Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-15-2011, 02:45 AM
The amount that Cryptic cares about this game's PvP is inspiring.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-15-2011, 04:11 AM
Quote:
Originally Posted by hurleybird View Post
The amount that Cryptic cares about this game's PvP is inspiring.
Well, Its inspiring me to look for a new game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-15-2011, 04:29 AM
Quote:
Originally Posted by MustrumRidcully View Post
But who wants a new arena map? I mean seriously, half the time people are fighting at the spawn point and the other half 50 km about the nearest visible object in hope of out-spiraling escorts. Whether you're in Solar Wind or Cracked Planetoid makes no difference. When was the last time you fought a battle in the Metreon gas nebula?

We could use a new Capture & Hold Map a lot more. At least there is a reason to "interact" with the various objects. But I imagine getting those maps right and somewhat balanced is a lot harder.
And even more we could use new game modes.
You know, they could add the Cap and Hold map to the random Arena list (with Arena mechanics of course) and call it a day, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-15-2011, 10:48 AM
I would like to see dynamic space maps, that change based on player actions or inactions in the arena or Cap n Hold.

EXAMPLE 1: An arena map filled with various sizes of asteroids that are continuosly moving through the battlefield, and cause damage to ships based on asteroid size if a ship collides with it. Something along the lines of the classic "Asteroids" arcade game but in a MMO PvP map. This would help train better pilots, require better planning, constantly change opening attack tactics, help with situational awareness, change escape tactics, and prevent spawn camping to a degree. You could actually use the terrain to help.

Too often in the current arena maps, people just fly up (or down) to avoid obstacles and obstructions, and the maneuverability of the escorts is often rendered negligable because they are always forced into cruiser fights ("tall ship battles") out in the open.

EXAMPLE 2: A timed map where one side is required to stop NPC ships from being built in the shipyard, or leaving a space station, while the other side protects the shipyard/station, or the NPC ships enter the fight, eventually allowing the more powerful ships to enter the fray. If the more powerful ships are destroyed(think dreadnaught) then rare to very rare ship components or weapons are dropped, or awarded to the protecting team.

This would help localize the fighting on the map to particular areas on some maps, and utizle the battlefield on others more effectively. Awards could be given based on how many ships were protected or destroyed in X amount of time.


EXAMPLE 3: A Cap n Hold map where resources for crafting are gathered the longer you hold the point. The point changes after "X" amount of time to another location on the map. Awards given for protecting/capturing the particular resource nodes for the longest time.

I'm just brainstorming here, but some new map ideas are definately needed to help maximize the potential of space combat, and make it a bit more fun and rewarding. The various awards for the winners would depend on the current map type.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-15-2011, 10:53 AM
I'd like to see ANY possible map this year.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-15-2011, 11:05 AM
Quote:
Originally Posted by hurleybird View Post
The amount that Cryptic cares about this game's PvP is inspiring.
I guess they don't get the magic formula, pvp is what makes games like halo, battlefield and call of duty so popular. Defies the mind why they wouldn't bank on these avenues of game play. Both PvE and PvP can coexsist peacefully.

my map ideas taken from my shuttle pvp response:

A cool map would be 2 carrier type ships to launch from as spawn points strickly NPC with destroyable hardpoints. Destroying all launch bays ends the game of course (different play on cap and hold) there would be turrets and tractors and torp launchers protecting those as well as other players protecting them.

Another map would be traditional 5v5 but again spawn point would be carrier type non-combative ships or "gates".

Of course Capture the flag maps with again carrier type ships as bases which we don't have currently.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-15-2011, 11:21 AM
Quote:
Originally Posted by evilito View Post
I guess they don't get the magic formula, pvp is what makes games like halo, battlefield and call of duty so popular. Defies the mind why they wouldn't bank on these avenues of game play. Both PvE and PvP can coexsist peacefully.
You know, I really like PvP, something I never expected. I want it to see support and thrive.

Yet the above rings hollow considering the fact that the ridiculous influx of players overloading the servers this week-end was due to a new Featured Episode.

Startrek Online is not Call of Duty or Halo. Startrek is a strong franchise that is associated with story-telling. Battles are used as part of such stories, but they do not exist self-servingly. PvP in most games doesn't make a story - it might manage some semblance of story in a game like Eve, but even that rings shallow, as all the conflicts are resource-based and have no "character" involved. PvP in Startrek Online is canned fights that have no stories. Maybe that's the crucial flaw and why we need something like territory control. But even with territory control, we won't have the kind of stories Startrek is associated with it, because that was never about whether Starfleet controlled 3 Sector Blocks or 5.
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