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541. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
CCP FoxFour wrote: trollsroyce wrote: Can I get short clarification on the worth of specific planets, or how to combat exponential growth? Since the ISK generator mechanics is equal to districts, it only makes sense to try and control as ma...
- by trollsroyce - at 2013.03.15 11:13:00
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542. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
R F Gyro wrote: CCP FoxFour wrote: If you send 100, 60 make it to the planet, then you lose the battle you lose all 60. In the end our goal of ensuring a minimum of 100 clones lost is met, so we will not enforce 100 clones making it to the p...
- by trollsroyce - at 2013.03.15 11:12:00
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543. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
Can I get short clarification on the worth of specific planets, or how to combat exponential growth? Since the ISK generator mechanics is equal to districts, it only makes sense to try and control as many of possible, instead of strategic ones (e...
- by trollsroyce - at 2013.03.15 11:04:00
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544. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
CCP FoxFour wrote: dust badger wrote: trollsroyce wrote: dust badger wrote: it states if you loose you get no isk But what about loot ? Salvage should go to the winner, the one left on field. It's generated from the items equippe...
- by trollsroyce - at 2013.03.15 11:01:00
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545. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
5Y5T3M 3RR0R wrote: What I just want to confirm is: If I get one spy into another corp he could pull in 5 other guys for my side and because of friendly fire make it essentially 22 vs 10 and any kills they got on my 'commandos' would come out ...
- by trollsroyce - at 2013.03.15 10:59:00
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546. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
dust badger wrote: it states if you loose you get no isk But what about loot ? Salvage should go to the winner, the one left on field. It's generated from the items equipped with a twist of adding stuff, from what I read quickly.
- by trollsroyce - at 2013.03.15 10:45:00
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547. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
Bendtner92 wrote: trollsroyce wrote: You see, if there was accumulative value in keeping planets long, small groups would have their place in holding very valuable ones. Now the corps with more players grow exponentially and there is no reas...
- by trollsroyce - at 2013.03.15 10:44:00
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548. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
R F Gyro wrote: If you move 100 clones to attack a district on a planet 2 jumps away, but only 60 survive the travel, then you lose the battle, what happens? You are supposed to lose a minimum of 100 clones. Do you only lose the 60 surviving ...
- by trollsroyce - at 2013.03.15 10:41:00
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549. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
Excellent! Thanks for shooting down the sidetrack on 1 clone rushing. It was a waste of thought. The core issue I'm concerned about is still exponential growth: the only thing that matters is controlling a lot of districts. These generate more c...
- by trollsroyce - at 2013.03.15 10:39:00
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550. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
You see, if there was accumulative value in keeping planets long, small groups would have their place in holding very valuable ones. Now the corps with more players grow exponentially and there is no reason to care about which planets you own - ju...
- by trollsroyce - at 2013.03.15 10:14:00
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551. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
R F Gyro wrote: trollsroyce wrote: G求 attacking 3 fight timeframe, G求 split 16 players on 16 planets, run from defended and only afk farm non defended. you can roll approx 5 min per fight to see if defended. 1player kills 100 clones when...
- by trollsroyce - at 2013.03.15 10:09:00
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552. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
Now for the simple fix: steady, cumulative growth on clone production on owned disticts. Starts from 0, ends up 1000 clones per day on year held ones. This makes it worth keeping few over spam attacking based on probabilities of flipping.
- by trollsroyce - at 2013.03.15 10:05:00
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553. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
Lets think of it as manpower efficiency: do you choose to attack or to defend? G求 defense 16 man: clones are lost, over 100 if you lose. G求 defense no-show: 100 clones lost G求 no-show takes 3 fights to flip. bad defense takes 2 G求 attacking ...
- by trollsroyce - at 2013.03.15 09:52:00
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554. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
The reason EVE nullsec is defended are moon minerals. The high end ones are valuable and defended. EVE nullsec has no direct passive isk generator like dust will. Dust planets, according to given info, are equal: they make isk from clones. Local i...
- by trollsroyce - at 2013.03.15 09:43:00
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555. Dev Blog: Planetary Conquest - in Announcement and Events [original thread]
Laurent Cazaderon wrote: trollsroyce wrote: You are forgetting the obvious solution of "do not defend, just flip more and more, get clones to flip faster". You're wrong on that one Trolls. It all comes down to how many districts are ava...
- by trollsroyce - at 2013.03.15 09:34:00
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556. [Request] Planetary conquest advance fix to exponential growth - in Feedback/Requests [original thread]
Django Quik wrote: trollsroyce wrote: Django Quik wrote: Also, chances are that if you're only attacking districts with 1 merc each, you're going to lose all those battles. Furthermore, post questions to the Q&A thread. This is FA...
- by trollsroyce - at 2013.03.15 09:17:00
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557. [Request] Planetary conquest advance fix to exponential growth - in Feedback/Requests [original thread]
Django Quik wrote: Also, chances are that if you're only attacking districts with 1 merc each, you're going to lose all those battles. Furthermore, post questions to the Q&A thread. This is FALSE. It's probability based.
- by trollsroyce - at 2013.03.15 09:04:00
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558. [Request] Planetary conquest advance fix to exponential growth - in Feedback/Requests [original thread]
Django Quik wrote: You've got the wrong idea - the clone count is not the same as merc count. All corps will only start with 100 clones, so will only be able to claim 1 district straight away. You generate more clones by owning that 1 district ...
- by trollsroyce - at 2013.03.15 09:03:00
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559. [Request] Planetary conquest advance fix to exponential growth - in Feedback/Requests [original thread]
Pokey Dravon wrote: Isn't the point to own planets because they produce clones which can be used in battle or sold for ISK? Yes, and you get them fastest if you don't waste time on defense but just spam attack more. Having 10000 districts fo...
- by trollsroyce - at 2013.03.15 08:59:00
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560. [Request] Planetary conquest advance fix to exponential growth - in Feedback/Requests [original thread]
Pokey Dravon wrote: Ask the Romans what happens to empires that grow too large. Similar concept applies. The thing is, an empire has logistics and infrastructure plus local identity. This is an expanding locus swarm driven by Clone Monkeys,...
- by trollsroyce - at 2013.03.15 08:57:00
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