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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21 Nebulas FTW!!
03-17-2011, 12:18 PM
Put a nebula cloud that turns off all your powers and drops your shields at the perimeters. You can call it solar wind where you are now outside the planets/moons/etc magnetosphere. I am thinking Wrath of Khan movie fight scene once you get too far away from the center of the battlefield. You can still be in it but good luck surviving if someone shooting you outside of the nebula. Also add some random damage clouds to kill you if you are in it too long. (Bye bye runners). Also make the edges random.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
03-17-2011, 02:25 PM
http://www.youtube.com/watch?v=PeyOnNple4M

"He is intelligent, but not experienced. His pattern indicates two-dimensional thinking ..."
- Spock

I absolutely wouldn't want full 360 degree movement, but I completely agree with others here that an increase of a few degrees to the z-axis would help things a lot. Currently it's far too easy for a ship to spiral upwards and completely mitigate the offensive capability of a cannon-escort, thus the propensity of many matches is to float upwards to exploit this disadvantage. Considering the huge size of the maps themselves, it's depressing how often you can find a furball hitting the upper map edge.

Also Snix's idea for a true king-of-the-hill type minigame is win.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
03-17-2011, 03:23 PM
I don't know if snix's idea is win or not. I'm too dumb to figure that one out, but I'm sharp enough to realize one thing though.

Implemented or not. It's good to see a (former) developer at least chime in on ideas and suggestions with the community. Rock on, y'all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
03-17-2011, 04:00 PM
Quote:
Originally Posted by Middlemore

Also Snix's idea for a true king-of-the-hill type minigame is win.
Yeah, they should hire that guy. :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
03-17-2011, 04:23 PM
Quote:
Originally Posted by snix View Post
One way to draw a fight to the points of interest is to provide "king of the hill" style game mechanics, especially if the hill moves to a new point of interest after each capture.

As an additional plus, this game style allows for a team that has lost a few members to regroup to assault the next point rather than just racing back to support their team in the furball.

-snix
I and many others have asked for a King of the Hill type of match since beta.

Another one that could be fun is a capture the flag match. Put the flag in the center of the map and both teams have to go get it and take it back to their base. The bases could be the respawn points or form a baseball diamond with the 2 respawn points. Some interesting things could be down with the map's geography to prevent direct flight paths between all the key locations. To show which player has the flag, a big icon could float above them and cloak disabled while carrying the flag, to help ensure the rest of your team focuses more on keeping the flag barer alive and so the enemy can find them to try to stop them.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
03-17-2011, 05:37 PM
I agree that the spiraling is annoying. I think it happens largely because people preempt it by flying up at maximum angle at the start of the match.

I try to force the combat down in the roids whenever I play Badlands in particular. But all it takes is once persistent jerkwad constantly zooming upwards to force the whole furball up vertically all game.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
03-18-2011, 02:09 AM
Quote:
Originally Posted by Quetzaal
Firing arcs are always spherical in nature. (cone shape for cannons and DBBs, sphere with a chunk taken out for beam arrays) That means if they increase the firing arc of cannons in one direction, they increase the firing arc in all directions. Yes the game is designed to be played in plane, but then again, it's set in space. It would help with the arena issue, and for any PvEers it would help with gathering data samples that always end up being directly above or below you. Anyway, 67 degrees isn't all that far off what we have now.
Comes down how to complex and differentiated the cone design is, if its just a one factor cone design agreed. If the design already allows elliptical cones i.e. with a horizontal and a vertical factor (angle). But honestly i don't know how Cryptic set up the firing arcs, so its up to them.

What puzzles me with the discussion is that prior to the 60 flight angle the issue was even worse with a much larger "dead zone" for DC/DHC users above and below. But i don't remember such a heated discussion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
03-18-2011, 03:17 AM
Quote:
Originally Posted by Agathos_Daimon
Comes down how to complex and differentiated the cone design is, if its just a one factor cone design agreed. If the design already allows elliptical cones i.e. with a horizontal and a vertical factor (angle). But honestly i don't know how Cryptic set up the firing arcs, so its up to them.

What puzzles me with the discussion is that prior to the 60 flight angle the issue was even worse with a much larger "dead zone" for DC/DHC users above and below. But i don't remember such a heated discussion.
There were always "flame wars" about the flight angles and 360 flight. This one is a little more specific.

I also think the problem didn't use to be quite as noticeable. And that might frankly be fault of the 60 angles. It takes longer to reach the edge of space if you have only 45 flight angles.
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