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8/12/2013 5:18:47 PM
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Dog fights yes (transition bits between planets). Ground support no (makes for a cakewalk for the ground forces).
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  • Of course they'd balance the difficulty so it wouldn't be too easy. I'm all in for ground support.

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  • 작성자: external 8/13/2013 7:05:30 PM
    My feel is: it's an FPS, not a First Person Call In An Airstrike. In past Bungie titles, if you're vehicular, even if you're in a Banshee, you're a high priority target that's vulnerable to foot soldiers, so it's balanced. Unless those high-speed interplanetary space fighters are gonna act more like Harriers in atmosphere (among other issues explained below) I don't really see it being balanced. More likely that you'll have Destiny equivalent of a Banshee, Hornet or Falcon that can be commandeered while on a mission, so there'd be the possibility and risk of being shot down. On the other hand, your spacecraft is your ride home, so how are you getting back to the city if it's balanced and can be shot down? Your personal ground craft, the Sparrows, could be "respawned" by your ship which carries them, but AFAIK there's no mothership which carries our spacecraft; they're our only means of travel to and from the planets. I get the appeal, but it's simply not a well thought-out concept.

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  • There are a few potential ways to balance it. I don't think ground support is likely, but I like the idea if implemented properly. First I'd have to agree that ground support will likely be limited severely. Perhaps firing towards the ground when not in a public event, you don't hit anything. Even though statistically its likely someone will be within a radius close enough to where the round would hit, it wouldn't load into anyone's game, so its like no one was there to observe it. That would only work if you aren't connected to a fire team on the ground, which I assume isn't possible if you're flying in orbit. Even during public events though we can abuse the "instancing" to limit the firepower of an orbiting or inatmosphere ship, such as each strafing run is loaded into a different instance of the event. So it wouldn't be constant strafing from a ground perspective, just the uncommon strafe which would be very quick and likely ineffective. And lastly, rather than even allow the ships to have air to ground capabilities, perhaps ships in atmosphere could engage nearby dropships, slightly reducing the number of enemies in the event. Of course we are no longer talking about ground support, and are now talking about dogfighting, which I feel is more plausibile anyway. Now onto the possibility of being shot down. Perhaps this created a public event where other players come rescue you, and you hand repair the ship. In this instance, your ship isn't severely damaged, just has systems that were disabled and need repair. It might even happen without the need for a public event. If your ship is destroyed in a firefight, you respawn at the tower. Although there are probably other instances where this happens, what happens if your entire fireteam is killed in the field and no one is there to revive you? Perhaps you can eject before fiery death, and to get home you have to catch a ride from other players, and upon returning to the tower a new ship is supplied. They may rebuild your custom ship, or they may supply a standard ship everyone starts with, and your custom ship is gone forever. Or maybe you can go on a mission to recover it. Just ideas. Some are more plausible than others. I like speculation, feel free to find the flaws.

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  • One thing that hasn't really been covered or speculated on is how travel will work generally and how this could figure into variants of the idea OP's describing. It's clear that [i]some[/i] travel will be provided by a FOTC dropship that the player doesn't own. This could probably occur automatically when we accept the applicable mission, whether from a dialog or by choosing to board that ship. But it's obvious that at some point we'll be given control over where we're headed through our own personal craft; that is, you can select from a menu or walk over to board your ship in the hangar, pick where it is you're going, and fly there, likely without even needing to have accepted some mission prior (just explore and see what's goin' on). Where you land in the area you select from whatever navigation interface could work several ways: A. You just pick somewhere (Earth: Old Russia or Mars: Exclusion Zone) and automatically get dropped off at the area's main LZ or an LZ appropriate to the mission you've accepted. B. You pick somewhere and then get a map of LZ's you've got access to, and pick from those area's sub-options. Now either of these would be in addition to linking up with a friends' fireteam, which I'm assuming you could do at any time regardless where they are. In the E3 they had this only happen outside, but I think that was for dramatic effect, I can't see them restricting friends' joins just to exterior spaces, that's stupid. Regardless whether it's option A or B, I could see having one additional option when there's an "air presence" Public Event or indeed any Public Event going on; you then have the option of going directly to that event area and directly matching into the event. In the case of the air presence event, it's your option whether you choose insertion or to fight it out in the air, regardless what variant it is. Obviously, you want players to be able to choose whether to do any kind of public event, and it just follows that going directly to that event (whether there's the option for an air battle of any flavor or not) would be an option rather than wading through corridors of private zones just to get there.

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  • I agree with how you've mapped that scenario. I like the idea of selecting where you land, rather than a default landing zone. It might explain why the titan appeared after passing the wall. I think it might be fun if, after you arrive at your destination, you have control of your ship and you get to choose where to drop off. Instead of a menu where to land, you choose your destination, such as old russia, and you begin by flying inside the region of old russia. You then decide where to land by pressing a button, which beams you to the ground and your ship flies off like in the E3 video. It might explain why the titan shows up after the wall. The only issues I can foresee, how do they keep you out of certain areas until you're allowed? This would force all areas you unlock to either be indoors, or have some sort of AA defense to repel you until later when you disable it. It might also put some pressure on map design, to logically create a "natural border" for the map from both the ground and air. They could use the "return to the battlefield," line. They could also have a natural "ground" border, and a "return to battlefield," line when your in the air. Failure to return to the battlefield would normally mean choosing a new destination to fly to. I imagine there wouldn't be a menu to decide if you want to join a public event or not. I would assume that matchmaking will automatically put you in the event, but on the edge. You then choose to leave, or stay. If you stay you can then drop to the ground and fight there, or remain in the skies and dogfight. To leave you just fly (or walk) to the edge of the public event. It was a good idea to suggest the insertion topic. I think part of the problem is that we know so little about how it works. I think your ideas are most likely (about choosing your destination and where to land). I like my presented idea, because it involves small portions of flying, and without any flying it begs the question of why you dogfight. But what I presented puts more pressure on the team, and might not happen. However, I don't think that when choosing a destination they will ask if you want to join a public event in progress. I imagine they add you to it, and you can simply choose to leave, as it probably is on the ground.

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  • [quote][b]OPs mom You won't answer this but I'm going to ask anyways. Will there be a fire fight mode or a gametype that is similar to fire fight?[/b] We’re not going to answer that. You’re, like, psychic or something. What number are we thinking of? [i]Ask us about Strikes later. We’ll probably still dodge the question. Old habits and all that.[/i][/quote] Hey, look! From this week's Mail Sack: Strike will be something similar to Firefight; could just take you directly to a random Public Event area (from a list of areas accessible to your character)? [url=http://www.youtube.com/watch?v=U4juTvwC550]Pretty Insane.[/url] Anyhow, this might be one of the nav options, whether from a pause/hub menu when you fire up the game and/or dialog from the Tower/City. re: OP's idea, this may be how you get into those air support-ish situations, launching/dropping directly into a combat zone. Stay tuned for info from Gamescom/ future Bungie Podcasts; but in any case I'm thinking it's safe to assume Strike is like a more arcade-y point of entry into something like a Public Event...

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  • I meant and I think that they either would simply allow you to enter the area from the map, and not show the event in progress, leaving it as a surprise when you get there, or they indicate there's an event on the map; but either way, if you navigate to/land in that area you're going to get matched into the public event regardless. If you don't want to participate, then you gotta pick another area as your LZ, no choice to land in the public event's area [b]and[/b] bypass it entirely.

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  • 작성자: external 8/13/2013 9:07:21 PM
    [quote]First I'd have to agree that ground support will likely be limited severely. Perhaps firing towards the ground when not in a public event, you don't hit anything. Even though statistically its likely someone will be within a radius close enough to where the round would hit, it wouldn't load into anyone's game, so its like no one was there to observe it. That would only work if you aren't connected to a fire team on the ground, which I assume isn't possible if you're flying in orbit. Even during public events though we can abuse the "instancing" to limit the firepower of an orbiting or inatmosphere ship, such as each strafing run is loaded into a different instance of the event. So it wouldn't be constant strafing from a ground perspective, just the uncommon strafe which would be very quick and likely ineffective.[/quote] [i]Just[/i] posted in another reply about how it might work in a public event. Dammit lol. I'd take the effort to link it but it'd probably be asier to skim for my other wall of text and anyhow I'm lazy. On-topic, I think it more likely that flying in and fighting off air attack could be handled by matching you into that (albeit larger scale) public event rather than having your [i]actions[/i] occasionally be linked to any number of public events, for consistency, communicating things simply to other players and other reasons re:being shot down. I'd envisioned the battle as more low-altitude than a very long range engagement like higher orbit, the carrier ship idea is more for looks and to communicate where all these player-piloted ships are coming in from than necessarily going from high orbit fighting your way down to low altitude. Now, you could maybe break off engagement near one public event area happening in the ground and fly off to another one but I'd think I'd want my actions like occasionally ground strafing or bombing armor on the ground to always be visible to whatever public event I've "matched" into. Whether I'm getting into a dogfight with fighters and stuff in the air while the enemy dropships are coming in or I'm doing the strafing and bombing while ground anti-air is trying to take me down. Sort of two parallel battles but always with potential for interaction whenever the player chooses; it'd give more purpose to surface-air heavy weapons too for players on the ground, and more rewards for all the more enemy ships get shot down. [quote]Now onto the possibility of being shot down. Perhaps this created a public event where other players come rescue you, and you hand repair the ship. In this instance, your ship isn't severely damaged, just has systems that were disabled and need repair. It might even happen without the need for a public event. If your ship is destroyed in a firefight, you respawn at the tower. Although there are probably other instances where this happens, what happens if your entire fireteam is killed in the field and no one is there to revive you? Perhaps you can eject before fiery death, and to get home you have to catch a ride from other players, and upon returning to the tower a new ship is supplied. They may rebuild your custom ship, or they may supply a standard ship everyone starts with, and your custom ship is gone forever. Or maybe you can go on a mission to recover it.[/quote] As far as your own ship getting shot down: I think ejecting onto the ground like the way players enter a public event area or from other open-air areas would be even better. You could immediately get to safety to call in a "duplicate ship" to flee (just like any player on the ground could presumably choose to "exit level" in their own ships) and give up the rewards for finishing the event, if you wanted. You could then re-enter from there into your friends event if there's space, or rematch into another, but the idea being that you are part of whatever public event you join and take up a space (there have to be technical limits). Once you eject, on your sparrow or on foot, you can of course opt to fight it out alongside the rest of the event's on-ground players. Then downed ships needing repair aren't cluttering the battlefield, they're just rebuilt (out of scene) and remotely sent out for player character extraction and new landing missions without taxing the game needlessly. Basically the idea either way is preventing players from constantly respawning to spam bomb runs, focusing on the FPS part of it, but adding that Air-Air Air-Surface twist that OP and many of us think would be awesome. [quote]Some are more plausible than others. I like speculation[/quote] Good discussion, I like the way you think.

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  • I'm going to write a short story describing a public event. Perspectives will be from both the pilot and from ground units. Afterwards I will explain how it could be done in a slightly more technical fashion. Story [spoiler] A pilot is engaged in a dogfight in a public event. Below he can see several individual firefights. Between a wave of enemy ships, he notices a fireteam pinned down by infantry and armor. Having some time to spare, the pilot goes into a strafing run, taking out a group of fallen behind cover. The pilot circles around and drops a bomb on a devil walker, damaging it severely. As the pilot heads back into a dogfight, the fireteam on the ground thanks him before continuing the fight. The next wave of enemy ships has proven to be difficult, and the pilot is struggling. A titan groundside, having already defeated the spider walker thanks to the pilots aid, notices the pilot struggling and fires rockets skyward in hopes of aiding him. Two of six rockets lock and hit their target, destroying the ships. The pilot is however overwhelmed, and ejects not far from the fireteam he aided before. His ship continues into the distance, crashing into a hill. The fireteam, mostly done in their engagement, decides to find the pilot. They arrive and flank some fallen that have the pilot pinned down. They exchange thank yous, and the pilot wanders off to find his ship. [/spoiler] How its done [spoiler] There are several instances at work, and each is independent from the others. Although some are "neighbors" and can influence one another. In this case there are several ground firefights that are independent of one another, and a larger instance of a sky dogfight. The dogfight can see the ground instances, and the ground instances can see the dogfight. They can see eachother, because on the edge of their own instance there are "bots" or "actors" that are mimicing the movements of other players. That is, in the dogfight, there are "bots" that are mimicing the movements of players in a separate instance on the ground. In this way the dogfighting instance can see several different instances, because the bots are low poly models with low res textures. When a projectile from one instance is going to the edge of its current instance, it can travel into a "neighboring" instance, and be replaced by a "bot" in its "home" instance. In this way, the bomb and rockets can travel between instances, but the player wouldn't normally, until the player ejects for instance. [/spoiler] I like the idea of making the player go after their downed ship and recover it. Its custom, its supposed to be kind of special, it doesn't make sense to me for it to be duplicated consequence free, nor for it to disappear forever. When the player is ejected, they are still in the public event, but if they leave early (to pursue their ship, or call for a back up ship), they lose any progress they had to an award. Its important to note the ship should crash far from the battle, requiring the player leave the fight if they want to recover it, and so it doesn't needlessly clutter the instance they land in. But I think, if a player doesn't recover their ship, after a time it will be automatically recovered and in the tower. That wouldn't allow players to just fly up into the sky and spam bombs constantly. Enjoy air to air, air to surface, and surface to ground combat, and it allows for interaction between instances without actually joining them.

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  • I see now why you found the idea of repairs compelling. Not just the prospect of being in combat when you eject but then having your ship's beacon prompting you into other areas, crossing paths with those who may want to help or folks that owe you one coming to your aid. Some kind of backup transport like you said solves the issue of not being able to navigate where you please while communicating to the player why there's a cooldown before reengaging in more air/spacecraft combat: your transport's not rated for combat, and you're waiting for salvage and repair before reentering an air combat section, since you opted not to handle it yourself. The PE instance edges interacting seems really ambitious, I dunno what kind of limits there would be on that. Talking edge interactions of upwards of 30 players assuming an instance in 4 compass directions and as many players as in the E3 gameplay demo, pretty conservative estimate, along with the AI NPC and player connections inside your own instance.As far as indicators/SOS beacons to other instances with which you've interacted, that seems simple enough. If the system could pull off inter-instance interactions simultaneously with all the intra-instance actions and call things out visually in a way that didn't get cluttered, that would be amazing. They said they wouldn't charge, but I would pay Bungie a subscription fee to play if this is the kind of co-op that could happen.

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  • I admit, that is a on the upper edge of what I would consider possible. Current gen consoles might even be limited in how many "neighboring" instances they can have (would likely effect next gen players in the same instance, it just wouldn't be drawn for current gen). But I could easily see that happening for up to 4 neighboring instances. Lag might make it look funny, but since the projectiles actually move it wouldn't effect combat much.

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  • Who knows, might work if like you say the bots mimic players but only have a connection to the number but not the inputs, and instances communicate multilateral information only for important inter-instance threats and targets: anti-air armor or other targets that the pilot would prioritize, airborne AI targets that would be a threat to the player. It seems to met the projectile and hitscan vectors would be much easier to communicate inter-instance (if the projectile paths weren't too complex) so that's less of an issue; but, that's just my lay interpretation, I'm no programmer or engineer.

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  • I think its going to depend on the networking architecture. If movements of 12 players per instance are communicated to each player in another instance, thats a lot of connections and its a pipe dream. If each instance is controlled by a single server, then thats much fewer connections to worry about. Depends. The "bots" might even have a degree of movement prediction, and require less networking. Accuracy, I would assume, wouldn't be a big deal. Either large projectiles with a degree of tracking are used, or small fast projectiles that are largely disposable. I agree that its unlikely, but I like the idea.

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  • [quote] I get the appeal, but it's simply not a well thought-out concept.[/quote] Ok How, because what Im seeing is that you get air support in Public Events only when you are out numbered greatly. You still keep the FPS feel and you get to have some fun with your personal ship. Yes there is a risk of being shot down but you don't have to engage if you do not want to. Balancing isn't a problem because air support will only come if you need it. Say if you our out numbered 8:1 against the Cabal then you can have the option of flying into a PE with your personal ship and thinning the numbers a bit, while helping your friends on the ground.

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  • [quote]Unless those high-speed interplanetary space fighters are gonna act more like Harriers in atmosphere (among other issues explained below) I don't really see it being balanced. [/quote] [quote]On the other hand, your spacecraft is your ride home, so how are you getting back to the city if it's balanced and can be shot down? Your personal ground craft, the Sparrows, could be "respawned" by your ship which carries them, but AFAIK there's no mothership which carries our spacecraft; they're our only means of travel to and from the planets.[/quote] I'll quote my own post that you're replying to since you just seemed to have skimmed to the part where I disagreed without reading why. You should also read my other reply in the subthread for rationale. If you were shot down in a dogfight traveling between planets you'd likely restart back at the Tower hangar with your ship repaired, and just re-attempt to fly to wherever it was you're going. If you loaded up the planet area, say Venus, and went to do a strafing/bombing run or whatever to help your buddies, and got shot down, would you have to start over too? Because AFAIK, there's no support/repair mothership that follows you when you go off world, so there's nothing suggesting you're going to be engaging in airborne battles [u]on[/u] the planets. All I'm doing is pointing out the issues with the idea. Not saying it's impossible but very improbable given what Bungie's shown about Destiny's gameplay. Something like that would be a big deal, and need to have the kinks worked out far ahead of time, but all they've shown as far as personal vehicles that might assist in ground combat are the Sparrows. That among other things tells me it's unlikely.

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  • So you're saying that you don't think that Bungie could balance something like this. They already said that there's not going to be any space fights so I doubt that there going to be any weapons that are seriously overpowered. You're forgetting that this is a video games, if you're ship gets shot down and you die then you RESPAWN WITH YOUR SHIP. It's that simple. I love the fact that you think that there aren't going to be check points at each planet. I'm pretty sure that you are going to be able to dock your ship somewhere on Mars or Venus. I see you're problem and it's you're taking this FAR to seriously. It's a video game, let it be a video game. There aren't really any issues with the Idea unless you start nitpicking for problems.

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  • Bungie lately likes to wrap their co-op in a plausible fictional wrapper rather then letting things get too arcade gamey (think Invasion). So far theres some device that respawns you and your gear if you're not reset to a check/save point- your Ghost if you die and a teammate revives you, your space craft which can produce Sparrows for you to ride around on, etc. If there's a larger ship or something in orbit around a planet, sure, that could work. They've stated (in the Building the E3 Reveal video I believe) that they're trying to refine how they use interior and exterior environments to communicate to the player which are private spaces and which are areas where public events might take place; what you're suggesting could actually be a nice fit for public events. So you might be late to the party in filling out that fireteam, but could still help out your buddies or other fireteams by flying directly to those public hot zones and doing something like what you're saying. You fight side by side and maybe pull them out of that to continue doing larger group (2 or more fireteam) activities to fill out your own. That would really fit their philosophy of sloping the floor toward that co-op vortex, yes. Something like an orbital carrier ship being sent to another planet could be an epic way to wrap that event in the fictional setting, seeing it leave Earth to signal that event starting somewhere then meeting up with it offworld or even loading your craft aboard and launching from it. And remember when we saw those two sparrows "teleport" into the space when the player one's fireteam met up near the colony ships? I could see that as a kind of "escape pod" if you're doing a bombing or air support run in that event space and get shot down. A way to make an epic entrance, and then when you want to leave you could remotely call in a replacement ship to come pick you up. Being "serious" about an idea or "nitpicky" (I prefer "detail oriented") works both ways, it can be a pain in the ass but beneficial too because it helps to flesh out an idea into something cool and feasible on many levels. Well at least [i]I[/i] think if the idea was incorporated that way it would be cool, you're welcome to think any way you want about it. As far as space engagements I haven't seen any official news confirming or denying them, just vaguely that they won't be like Battlefront. I may have missed something so I'd be happy to take a look at whatever mentioned no space fights. Customizing our space craft to me strongly suggests at least fighting co-op in space (similar to the Saber battle in Reach) is a strong possibility. I thought by "dogfights" you meant in space too, so I'm sort of surprised if you didn't actually read it in an article somewhere you'd assume that wouldn't happen while assuming dogfights solely in atmosphere are likely. Just trying to get at where you're coming from on this.

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  • Ok let's throw out everything we know about Bungie right now because this is going to be something completely new. I expect to see little to almost no aspect from the past projects. [quote]And remember when we saw those two sparrows "teleport" into the space when the player one's fireteam met up near the colony ships? I could see that as a kind of "escape pod" if you're doing a bombing or air support run in that event space and get shot down. A way to make an epic entrance, and then when you want to leave you could remotely call in a replacement ship to come pick you up.[/quote] Ok i'm going to start here because for the most part I agree with the first 3 paragraphs. I think that there shouldn't be an "escape pod system" If my ship gets destroyed then I just want it to be able to re spawn and that be the end of it. That's why I'm only asking for air support in a rare occasion. If not an there was a "escape pod system" and my ship had no chance of being re spawned then the loot must be something great, because not many people would risk there ship for normal gear. [quote]Being "serious" about an idea or "nitpicky" (I prefer "detail oriented") works both ways, it can be a pain in the ass but beneficial too because it helps to flesh out an idea into something cool and feasible on many levels. Well at least I think if the idea was incorporated that way it would be cool, you're welcome to think any way you want about it.[/quote] You have to remember that this is just a game. Bungie can do anything they want with this game so to say that something is implausible is just crazy. [quote]As far as space engagements I haven't seen any official news confirming or denying them, just vaguely that they won't be like Battlefront. I may have missed something so I'd be happy to take a look at whatever mentioned no space fights. Customizing our space craft to me strongly suggests at least fighting co-op in space (similar to the Saber battle in Reach) is a strong possibility. I thought by "dogfights" you meant in space too, so I'm sort of surprised if you didn't actually read it in an article somewhere you'd assume that wouldn't happen while assuming dogfights solely in atmosphere are likely. Just trying to get at where you're coming from on this.[/quote] Say a video with someone from Bungie saying that this isn't a space flight sim and I have no problem that with. When I say dogfights, I mean personal ships vs enemy drop ships or motherships.

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  • 작성자: external 8/13/2013 10:33:46 PM
    As far as the desire to respawn and play out an air-air battle repeatedly I understand why being "grounded" could be a pain, but I think of it in relation to two main things: 1. When playing with your fireteam you get killed and have to be revived rather than being auto-respawned as soon as "teammate in combat" goes away. Both in the sense that if everyone on the ground is killed off (hopefully not by your air strike lol jk no friendly fire) you can opt to land and revive them and fight alongside them on foot. And in the sense that what is repairing your ship? A bigger ship, which you then can call in remotely the same way you (presumably) call in your ship to pick you up when you want to go to planetside/offworld navigation. 2. When you're in a public event it seems you can flee/avoid it if you choose by exiting the area or the whole game session if you want, but if the spot is still open in that instance for you to rejoin, you can. Otherwise you end up in another "instance". Now with a ship to "respawn" you just reenter from nav, and if you confirm nav to somewhere else, you forfeit your "seat" in that matchup. Just like how it normally would seem. If you want to stay and resume air-air/ air-ground there's likely two possible ways the game's design could handle it: a. maybe there'd be a delay/ cooldown timer or something to balance against spamming this kind of attack. If there was a delay/cooldown while your (combat-ready) ship is rebuilt it could be an [i]automated[/i] thing or maybe you or other players somewhere actively hitting the "use" button to repair/revive the ship sort of like what [url=http://www.bungie.net/en/Forum/Post?id=61536699&path=1]BoredVirulence[/url] suggested. b. you can [i]only[/i] exit and forfeit your seat he same as you fleeing would presumably forfeit your seat in that public event instance to someone else in all other cases. Pros: promotes some white-knuckle challenging action to try and extend your fighter pilot streak [i]and[/i] it reinforces running and gunning with others on the ground who might not have rode in the same way so to speak. Cons: it punishes you for only wanting to fly while also sucking at it. Hope that clarifies where I was going with my line of reasoning.

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  • Then let's not make this something that you do with your fire team. Let's make it something that you only do by yourself so you don't have to worry about respawning because if you die, then you die. And if everyone on the ground dies then you get out of there. This is just Air support this in not you having to be rambo. Im not worried about the weapons. A Machine gun on the ship should be ok. It's not strong enough to completely wipe out all of the enemies but it is strong enough to lay down support. And Like I said before, make this a high risk high reward type of thing. You are either going to get something good or die. This will keep the weak of heart away

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  • 작성자: external 8/13/2013 9:57:17 PM
    [quote]Ok i'm going to start here because for the most part I agree with the first 3 paragraphs. I think that there shouldn't be an "escape pod system" If my ship gets destroyed then I just want it to be able to re spawn and that be the end of it. That's why I'm only asking for air support in a rare occasion. If not an there was a "escape pod system" and my ship had no chance of being re spawned then the loot must be something great, because not many people would risk there ship for normal gear.[/quote] No, I don't mean risk "perma-death" of your ship, lol, but use it mainly as a point of [i]direct[/i] entry into participation a public event where there is an air presence, i.e. where it's appropriate to include one. A major, larger scale public event in an obviously larger area than what we saw in the courtyard-sized battle of the E3 gameplay. After being shot down you could choose to flee and then restart the matching cycle, or continue fighting on the ground. Point being to match you up with cooperating players on the ground to begin with, But say you're really good and you can go the whole time with dogfighting and providing air support for the ground battle. When the event is done you can fly off to the next event, just like you could summon a new ship to re-match into the public event if you wanted. Plus with this "eject" rather than "infinite ship respawn" mentality, you're being given the option to exit your ship and participate in the ground battle at any time when precision is required and strafing/bombing isn't needed. The purpose of not infinitely respawning fighter attacks, needing to essentially "resupply" or have a ship "rebuilt" being to promote participation and linking up with ground fireteams in what's ostensibly an FPS (as in "not a space-flight sim" interpretation below). Not Battlefront etc. As far as rare occasions I'd think outfitting and customizing our ships suggests otherwise, there'd be no point in doing so unless there's opportunities often to use them if we wish. Especially if what you're suggesting is true and there's no spacecarft-only battles ever happening when we travel between planets. Controlling how much of a role they play can simply be handled in terms of limiting them to player spaces available in public events where there's an air presence or other applicable exterior battleground activity, rather than this separate battle thing where the air battle and ground battle is occasionally mashed together. [quote]Say a video with someone from Bungie saying that this isn't a space flight sim and I have no problem that with.[/quote] I do remember that interview NTYMI, I think it was Chris Butcher with the HBO guys... Sure, but neither was Reach and we had the Sabre. It was a main part of the story, but personal interplanetary fighters are a part of Destiny's story by the same token. That just isn't how I interpreted that statement from the interview's context, I read it more as "this won't be Wing Commander plus FPS" but it's all up to interpretation. Anyway I thought people knew a dogfight is literally aerial combat between [i]fighter[/i] aircraft so now you can understand my confusion. [quote]You have to remember that this is just a game. Bungie can do anything they want with this game so to say that something is implausible is just crazy.[/quote] I heard you the first time, but I respectfully disagree. Besides I said (and mean) feasible. There's things that work seamlessly and coherently together and you can't just mash up everything expecting it to work without thinking it through. [i]Of course[/i] I'm not saying you can't just do crazy fantastical stuff from a fictional story and setting point of view, come on man/woman. Let's drop this "it's a game, not real life" deliberate misinterpretation line. This whole discussion's about designing for different kinds of [i]gameplay[/i] not around their stated goal of idealized reality and mythic sci-fi. Though embedding fantastical events in a fictional setting is something they're definitely doing. In other words, the term [i]plausabilty[/i] (whether something's possible in the "rules" of a fictional setting) isn't interchangeable with feasibility (whether it's desirable makes sense and is possible from a game design standpoint) here. That's at least not how[i] I've[/i] used them, so let's move on.

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  • [i]After being shot down you could choose to flee and then restart the matching cycle, or continue fighting on the ground. Point being to match you up with cooperating players on the ground to begin with, But say you're really good and you can go the whole time with dogfighting and providing air support for the ground battle. When the event is done you can fly off to the next event, just like you could summon a new ship to re-match into the public event if you wanted. Plus with this "eject" rather than "infinite ship respawn" mentality, you're being given the option to exit your ship and participate in the ground battle at any time when precision is required and strafing/bombing isn't needed.[/i] Ok lets start here. You're over thinking this entire thing. First lets keep this simple. There should be no landing and getting out of your ship when you're in a Public event. So if you die in your ship then you die and respawn at the nearest check point. [i] The purpose of not infinitely respawning fighter attacks, needing to essentially "resupply" or have a ship "rebuilt" being to promote participation and linking up with ground fireteams in what's ostensibly an FPS (as in "not a space-flight sim" interpretation below). Not Battlefront etc.[/i] Again you are greatly overthinking this. Let's make this a hit and run type thing so there should be no resupplying or rebuilding [i]As far as rare occasions I'd think outfitting and customizing our ships suggests otherwise, there'd be no point in doing so unless there's opportunities often to use them if we wish. Especially if what you're suggesting is true and there's no spacecarft-only battles ever happening when we travel between planets. Controlling how much of a role they play can simply be handled in terms of limiting them to player spaces available in public events where there's an air presence or other applicable exterior battleground activity, rather than this separate battle thing where the air battle and ground battle is occasionally mashed together.[/i] We customize or ships for the sake of showing off, not for battle. So make this type of thing a rare occasions. it would be annoying if every time you fly into a planet you get caught up in a PE. [i] I do remember that interview NTYMI, I think it was Chris Butcher with the HBO guys... Sure, but neither was Reach and we had the Sabre. It was a main part of the story, but personal interplanetary fighters are a part of Destiny's story by the same token. That just isn't how I interpreted that statement from the interview's context, I read it more as "this won't be Wing Commander plus FPS" but it's all up to interpretation. Anyway I thought people knew a dogfight is literally aerial combat between [i]fighter[/i] aircraft so now you can understand my confusion.[/i] There is a big difference with what they did with Reach and what they are doing with Destiny. So if there are no in space battles then that's ok. This is a FPS not a flight sim. [i]I heard you the first time, but I respectfully disagree. Besides I said (and mean) feasible. There's things that work seamlessly and coherently together and you can't just mash up everything expecting it to work without thinking it through. [i]Of course[/i] I'm not saying you can't just do crazy fantastical stuff from a fictional story and setting point of view, come on man/woman. Let's drop this "it's a game, not real life" deliberate misinterpretation line. This whole discussion's about designing for different kinds of [i]gameplay[/i] not around their stated goal of idealized reality and mythic sci-fi. Though embedding fantastical events in a fictional setting is something they're definitely doing. In other words, the term [i]plausabilty[/i] (whether something's possible in the "rules" of a fictional setting) isn't interchangeable with feasibility (whether it's desirable makes sense and is possible from a game design standpoint) here. That's at least not how[i] I've[/i] used them, so let's move on.[/i] I don't think you read me because you are still talking about plausibility on a game like Destiny.

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  • You seem upset.

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  • Not really, just don't get the nitpicking.

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  • Out here in the wild, this [i]is[/i] how we speculate.

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