along a given drop path, and let players drop when they want to without slowing down.

If the dropship has to slow down absolutely, then there could be a sort of alarm or red light that goes green when a drop is possible, and players can decide to drop or not at that time.

Edited by Tweaks, 11 February 2015 - 08:57 AM.


#15 Koniving

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Posted 11 February 2015 - 08:55 AM

View PostTweaks, on 11 February 2015 - 08:53 AM, said:

No you don't understand. The dropship would fly by the same path anyway, but the players can individually dedice when to drop along that path. All 4 don't have to drop at the same time and at the same spot.


Hm.
Mkay that I confess isn't terrible.

#16 AztecD

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Posted 11 February 2015 - 09:03 AM

just give dropships their normal loadout, no one will be standing anywhere near an incoming dropship

Leopard Dropship
2 x PPCs
3 x LRM-20s
7 x Medium Lasers
5 x Large Lasers

http://www.sarna.net/wiki/Leopard

I mean, we are playing a BTECH game after all arent we?

#17 Mystere

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Posted 11 February 2015 - 09:19 AM

View PostBanditman, on 11 February 2015 - 08:19 AM, said:

In true Invasion mode, for the defender, if your drop zone gets overrun, frankly, you deserve what you get. You had all the advantages - turrets, walls, etc. For the attacker, I would be open to having the ability to pay a fee from guild coffers that would go towards dropping static defenses from unused drop bays on inbound dropships. So for instance if one mech is coming in a dropship, three bays could drop static defenses at the drop site.


That's pay to win!

(Just anticipating a potential response here. ;))

View PostAztecD, on 11 February 2015 - 09:03 AM, said:

just give dropships their normal loadout, no one will be standing anywhere near an incoming dropship

Leopard Dropship
2 x PPCs
3 x LRM-20s
7 x Medium Lasers
5 x Large Lasers

http://www.sarna.net/wiki/Leopard

I mean, we are playing a BTECH game after all arent we?


I was wondering why we do not have this. Did PGI say why we are not using BT specs for dropships?

#18 ThisOneDiesALot

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Posted 11 February 2015 - 09:22 AM

View PostW A R K H A N, on 11 February 2015 - 07:34 AM, said:


Why is it that every time someone presents an idea, idiots like this always surface to shoot it down, no matter how much sense the point in contention is or not? I hate the toxic attitude of these forums.

its just that i dont see any need in putting any concept and dev time to implement this feature at all. if you want pgi to do something useful, ask them to get rid of the stuckings at hellebore. its just absurde playing lights on that map... you get stuck everywhere. i know it may sounded rude, i wanted to dramatize it a bit ;-)

#19 ThisOneDiesALot

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Posted 11 February 2015 - 11:02 AM

View PostYoseful Mallad, on 11 February 2015 - 08:21 AM, said:

Because those that shoot down the ideas are the ones that are probably doing the camping and don't want their easy kills taken away from them, because it's the only way they can get kills instead of trying to lay with some real skill.

even if cheap defenses like machine gun turrets.

yes, i (and a lot of others) do the camping. why? because you can do it. becuase its obvious. why should i don't do it? please no "sportsmanship" speeches. because i'll answer with what's the sportsmanship in hiding and lurm spamming? also i get A LOT of real kills. why? because when we can spawn camp it is only because WE ARE NOT BEING ATTACKED. seriously, we are more afraid of the dropships than of the enemy. because when we camped the zone long enough and finally push on them all we find are lurm boats. those guys don't even try to fight us. so why should be NOT spawn camping? they have the numbers, they can push us back. but they don't. they just hide and wait for target locks. and THEY are the guys that have absolutely NO SKILL. when it comes to brawling, its extremly easy to kill them.

btw, machine gun turrets aren't that bad idea at all. spawn camping still get us rigged sometimes. we lose armor and are open on several spots. so MGs could crit us. however, MG range is pretty small so not sure if the turrets would actually survive or would be sniped down fast.

don't get me wrong guys, i don't favor spawn camping. but it is obvious and it's valid. all the enemy has to do is to keep us away from its spawn point. when we defend and get spawn camped, we ALWAYS put all our effort into drawing back the attackers from the spawn point. and it works most of the time. if it doesn't, than the game is over anyway. then the enemy team was far better than us. relocate the spawn point wouldn't help us anyway.

so please, stop whining about spawn camp and try to find some feature suggestions only because you don't get along with the options you already have and that absolutely work if you stick to them. those are: DEFEND YOUR DROP ZONES AND DONT BRING LURMS TO BRAWL. sorry, but it's really is all about it.

#20 Deathlike

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Posted 11 February 2015 - 11:13 AM

I don't have an issue with this, since is very unlikely that a significant number of players die within a 30 second span.


It still necessitates having like 4 dropship zones instead of 3.





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