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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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Call-ins On Loadout (+ New Call-in Brainstorm)

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 Call-ins On Loadout (+ New Call-in Brainstorm) 
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Tibrogargan


Joined: Fri Feb 24, 2012 1:33 am
Posts: 46
Location: Australia
Post Call-ins On Loadout (+ New Call-in Brainstorm)
First off let me say that I have no real issue with the current call-in system or the effects they have, other than being limited to 3 constantly, two of which is pretty much a scaled down/up version of the other.

Basically, I'd love to see a few more Call-in options added to the game, and figured the most logical way to impliment that was to add a loadout slot(s) for call-ins. If you wanted to keep things pretty much the same, allow for 3 different Call-in slots (small, medium, large) and give us a variety of options for each. Even reducing it to 1-2 slots probably wouldn't change things too much, I'm fairly sure some people have never called a supply station in their lives and people saving for Orbitals tend not to waste money on Tacticals, and others just spam Tacticals all the live long day.

In any case, call-ins on the loadout would add another avenue for Hi-Rez to introduce more ongoing variety to the game. It also means more play time for us and more money for them. I didn't play much Modern Warfare, but I understand that a player's 3 killstreak bonuses were selected from a pool of around 15.

Anyway, here are some ideas for new call-ins. Feel free to add more. There's a few things here that I dearly miss from T1 (beacon/targeting laser + deployable sensors). The costs of each are not really important, though I'd like to see a few cheaper ones introduced.

  • Call-in mini-sensors: I used to love deployable sensors. I would generally put 2-3 along common routes so the defense could see approaching cappers marked out well ahead of time.
  • Mortar request: Something cheap to replace the targeting laser/beacons. Tag a turret/sensor or even just a spot on the ground and players with lob weapons can see a target to aim up at (until target destroyed/limited time/whatever).
  • EMP: Something along the lines of Orbital Strike but no damage, just disrupts defenses for a brief period. Maybe even drain the energy of enemies caught in it.
  • Temporary Generator: For emergencies, call in a Gen to power anything nearby for a short time. EDIT: Or something that boosts the packs of those nearby (shield/jammer etc)
  • Anti-air Turret: Basically a stationary saber wielding DMB. Maybe give more limited range/less damage/longer lockon etc.

Just a few to start things off. Some might sound ridiculous but I'm just trying to get thoughts flowing. I'd love to hear some more ideas :D

Last edited by Tibrogargan on Fri Nov 09, 2012 8:43 am, edited 5 times in total.

Thu Mar 22, 2012 6:58 pm
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hvcterr
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Joined: Thu Jun 16, 2011 3:41 am
Posts: 1567
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
Boost-pad / Man-cannon. Orients to face direction opposite the person doing the call-in.

Alternately, make one of the call-in-settings cause the call-in-tool to behave exactly like a T2 laser painter.
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Thu Mar 22, 2012 8:56 pm
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Tibrogargan


Joined: Fri Feb 24, 2012 1:33 am
Posts: 46
Location: Australia
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
hvcterr wrote:
Boost-pad / Man-cannon. Orients to face direction opposite the person doing the call-in.

Ahh boost-pads, totally forgot about those, nice!

I was thinking even being able to call a grav cycle in the field could be useful.


Fri Mar 23, 2012 7:19 pm
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ALDMW
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Joined: Mon Nov 17, 2008 10:09 am
Posts: 447
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
Jammer Turret
Calls in a small turret that blocks call ins, can be used offensively or defensively. About the same size as a techs turret, it blocks any call ins within its radius.

Defence:
-Can be called in to block airstrikes in a particular area, such as around the flag stand or an entrance.
-Disables enemy call in inventory stations. Useful in situations such as a Jug bombarding the base from a hill, using a inv station to resupply rather than travelling back to base.

Offence:
-Can be used for safety during heavy skirmishes near the enemy base, such as scrambles to regain the flag where many team mates are bunched up.
-Can disable inventory stations called in by defenders, and if used sneakily block any fresh ones that are called in.

The Jammer turret only blocks unfriendly call ins, your own teams are unaffected. Credit cost, effect raduis, visual location clues (example, a blinking light) and health would need to be thought about.


Fri Mar 23, 2012 9:14 pm
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Tibrogargan


Joined: Fri Feb 24, 2012 1:33 am
Posts: 46
Location: Australia
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
ALDMW wrote:
Jammer Turret
Calls in a small turret that blocks call ins, can be used offensively or defensively. About the same size as a techs turret, it blocks any call ins within its radius.


Nice, another good one! :)

Tibrogargan wrote:
Temporary Generator: For emergencies, call in a Gen to power anything nearby for a short time.


Just wanted to expand on this a bit, maybe instead make it something that gives an energy regen boost to those nearby, to increase the effectiveness of shield/jammer packs. That way it's something that isn't lessening the importance of gens.


Mon Mar 26, 2012 10:42 am
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DibbzTheLoner
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Joined: Mon Mar 05, 2012 8:30 am
Posts: 1616
Location: Australia
Steam Gamer Name: Dibbz
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
Tibrogargan wrote:
Call-in mini-sensors: I used to love deployable sensors. I would generally put 2-3 along common routes so the defense could see approaching cappers marked out well ahead of time.
Temporary Generator: For emergencies, call in a Gen to power anything nearby for a short time. EDIT: Or something that boosts the packs of those nearby (shield/jammer etc)


I noticed this in the List of new weapons found in game files thread:
Crossflippe wrote:
[TrDevice_OmniSensorDeployable]
ItemName="Omni Sensor"

[TrDevice_BackupGeneratorDeployable]
ItemName="Backup Generator"


Methinks HiRez has plans for Deploayble Sensors/Generators in some distant update.
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Mon Mar 26, 2012 12:26 pm
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disci


Joined: Mon Oct 25, 2010 1:48 pm
Posts: 1025
Location: Winland
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
hvcterr wrote:
Boost-pad / Man-cannon. Orients to face direction opposite the person doing the call-in.

I hate the idea of boost-pads and I hate even more the idea of having it as a call-in. If they again fix something with a band-aid fix such as boost-pads would be, then wouldn't it be better if they were part of the map such as vpad etc?


Mon Mar 26, 2012 12:32 pm
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hvcterr
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Joined: Thu Jun 16, 2011 3:41 am
Posts: 1567
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
DibbzTheLoner wrote:
Methinks HiRez has plans for Deploayble Sensors/Generators in some distant update.


Often those kinds of things are actually leftovers from things which were tested and then cut for some reason.
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Mon Mar 26, 2012 12:33 pm
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Trundle


Joined: Mon Oct 25, 2010 4:38 pm
Posts: 346
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
hvcterr wrote:
DibbzTheLoner wrote:
Methinks HiRez has plans for Deploayble Sensors/Generators in some distant update.


Often those kinds of things are actually leftovers from things which were tested and then cut for some reason.


Possible ofc, but considering some of those things in the data dump will be here in 1-2 patches I wouldn't rule it out.


Mon Mar 26, 2012 12:38 pm
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Tibrogargan


Joined: Fri Feb 24, 2012 1:33 am
Posts: 46
Location: Australia
Post Re: Call-ins On Loadout (+ New Call-in Brainstorm)
Super bump!

DibbzTheLoner wrote:
Methinks HiRez has plans for Deploayble Sensors/Generators in some distant update.

Hopefully you are right, because we have come some distance.

disci wrote:
hvcterr wrote:
Boost-pad / Man-cannon. Orients to face direction opposite the person doing the call-in.

I hate the idea of boost-pads and I hate even more the idea of having it as a call-in. If they again fix something with a band-aid fix such as boost-pads would be, then wouldn't it be better if they were part of the map such as vpad etc?

If you hate them so much it will make it so much more satisfying when you destroy one! :D


Fri Nov 09, 2012 8:50 am
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