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DiGreatDestroyer
Conspiratus Immortalis Covert Intervention
29
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Posted - 2013.10.18 01:27:00 -
[31] - Quote
MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere.
I can alredy see the feed: "daaoaod suicides... x 50"
How are we gonna prevent people from suiciding to make the thing more valuable? I think suicides shouldnt count towards the biomass rewards |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
14
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Posted - 2013.10.18 01:30:00 -
[32] - Quote
DiGreatDestroyer wrote:MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. I can alredy see the feed: "daaoaod suicides... x 50" How are we gonna prevent people from suiciding to make the thing more valuable? I think suicides shouldnt count towards the biomass rewards
True. The suicide is the hack. And how would we deal with that for instance..???... not reward for the hack...???...the points come when the team controls for the win???? Else you get the hacking bonus and the split from the collective , so to say. |
Jadek Menaheim
WarRavens League of Infamy
151
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Posted - 2013.10.18 02:59:00 -
[33] - Quote
DiGreatDestroyer wrote:MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. I can alredy see the feed: "daaoaod suicides... x 50" How are we gonna prevent people from suiciding to make the thing more valuable? I think suicides shouldnt count towards the biomass rewards
On the contrary, I definitely think suiciding in public areas should count toward the biomass value of the harvester. Technically, hacking the harvester is suicide, however leaving the opportunity for players to chose the location and time of death in the context of adding value to harvester only opens up new ways of thinking about the war economy and value of life in the New Eden universe.
When you go into a battle you still have the ability to choose warpoint-centric options which net you additional experience in matches. On the other hand, you have the choice to boost your bank by securing control of biomass harvesters and adding to their value with your own body (Remember: this action of suicide to the harvester does not net warpoints, and in turn faster skill progression). Sometimes the goals associated with these choices overlap and sometimes they don't. The key point is the choice exists. I see novel potential here. Possibility to warp a lot of the conventions of win states we've come to understand in many first person shooters.
Sure it may subvert public contracts and faction warfare making their outcomes far more volatile. However, if you are concerned with the behavior of the other players on your team, go ahead and join or start a corporation that shares your ideals.
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Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 03:02:00 -
[34] - Quote
Suicide in Public Areas....ooh we're playing with fire.
I agree that a player shouldn't get warpoints for a suicide hack of a harvester. The points that they get in return come in the form of isk bonuses. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
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Posted - 2013.10.18 03:13:00 -
[35] - Quote
Jadek Menaheim wrote:DiGreatDestroyer wrote:MySpaceTom wrote:A problem I see it stupid militia fit blueberries eating up clone reinforcements by constantly throwing themselves at the sphere. I can alredy see the feed: "daaoaod suicides... x 50" How are we gonna prevent people from suiciding to make the thing more valuable? I think suicides shouldnt count towards the biomass rewards On the contrary, I definitely think suiciding in public areas should count toward the biomass value of the harvester. Technically, hacking the harvester is suicide, however leaving the opportunity for players to chose the location and time of death in the context of adding value to harvester only opens up new ways of thinking about the war economy and value of life in the New Eden universe. When you go into a battle you still have the ability to choose warpoint-centric options which net you additional experience in matches. On the other hand, you have the choice to boost your bank by securing control of biomass harvesters and adding to their value with your own body (Remember: this action of suicide to the harvester does not net warpoints, and in turn faster skill progression). Sometimes the goals associated with these choices overlap and sometimes they don't. The key point is the choice exists. I see novel potential here. Possibility to warp a lot of the conventions of win states we've come to understand in many first person shooters. Sure it may subvert public contracts and faction warfare making their outcomes far more volatile. However, if you are concerned with the behavior of the other players on your team, go ahead and join or start a corporation that shares your ideals. Oh God, a person would have to stay out of public matches and FW completely if they wanted to keep their KDR and win/loss record untarnished.
I've got to hand it to you though, your system really helps militia fit newberries if they want to make some fast money throwing themselves at the machines. Man, that's just too twisted for me. Scarily, I can still see the sense in it.
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Jadek Menaheim
WarRavens League of Infamy
151
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Posted - 2013.10.18 03:21:00 -
[36] - Quote
Hold on, we already clarified that you can only sacrifice your clone one time per harvester. As a harvester is reconstituting you it reads your neural network and rejects further hack attempts from your bodies. This introduces strategic choices as to when and if you should harvest yourself to maintain control of nodes against enemy attempts during various points in battle.
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Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 03:43:00 -
[37] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Jadek Menaheim wrote:Jadu Wen wrote:Alrighty, I can work with the shield bubble idea. Jadek Menaheim wrote:The sacrificial clone would be further rewarded at the end of the match if the friendly team held onto that node in which the player processes themselves to capture. I am glad you added in that bit about the additional reward. I wonder if it should be a percentage of the biomass price of all clones collected by that harvester. I think the system should work like this. The first sacrificial clone should take a 15% cut of all clones biomassed by the harvester (again pending that this player's team hold's the harvester at the end of the match). If another player has to harvest themselves to change ownership of the harvester, both players now share a 7.5% cut of biomass sales. Each further player sacrifice reduces the biomass sacrifice bonus by half. This system encourages more end of match offensives on collection nodes in order to keep individual player bonuses high. This is a good Idea and supports the creativity of the player base but that fifteen percent is a lot , in comparison to how long the game plays out and how many clones have to sacrifice them selves divided by how many clones die. That would be a great deal of a bonus. If they take your ideal and put it to use they just might cut your percentages in half and increase the division , because now not only are the launch pods important , now this becomes of strategic importance , even more so because you get a cut of the gross , so it's like money in the biomass bank so to say. This is a great idea though and I hope CCP looks into this.
You're right on the bonus being too high. Halving the bonus does sound like a better option. In the hypothetical situation that a clone biomass was worth 160,000 isk and 200 clones died within range of a harvester you'd be looking at a 32 million isk VAT of gold. In the best case scenario that I was the only clone from my team to process a harvester hack I would walk away from the match with about 2.5 million isk at that high end 8% cut. I could certain run some nice tanks from that haul. Again, this is best case scenario with terribly high clone death count. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
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Posted - 2013.10.18 05:37:00 -
[38] - Quote
Jadek Menaheim wrote:Hack time depends on current shield and health strength at the moment a player connects with the harvester. Attaching to the harvester sphere doesn't immediately kill the sacrificing player. What does occur is the sphere deconstructs the player at a constant rate of 60 hp/sec. A player in a deconstruction phase cannot be 'killed' technically by small arms, as such fire only speeds up their deconstruction process. This includes headshots. The only way to prevent a player from successfully changing control of a harvester is to forceably dislodge their husk from the terminal via a one hit kill concussive explosion. This can be done with remote explosives, grenades, and forge guns for example.
So those lucky heavies are going to have to listen to blood curdling moans and cries as they are erased from existence. Are you purposefully wanting to make this game a torture simulator? There's another AAA game that has already got that covered. |
Jadek Menaheim
WarRavens League of Infamy
151
|
Posted - 2013.10.18 06:30:00 -
[39] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:You also have to take the clone limit to account. The harvester doesn't grant the limit a stay , if I'm correct , it just recycles the clones. So I can't see people running in droves to sacrifice themselves , because there is still a team limit and if you don't win the game then it doesn't matter. So in introducing this new tec , there must be lessons , so to say so that people won't misunderstand this new tec and what their goals should be in accordance. But with this being said the limit should be increased by ten to compensate for the adjustment. Ten should be enough for a whole game duration.
Right, a suicide harvest hack does lower the clone counter, but that clones value is deposited into the machine. Raising the normal clone counter by a marginal amount for public and faction warfare matches is fine.
An extension to the harvester idea came up that I'd like to run by everyone. What if it was possible to siphon off clone biomass into LAV/Dropship transport container modules? These would be used to refill Biomass levels in CRUs, raising clones counts by very small levels per successful transport. |
Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 13:10:00 -
[40] - Quote
Jadek Menaheim wrote:Shinobi MumyoSakanagare ZaShigurui wrote:You also have to take the clone limit to account. The harvester doesn't grant the limit a stay , if I'm correct , it just recycles the clones. So I can't see people running in droves to sacrifice themselves , because there is still a team limit and if you don't win the game then it doesn't matter. So in introducing this new tec , there must be lessons , so to say so that people won't misunderstand this new tec and what their goals should be in accordance. But with this being said the limit should be increased by ten to compensate for the adjustment. Ten should be enough for a whole game duration. Right, a suicide harvest hack does lower the clone counter, but that clones value is deposited into the machine. Raising the normal clone counter by a marginal amount for public and faction warfare matches is fine. An extension to the harvester idea came up that I'd like to run by everyone. What if it was possible to siphon off clone biomass into LAV/Dropship transport container modules? These would be used to refill Biomass levels in CRUs, raising clones counts by very small levels per successful transport.
That system might get a little dicey if players are allowed to place harvesters next to their CRU's. Then again if the enemy sees that is what the opposing team is doing it would be in their best interest not to battle in that focused collection area, denying their potential to either earn biomass isk bonuses or clones to siphon and transport.
I also like that this system works well with the one clone hack rule you established. The harvester has to be under your control in order to siphon from it. If everyone on a team spent their body to hack the harvester throughout the match, in order to transport clones, that team runs the risk of not being able to rehack the node for extraction in the final moments of the round. |
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MySpaceTom
Holdfast Syndicate Amarr Empire
1
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Posted - 2013.10.18 13:11:00 -
[41] - Quote
So how many clones are we talking about for this siphoned transport container business? |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 13:19:00 -
[42] - Quote
MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example.
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Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 13:28:00 -
[43] - Quote
Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. I'd actually be interested in seeing foot solider couriers added into that mix. I would be similar to the Mass Effect Multiplayer retrieval objectives. A merc picks of a vat and it highly diminishes their walking and running speed. Vehicles would most likely be needed to assist mercs in travel time.
I would also argue from some type of HUD notification to identify when clone containers are on the move. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
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Posted - 2013.10.18 13:33:00 -
[44] - Quote
Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. Would you make the canisters explosive, making them more dangerous to carry? Chalk it up to some way in which the container refrigerant works. |
Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 13:37:00 -
[45] - Quote
MySpaceTom wrote:Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. Would you make the canisters explosive, making them more dangerous to carry? Chalk it up to some way in which the container refrigerant works. I'm not a fan of that. Also, refrigerants are usually inert gasses. Sure you might get a pressure explosion and a toxic vapor cloud, but no flame. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
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Posted - 2013.10.18 13:39:00 -
[46] - Quote
Jadu Wen wrote:MySpaceTom wrote:Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. Would you make the canisters explosive, making them more dangerous to carry? Chalk it up to some way in which the container refrigerant works. I'm not a fan of that. Also, refrigerants are usually inert gasses. Sure you might get a pressure explosion and a toxic vapor cloud, but no flame. I like the toxic cloud idea from an damaged canister. It's a temporary area of denial after effect. |
Jadu Wen
Xer Cloud Consortium
3
|
Posted - 2013.10.18 13:44:00 -
[47] - Quote
MySpaceTom wrote:Jadu Wen wrote:MySpaceTom wrote:Jadek Menaheim wrote:MySpaceTom wrote:So how many clones are we talking about for this siphoned transport container business? I was thinking 4 (small) and 8 (large container) clones per transport. The powergrid requirement of the large container would relegate it to being used on a logistics based tank for example. Would you make the canisters explosive, making them more dangerous to carry? Chalk it up to some way in which the container refrigerant works. I'm not a fan of that. Also, refrigerants are usually inert gasses. Sure you might get a pressure explosion and a toxic vapor cloud, but no flame. I like the toxic cloud idea from an damaged canister. It's a temporary area of denial after effect. I imagine our suits would have some type of re-breather. It still seems possible with refrigerant leaks that you'd run into problems with corrosive burns. That could work for you area of denial point. |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 16:39:00 -
[48] - Quote
This is an illustration on Border Gulch Skirmish of what the range of a harvester looks like. |
Krom Ganesh
Holdfast Syndicate Amarr Empire
413
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Posted - 2013.10.18 17:04:00 -
[49] - Quote
Jadek Menaheim wrote:Snip. As cool as this sounds, I don't think it makes sense. Why does this machine arbitrarily decide to payout after one team has retreated/been killed off? Wouldn't the surviving team "rehack" it after the enemies have been defeated and thus collect the end match reward?
I think it would make more sense if it gave the controlling team the ISK as it collected each body. In other words, the machine collected the remains as they appeared and was wired to give the controlling team a "recycling refund" and hacking it would be changing where the money was being routed to.
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Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 17:19:00 -
[50] - Quote
That makes sense. I guess I glossed over the whole logic behind the extraction of harvesters when hammering out these other details.
In terms of lore, the biomass could be transported instantly once collected via localized wormholes to the MCC or a space platform. |
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Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 17:25:00 -
[51] - Quote
Jadek Menaheim wrote:That makes sense. I guess I glossed over the whole logic behind the extraction of harvesters when hammering out these other details.
In terms of lore, the biomass could be transported instantly once collected via localized wormholes to the MCC or a space platform.
Yep, I agree with Krom. So, Jadek as for this transport via wormholes, you'd definitely be destroying some of the value of the cellular matter as it undergoes decay and cancer formation with that process. I guess it could still work for recycling purposes.
I would like to see the Biomass transported to the MCC in this scenario. If you lose the MCC you lose your clone recycle bonus. Ideally, a ticker at the bottom of your screen would show the value of recycled cargo building up on your MCC as the match goes on. This promotes a greater incentive to win for that bonus profit. |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 17:26:00 -
[52] - Quote
Alright, I'm going to change the OP to reflect this new discussion. I like where it's developing. |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 17:51:00 -
[53] - Quote
Krom Ganesh wrote:Jadek Menaheim wrote:Snip. As cool as this sounds, I don't think it makes sense. Why does this machine arbitrarily decide to payout after one team has retreated/been killed off? Wouldn't the surviving team "rehack" it after the enemies have been defeated and thus collect the end match reward? I think it would make more sense if it gave the controlling team the ISK as it collected each body. In other words, the machine collected the remains as they appeared and was wired to give the controlling team a "recycling refund" and hacking it would be changing where the money was being routed to. I don't think it's entirely realistic to have recycled cloned refuned in real time. Instead, I think it would work better if clones are sent to the MCC as the are much closer to the battlefield for short range uplink tethers to 'feasibly' work. Here on the MCC they exist a bonus isk bank that is rewarded to the victor because they did not lose their ship. |
Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 17:55:00 -
[54] - Quote
Alright. This is shaping up Jadek. The major choice conflict is now do I risk my defense of the null canons in order to protect the clone recyclers which add to my bonus isk bank, or do I defend the null canons in order to protect my MCC and the profits on-board? |
Krom Ganesh
Holdfast Syndicate Amarr Empire
418
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Posted - 2013.10.18 17:57:00 -
[55] - Quote
Jadek Menaheim wrote: I don't think it's entirely realistic to have recycled cloned refuned in real time. Instead, I think it would work better if clones are sent to the MCC as the are much closer to the battlefield for short range uplink tethers to 'feasibly' work. Here on the MCC they exist a bonus isk bank that is rewarded to the victor because they did not lose their ship.
But the biomass can't be sent to the MCC. Or at least not if tankers are going to be able to run biomass from the harvester to the CRUs.
Also, it's realistic for there to be an instant refund because the machine is paying you for what the biomass will be worth. I think of the harvester as a recycling center for the workers who are normally at the areas we fight at. Considering that, think of how real world recycling works. If I take a bag of glass bottles to a recycling center, they pay me for the bottles then and there. They then take those bottles and recycle it later. |
Jadek Menaheim
WarRavens League of Infamy
152
|
Posted - 2013.10.18 18:10:00 -
[56] - Quote
Krom Ganesh wrote:Jadek Menaheim wrote: I don't think it's entirely realistic to have recycled cloned refuned in real time. Instead, I think it would work better if clones are sent to the MCC as the are much closer to the battlefield for short range uplink tethers to 'feasibly' work. Here on the MCC they exist a bonus isk bank that is rewarded to the victor because they did not lose their ship.
But the biomass can't be sent to the MCC. Or at least not if tankers are going to be able to run biomass from the harvester to the CRUs. Also, it's realistic for there to be an instant refund because the machine is paying you for what the biomass will be worth. I think of the harvester as a recycling center for the workers who are normally at the areas we fight at. Considering that, think of how real world recycling works. If I take a bag of glass bottles to a recycling center, they pay me for the bottles then and there. They then take those bottles and recycle it later.
I made a change to the OP which tries to address that point.
Jadek Menaheim wrote:Normally biomass will be transported to the MCC, however when a vehicle or foot solider is in range with the correct transport module the Harvester's protocols change and divert incomming biomass to that player. The harvester does not hold reverse biomass, so a player must wait near the harvester while soliders are dying within its range.
As for the payment upfront recycling, the problem I have with it is the biomass can't be transported much further than the distance of drop uplinks. That means the biomass is going to generally stay near by the contested region or district. In that case it would make more sense for the victor of the battle to be able to transport to those recycled reverses off planet to Genolution. |
MySpaceTom
Holdfast Syndicate Amarr Empire
1
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Posted - 2013.10.18 18:24:00 -
[57] - Quote
Jadek Menaheim wrote:Normally biomass will be transported to the MCC, however when a vehicle or foot solider is in range with the correct transport module the Harvester's protocols change and divert incomming biomass to that player. The harvester does not hold reverse biomass, so a player must wait near the harvester while soliders are dying within its range. If a vehicle or merc has to wait by the harvester while is fills up as the action is going on around, I could go for raising the amount of clones it can carry by 5 to 10. They're taking a large risk there in being stationary. It's open season for AV. |
Jadek Menaheim
WarRavens League of Infamy
153
|
Posted - 2013.10.18 21:11:00 -
[58] - Quote
The additional 10 clone carrying capacity could be a skill tree investment benefit. You receive +2 clones to overall capacity per level. I would bundle this in with the current mobile CRU operation. |
Jadu Wen
Xer Cloud Consortium
3
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Posted - 2013.10.18 21:19:00 -
[59] - Quote
Jadek Menaheim wrote:TL:DR Battle Paradigm
Do you risk a lowered defense of the null canons in order to protect harvesters which add high potential isk cargo to your MCC, or do you defend the null canons in order to protect the MCC and the biomass profits on-board?
Essentially, your system isn't changing the mechanics of an MCC destruction and the biomass that is normally collected from that downed ship. You are increasing the rewards to the victor for being able to save their MCC and the cargo it carries. |
Jadek Menaheim
WarRavens League of Infamy
153
|
Posted - 2013.10.18 21:23:00 -
[60] - Quote
Technically the victor gets a small percentage of the spoils of recycled biomass + left over clones onboard the enemy MCC. The quality and value of that recycled biomass is particularly low after undergoing cellular deterioration from wormhole travel and a ship being obliterated. |
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