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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Fox Gaden
Immortal Guides
1283
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Posted - 2013.10.14 01:25:00 -
[31] - Quote
Dirks Macker wrote:Fox Gaden wrote:Location, so important in so many things, but so meaningless in Planetary Conquest. CCP promised that Planetary Conquest would be tactical like the board game Risk, but introduction of unlimited Clone Packs changed that. Now every planet is the same from a strategic point of view and there are no defined battle lines. I implore CCP to make Location relevant again! Make Clone Packs only deployable from High Sec systems, with the same clone death rates for travel as when you move clones from a District. This would mean border systems would still be open to new Corps trying to get into Planetary Conquest, while systems deeper into Low Sec could only be attacked by people who owned a district close by. It would give systems deep in Low Sec a greater tactical advantage. It would also create battle lines and make it interesting to look at the district ownership map. If CCP wanted even more control over the tactical situation they could have Clone Packs only deployable from Genolution stations/facilities, which they could place in High Sec systems bordering Low Sec, and then to expand PC in the future they would simply open another Genolution station/facility on the boarder of another Low Sec Region. The problem with your solution is there are no such barriers in EVE. A capital ship (which I'm assuming is what a battle barge is) can just cyno into any low or null sec system. Yours is a 2D fix to a 3D environment. However, they could definitely implement things like neutral spaceport districts on an actual map being the only places you can start a planetary invasion from to mitigate some of your concerns. Personally, I think it would be cool if they went in the direction of cost over distance as the main barrier to corps and alliances hopping all over the map at will. Every player should have a current home or district where they are currently based from. For PC battles, you should have to pay for transport for everyone involved. If you are on the same planet, it would be next to nothing, a small amount for the same system, a lot more to a different constellation, and so on.... This would have no effect on public or FW matches, but it would be interesting if there was a cooldown timer on home changes with penalty charges to transfer before the cooldiwn is up. If they ever expanded PC to other regions or introduced a null sec sov raiding feature, where your clone is located could have a big impact. I also think the metagame would be incredible if vehicles used in PC were corp assets. Throw in similar travel costs as mentioned above and I think you could build a risk-like metagame, with the barriers being cost, not invisible space fences. I am fairly sure the Battle Barge is not a Capital ship. It would use jump gates just like most other ships. Also, the clone death mechanic is the one already in place. I was only suggesting that they stop circumventing this mechanic on the clone packs. It would make sense that you would only be able to buy clone packs in High Sec.
You are suggesting a completely new mechanic.
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G Torq
ALTA B2O
246
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Posted - 2013.10.14 08:00:00 -
[32] - Quote
Aeon Amadi wrote:Round abouts when is Planetary Conquest 2.0 slated, this year or next year?
Some time after the FW update coming December/January - so, next year. |
crazy space 1
Unkn0wn Killers
1838
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Posted - 2013.10.14 23:13:00 -
[33] - Quote
Thurak1 wrote:Yea has this game been released yet or is this still open beta? I would think if this was a release product many of the core issues would be written in stone and that additions would be in the form of different gear and variations of gear. Maybe even new maps and such. Instead we have a game that is still trying to figure out many of the core mechanics and how to get the controllers just right. Myself i still think controller play is lacking. There is no real fine movement everything is very much gross movement. It takes a whole of of movement of the stick just to start moving or to turn.
PC wasn't in beta Neither was the skill system
both released untested |
Dirks Macker
Enlightened Infantries
81
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Posted - 2013.10.16 16:20:00 -
[34] - Quote
SgtDoughnut wrote: Actually there are barriers, 1 fuel costs for jump capable and bridge capable ships can get pretty expensive, and they have a limited range. They get around faster than using gate travel but every time you light a cyno it sends out a huge becon to everyone in the area HEY GUYS CAPITAL SHIPS HERE!!!!. Secondly in sov space there are cyno jammers, they prevent all cynos, both friendly and enemy from being lit in the area, the way friendly caps get around is you can load up cyno beacons and jump bridges to friendly towers giving people a jump bridge network.
I fly caps (including a JF) in EVE, I'm aware of the costs and mechanics .
My point in regards to the barriers suggested in the OP was that there is no physical barrier in space and that in EVE you aren't fighting on a 2D plane. More often than not, sov systems don't have cyno jammers to allow for the residents to jump in and out. The alliances that have their act together have way more beacons than jammers. When you are invading, you use cyno alts as you have no such luxury of cyno beacons for weeks after taking a given system. Also, we are talking about low sec where you cannot use beacons.
Sorry to nitpick your nitpick. |
Dirks Macker
Enlightened Infantries
81
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Posted - 2013.10.16 16:29:00 -
[35] - Quote
Fox Gaden wrote: I am fairly sure the Battle Barge is not a Capital ship. It would use jump gates just like most other ships.
I figured the barge was like a JF, capable of both jumping and using gates. Of course, it can be either to justify whatever game mechanic is in place at any given time.
Fox Gaden wrote: Also, the clone death mechanic is the one already in place. I was only suggesting that they stop circumventing this mechanic on the clone packs. It would make sense that you would only be able to buy clone packs in High Sec.
You are suggesting a completely new mechanic.
And one that is vague, not completely thought out, and something that wouldn't be needed until they expand to other areas of New Eden. They aren't even hinting at that right now. |
Fox Gaden
Immortal Guides
1306
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Posted - 2013.10.16 16:50:00 -
[36] - Quote
Dirks Macker wrote:Fox Gaden wrote: I am fairly sure the Battle Barge is not a Capital ship. It would use jump gates just like most other ships.
I figured the barge was like a JF, capable of both jumping and using gates. Of course, it can be either to justify whatever game mechanic is in place at any given time. Fox Gaden wrote: Also, the clone death mechanic is the one already in place. I was only suggesting that they stop circumventing this mechanic on the clone packs. It would make sense that you would only be able to buy clone packs in High Sec.
You are suggesting a completely new mechanic.
And one that is vague, not completely thought out, and something that wouldn't be needed until they expand to other areas of New Eden. They aren't even hinting at that right now. As you pointed out in post 34, in EVE Sovereignty space the attackers are at a disadvantage because they canGÇÖt use cyno beacons or create jump bridges until well after they have taken the territory. This gives a tactical advantage to holding territory.
You canGÇÖt base this type of balance on cost alone, as the wealthy Corps would then be able to attack any system they wanted, while the poor Corps would be severally restricted. It would prevent new Corps from ever getting in the game.
The Clone death mechanic provides a movement restriction so that you have to move one, or at least only a few, steps at a time, so battle lines can be somewhat predictable and strategies can be formed around that. Maybe a wiped brain, with no consciousness, has a chance of being disrupted by the effect of travelling through an artificial wormhole and failing, causing the clone to die. Or maybe wiped clones have a chance of experiencing organ shutdown when not hooked up to the machines in a Clone Production Facility and therefor there tends to be loss of clones over time during transport. |
Egypt Musk
A.N.O.N.Y.M.O.U.S.
25
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Posted - 2013.10.16 16:58:00 -
[37] - Quote
Vrain Matari wrote:+1 Fox.
I agree and made the same points when PC was a week old. CCP has managed to completely short-circuit any game design they might have done on PC by implementing clone packs in their current form.
I do think that it's only a placeholder mechanic, but it is a destructive placeholder mechanic - It's war without terrain, and it makes PC so uninteresting that i can't force myself to be interested and don't want to take part.
And connecting PC to geopolitics and the resource wars, which i am constantly pointing out is the only way to make DUST relevant and worthwhile, won't help. It would be adding a cash incentive to something fundamentally distasteful.
The cross-region magic clone teleport game mechanic is bad. It can't be prettied up or glossed over. It needs to go.
You only have 4 active members and hold districts want to talk about broken mechanics looks at what youve done to the game sir |
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