Ground zone combat need to be redesigned

Also, I'm sure you'll both agree that our commanders should have only one life and that character perma-death is pretty much mandatory to maintain the immersion.
Yes it's totally unreasonable to state that it is a bit silly that mission givers offer the exact same power on mission when returning the previous and we totally deserve your ridiculous hyberbole.

:rolleyes:
 
Yes it's totally unreasonable to state that it is a bit silly that mission givers offer the exact same power on mission when returning the previous and we totally deserve your ridiculous hyberbole.

:rolleyes:
Of course, because when the ship mission boards offer the same repetitive missions for 6 years in a row, getting repetitive missions from an NPC with a face is a total game changer.
 
Yes it's totally unreasonable to state that it is a bit silly that mission givers offer the exact same power on mission when returning the previous and we totally deserve your ridiculous hyberbole.

:rolleyes:
The problem is that people here also tend to be very, very angry when missions are not available. We can have more plausible missions, or we can have readily available ('settlement restore') missions. But we cant have both. Its an MMO, it comes with such limitations by default.
 
The problem is that people here also tend to be very, very angry when missions are not available. We can have more plausible missions, or we can have readily available ('settlement restore') missions. But we cant have both. Its an MMO, it comes with such limitations by default.
Sure, however designing the foundation should be rock solid, it's all the game loops you need to actually having fun, if they are barely there or so barebone they start to annoy the player, you are not enjoying playing that part of the game and it will be something you just bypass.

I do what is fun, so I avoid game loops where I know they are flawed.
 
The problem is that people here also tend to be very, very angry when missions are not available. We can have more plausible missions, or we can have readily available ('settlement restore') missions. But we cant have both. Its an MMO, it comes with such limitations by default.
Yep, I'm entirely aware of it being MMO feature, I even noted it on my earlier post. Doesn't make it any less unimmersive, just like multiple other gamey details that are there because of gameplay or because how relatively rough asset based procedurality (darn those hab house bedside boots - sometimes I wish they rather left them out) works.

I suppose they could put a player specific cooldown or at least a relog wall on receiving the exact same mission again after completing one, but I don't think it is that important nor believe that FDev will ever truly prioritize the rather heavy handed genericisms present in the game.

🤷‍♀️
 
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The mission and cz repeats won't be able to go, that is a limitation. Someone already said, that a cz is a single battle, not the whole war.

If you can accept the above, then lysan's suggestion is actually a very simple one to imrove the ground czs, since every asset and game mechanic is already in the game now.

Yes, it would be way better that way, and it would feel way less arcade then the current one.

(And I stop here with the grumbling about the game.)
 
I don't think that will change fundamentally any time soon. But why not approach it from the other side and build conflict zone mechanics into CQC?
First they need to fix the FPS in CZ they are horrible, I get 25-40 max and that's why I don't do them much. Just did one to test it after patch 9 and sure it's more of a challenge now, however when you still get around 25 FPS it's still horrible and I would not do any PVP with that frame rate.
 
When a war is triggered it's more like you are in a tournament than a war, it doesn't feel like a war, let's be honest it's CQC on foot, and as such it's ok.
So we need a redesign of the war scenarios, yes it's my opinion and if you have another opinion let me know in the comments.

Suggestion:

1. Defending fraction spawn inside the settlement/base
2. Attacking team drop only one time, establish a FOB where you respawn if you die
3. To win defending team need to stop attacking team gaining access to Power, Command center.
4. To win attacking team need to take power and commander center.
5. Defending posts are placed at entrances, need to be passed by attacking team.
6. Upload a virus to shutdown command center = a take, defending team can't restore it.
7. Shut down power and take the power thingy = win
8. Count down timer for respawn opportunities, lets say it's recourses to keep the fight going that depletes.
9. Defending team win when there is no more attackers.

Remove the "flags" FOB could be a drop ship that's landed and is used to respawn from.
Great ideas, OP. But this whole game is developed half-"baked" with a delivery criterion of "good enough". So can't expect fdev to give a damn at this point.
 
Great ideas, OP. But this whole game is developed half-"baked" with a delivery criterion of "good enough". So can't expect fdev to give a damn at this point.
Well, I know it’s like talking to the woods, but at least if you like to grind credits you can easily make 50+ million by farming the CZ, and that’s all that matters I guess in ED.

 
When a war is triggered it's more like you are in a tournament than a war, it doesn't feel like a war, let's be honest it's CQC on foot, and as such it's ok.
So we need a redesign of the war scenarios, yes it's my opinion and if you have another opinion let me know in the comments.

Suggestion:

1. Defending fraction spawn inside the settlement/base
2. Attacking team drop only one time, establish a FOB where you respawn if you die
3. To win defending team need to stop attacking team gaining access to Power, Command center.
4. To win attacking team need to take power and commander center.
5. Defending posts are placed at entrances, need to be passed by attacking team.
6. Upload a virus to shutdown command center = a take, defending team can't restore it.
7. Shut down power and take the power thingy = win
8. Count down timer for respawn opportunities, lets say it's recourses to keep the fight going that depletes.
9. Defending team win when there is no more attackers.

Remove the "flags" FOB could be a drop ship that's landed and is used to respawn from.
But capture the flag is a proven game mechanic, it's been working since 2003....

....and isn't the least bit dated and incngruous with a lore centric game :rolleyes:
 
So, you have your G3 gear with the mods you want and are working towards G5 or have reached that goal. What is the point of doing the missions/CZs then if you feel that you are just doing the loops for no reason than the credits and that the CZs are not fulfilling enough? Well, you could pick a low traffic, low population system and run missions for one of the low ranked factions. Doing 4 missions each with 3 INF reward a day should be enough for the maximum daily gain. Do that for one or more days and you will likely find the faction you are working for in a war, civil war or election. One won CZ a day until you reach 3-5 CZ won or whatever it takes to win the election, and you have beaten that faction, probably taking something off them, and are now ready to continue generating more influence. Eventually, your supported faction will be the top dog and control the system.

If you were to pick a non anarchy system with an anarchy faction that has influence in the low single digits, then you could flip that system to become an anarchy. That I believe is a worthy goal. And you still get plenty of time to do other stuff in game.

Steve 07.
 
The good thing as it is now is you can make millions pretty fast by just farming the CZ on foot.
I was a bit surprised that it pays so well considering the crappy credit payments from other on-foot missions. Then again I guess it is a balance thing for every CZ being completely devoid of any mats.
 
True, and as such it's actually very good, however that is not the intent is it? it's suppose to simulate a war scenario, and if you look at it this way it failed the test.
Yeah, the sarcasm was subtle in that post, but I am somewhat disdainful of the CTF decision and wholly agree that capture the flag is not the best mechanism for a simulator. I'd have preferred it if they had objectives to clear the defenders out of the individual buildings such as the powerplant / command / manufacturing / etc, or something along the lines of the OP's suggestion.
 
I was a bit surprised that it pays so well considering the crappy credit payments from other on-foot missions. Then again I guess it is a balance thing for every CZ being completely devoid of any mats.
True, if you don't log in and out it's also time consuming, however if you log out/in 50 million is done pretty fast unless you lose of course.
 
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