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Isis Dea
Minmatar
Modal Cortex
IDENTITY UNKN0WN
Posted - 2009.08.31 00:04:00 - [1]
 

This topic is in regards to the development of DUST 514. Information can be found on this project at the DUST 514 Unofficial Fansite.

As a die-hard fan of many Sci-Fi related FPS titles and equally die-hard fan of EVE Online (playing since 2004), I'd love a chance to pass on some ideas to the developer team at CCP in regards to the production of your latest eye-opener DUST 514.

The first of ideas, in regards to the integration and sync of EVE Online to this shooter would be the elements of supporting the fight on the ground from space, giving alliances a chance to aid their own forces on the ground.

1. Dreadnaught Orbital Bombardment - The presence of a dreadnaught holding on 'the grid' above the planet opens option to the forces on the ground to issue orbital bombardment. Dreadnaught would have to perform this action and maintain performing this action via Siege Mode.
CONCEPT ISSUES: Delegation of the use of the dreadnaught on the ground as well as animations/visuals of the Dreadnaught firing toward the planet when used.

2. Infantry Drones - A concept used and very well designed in the FPS by EA titled Battlefield 2142: UAVs that hover near the player and provide support.
CONCEPT ISSUES: Only that the drones would have to mapped into the environment.

3. Carrier/Mothership Orbital Deployment - The presence of a carrier holding on ‘the grid’ above the planet opens option to the forces on the ground to be fired into orbit (a novel featuring this idea is “Starship Troopers” by Robert A. Heinlein, also featured as the means of deploying ODSTs in the hit game “Halo 2” by Bungie, and the Space Marines from any “Warhammer 40k” novel/game by Games Workshop) and deployed much further (if not player choice) into the battlefield of the respected warzone. Carrier/Mothership would have to perform this action and maintain performing this action via Triage Mode.
CONCEPT ISSUES: Delegation of the use of the carrier/mothership on the ground as well as animations/visuals of the carrier/mothership firing toward the planet when used.

(Perhaps a tactical module that locks freighters in place at a price of fuel could open the option of freighters being used to supply components/upgrades to the battlefield that would not normally be present.)

4. Heavy Infantry - The pure scale of technology used in EVE Online calls for suited/bulkier armor. Should you have any hope of carrying Railguns or Artillery, you will need something much tougher than just man’s muscle… Let alone the thought of trying to absorb a shot from any of these dangerous weapons. A platform of armor and mechanical might, a class or several classes on the battlefield, wielding heavier gear might sensibly allow you to field such weapons on the battlefield… As well as wear the armor needed to absorb them.
CONCEPT ISSUES: Bulkier players might mean they won’t be able to fit into all types of doors/halls (this could be good or bad), realistically the movement should handle heavy with restrictions on maneuverability.
A great concept of heavy infantry such restrictive movement, used on such a battlefield is in the “Tribes” series, more specifically, “Tribes: Vengeance” by Sierra Entertainment.

5. Snipers (The Do’s & Don’ts) - Many FPS’s feature long range classes/weapons that honor the concept of Sniping. Many FPSs do not realize, however, that to actually make these classes/weapons formidably, the battlefield itself must be large. (Perhaps the use of cloaking devices can be granted to people who use this class/style?) A great example of this is in the games “Battlefield 2” and “Battlefield 2142” by EA.
CONCEPT ISSUES: Shot placement is a priority or else such weapons/classes could find themselves overpowering in a heart-beat (Aka, “Shoot ‘im in the head; they’re dead, while shoot ’im in the arm does little harm.”)

More ideas to come, audience/community is welcome to add on!

Isis Dea
Minmatar
Modal Cortex
IDENTITY UNKN0WN
Posted - 2009.08.31 00:04:00 - [2]
 

Final Note: CCP, if you really want to do this, with all the EVE ONLINE community watching and backing you, please, take such steps to really make this a shooter different from other shooters as the market these days are crawling with the same style and model. This is your chance, corporately, to hit the world in a way they’ve never seen. Let’s show them why people “graduate” to EVE Online; let’s show them what a juggernaut CCP really is.

Whoopie DooDah
Posted - 2009.08.31 00:33:00 - [3]
 

Originally by: Isis Dea


1. Dreadnaught Orbital Bombardment - The presence of a dreadnaught holding on 'the grid' above the planet opens option to the forces on the ground to issue orbital bombardment. Dreadnaught would have to perform this action and maintain performing this action via Siege Mode.
CONCEPT ISSUES: Delegation of the use of the dreadnaught on the ground as well as animations/visuals of the Dreadnaught firing toward the planet when used.

this just sounds like an "i win" button

3. Carrier/Mothership Orbital Deployment - The presence of a carrier holding on ‘the grid’ above the planet opens option to the forces on the ground to be fired into orbit (a novel featuring this idea is “Starship Troopers” by Robert A. Heinlein, also featured as the means of deploying ODSTs in the hit game “Halo 2” by Bungie, and the Space Marines from any “Warhammer 40k” novel/game by Games Workshop) and deployed much further (if not player choice) into the battlefield of the respected warzone. Carrier/Mothership would have to perform this action and maintain performing this action via Triage Mode.
CONCEPT ISSUES: Delegation of the use of the carrier/mothership on the ground as well as animations/visuals of the carrier/mothership firing toward the planet when used.

Again "i Win" button

4. Heavy Infantry - The pure scale of technology used in EVE Online calls for suited/bulkier armor. Should you have any hope of carrying Railguns or Artillery, you will need something much tougher than just man’s muscle… Let alone the thought of trying to absorb a shot from any of these dangerous weapons. A platform of armor and mechanical might, a class or several classes on the battlefield, wielding heavier gear might sensibly allow you to field such weapons on the battlefield… As well as wear the armor needed to absorb them.
CONCEPT ISSUES: Bulkier players might mean they won’t be able to fit into all types of doors/halls (this could be good or bad), realistically the movement should handle heavy with restrictions on maneuverability.
A great concept of heavy infantry such restrictive movement, used on such a battlefield is in the “Tribes” series, more specifically, “Tribes: Vengeance” by Sierra Entertainment.

i like this idea, bigger health, reduce the need somewhat for constant "duck and cover" that there is in so many other FPS''rs. but care has to be taken that these big dudes don't block off corridors.

5. Snipers (The Do’s & Don’ts) - Many FPS’s feature long range classes/weapons that honor the concept of Sniping. Many FPSs do not realize, however, that to actually make these classes/weapons formidably, the battlefield itself must be large. (Perhaps the use of cloaking devices can be granted to people who use this class/style?) A great example of this is in the games “Battlefield 2” and “Battlefield 2142” by EA.
CONCEPT ISSUES: Shot placement is a priority or else such weapons/classes could find themselves overpowering in a heart-beat (Aka, “Shoot ‘im in the head; they’re dead, while shoot ’im in the arm does little harm.”)

i like that. biggest problem with world at war, is that snipers have a one shot kill in 90% of the body. too much, considering they have good lines of fire on almost every map.



5pinDizzy
Amarr
Pillow Fighters Inc
Posted - 2009.08.31 00:57:00 - [4]
 

How about since we can't see the actual gameplay because it's a different game, we get a compressed recording of the highlights sent to us in eve as a video feed?

Nagatok
PROGENITOR CORPORATION
Intrepid Crossing
Posted - 2009.08.31 01:23:00 - [5]
 

Edited by: Nagatok on 31/08/2009 01:23:32
its a 90% one shot kill rate in all COD games because health regenerates >.>....if the sniper rifle didnt get the first shot kill then the sniper rifle wouldnt be used AT ALL. heck even in halo if u place it right you get a 1 shot kill....i maintain that the sniper should be the same in DUST514....since there will also be vehicles i cant see any room for complaints.

Isis Dea
Minmatar
Modal Cortex
IDENTITY UNKN0WN
Posted - 2009.08.31 01:41:00 - [6]
 

Edited by: Isis Dea on 31/08/2009 01:43:26
Originally by: Whoopie DooDah
Originally by: Isis Dea


1. Dreadnaught Orbital Bombardment - The presence of a dreadnaught holding on 'the grid' above the planet opens option to the forces on the ground to issue orbital bombardment. Dreadnaught would have to perform this action and maintain performing this action via Siege Mode.
CONCEPT ISSUES: Delegation of the use of the dreadnaught on the ground as well as animations/visuals of the Dreadnaught firing toward the planet when used.

this just sounds like an "i win" button

3. Carrier/Mothership Orbital Deployment - The presence of a carrier holding on ‘the grid’ above the planet opens option to the forces on the ground to be fired into orbit (a novel featuring this idea is “Starship Troopers” by Robert A. Heinlein, also featured as the means of deploying ODSTs in the hit game “Halo 2” by Bungie, and the Space Marines from any “Warhammer 40k” novel/game by Games Workshop) and deployed much further (if not player choice) into the battlefield of the respected warzone. Carrier/Mothership would have to perform this action and maintain performing this action via Triage Mode.
CONCEPT ISSUES: Delegation of the use of the carrier/mothership on the ground as well as animations/visuals of the carrier/mothership firing toward the planet when used.

Again "i Win" button





They are talking about the use of EVE inegrated into this FPS... What better means of implementing such objects? You decide to use such an i-win button without defense is just asking to lose a cap ship. Not to mention, the opposing side would notice on the first strike that there is a cap ship in orbit... if they're in contact with their alliance, it could be the perfect trap for hunting such caps. Just like sieging a POS.

Now... On a non-fictional side, you can see where such orbital elements throw massive advantages to one side of a warzone... Thus how it would be in the real world such sieges happen.

A side note... CCP talks of introducing entrenchments and planetside defenses, I'm sure you could come up with some intresting orbital defense emplacements.

ms subdamage
Caldari
Posted - 2009.08.31 01:43:00 - [7]
 

Although this is CCP's way of reaching to console gamers, this would also need to be for PC's i would probably love to play this game but i hate playing games (except like car games) on an xbox or on a ps3.

kano donn
New Path
Posted - 2009.08.31 06:43:00 - [8]
 

Please Please PLease PLEASE!!!! make it for the PC.

Nachshon
Caldari
Tribal Liberation Force
Posted - 2009.08.31 09:58:00 - [9]
 

Racial Differences

Much of EVE's system of ships and equipment is divided along racial lines. While there is - and should be - nothing preventing players from using a mix, this philosophy should extend to surface warfare. Each race should have its own complete arsenal of weapons and equipment. They need not all be exact parallels, but it should be possible to form a well-rounded force using only one race's weapons.
Furthermore, these should reflect the styles of each race. The Amarr, for example, will favor frontal assaults and heavy damage. The Minmatar will be skirmisher types, with some brute force for good measure. The Caldari will probably bear a stronger resemblence to present-day Western armies, with long-range weapons, missiles, and technology out the wazoo. The Gallente will be subtly different from the Caldari - closer-ranged, and making extensive use of robotics.

NPCs
Just as capsuleers make up only a small portion of EVE’s ship pilots, so should Dust players be an elite minority of EVE’s soldiers. Most planets (or, at least, inhabited ones in empire) should be defended by NPC soldiers, who are plain old grunts. Aside from realism, NPC soldiers allow new players to cut their teeth on a fairly dumb foe.
One thing that is fairly likely to come up – more so than in factional warfare – is the possibility of players fighting alongside NPC soldiers belonging to their own side. The game should address this issue somehow – at minimum, preventing NPC soldiers from firing on players on their own side.

Planet Types
While the teaser trailer showed what was probably a habitable planet, most planets in EVE are uninhabitable. Some are desolate airless balls of rock like Mercury or Earth’s moon. Some are covered in ice. Some are volcanic. Some are gas giants, but nobody will be fighting on those planets. EVE is actually fairly realistic in having its habitable planets spread thin, with no more than one or two – and often zero – per system. Therefore, a large portion of DUST should be set on these uninhabited planets.
CONCEPT ISSUES: Spacesuit body armor on uninhabitable planets, and alternatives to air-breathing aircraft.

Isis Dea
Minmatar
Modal Cortex
IDENTITY UNKN0WN
Posted - 2009.08.31 17:44:00 - [10]
 

Originally by: Nachshon

Planet Types
While the teaser trailer showed what was probably a habitable planet, most planets in EVE are uninhabitable. Some are desolate airless balls of rock like Mercury or Earth’s moon. Some are covered in ice. Some are volcanic. Some are gas giants, but nobody will be fighting on those planets. EVE is actually fairly realistic in having its habitable planets spread thin, with no more than one or two – and often zero – per system. Therefore, a large portion of DUST should be set on these uninhabited planets.
CONCEPT ISSUES: Spacesuit body armor on uninhabitable planets, and alternatives to air-breathing aircraft.


Easily tacklable with multiple models for DUST infantry per scenario... Aka, suits with life-support for uninhabitable worlds.

Now, the only thing with focus on these worlds is they'd have to have some tactical importance... Maybe a port, city, or armory, etc.?

Hixxy
Caldari Provisions
Posted - 2009.08.31 18:33:00 - [11]
 

Edited by: Hixxy on 31/08/2009 18:39:21
wow it's all done:) gratz
put them on the space stations


Hixxy
Caldari Provisions
Posted - 2009.08.31 19:06:00 - [12]
 

Edited by: Hixxy on 31/08/2009 19:49:13
deleted.

TokageChan
Minmatar
Posted - 2009.09.01 00:05:00 - [13]
 

I saw the new page for the upcoming Dominion expansion today.

Hmmm... The usual nil content teaser, but it did get me thinking about Dust and sov mechanics again,

There has been lots of speculation and much doomsaying emo rage about how a bunch of pimply 13 year olds will destroy sov and ruin EVE.

With stuff all to go on is is hard to say much. Supposedly instead of POS at moons (lots and lots of moons) determining sov, it will be some new station type at (fewer) planets.

My hope is that Dust has a noticable effect, but is neither mandatory nor overwhelming in the sov battle. They could have a planetside base instead, but I think an orbital command station than can only be deployed from EVE would be best. Though having it launchable from planet would not be too bad and would allow Dust players more independence.
It must be assaultable/defendable by both ground and space forces, else Dust will hold EVE to ransom.

As possible mechanic that would not be too unnbalanced:
A moderate number (perhaps buildable/configurable) of ground defence stations that are the equivalent of dreads/carriers which can be built, fought over, claimed or destroyed by Dust squads. These can then be used to assault or repair the command station.
Possibly (though perhaps more problematic as it would require more logistics and committment from the Dust players) the ground stations and fleet could engage each other directly.

There would also need to be some deployment mechanic limiting where Dust squads can attack. It would be unreasonable for a huge attacking force to magicly appear deep behind enemy lines in a cynojammed system. However allowing this with the assistance of an EVE attacking fleet or black ops is eminently reasonable. There would also need to be some time-decoupling so neither side has to wait around. I.e. black ops fleet of faction X hot drops a dust assault squad and lists a contract in Dust for ground support. The defender can have a certain number of standing defense contacts. Later when Dust squads log in and form up teams they can accept a contract and begin the assault, potentially ending up in a real time conflict with defending space forces once they have captured a ground station and manned the guns.

Toka


Saul Elsyn
INTERSTELLAR ENTERPRISE
Posted - 2009.09.01 02:05:00 - [14]
 

Well, maybe the planetary stations act much like how Conquerable stations currently do. We EVE Players attack the station to conquer it, or perhaps make it vulnerable to dust marines, once conquered the marines go on to fight to take the planet while the planetary forces may be able to attempt to retake the station.

Make it a space elevator and it'd be perfect, easy explanation for how the sides get to and from the planet.

Isis Dea
Minmatar
Modal Cortex
IDENTITY UNKN0WN
Posted - 2009.09.02 07:20:00 - [15]
 

Originally by: TokageChan

There would also need to be some deployment mechanic limiting where Dust squads can attack. It would be unreasonable for a huge attacking force to magicly appear deep behind enemy lines in a cynojammed system. However allowing this with the assistance of an EVE attacking fleet or black ops is eminently reasonable. There would also need to be some time-decoupling so neither side has to wait around. I.e. black ops fleet of faction X hot drops a dust assault squad and lists a contract in Dust for ground support. The defender can have a certain number of standing defense contacts. Later when Dust squads log in and form up teams they can accept a contract and begin the assault, potentially ending up in a real time conflict with defending space forces once they have captured a ground station and manned the guns.

Toka



*insert BOB moment* everyone sitting logged in for that alliance on the DUST server.... waiting for the black ops to hit the planet and open the contract... Very epic. Twisted Evil

HeliosGal
Caldari
Posted - 2009.09.02 07:23:00 - [16]
 

goons will love the fps element, lets wait till ccp gives us mroe info before drawing conclusions

My guess is its been going on for 6 months or more development = planets will become 3d now. ccp will unviel a near finished product at fanfest and we will have it in place by xmas

HeliosGal
Caldari
Posted - 2009.09.02 11:01:00 - [17]
 

from some of the videos

http://www.dust514.org/index.php?option=com_hwdvideoshare&task=viewvideo&Itemid=56&video_id=2

it seems that the fps teams will be corparations, alliances etc that will be mercaneries hired by space faring alliances to go in and take out objectives planet side.

Question is will they extend dust to PC ( yes please as a lot of eve players would have combat toons on the ground that if they were a carebear in empire they could still get involved in the 00 warfare by starting up a merc team) im guessing that success ratios would be determined etc and give rankings and whatnot

Now the big question will they allow PC players to get in on the action

Cardiana
Posted - 2009.09.02 11:09:00 - [18]
 

Edited by: Cardiana on 02/09/2009 11:08:51
i want to be able to go to stations and take out capsulers who have a bounty on their heads aswelll as be able to capture ships n fly off there should be the option for marines to become airforce how hilmar said hehehehehe

Kamikazi ONE
Brutor Tribe
Posted - 2009.09.02 14:30:00 - [19]
 

Big question - Are CCP going to charge another subscription for Dust?

Atropos Kahn
Caldari
Imminent Ruin
Posted - 2009.09.02 15:28:00 - [20]
 

Any "feature" that REQUIRES EVE and DUST to interact in PVP is doomed to fail.

1. If DUST need Orbital Bombardment from an EVE player, and no EVE player is around, the DUSTies will hate you... or if there are 30 Dreads pounding on a single map.

2. If EVE is relying on DUST people to fight in NOL 24/7 and DUSTies get tired of the same map, then EVE will hate DUSTies.

I think CCP has it right that interactivty will be limited at first. Only because of the need to rely on others outside of the games to do their part on a consistant basis.

Sure it is fun to think that a DREAD can fire a Bombardment strike and blow an entire city block to ashes, but how fun is that being a dustie thinking that they will get wasted every time they spawn because 20 dreads are sitting above a planet hitting the "I win" button.

I think that DUST interaction should be limited to CONTRACT style inputs.

CONTRACT -

Price = 100 Million per Open Contract

Mission:
Secure Space Dock NOL-M9 Plant 5

16 DUST Player Slots with 10 spawns each. (i am sure variety if slots, medic, RPG'r, etc..)

Guns = Standard Armament
Ammo = Standard Armamnet

Optional Equipment: (spawns)

10 Jeep @ 2M
10 Tanks @ 5M
5 Choppers @20M
15 Rocket Launchers @ 1M
15 Mines @ 1M


So total Mission cost is 300 Million

Once the mission is completed either by FAIL or by WIN then the contract is over.

I would assume these contracts would look like choosing a server on COD4... DUST players scroll through the available contracts and choose what looks enticing to them... the more "Optional Equipment" you provide in the contract, the more enticing to the DUST player... I would think... anyway... my thoughts.











Hixxy
Caldari Provisions
Posted - 2009.09.04 15:37:00 - [21]
 

Edited by: Hixxy on 04/09/2009 16:26:57
dynamic capture points or an item/person that can move around or even better random base generator or player built bases or just a straight team deathmatch. capping the same thing at the same place over and over using the same tactics isn't fun after a while. base teamplay tactics is good but players have to be made to adapt to the situation/surroundings.

player numbers/maps. big enough to make for teamplay but small enough to not be a zerg. brute force attacks meh but fun sometimes. it's the games with timing and teamplay executed perfectly that people always remember. diverse teamsize and maps from 4v4 to whatever the game/map/console....pc will handle.

player choices. as many as possible and not all just flat out fighting. support roles are good. commander.


some way to realy carry over EvE into the console game. make double crosses possible somehow?


most of all. make sure it's ready for the masses to see when you release.

i'd like to know what fps games ccp played. Very Happy

Isis Dea
Minmatar
Modal Cortex
IDENTITY UNKN0WN
Posted - 2009.09.05 11:47:00 - [22]
 

Edited by: Isis Dea on 05/09/2009 11:47:29
Originally by: Atropos Kahn
Any "feature" that REQUIRES EVE and DUST to interact in PVP is doomed to fail.

1. If DUST need Orbital Bombardment from an EVE player, and no EVE player is around, the DUSTies will hate you... or if there are 30 Dreads pounding on a single map.

2. If EVE is relying on DUST people to fight in NOL 24/7 and DUSTies get tired of the same map, then EVE will hate DUSTies.

I think CCP has it right that interactivty will be limited at first. Only because of the need to rely on others outside of the games to do their part on a consistant basis.

Sure it is fun to think that a DREAD can fire a Bombardment strike and blow an entire city block to ashes, but how fun is that being a dustie thinking that they will get wasted every time they spawn because 20 dreads are sitting above a planet hitting the "I win" button.




Ah! Solution! Dreads just can't shoot from orbit and be accurate... So when a Dread is in position, the ground forces are notified and the commander issues/randomly issued/or through ranking is issued a laser designator rifle (can be declined by a simple PageDwn or another button).

Stats are not attatched to the rifle nor does it really help your ranking (upgrades, etc.), its purpose is to only call in a strike on a key location. The rifle would feature no other mode and would have a prefire build-up timer so it wouldn't be an instantaneous strike... You also wouldn't be able to shift it once fired.
And like other FPSs, supposedly it can be dropped after death?

20 dreads = 20 non-ballistic risky rifles that have no career value...

Tammar
Dawnwalkers
Posted - 2009.09.06 07:56:00 - [23]
 

I'm hoping that we see alot of options in setting up the contract. I mean that we don't just see 100m isk up front, but that we can set bonuses for winning the battle, most kills with fewest deaths, perhaps a bonus for finishing with equipment left over: ie you provided them with 10 tanks but they won with only losing 20% vs losing them all so have a bonus for that. I was thinking that bonuses might be a good tool to motivate the mercs.

Isis Dea
Minmatar
Modal Cortex
IDENTITY UNKN0WN
Posted - 2009.09.07 05:04:00 - [24]
 

Originally by: Tammar
I'm hoping that we see alot of options in setting up the contract. I mean that we don't just see 100m isk up front, but that we can set bonuses for winning the battle, most kills with fewest deaths, perhaps a bonus for finishing with equipment left over: ie you provided them with 10 tanks but they won with only losing 20% vs losing them all so have a bonus for that. I was thinking that bonuses might be a good tool to motivate the mercs.



/signed with a friendly bump

Mavrk
Minmatar
TOP GUHN
Posted - 2009.09.07 06:46:00 - [25]
 

Edited by: Mavrk on 07/09/2009 06:47:32
idk guys, a dreadnought orbital bombardment would be a little impractical.

1) more dreads means one side wins, and that's the same right now just with more upset players.
2) Dread weapons can't hit from THAT far away in space to a planet. They'd have to be within their weapon's max ranges to the planet to attack, and even if you had 200km range, a dread would fall out of the sky at that altitude. Dreads aren't made for atmospheric conditions. Reasons they're built in docks in space.
3) Even if a Dread hypothetically could fire at the ground and attack, the resulting damage would probably obliterate the entire map. A citadel torp would unleash a hellish nuclear explosion, a beam laser would singe the target into oblivion while scorching everything nearby. A rail gun's charge would cause a crater to form with the amount of piercing power it has. Blasters would spill plasma all over the field, while artillery would cause mass destruction, and autos being too inaccurate would hit just everything.

you'd end up killing your own friendlies. so sry no.

Hixxy
Caldari Provisions
Posted - 2009.09.18 17:03:00 - [26]
 

Edited by: Hixxy on 18/09/2009 17:06:05
Originally by: 5pinDizzy
How about since we can't see the actual gameplay because it's a different game, we get a compressed recording of the highlights sent to us in eve as a video feed?


on the big screens you got by the gates? news flash! great idea.

edit : could add a news channel in the browser. prices of ore etc scrolling the bottom, things that jump price.

Minuki Zedra
Omega Engineering Inc.
R.A.G.E
Posted - 2009.09.18 17:42:00 - [27]
 

Edited by: Minuki Zedra on 18/09/2009 17:42:24
My suspicions

Nullsec planets will likely already have npc pirate havens which will need defeating for a Corp to claim ownership and conquer a planetary sector.

Planets will have ground-to-orbit and ground-to-atmosphere defenses which, if taken out, will make it easier to launch invasions from orbit. Once done, the dropships will stand a much greater chance in being able to reach the surface.

DUST troopers will not be necessary to conquer a planet. I think if they were a mandatory requirement for such, it would cause quite an uproar. However, they'll be able to get down there first to help take out those defenses which would otherwise put a serious dent in the invaders ships and attempts to deploy a real invasion force.

Dreadnoughts, Carriers, Titans and Supercarriers will have new Bays to specifically carry dropships, gunships, troops, armored divisions of tanks, MTAC's and other vehicles, aerial superiority fighters and bombers, MTACs and the like.

We will be able to build and assign different structures on the surface, defensive arrays, sensor grids, barracks, airstrips etc, and place troops and other military equipment for planetary defense. There will be DUST clone-vat barracks so we hire and get DUST mercenaries onto a planet fast to deal with situations when they become known.


 

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