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Orbital Bombardment Discussion

First post
Author
Gogela
Epic Ganking Time
CODE.
#181 - 2012-03-28 19:18:25 UTC
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...

Signatures should be used responsibly...

Muestereate
Minions LLC
#182 - 2012-03-28 19:24:49 UTC  |  Edited by: Muestereate
Looks like they will be in for a very long term bombardment.
Grideris
The Scope
Gallente Federation
#183 - 2012-03-28 19:38:19 UTC  |  Edited by: Grideris
I'll be honest. A lot of what I was going to post has already been touched on several times in this thread. From the different kinds of orbital bombardments, both from different sizes of hulls, different guns and different ammo, to planetary defences like shields, both Tactical and strategic level bombardments and of course, the planet shooting back at you. Most of the other things I already brought up at the Orbital Warfare round table at Fanfest, but I think I'll go from the top anyway for the benefit of discussion, even if it means I'm repeating myself or what others have said. These are rough ideas, and will need some working for balance/technical reasons

Firing from orbit

  • In order to fire, you would have to be positioned in orbit above the district in question. Every district has a static warp in point above it, available at all times.
  • I would prefer to see any ship capable of fitting the weapons(both launchers and guns) and the requisite module (at this stage, a Bombardment Computer) able to perform orbital bombardment. If that means you can fit a Battle Badger as a Bombardment Badger, then so be it (It's larger cargo hold might come in handy after all for extended sieges)
  • The different sizes and types of guns need to have distinct differences. Exactly what those differences are would be subject to game balance, but for the most part I would like to see them follow racial lines for the different types, and power/accuracy for the sizes. (e.g. Amarr small sized weapons would be more effective for pinpoint strikes against vehicles where if they don't destroy them, they would cause them to shut down temporarily due to the EMP pulse, and cause fires on anything flammable.)
  • Make sure that the bombardment computer and specialised guns does mean that the fitting used will not be effective in PvP against other EVE players. However, it shouldn't remove the ability to fit a proper tank - after all, even with out any capsuleers attacking them, chances are the planet below will. The Bombardment modules should also immobilise the ship or give other penalties (the least of which should be preventing warp while active). If a ship is capable of moving while bombarding, then it should receive penalties to accuracy it is does so.
  • Bombardments would have a team based cooldown per battlefield, as well as an individual one for the bombardier for shooting anywhere in the district. This would prevent one team from simply just spamming them.
  • By the same token, it shouldn't be impossible with a properly setup fleet (and I mean an actual fleet, not one guy multiboxing 4 ships) to duke it out with the planet below.
  • For strategic level attacks, maybe it should be possible to put structures and installations into a reinforced mode by shooting at it from orbit. However, this shouldn't be a quick process, nor should it be able to actually destroy anything - merely take it offline for a matter of time (depending on the structure). Items such as shielding could prevent direct attacks on structures.
  • While most attacks can only disable structures, Titans should be able to glass districts. This would pretty much remove every structure from the district. However, it shouldn't just be a matter of "push button: receive destruction" - it should involve a fair amount of setup and risk to the titan pilot. Before the district could then be used again a substantial ISK/material investment would be required to "clean" the district taking several days before any structures could be built. There would also be a penalty to resource extraction rates for a period of time once the "rebuilding" completed.
  • Kills using orbital bombardment should generate kill mails for the bombardier. The kill mail should list the names of the players killed and the types of dropsuit/vehicles they were using at the time. Listing modules being used by players on their dropsuits and vehicles would be a preferable, but might be a little too much information for a single killmail.
  • If possible, it would be nice to actually see the bombardment hit in a small window (like the one shown in the CCP Presents keynote) either looking down from orbit, or though the eyes of the mercenary that called it in (or possibly both).
  • EW is certainly an option, called down in exactly the same way as an orbital strike. Each module would function like it's DUST 514 counterpart, except much more powerful. Those that don't have counterparts in DUST 514 wouldn't be able to be used. It would still share the same cooldown as normal bombardments.


*continued next post*

http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com -** the** blog site with everything else DUST 514 you need

Grideris
The Scope
Gallente Federation
#184 - 2012-03-28 19:38:36 UTC  |  Edited by: Grideris
On the ground

  • There should be different ways of calling in orbital bombardments, each with a different effect on the accuracy, spread, duration or frequency of the bombardments. Two examples would be using the cortex like shown in the demo, and a static beacon.
  • Expanding on the beacon: Player (or possibly commander) places the beacon at some point on the ground. EVE Players can tune into it using it's launch code at any time. Once turned in, the EVE Player gets an overhead abstract view of the battlefield, without any sort of tags or markers and without players or vehicles being marked (with some possible exceptions). However, the EVE player will be able to pick where the bombardment falls within a certain radius of the beacon. Instead, they will rely on communication from the DUST 514 players and positions relative to any landmarks they can see to call in their strikes. This allows an EVE player to provide overwatch as long as the DUST 514 guys communicate properly. Of course, there is opportunity for friendly fire both accidental or intentional...
  • As mentioned earlier, different types of bombardments should have different effects. Lasers for instance, should be high precision, but have a medium sized EMP shockwave that effects vehicles (and possibly some dropsuit equipment).
  • Missiles could be handled differently. As they care capable of being guided in flight, they could be actually guided to their target using a target painter. This could even open up the possibility of hitting targets that have overhead protection, at the cost of "time to target" and needing a constant paint.


Firing into orbit

  • Owners of districts should have the option to place guns on the surface of the planet capable of firing back into orbit at ships in orbit.
  • ANY ship in orbit within range of the district should be a valid target. This could extend to cover multiple districts depending on their location, as well as other structures in orbit.
  • There should be different variations of guns, both in type and size. The currently available POS guns are a good guide
  • Planetary artillery should be capable of working without player intervention. However, it would work much more efficiently with player direction.
  • Both DUST and EVE players should be able to take control of all types of guns.
  • Guns should not be placed as individually, but as batteries. Each battery can fit multiple guns that function individually, but the whole platform onlines/offlines or is destroyed as one group. Guns 9and other modules) should be fitted just like a ship in EVE or a vehicle in DUST 514, with slots, powergrid and CPU. There could also be different types of platforms, with different fitting capacities and bonuses to modules. Possibly even racial variations.
  • There could possibly be other types of modules, such as EW(ECM, Sensor Dampeners, Tracking Disruptors, Energy Neuts, Webs but NOT Warp Scramblers or Disruptors), logistics modules (Armour, shield and hull, but not capable of targeting surface targets. Maybe) and assistance modules (Tracking links, ECCM and Remote Sensor boosters).
  • Other modules could be available that directly effect the platform, such as tracking computers, sensor boosters, shield boosters and armour repairers.
  • Any kills using the guns should generate a killmail for the controlling player (either EVE or DUST 514) or if unmanned in the same fashion as a POS gun (if they generate a killmail for the owner).
  • Like described for a ship bombarding, it would be nice (especially in DUST 514) if you could show a window with the target you are shooting in orbit.
  • TL;DR for this section Gun structures should work more like a stationary ship on the surface than a bunch of individual guns.


*continued in the next post*

http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com -** the** blog site with everything else DUST 514 you need

Grideris
The Scope
Gallente Federation
#185 - 2012-03-28 19:38:51 UTC  |  Edited by: Grideris
On carriers and fighters

  • Carriers (and super carriers) should be able to assign their fighters or fighter bombers to a particular battlefield. While they are assigned, they count towards the currently deployed drone count and towards bandwidth used. A maximum of 5 can be assigned to each battlefield.
  • Fighters and fighter bombers can be recalled at any time before they have been called in by the DUST 514 commander. Their status in the drone control window will indicate if they are "On station" (waiting for orders) or executing orders (indicated by the attack type - see below)
  • A commander has several options for how he can utilise his assigned fighters. They are attack run, overwatch or intercept. Fighter bombers can only use the attack run option.
  • Attack run calls in the fighters to strafe a certain area using their weapons. The attack area is a corridor indicated by the commander. For each assigned fighter or fighter bomber, the commander can place one corridor, each of which will be executed in sequential order. Fighter Bombers are more powerful and have a larger attack corridor
  • Overwatch requires a beacon and LOS of the target area. Once placed, any enemy that enters the area designated will be attacked by a single fighter. After a short cooldown, another fighter will attack the target if it is still in the attack area. This will continue until either all the fighters have made their attacks, the beacon is destroyed or the fighters are otherwise disabled
  • Intercept will have the fighters go on standby, and attack any hostile fighters or fighter bombers that enter the battlefield. They can also, if instructed by the commander, attack any aircraft visible. If both sides task their fighters to intercept, then they both immediately engage each other.
  • Both fighters and fighter bombers can be shot down. If one is destroyed, then it is actually destroyed in EVE as well.
  • Fighters and Fighter bombers are both weaker than their counterpart weapons fire from ships in orbit. If the carrier or super carrier they are based off of leaves orbit, they will return to it's drone bay
  • Once a fighter or fighter bomber returns to it's ship, it will return to the drone bay and will be unable to used until a cooldown has passed (it's being rearmed/refuelled). This applies regardless of whether it executed a mission or not.


Other odds and ends

  • Orbital bombardment should be a powerful tool, but it alone should not dictate the victor.
  • Bombs (from stealth bombers) shouldn't have any use on the battlefield. However, their siege launchers are a different matter and should be handled as normal.
  • As far as maintaining orbit with rotating planets, if they can't make grids that rotate with the planet (best option but a technical nightmare) then stopping the rotation would be quickest and easiest solution available.
  • Gogela does ask an interesting technical question I have asked before but didn't get an answer to: What happens if the node the EVE player is on is under the effects of TiDi?


That's just my thoughts at the moment. Hope that helps.

http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com -** the** blog site with everything else DUST 514 you need

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#186 - 2012-03-28 20:38:57 UTC
Grideris wrote:
On the ground

  • There should be different ways of calling in orbital bombardments, each with a different effect on the accuracy, spread, duration or frequency of the bombardments. Two examples would be using the cortex like shown in the demo, and a static beacon.
  • Expanding on the beacon: Player (or possibly commander) places the beacon at some point on the ground. EVE Players can tune into it using it's launch code at any time. Once turned in, the EVE Player gets an overhead abstract view of the battlefield, without any sort of tags or markers and without players or vehicles being marked (with some possible exceptions). However, the EVE player will be able to pick where the bombardment falls within a certain radius of the beacon. Instead, they will rely on communication from the DUST 514 players and positions relative to any landmarks they can see to call in their strikes. This allows an EVE player to provide overwatch as long as the DUST 514 guys communicate properly. Of course, there is opportunity for friendly fire both accidental or intentional...
  • As mentioned earlier, different types of bombardments should have different effects. Lasers for instance, should be high precision, but have a medium sized EMP shockwave that effects vehicles (and possibly some dropsuit equipment).
  • Missiles could be handled differently. As they care capable of being guided in flight, they could be actually guided to their target using a target painter. This could even open up the possibility of hitting targets that have overhead protection, at the cost of "time to target" and needing a constant paint.


Firing into orbit

  • Owners of districts should have the option to place guns on the surface of the planet capable of firing back into orbit at ships in orbit.
  • ANY ship in orbit within range of the district should be a valid target. This could extend to cover multiple districts depending on their location, as well as other structures in orbit.
  • There should be different variations of guns, both in type and size. The currently available POS guns are a good guide
  • Planetary artillery should be capable of working without player intervention. However, it would work much more efficiently with player direction.
  • Both DUST and EVE players should be able to take control of all types of guns.
  • Guns should not be placed as individually, but as batteries. Each battery can fit multiple guns that function individually, but the whole platform onlines/offlines or is destroyed as one group. Guns 9and other modules) should be fitted just like a ship in EVE or a vehicle in DUST 514, with slots, powergrid and CPU. There could also be different types of platforms, with different fitting capacities and bonuses to modules. Possibly even racial variations.
  • There could possibly be other types of modules, such as EW(ECM, Sensor Dampeners, Tracking Disruptors, Energy Neuts, Webs but NOT Warp Scramblers or Disruptors), logistics modules (Armour, shield and hull, but not capable of targeting surface targets. Maybe) and assistance modules (Tracking links, ECCM and Remote Sensor boosters).
  • Other modules could be available that directly effect the platform, such as tracking computers, sensor boosters, shield boosters and armour repairers.
  • Any kills using the guns should generate a killmail for the controlling player (either EVE or DUST 514) or if unmanned in the same fashion as a POS gun (if they generate a killmail for the owner).
  • Like described for a ship bombarding, it would be nice (especially in DUST 514) if you could show a window with the target you are shooting in orbit.
  • TL;DR for this section Gun structures should work more like a stationary ship on the surface than a bunch of individual guns.


*continued in the next post*


I have also made some extensive posts about Planetary Interaction based defenses, located in this topic

Same concept really, PI networks with defenses surrounding cities setup by groups of players/corps/alliances. These defenses would be similar to those described in your quote, player controllable. I have not considered fitting them, but its an intriguing option.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#187 - 2012-03-28 20:40:44 UTC
Grideris wrote:
On carriers and fighters

  • Carriers (and super carriers) should be able to assign their fighters or fighter bombers to a particular battlefield. While they are assigned, they count towards the currently deployed drone count and towards bandwidth used. A maximum of 5 can be assigned to each battlefield.
  • Fighters and fighter bombers can be recalled at any time before they have been called in by the DUST 514 commander. Their status in the drone control window will indicate if they are "On station" (waiting for orders) or executing orders (indicated by the attack type - see below)
  • A commander has several options for how he can utilise his assigned fighters. They are attack run, overwatch or intercept. Fighter bombers can only use the attack run option.
  • Attack run calls in the fighters to strafe a certain area using their weapons. The attack area is a corridor indicated by the commander. For each assigned fighter or fighter bomber, the commander can place one corridor, each of which will be executed in sequential order. Fighter Bombers are more powerful and have a larger attack corridor
  • Overwatch requires a beacon and LOS of the target area. Once placed, any enemy that enters the area designated will be attacked by a single fighter. After a short cooldown, another fighter will attack the target if it is still in the attack area. This will continue until either all the fighters have made their attacks, the beacon is destroyed or the fighters are otherwise disabled
  • Intercept will have the fighters go on standby, and attack any hostile fighters or fighter bombers that enter the battlefield. They can also, if instructed by the commander, attack any aircraft visible. If both sides task their fighters to intercept, then they both immediately engage each other.
  • Both fighters and fighter bombers can be shot down. If one is destroyed, then it is actually destroyed in EVE as well.
  • Fighters and Fighter bombers are both weaker than their counterpart weapons fire from ships in orbit. If the carrier or super carrier they are based off of leaves orbit, they will return to it's drone bay
  • Once a fighter or fighter bomber returns to it's ship, it will return to the drone bay and will be unable to used until a cooldown has passed (it's being rearmed/refuelled). This applies regardless of whether it executed a mission or not.


Other odds and ends

  • Orbital bombardment should be a powerful tool, but it alone should not dictate the victor.
  • Bombs (from stealth bombers) shouldn't have any use on the battlefield. However, their siege launchers are a different matter and should be handled as normal.
  • As far as maintaining orbit with rotating planets, if they can't make grids that rotate with the planet (best option but a technical nightmare) then stopping the rotation would be quickest and easiest solution available.
  • Gogela does ask an interesting technical question I have asked before but didn't get an answer to: What happens if the node the EVE player is on is under the effects of TiDi?


That's just my thoughts at the moment. Hope that helps.


I dont love the vibe of only deploying 5 drones per field.

I Say let the drones blot out the sun(s)!





Moar defenseless carriers in orbit, more space pew pew, more drama planet side when the nerd rage starts.

Bliss.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Grideris
The Scope
Gallente Federation
#188 - 2012-03-28 20:55:34 UTC  |  Edited by: Grideris
Asuka Solo wrote:
Grideris wrote:
Massive wall of text


I dont love the vibe of only deploying 5 drones per field.

I Say let the drones blot out the sun(s)





Moar defenseless carriers in orbit, more space pew pew, more drama planet side when the nerd rage starts

Bliss.


You forget, that's per battlefield. You could quite easily assign the others to other battlefields within the same district, or even another district entirely. You are fighting on multiple fronts, aren't you?

http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com -** the** blog site with everything else DUST 514 you need

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#189 - 2012-03-28 21:08:36 UTC
Grideris wrote:
Asuka Solo wrote:
Grideris wrote:
[b]Massive wall of text


I dont love the vibe of only deploying 5 drones per field.

I Say let the drones blot out the sun(s)





Moar defenseless carriers in orbit, more space pew pew, more drama planet side when the nerd rage starts

Bliss.


You forget, that's per battlefield. You could quite easily assign the others to other battlefields within the same district, or even another district entirely. You are fighting on multiple fronts, aren't you?


Yes.

But that should not deprive me from using all the drones my ship can field to strike. If your in favor of varying Orbital Strike Sizes, then you should also be in favor of varying Air-Strike or Bombing Run strikes. More drones = bigger strikes = more destruction.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

eliorra
24th Imperial Crusade
Amarr Empire
#190 - 2012-03-28 21:17:47 UTC
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...



Basicaly, I don't think it's an issue.Because Dust battlefiels are on there own servers.So I guess there is simply a signal sent from TQ to Dust servers saying "OB has been accepted for this request".But in the details ...maybe something might not connect has intended.

But of course I don't have the lines of code so I might be totaly wrong P
WisdomLikeSilence
BurgerkingTM
#191 - 2012-03-28 21:21:36 UTC
Basically OB should be dreads only, in siege and with special anti-atmospheric ammo. Counters would be energy shield fielded by dusties with an energy cost and an ability to soak dps up to a point, much like a (very) small tower. Additional counters ought to be air defense batteries which will need either sats in "orbit" for targetting (which would be targets for smaller ships like BS and BC) or ground based radar which could also be targetted. OB should basically be a variation on tower pounding, with hopefully more dynamism as a result of the faster paced nature of FPS.


One other thing, getting DIRECTLY OVER THE TARGET is going to need some fancy scanning, warp to planet V wont cut it.

So you would have to view planet in planet mode, find the target and launch some sort of scan probe there to warp to. I imagine the appearance of such a scan probe in the radar screens of planet bound dusties would be cause for some alarm.
Greg Valanti
The Scope
Gallente Federation
#192 - 2012-03-28 21:26:05 UTC
With the future of EVE communications going mobile and text chats being available on multiple devices, have devs implemented any means of connecting EVE channels to Dust, or better yet, the voice channels? Otherwise I do not see how an either console or PC exclusive player is communicating with one another?
Grideris
The Scope
Gallente Federation
#193 - 2012-03-28 21:27:55 UTC
Greg Valanti wrote:
With the future of EVE communications going mobile and text chats being available on multiple devices, have devs implemented any means of connecting EVE channels to Dust, or better yet, the voice channels? Otherwise I do not see how an either console or PC exclusive player is communicating with one another?


Both EVE and DUST 514 already share the same text channels in the build we were shown. Not sure on voice, but it's planned as well.

http://www.dust514.org - the unofficial forum for everything DUST 514 http://www.dust514base.com -** the** blog site with everything else DUST 514 you need

Yoma Karima
Deep Core Mining Inc.
Caldari State
#194 - 2012-03-28 21:34:23 UTC
If CCP goes with the carrier attack type with drones and fighters how will this be affected by the Dust based fighters shown in the 2009 Demo? can Dust player shoot them out of the sky in a dogfight or do they orbit over the battle field to high to engage?

Those who wish to end War wish to end what it means to be human. Those who advocate War do not know its power. Yet Those who learn from War will be remembered for all time.

Saint Lazarus
Spiorad ag fanaiocht
#195 - 2012-03-28 21:36:08 UTC
Grideris wrote:
Greg Valanti wrote:
With the future of EVE communications going mobile and text chats being available on multiple devices, have devs implemented any means of connecting EVE channels to Dust, or better yet, the voice channels? Otherwise I do not see how an either console or PC exclusive player is communicating with one another?


Both EVE and DUST 514 already share the same text channels in the build we were shown. Not sure on voice, but it's planned as well.


Yea I think I remember something about EvE Voice moving OOG, to a browser based platform, so we can share one channel easily.

Which should be sweet
GeeShizzle MacCloud
#196 - 2012-03-28 21:42:20 UTC
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
Nova Fox
Novafox Shipyards
#197 - 2012-03-28 21:44:10 UTC
The fighters that dust players use should be superior in performance and should be able to shoot down ANYTHING unless outnumbered or outfoxed by a better pilot.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

E man Industries
SeaChell Productions
#198 - 2012-03-28 21:46:20 UTC
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.
GeeShizzle MacCloud
#199 - 2012-03-28 21:57:38 UTC  |  Edited by: GeeShizzle MacCloud
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.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#200 - 2012-03-28 21:59:07 UTC  |  Edited by: Asuka Solo
Yoma Karima wrote:
If CCP goes with the carrier attack type with drones and fighters how will this be affected by the Dust based fighters shown in the 2009 Demo? can Dust player shoot them out of the sky in a dogfight or do they orbit over the battle field to high to engage?


Can they not duplicate this carrier fighter mechanic in Dust skies?

Drones get "assigned" to the battlefield. They disappear in the distance as they pass through the clouds. They spawn on the dust server, attack in generic patterns and or w/e, for x amount of time or until the pilot recalls them.

Can be beacon based or [insert option here].

Dust players can then fire at will.

Carrier pilots could get notified of the damage to each drone as per the current mechanics?

Recall them or commit to a last drone standing fight?

Eve is about Capital ships, WiS, Boobs, PI and Isk!