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River_Rat_459
04-26-2012, 08:42
The purpose of this thread will be to post information updates that relate to the game itself, but do not necessarily constitute news for the "Official Game Chatter" feed.


How Dynamic Battlefields Take Shape in DUST 514
+ Posted by CCP CmdrWang // DUST 514 Community Manager, CCP

In traditional or mainstream FPS games, the mission area, i.e. the layout of objectives, structures, and spawn locations, are fairly static, thus making missions predictable after playing them a few times. This is not the case in DUST 514. Because of its sandbox nature, we want to give players the freedom to change the battlefield through choices and this is where the “dynamic” part of the battlefields will come from. This means that battlefields in DUST 514 could change based on the actions that players make – from innocuous actions such as changing one’s character fitting before a deployment, all the way up to decisions made light years away in a player owned corporate board room.

However, giving players a big sandbox to play in does not simply mean throwing a bunch of random choices at them and say, “go.” For players to experience the uniquely emergent gameplay offered by the EVE Online universe, the freedom that these choices offer must be handled in a meaningful manner. To illustrate this, we will be looking at how battlefields in DUST 514 are made dynamic in two major ways: at the macro and the micro scale.

You might have read about EVE Online’s big player alliances fighting for control over regions of space containing dozens of solar systems spread across a hundred parsecs. You may have also heard about DUST 514’s distinctive gameplay which will allow players acting as immortal mercenaries to conquer planets within the EVE Online universe in a bid to wrestle territorial control from EVE capsuleers. All this, of course, is set to occur in a cross platform new genre between PC and PlayStation 3. And then you’ve probably wondered how it will all work.

Let’s begin by examining planetary conquest in DUST 514. As the leader of a DUST 514 corporation filled with immortal mercenaries, it would be natural for you to cast your hungry gaze at the planets floating within the wine dark space of the EVE universe. And these planets will be divided into separate districts – large territories that contain resources and infrastructures where players can extract materials or to defend it from enemies. When players deploy to fight for control of these districts they will notice that only one thing is static… the landscape. The hills, valleys, rivers and coasts of a district are unchanging from one deployment to the next. However, the placement of and the types of surface structures available will vary based on decisions made about what is needed for that district on a corporate level. And this will be covered in more detail in a later blog focused on Surface Infrastructure. For more context on that you can check out the CCP video on “Seeding the Universe” here.

Other factors can also affect the district from one battle to the next. For example, previous or existing battles may cause the destruction or creation of new infrastructures by orbital fleet bombardments or new deployments by the theater commander that may alter the shape and look of the battlefield.

Players who take part in the successful capture of a district could easily find that the layout of structures and positions of key strongholds are totally different when they return to that district to defend it. From one corporate owner to the next, the surface control center (SCC) or hub of the district could be changed or upgraded if it is present. The SCC’s outposts and the support centers around the SCC may be rearranged, upgraded, or even removed based on the decisions of the owning corporation, and this is only one of many key infrastructures that will be available to players.

So now that you’ve seen how the capsuleer gods and immortal mercenary generals can shape the battlefield from a strategic, macro level, you might be thinking: how does all this play out for the grunts on the ground?

At the more personal level of the soldier on the ground, a key gameplay feature requires that the battlefield be reconnoitered during each new deployment. This is because the initial deployment positions for each mission will vary for each team based on the decisions by their commanders. Therefore, knowing exactly where the enemy is located and coming from will become top priority. Each team’s commander will also be responsible for the deployment of their team’s support systems. These commander deployed installations can consist of any number of component types that are deployed to suit the needs of the team in positions to maximize their effects. Each installation is centered on a Command Node component that provides power and processing (PG and CPU) needed to operate all deployed components throughout a battle. Once the Command Node is deployed a commander has a wide choice of installation components that he can position on the battlefield. The commander can choose from a large selection of Signals Warfare, Electronic Warfare, Installation Support, Player Support and Combat installation components.

All this translates into the very real possibility that if a player thinks he knows the battlefield simply because he fought there before, he might find that nice open short cut from the last battle now filled with enemy weapons, EW platforms and communication disruptors centered on an enemy Command Node. A deadly trap just waiting for him and others who think they know the map. In fact, it might not even be from the last battle… an enemy commander can deploy an installation into position within minutes during a battle. So unless your team has eyes on a position, what you find the next time you’re there could surprise you.

In addition, squad leaders can also have varying roles during each mission on the battlefield. For example, squad leaders have the ability to deploy small fixed gun emplacements to support the offensive or defensive actions of their squads. They will also have the ability to utilize the off-map support available to their squads and will be responsible for directing their squads’ movements on the battlefield.

Of course, this does not preclude individual players from making an impact on the battle. Individual players, squad members and leaders can also change the battlefield situation by the equipment they choose to carry into the fray. For example, let’s say that there is a squad of DUST mercs who got cutoff from friendly forces on the map. As the enemy closes in from all directions with HAVs and dropships, the squad is slowly reduced to its last man. His commander tells him that he must hold the ground at all cost and in desperation, the last squad member calls in a Black Ops HAV equipped with a mobile CRU. Now his entire team can respawn into that location fitted with anti-vehicle dropsuits and begin to beat back the enemy forces and eventually win the battle.

A Bigger Sandbox

As you can imagine, all the choices mentioned above are available to players in DUST 514. From high level strategic decisions of alliance formation (or termination), to mid-level theater command and control, and all the way down to fighting soldiers slugging it out in the muck and trenches of a forlorn battlefield. Each player will face different challenges and be offered a different set of choices whose effects are all interconnected, so that no one plays and make these decisions in a vacuum. Will you favor one alliance over another during a territorial dispute spanning multiple solar systems only to betray them when the time is ripe? Should you send in your mercenary forces to attack a particular district in a concerted effort with another mercenary army in lieu of relieving a besieged outpost in a gamble to alter the frontlines of an entire planet? Do you drop that Nanohive to resupply your squad mates now, or snipe that enemy scout to take out the enemy’s eyes and ears first? Each and every one of the players within the EVE universe will affect each other regardless of the size of their impact, thus bringing a truly emergent kind of gameplay shared by hundreds of thousands that is meaningful to the actors themselves.

SOURCE: http://blog.us.playstation.com/2012/04/26/how-dynamic-battlefields-take-shape-in-dust-514/

River_Rat_459
06-06-2012, 12:40
This was posted yesterday on the PlayStation.Blog.


DUST 514 at E3 2012: Summer Beta, PS Home, and a Vita App
+ Posted by CCP CmdrWang // DUST 514 Community Manager, CCP

Hello from E3! We know you’re excited and following all of the great stories coming out of the show this year, we just want to briefly touch on some of the DUST 514 news that we’ve announced this week and we’ll be focusing on at the show.

First and foremost, we have details on our first Beta event of the summer. We know many of you are eagerly anticipating your chance to try out DUST 514, and we’re happy to announce that we’ll be doing a big wave of invites for our first summer Beta event on June 29, 2012, and will run throughout that weekend. This will coincide with an update to the Closed Beta containing what we’ve got on show at E3 and more, you can see it in action in our latest trailer (link below). If you haven’t already, you can register at www.DUST514.com/beta, and players will be chosen at random to participate. But don’t worry if you don’t make it into this first round; this is just the first of several Beta events scheduled for this summer, and we’re going to announce lots of info and chances to join the action in the coming weeks. If you are already in the DUST 514 Closed Beta as of today, you will have “All Access” to the Beta events over the summer.

Next, starting this week as a part of Sony’s Virtual E3 experience, DUST 514 will be fully integrated into PlayStation Home. Our DUST 514 Home Space is a great way for you to get up close and personal with the New Eden universe, and we’re really proud of how it’s turned out. Its a War Barge cantina in the EVE Universe, you can learn about the history of New Eden, hang out, earn awesome stuff like companions and armor for Home, play multiplayer Slay – the incredible strategic board game – and much more. In addition, we’re very excited to let you know that we are making available a wave of 10,000 “All Access” Closed Beta invites that visitors to the DUST 514 Home Space can earn by completing all the activities inside, with access to all the DUST 514 Beta events over the summer. So hurry and get yours before they’re gone! That said, the DUST 514 Space will remain live, and new content will be added, so Home users can definitely look forward to additional Beta keys to be distributed through the DUST 514 Home Space in the future.

Finally, we’re ready to talk a bit more about the DUST 514 companion app on the PlayStation Vita, DUST 514: Neocom. The app brings the feel and functionality from DUST 514 on PS3 to Vita, focusing on customization, communication and trade. Every character you use can be customized via DUST 514: Neocom, so you can create and edit customized fittings (load-outs) with a ton of different dropsuits, weapons, vehicles, items and more. You’ll also be able to use Neocom to access the in-game Mail system and Friends List, as well as use the Market to get new stuff for your character from the DUST 514 Marketplace using either ISK (in-game earned currency) or Aurum (purchased currency). DUST 514: Neocom is rolling out this year alongside DUST 514.

SOURCE: http://blog.us.playstation.com/2012/06/05/dust-514-at-e3-2012-summer-beta-ps-home-and-a-vita-app/

obtainedpilot
06-11-2012, 03:47
http://www.dust514.org/home/category/news
Heres how to get the code I knows I'm late posting it sry guys

Sent from my HTC PH39100 using Tapatalk 2

zaery
06-13-2012, 07:51
http://www.dust514.org/home/category/news
Heres how to get the code I knows I'm late posting it sry guys

Sent from my HTC PH39100 using Tapatalk 2

BTW: You don't actually need to win Slay, you can lose.

obtainedpilot
06-13-2012, 13:55
Oh I didn't know that lol that's even better

Sent from my HTC PH39100 using Tapatalk 2

KopfeJager
06-13-2012, 20:50
BTW: You don't actually need to win Slay, you can lose.


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