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Author |
Thread Statistics | Show CCP posts - 10 post(s) |
Rogatien Merc
Red Star. EoN.
1455
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Posted - 2013.10.16 22:20:00 -
[1] - Quote
N1ck Comeau wrote:there needs to be a fix to corps attacking themselves with an alt corp just to now make more money than if they did nothing with the clones by suiciding blank militia fit alts in alt corps. fixed |
Rogatien Merc
Red Star. EoN.
1457
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Posted - 2013.10.16 23:23:00 -
[2] - Quote
howard sanchez wrote:edit: quote quota...
Because his Troll Ignore Proficiency skill is 4 whereas mine is only 1 My post wasn't trollish in the slightest... it was a witty (er... for the forum...) way to point out an issue. |
Rogatien Merc
Red Star. EoN.
1457
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Posted - 2013.10.16 23:39:00 -
[3] - Quote
Robert JD Niewiadomski wrote:OK, i get it. But wouldn't it become even more profitable after next week adjustments if the district ownership will shuttle between "the main corp" and "the alt corp"? Assuming members donating all biomass money back to corp wallets... Or do i talk bilge? 'worst case scenario' math whereby two allied corps just chain attack each other's across all districts every couple days using clones from districts = pure profit. Literally takes 10 guys each in two corps... 1 per to sit and defend a district and 10 per to hop on alts and suicide militia fits 30x each.
My concern is that this has now complicated ISK generation, not reduced ISK generation, while reducing enjoyment of the PC mechanic.
Given the current fundamental mechanics of clone generation, clone packs, 24+hr attack timers, and selling clones for ISK I fail to see the possibility for an unexploitable mechanic that will achieve the goal of make legit attacks more profitable / likely than farming.
Turn off the ISK faucet. De-couple district ISK generation from clone generation and drastically reduce the price of clone packs. |
Rogatien Merc
Red Star. EoN.
1457
|
Posted - 2013.10.16 23:43:00 -
[4] - Quote
By which I mean in a KISS kinda way...
1) Owning a district generates 5,000,000 ISK per 24 hours. Attack timers remain based on current mechanics.
2) A district will generate clones at current rates until the district is full (production facilities allow smaller attacks, but more frequently... cargo hubs allow larger attacks but take longer to charge up).
3) Let the games begin.
CCP FoxFour wrote:Pretty sure he was talking to Egypt Musk not you. :)
... embarrassing |
Rogatien Merc
Red Star. EoN.
1457
|
Posted - 2013.10.17 00:04:00 -
[5] - Quote
crazy space 1 wrote:CCP FoxFour wrote:RECON BY FIRE wrote:Honestly, why not just change it to 60k and 160k tomorrow? With Corp taxes now in effect, Corps can just raise the tax if theyre running low on funds. Seems a lot better than nerfing individuals ISK payout and then buffing it higher than it was to start with a week later. Honestly, because it a far more dramatic change and I wanted to be sure the community had time to respond and provide feedback on that change. So why not just tie the delivery of ClonePacks to a planet for invasion in the hands of eve online players? Once the warbarge is deployed it's just invisible, but it creates some conflict in space and the new warp changes blockades could be very fun and effective. We should be able to put up contracts as well. So you can put out an open call, someone deliver this clone pack between this window of attack. So they aren't expecting a neutral or a blue. The longer the number of jumps the more danger your clones are in. And if a dust corp wants to fight on it's own it needs a district on the planet to generate clones and create a more RISK board game type mechanic. Or something I don't know. Because "just" doing that is years of man hours to impliment... you ask for the Moon on a platter my friend.
Also tying key game mechanics to the whims of EvE pilots is something we that is going to have to be eased into over a long, long time to ensure the 'system' remains stable. |
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