

Really? Dropship Collisions Are The Issue? Here's The Solution And It's Simple:
#1
Posted 30 January 2017 - 05:12 PM
Alpha lance's ship arrives XX:00 and XX:30
Bravo lance's ship arrives at XX:10 and XX:40
Charlie lance's ship arrives at XX:20 and XX:50
Make a 1 time exception for the start of the match. If multiple dropships are closing on one spawn, reduce the DS hangout timer (remember this was increased to give more spawn camping protection).
Problem solved.
XOXOXO,
Big Tin Man
#2
Posted 30 January 2017 - 07:23 PM
#4
Posted 30 January 2017 - 08:05 PM
#5
Posted 31 January 2017 - 12:29 AM
for example
All 12 mechs die,
5 want to go to drop A (2 ships)
5 want to go to drop B (2ships)
last two to go to drop C (1ship)
#6
Posted 31 January 2017 - 04:45 AM
Monkey Lover, on 31 January 2017 - 12:29 AM, said:
for example
All 12 mechs die,
5 want to go to drop A (2 ships)
5 want to go to drop B (2ships)
last two to go to drop C (1ship)
even with more leopard dropships if they drop at the same spot that would mean the second ship would have to wait until the first ship clears the path. -> there's a mini queue (the second ship is 30seconds late)
you'd have to introduce different models, that carry more slots. If that was to be done, you wouldn't even have to change the 30-second dispatch cycle as OP is suggesting, that, however, would mean much more effort, design, model, texturing, rendering, etc. hence is more unlikely they'd be up to doing it, because on top of that they'd still have to implement a functioning system that is usable
right now if the cycle has passed 25 seconds when you drop into mech select screen for respawn you have 5 seconds to choose your next drop. now add a drop selector on top of that, then consider your default spawn choice, does it permanently change after that or does it revert to the previous default
Making the whole system work smoothly and properly is much more than just a simple change in departure patterns, people don't really see the complexity behind that. they just call it simple without really thinking into every level.
And even now with this "simple" system of fixed spots and fixed dropships to lances, we run into trouble, it has never run 100% smooth, now people? call it a simple change? How often have you been in a drop select screen for 2 cycles? how often have you had the bug that you dropped but still saw the drop select screen? How often have you been dropped through the map, then picked up and dropped on the map? Remember when certain large mechs would get stuck while being dropped?
The system right now isn't failsafe!
#7
Posted 31 January 2017 - 10:36 AM
You don't get full and free control of your placement. In the extreme example where all 12 mechs die within 10 seconds (LONG TOM FTW), a simple adjustment of your choice not being a free choice, but one vote in your lance of where to respawn for that cycle. Typically it is only 1 or 2 votes max as your entire lance doesn't typically die within 30 seconds, but in the rare instance where all 4 of you are dropping it is majority rule and ties are broken randomly. You can change your vote up to the time your ship is dispatched.
Still simple. Your lance is still a lance and assigned to the same dropship. The Commander can still move people between lances if needed. Your lance's dropship is controlled by a simple majority vote of where to drop, as voted upon by the respawning mechs. Timing of each lance's arrival is set to avoid dropship clipping as originally described.
Edited by Big Tin Man, 31 January 2017 - 10:40 AM.
#8
Posted 31 January 2017 - 10:46 AM
Monkey Lover, on 31 January 2017 - 12:29 AM, said:
for example
All 12 mechs die,
5 want to go to drop A (2 ships)
5 want to go to drop B (2ships)
last two to go to drop C (1ship)
4 spots, first comes first serve,
#9
Posted 31 January 2017 - 03:06 PM
Big Tin Man, on 30 January 2017 - 05:12 PM, said:
Alpha lance's ship arrives XX:00 and XX:30
Bravo lance's ship arrives at XX:10 and XX:40
Charlie lance's ship arrives at XX:20 and XX:50
Make a 1 time exception for the start of the match. If multiple dropships are closing on one spawn, reduce the DS hangout timer (remember this was increased to give more spawn camping protection).
Problem solved.
XOXOXO,
Big Tin Man
Sh*t, you don't even need to make an exception for the start. It's not like you spawn right next to the enemy anyway.
Might give an incentive to organize initial drops around weight classes too--drop your assaults up front so they can start moving, drop lights last b/c they can catch up.
Toha Heavy Industries, on 31 January 2017 - 10:46 AM, said:
4 spots, first comes first serve,
Agreed. Srsly don't understand what is so complicated about this.
#10
Posted 31 January 2017 - 05:45 PM
fill the damn drop ships. stop sending dropships with only one mech in it to the lz.
Edited by LordNothing, 31 January 2017 - 05:47 PM.
#11
Posted 31 January 2017 - 10:33 PM
LordNothing, on 31 January 2017 - 05:45 PM, said:
fill the damn drop ships. stop sending dropships with only one mech in it to the lz.
It was simple back in invasion only times and I would agree back then. Now that single mech early delivery can make or break a conquest or domination game.
Edited by Big Tin Man, 31 January 2017 - 10:34 PM.
#12
Posted 01 February 2017 - 03:55 AM
Big Tin Man, on 31 January 2017 - 10:33 PM, said:
It was simple back in invasion only times and I would agree back then. Now that single mech early delivery can make or break a conquest or domination game.
that is something to be worried about. though i dont think this would be an issue with coordinated drops and perhaps better for potato pugs as well (their tendency to wander off alone after getting dropped can cause them to get farmed by lights en route to the rest of the team). but when you look at the drop ship system you might see 3 ships each carrying only one mech each, and it seems like its really sloppy when you could put all 3 in the same drop ship. a lot of farm happens when players spawning at widely spaced drop zones try to group up. maybe also detect which drop zone is least hot and land the players there.
even without forcing players to wait for a full lance to die before respawning, at least try to consolidate the drops as much as possible. if the drop ship runs can be staggered by 10 seconds, have it so that if another mech dies while you are in line to be dropped, you get deferred to the next drop ship so you may drop with another player, for the loss of only 10 additional seconds. you might even skim that 10 seconds if the new dead guy has more than 10 seconds till the next drop cycle (giving him time to change mechs if need be). it might also be an opt-in kind of thing, have a 'drop as lance' and 'drop now' toggles under your mech selection and just let players/the drop commander decide what to do.
Edited by LordNothing, 01 February 2017 - 04:00 AM.
#13
Posted 01 February 2017 - 03:49 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users