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Jul 02 2012
By: pimentel2 Survivor 2787 posts
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[Suggestion] Mining (Mode)

[ Edited ]
23 replies 468 views Edited Jul 6, 2012

Mining (Mode)

 

I personally loved collection on Warhawk, so I have been thinking on how to bring a similar mode to Starhawk, and here I present to you, my suggestion: a mode where you mine asteriods.

 

The main basis of the mode

 

  • Collect the most 'ores' by the time limit or Reach the 'ore' limit first
  • Players mine specific areas on a planet or if in space, mining asteriods in an asteriod belt, with two tugs on the map serving as bases for the opposing teams.
  • On the specific areas where it is minable, players will be able to mine, say, (just making up numbers here) 200 cubic feet of the ore, with the animation lasting, say, ~10-30 seconds.
  • The player must bring the ores back to the home base, in order for it to count towards the quota.

 

Dropship/Ore Loader

 

  • Modified dropship from Warhawk

 

ACP


  • The ACP transport from Warhawk

 

Now, seeing as the maps will probably be huge, especially with space, there may be a need for dropships, which in my opinion, could use rift energy to spawn. 

 

 

 

Feel free to share your own suggestions and comments here :smileyhappy: I also have to thank NukePossum for his amazing posts. 

 

Some notable comments/suggestions:

 


nukepossum wrote:

It sounds like a cool combination of zones and collection. I imagine logistics would be very important. Maybe dropships could be introduced as ore freighters as well as troop transports.

 

Here is how I see it working: The mining outposts work like zones, but instead of directly earning points, it opens up loading sites where players can dock with a dropship/freighter, maybe supporting more than one vehicle at once. The longer they stay, the more ore they are loaded with (zones closer to the center of the map having a higher yield, justified by the longer trip to score as well as considering the difficulty to load up in a hotzone). The freighters then return to the main base and the team scores depending on the load. I am thinking of a space mode mostly, but it could work in a ground mode as well. Either way, the maps will need to be big enough for movement between bases to be a factor

 

I see some deep strategic importances involved, like the need to defend transports from raiders (razorback, you might have found your niche) as well as the team balancing the workforce between transport and actual combat. In addition, small strategies such as convoys and deciding whether to fill up the frieghters to full (if you are carrying a lot of cargo, getting shot down in one big trip could set your team's quota way back but could have huge payoff, while multiple smaller loads might take longer yet is much less risky) could also be involved.

 

This game mode is not only good in terms of depth and possibility, this game is about space miners for crying out loud! The lore and backstory now has a point

 

[Skip to comment]


 


nukepossum wrote:

How would the main base work? I personally think that it should not be easily reachable by the enemy, since transports could be taken out right at the front door and spoil the hard work of players a lot. Baserapes will KILL the whole concept by camping in the spawn and killing the source of a team's points as they come in. What I suggest is that for the bases to have transports that automatically spawn in the spawn, but other vehicles require buildings. In addition, there should be an indestructible shield generator. In addition, there should be notifications of both scoring and lost transports, since a large number of transports dying without any scoring should be a sign of warning to anybody returning to base. With this system in place, it is still technically possible to reach the enemy base, but hawks will think twice about facing 2 shielded flak turrets head on. Still, true base rape is unlikely since the mines will still be up, likely with heavy vehicles set up. Also, autospawning will eliminate the need to make a new building, which LBI might have a problem with. Finally, making only transports autospawn (instead of with hawks in space for example) will allow both teams to establish their supply lines without threat of raiders at the start.

 

As for the bases themselves, for a space base it should resemble the tug from the story while the ground base would resemble a factory/processing plant with an open roof, walls, and a balcony. Either way, there should be room for at least 2 beam turrets on the roof/balcony that will fit within the shield bubble.

 

[Skip to comment]


 


nukepossum wrote:

Remember that unlike other game modes the enemy team should NOT be in your base in the first place; this isn't CTF. They have no reason to be there, and they can just pick off turrets from far off without the shield, so they are not a solution by themselves. In regards to the transports and dropships, I think they should be the same vehicle. If the ore loader is also the troop transport, then early game 3-4 transports can carry 16 players rather than 16 transports carrying 16 players. Plus, LBI is not very likely to make two similar but different vehicles (four if you count both ground and air). They will say it's too much work and scrap the idea. Finally, to save time they could just copy the loadouts of the transports from the ones in WH: the ground one uses a destructive speed boost to crush stuff (an added cooldown to the attack would increase it's dependence on escort without making it defenseless, plus it will stop a 150mph ore run) with 6 ports for troops to shoot from, the air one converts to a slower, hovering attack mode that shoots 3 MGs in a spray (cone pattern) as well as each of the 6 passengers manning a swarm missile turret that shoots 3-shot clusters with infinite ammo. That way less work is needed by LBI, WH vets are reunited with their missed friends, and SH players get new toys.

 

This is my opinion, but it's ultimately LBI's decision as to what happens. Unfortunately, few people seem to notice this thread...

 

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Uncharted Territory
Registered: 06/01/2012
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Re: [Suggestion] Asteroid Mining (Mode)

Jul 3, 2012
Very interesting, I like the idea of having to run home with your loot.

Plus this would mesh great with the whole "gold rush" theme of the game :smileyhappy:
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Hekseville Citizen
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Re: [Suggestion] Asteroid Mining (Mode)

Jul 3, 2012

I love the sound of this but I think these changes should be made to make it better:

 

  • No Sidewinders
  • A HUGE bit of 'Rift Ore' placed in the center while smaller bits are scattered over the map (To increase conflict over the Ore) 
  • No time spent mining it, just when someone is carrying it they should have a blue simple above their head for enemies & allies to see
  • Take the ore back to the gigantic rift building thats the big useless one at the moment
  • Can still use weapons while carrying 'Rift Ore'
  • Cannot fly with 'Rift Ore' 
  • Once the large one is depleted, a new large one spawns somewhere else, meaning 1 team can never keep a huge fort round it
I think if you add these things, then this game mode would be amazing.
LBI should read this thread...
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I Only Post Everything
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Re: [Suggestion] Asteroid Mining (Mode)

[ Edited ]
Jul 3, 2012

It sounds like a cool combination of zones and collection. I imagine logistics would be very important. Maybe dropships could be introduced as ore freighters as well as troop transports.

 

Here is how I see it working: The mining outposts work like zones, but instead of directly earning points, it opens up loading sites where players can dock with a dropship/freighter, maybe supporting more than one vehicle at once. The longer they stay, the more ore they are loaded with (zones closer to the center of the map having a higher yield, justified by the longer trip to score as well as considering the difficulty to load up in a hotzone). The freighters then return to the main base and the team scores depending on the load. I am thinking of a space mode mostly, but it could work in a ground mode as well. Either way, the maps will need to be big enough for movement between bases to be a factor

 

I see some deep strategic importances involved, like the need to defend transports from raiders (razorback, you might have found your niche) as well as the team balancing the workforce between transport and actual combat. In addition, small strategies such as convoys and deciding whether to fill up the frieghters to full (if you are carrying a lot of cargo, getting shot down in one big trip could set your team's quota way back but could have huge payoff, while multiple smaller loads might take longer yet is much less risky) could also be involved.

 

This game mode is not only good in terms of depth and possibility, this game is about space miners for crying out loud! The lore and backstory now has a point!



I'm a possum. I'm usually a nice possum, but if you show up just to spite the game, boast, or try to get the game catered to you, be warned: I bite. Have a nice day!
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Survivor
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Re: [Suggestion] Asteroid Mining (Mode)

[ Edited ]
Jul 3, 2012

nukepossum wrote:

It sounds like a cool combination of zones and collection. I imagine logistics would be very important. Maybe dropships could be introduced as ore freighters as well as troop transports.

 

Here is how I see it working: The mining outposts work like zones, but instead of directly earning points, it opens up loading sites where players can dock with a dropship/freighter, maybe supporting more than one vehicle at once. The longer they stay, the more ore they are loaded with (zones closer to the center of the map having a higher yield, justified by the longer trip to score as well as considering the difficulty to load up in a hotzone). The freighters then return to the main base and the team scores depending on the load. I am thinking of a space mode mostly, but it could work in a ground mode as well. Either way, the maps will need to be big enough for movement between bases to be a factor

 

I see some deep strategic importances involved, like the need to defend transports from raiders (razorback, you might have found your niche) as well as the team balancing the workforce between transport and actual combat. In addition, small strategies such as convoys and deciding whether to fill up the frieghters to full (if you are carrying a lot of cargo, getting shot down in one big trip could set your team's quota way back but could have huge payoff, while multiple smaller loads might take longer yet is much less risky) could also be involved.

 

This game mode is not only good in terms of depth and possibility, this game is about space miners for crying out loud! The lore and backstory now has a point


+1. Great suggestions, the addition of frieghters and dropships would make the mode signficantly more strategic. Quoted your post on the OP. 

 

Yep, was aiming for a mode that wouldn't be completly fanfic. Not that it is a bad thing, though...

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I Only Post Everything
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Re: [Suggestion] Mining (Mode)

Jul 3, 2012

Dude, I totally forgot about collection! That was a really fun game mode, and I hope they add something similar to Starhawk.

http://www.youtube.com/xSuperCargo
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Re: [Suggestion] Mining (Mode)

[ Edited ]
Jul 3, 2012

That would work and stay with the theme of starhawk, sounds fun.   

 

I wouldnt mind a Better be Wyld or Die night in a game mode like that :smileytongue:

 

 

And oh how I miss collection :smileysad:

 

 

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Re: [Suggestion] Mining (Mode)

Jul 3, 2012

Light Box Interactive, the community requests this mode, please make this, as it is pure genius if you add my points...:manvery-happy:

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Re: [Suggestion] Asteroid Mining (Mode)

Jul 4, 2012

Arron_Rift wrote:
Very interesting, I like the idea of having to run home with your loot.

Plus this would mesh great with the whole "gold rush" theme of the game :smileyhappy:


Hey Arron! Perhaps you have some ideas to share on this, as well? :smileytongue: (Seeing as you're an idea machine!)

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Re: [Suggestion] Asteroid Mining (Mode)

Jul 4, 2012

This would be fun.  I'd love to see a collection adaptation, or even more...a Hero adaptation....Emmet vs Logan anyone? 

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