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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2957
|
Posted - 2013.10.21 20:13:00 -
[1] - Quote
Faction Warfare right now has some flaws and CCP is addressing some flaws with the recent changes, mainly adding rewards. But even after these changes, faction warfare will still lack a sense of progression and EVE players trying to give support to their Dust players will still end up getting ping-ponged across New Eden. So why not knock out two birds with one stone?
Part of the progression issue is that it seems odd that a 15 minute skirmish is all that decides the outcome of a district. Instead of making the battles longer, I propose the following.
Say the Imperial Guard is attacking a district owned by the Republic Command. The battle will proceed as follows:
- Ambush. The attackers are trying to gain a foothold in the district. If the defenders win, then the district is successfully defended and temporarily locked up. If the attackers win, proceed to case (2).
- Ambush OMS. The attackers gained some ground and opened up the battlefield to off map support. If the defenders win, return to case (1). If the attackers win, proceed to case (3).
- Skirmish. The attackers have made their presence known and are trying to seize as much territory as possible. If the defenders win, return to case (2). If the attackers win, proceed to case (4).
- Domination. The attackers are going in for the finishing blow on the critical objective. If the defenders win, return to case (3). If the attackers win, the district is successfully captured and temporarily locked up.
Here is a flow chart by everyone's favorite cat to help you visualize this, http://i.imgur.com/fnaa7RI.png
Each battle would happen on the same mega terrain, but would use different maps and moods as you are moving to different portions of the district (perhaps rotating moods between matches to give the illusion of a day/night cycle). After each map, players will be returned to the warbarge where they wait about 5 minutes for the next stage of the battle to happen. If players leave, new players queued for FW will replace them. Bonus rewards for players who stick from the beginning of the battle to the end if successful. This would also help solve the case of EVE players ping-ponging across the warzone, as they would spend more time sticking around the planet then flying several jumps to the next one.
Additionally, imagine you take all the districts that the Amarr and Minmatar fight over for example and string them together to form this circular track such that one district leads to the next nearby district and so on and so forth until the last district leads back to the first district. Now imagine you are on a GÇ£trainGÇ¥ following this track. Once the district you are fighting on gets GÇ£locked,GÇ¥ you advanced along the track to the next district. This will give an even deeper sense of progression for the Dust players as well as further help in keeping the EVE players localized. To accomodate for the large player base, new GÇ£trainsGÇ¥ will be created to follow this same track but be evenly spaced out. Also in this case, the district wouldnGÇÖt actually need to be GÇ£locked,GÇ¥ instead it simply wouldnGÇÖt be attacked again until the next GÇ£trainGÇ¥ arrives.
And even better, CCP wouldnGÇÖt have to create anything new as this uses entirely existing resources. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2961
|
Posted - 2013.10.21 20:22:00 -
[2] - Quote
TechMechMeds wrote: An amarrian came up with this? How?
I support this.
I had a little help revising it with people from the CPM's FW Discussion channel on Skype |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2965
|
Posted - 2013.10.21 20:35:00 -
[3] - Quote
Also just thought about a small issue to work around: What if the trains crash? Like say one train the defenders keep winning the initial Ambush and catch up to another train? I think in this case you could probably just reset the train in a new location as if it were a new train being added. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2966
|
Posted - 2013.10.21 20:39:00 -
[4] - Quote
Booker DaFooker wrote:Top stuff, evenly matched teams could pit themselves for hours in nail biting seesaw battles over a district, meanwhile eve pilots can remain over one planet and fight for dominance of the connection point (whatever it's called). Very glad a CPM has spotted this one already Exactly! If you get two evenly matched teams, then this process will drag on a bit thus drawing a lot of attention to EVE players to help give one side the edge it needs to win, creating some epic battles in the space just above! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2966
|
Posted - 2013.10.21 20:43:00 -
[5] - Quote
Maken Tosch wrote:I like it a lot.
Although, can I add in a suggestion?
How about instead of returning to the warbarge waiting to proceed to the next case (ie: case 1 to case 2) how about introduce a dynamic redline just as what was once featured in Skirmish 1.0 in closed beta (Replication Build)?
Case 1: Ambush-like redline which is small and constricted as usual. Case 2: Ambush-OMS redline which is still small but more expanded to accommodate the installations. Case 3: Redline in Ambush OMS will expand outward to the nearest outpost to include the objectives. Case 4: Redline in Skirmish expands further to include a final objective to fight over.
Note: Just like Skirmish 1.0, the default spawns move closer to the objectives with each case and the MCC slowly moves in. It's a cool idea no doubt, but the problem with this in my opinion is it makes the individual matches too long and gives the players no convenient opportunity to leave. I know some of us can have massive gaming sessions, but not everyone always has that much time. To me, it is important that individual matches still last about the same length.
Again, just my opinion. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2966
|
Posted - 2013.10.21 20:47:00 -
[6] - Quote
Aero Yassavi wrote:Maken Tosch wrote:I like it a lot.
Although, can I add in a suggestion?
How about instead of returning to the warbarge waiting to proceed to the next case (ie: case 1 to case 2) how about introduce a dynamic redline just as what was once featured in Skirmish 1.0 in closed beta (Replication Build)?
Case 1: Ambush-like redline which is small and constricted as usual. Case 2: Ambush-OMS redline which is still small but more expanded to accommodate the installations. Case 3: Redline in Ambush OMS will expand outward to the nearest outpost to include the objectives. Case 4: Redline in Skirmish expands further to include a final objective to fight over.
Note: Just like Skirmish 1.0, the default spawns move closer to the objectives with each case and the MCC slowly moves in. It's a cool idea no doubt, but the problem with this in my opinion is it makes the individual matches too long and gives the players no convenient opportunity to leave. I know some of us can have massive gaming sessions, but not everyone always has that much time. To me, it is important that individual matches still last about the same length. Again, just my opinion. Cat Merc told me in Skype to post that he approves of my response. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2968
|
Posted - 2013.10.21 20:51:00 -
[7] - Quote
Booker DaFooker wrote: maybe put together a new fit for a situational issue Actually, that is an amazing point in favor of having these breaks. In this scenario, you're going to be playing against relatively the same people each match. So why not give you an opportunity to make fits based on what you learned about the enemy? |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2972
|
Posted - 2013.10.21 20:58:00 -
[8] - Quote
Booker DaFooker wrote:Aero Yassavi wrote:Booker DaFooker wrote: maybe put together a new fit for a situational issue Actually, that is an amazing point in favor of having these breaks. In this scenario, you're going to be playing against relatively the same people each match. So why not give you an opportunity to make fits based on what you learned about the enemy? precisely, you get a few minutes to discuss how the previous round went, decide on tactics now that you have a feel for your opposition, eat little segments of oranges your mum sent.......oh sorry wrong game! lol you get my drift I don't actually "laugh out loud" often when reading, but this cracked me up.
I am going to get the addresses of all my regular squad mates and order them nicely packed orange slices for the breaks! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2972
|
Posted - 2013.10.21 21:05:00 -
[9] - Quote
Booker DaFooker wrote: The exciting thing about this idea is that there is not a lot of new stuff that CCP would need to get into the game, it feels like it could be achieved relatively easily, this is of course said from a position of extreme ignorance when it comes to games programming!
Yes, that was exactly the foundation for my brainstorming: "How can CCP make Dust FW infinitely better without needed to actually create anything new?" |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2972
|
Posted - 2013.10.21 21:08:00 -
[10] - Quote
Iron Wolf Saber wrote:I wouldn't have the cycle fully reset but maybe back down a notch so it becomes a tug of war. Overall cool idea until we get more game modes in. Well IWS, the "tug of war" thing is actually how I described this, or tried to describe it at least. You keep going through this cycle until one team satisfies the winning conditions, then you repeat the cycle on the next district on the train track.
And would we really need to wait until more game modes are in? Wouldn't it be possible to implement this with the current game modes, then as new game modes are added CCP can simply append them into the tug of war? |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2974
|
Posted - 2013.10.21 21:21:00 -
[11] - Quote
Maken Tosch wrote:Well, if it's better to have breaks in between matches, then fine by me. I just threw in my suggestion to see if others like it. To be honest, I do like your idea. I just don't think it's very practical. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2976
|
Posted - 2013.10.21 22:17:00 -
[12] - Quote
Rowdy Railgunner wrote:How long will the district be locked for? In the Skype chat people were saying 24 hours which I believe is too long, and then they lowered it to 12 hours which could work. I also think as low as one hour could work. Basically you just want to keep it locked long enough to give the EVE players a proper window of opportunity to take advantage of the plexing bonus.
Do note though that if we also include the "train" idea then locking districts would not need to happen at all. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2982
|
Posted - 2013.10.21 23:10:00 -
[13] - Quote
Already on the second page of GD?! If you're going to like, then leave a comment please! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2982
|
Posted - 2013.10.21 23:26:00 -
[14] - Quote
Yeah dude, not cool.
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2982
|
Posted - 2013.10.21 23:29:00 -
[15] - Quote
Himiko Kuronaga wrote:Domination is a god awful game mode and should not ever be used for anything official under any circumstances.
It is the single most ridiculous meat grinder this game has to offer and there is zero strategy whatsoever. But are you forgetting this would encourage more EVE support, then people could actually take advantage of the EVE EMP support to destroy all the uplnks that get littered around Domination. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2983
|
Posted - 2013.10.21 23:43:00 -
[16] - Quote
Monkey MAC wrote:If you really want you could add an ambush in their somewhere, but what I think you should do is turn these 3 stages almost into 1 large battle!
Break each bit up as normal but give every merc in the previous battle, the chance to renew their contract to automatically take part in the next stage! That is already what's happening. It's one large battle, but there's breaks in between as usual and if you don't leave you automatically get placed in the next stage. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2983
|
Posted - 2013.10.21 23:45:00 -
[17] - Quote
True Adamance wrote: Ah ha. I think I will do some research into just who you are Aero Yassavi. I think I have you previous character finally figured out! Good, good, because this is the completely wrong cookie crumb you'd need to follow to discover my identity before Aero Yassavi. Though I'm not saying it'd be impossible for you to figure out, the resources are actually there for you, but this is, again, the wrong cookie crumb. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2983
|
Posted - 2013.10.21 23:47:00 -
[18] - Quote
True Adamance wrote:Don't ignore me Aero, I'm getting close I know it! I'll give you a hint: Sometime this week you did acquire a key bit of info to help you on your path, but it was not today. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2983
|
Posted - 2013.10.22 00:03:00 -
[19] - Quote
True Adamance wrote: This week had to have meant yesterday, but we only played a single match together....
You are on the wrong train of thought again. But I digress, we are getting too off topic. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
2999
|
Posted - 2013.10.22 15:01:00 -
[20] - Quote
Raskutor wrote:RydogV wrote:+0.5 Well the biggest flaw in the OP plan is using Ambush and Ambush OMS lol Domination I could deal with but not any form of Ambush. In my opinion they are not objective based game modes and have no place in Dus...I mean Faction Warfare. Love the multi-stage idea (a lot like Killzone Warzone which is the best FPS mode ever IMO). Just need some new modes for it. Some kind of Breach mode combined with a Demolition type mode would be ideal. I dream of the day a corporation can attack a District and move through a couple of stages of defense...hack and capture a space elevator and take that baby to the top...fight our way through a space station....overload the reactor and set it to blow...steal a ship....and then escape back to the planet. Can you deal with that?! The way I see it, though, implementing this would essentially turn Ambush and OMS, at least in FW, into an objective based mode. The objective being win to gain/maintain control of the district. I agree. It only appears as though there is no objective in Ambush because we only experience it through public matches, but add it into a more team oriented setting and you will see it evolve into much more than "shoot the guy in the face."
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3000
|
Posted - 2013.10.22 15:31:00 -
[21] - Quote
Agreed, but of course there is only so much the EOM screen can do. Making the battles more continuous from one match to the next opposed to all these disjoint matches we have now would be ideal in giving a sense of progression. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3000
|
Posted - 2013.10.22 15:45:00 -
[22] - Quote
Takahiro Kashuken wrote:Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? Exactly, yes. Defenders win through Ambush, like they are pushing the attackers off their land. Attackers win by Domination, like they are taking over the critical infrastructure. It tug-of-wars back and forth between the modes. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3009
|
Posted - 2013.10.22 17:10:00 -
[23] - Quote
Takahiro Kashuken wrote:Aero Yassavi wrote:Takahiro Kashuken wrote:Sounds good
Flowchart shows that if you lose a Skirmish you get sent back to fight the ambush OMS, is this to give a feeling and to show that the defenders are pushing out the attackers and off ther district? Exactly, yes. Defenders win through Ambush, like they are pushing the attackers off their land. Attackers win by Domination, like they are taking over the critical infrastructure. It tug-of-wars back and forth between the modes. Get ready for games which last hours You must of missed the part where all individual battles are still the normal length and there's a 5 minute warbarge intermission between stages of the overall mission. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3011
|
Posted - 2013.10.22 17:59:00 -
[24] - Quote
Booker DaFooker wrote:Takahiro Kashuken wrote:Aero Yassavi wrote: You must of missed the part where all individual battles are still the normal length and there's a 5 minute warbarge intermission between stages of the overall mission.
Still hours for one district if it goes back and forth This is a good thing, you can leave during beaks if you need to and take the LP you have earned to that point I would presume Also a good thing because 15 minutes is far too fast to be flipping complete districts and EVE players aren't going to bother flying through pirate infested gates if they are only going to be needed for 15 minutes and then have to fly through a bunch of other gates to get to the next fight which will also only last for 15 minutes. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3050
|
Posted - 2013.10.23 08:54:00 -
[25] - Quote
Raskutor wrote:IgniteableAura wrote:The only problem I see with this set-up is the time involved. IT could take hours and hours to finish a set of matches....OR days if that's what separates the battles. I would stick with just 3 total battles as opposed to 4. Otherwise great concept, but I would still prefer skirmish 1.0....which apparently won't ever happen again cause its "old tech" I rather like the idea that it could possibly take hours, or longer, for control of a district to change. To me, then, winning the district would be a much greater accomplishment than just a 15 minute skirmish. Agreed. I also think the probability of fighting over a single district for a day or longer would be very slim and practically non-existent. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3050
|
Posted - 2013.10.23 08:57:00 -
[26] - Quote
True Adamance wrote:Atiim wrote:You should go ask people in FW Channels and get their opinions too. Just don't make the same mistake I did Aero. Otherwise you'll have idiots thinking that player owned corps should have territory in FW. Player corps do somewhat have territory in FW, they base out of certain systems, which effectively become home systems, I don't see why Dusters cannot make use of Militia constructed facilities in those systems. But Aero's point stands, its using in game content in a new way, to make the battles much more dynamic. The only issue I see with it is who will stay for 3+ Matches when they are redlining to opposite team every time. But True, what Atiim is saying really happened. Someone in PIE GD honestly believed (and maybe still does) that CCP plans to let player owned corporations literally own districts in FW. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3129
|
Posted - 2013.10.23 17:35:00 -
[27] - Quote
Woke up to 125 notifications, haha. This thread really took off, that's awesome! Also thank you FoxFour for the comment. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3135
|
Posted - 2013.10.23 19:21:00 -
[28] - Quote
Phazoid wrote:a total clone count could work as a safe measure to avoid perpetual stalemate, if x team lost 75 of 100 clones on the 2 first battles, the team would be left with 25 clones for skirmish, instead of a clone count per battle, a total clone pool that doesnt regenerates after battle That's actually a pretty good idea. So basically there is a very large clone count at first that is representative of how long it should take to capture or defend the single district through these multiple battles, and then number gets stored and carried from match to match until a new attack on a new district begins. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3151
|
Posted - 2013.10.23 23:21:00 -
[29] - Quote
Fox Gaden wrote:Aero Yassavi wrote:Phazoid wrote:a total clone count could work as a safe measure to avoid perpetual stalemate, if x team lost 75 of 100 clones on the 2 first battles, the team would be left with 25 clones for skirmish, instead of a clone count per battle, a total clone pool that doesnt regenerates after battle That's actually a pretty good idea. So basically there is a very large clone count at first that is representative of how long it should take to capture or defend the single district through these multiple battles, and then number gets stored and carried from match to match until a new attack on a new district begins. A finite number of clones on each side yes, but not all clones would be available for each match. There are the logistical issues of getting the clones to the section of the district where the battle is taking place. So in the initial Ambushes the defenders only have the Clones available for quick deployment to that area, and the Attackers only have access to the clones they are able to land in the enemy District. Once it progresses to the main areas and the MCCGÇÖs get there, then both sides would have access to more of their clones. Yup, we actually discussed this in the skype channel shortly after I posted that and I agree.
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3154
|
Posted - 2013.10.24 00:03:00 -
[30] - Quote
EternalRMG wrote:We could apply this to PC too Absolutely, I just wanted to keep the discussion centralized around FW since CCP is currently planning many FW changes. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3176
|
Posted - 2013.10.24 01:25:00 -
[31] - Quote
Alldin Kan wrote:Aero Yassavi wrote:
- Ambush. The attackers are trying to gain a foothold in the district. If the defenders win, then the district is successfully defended and temporarily locked up. If the attackers win, proceed to case (2).
- Ambush OMS. The attackers gained some ground and opened up the battlefield to off map support. If the defenders win, return to case (1). If the attackers win, proceed to case (3).
- Skirmish. The attackers have made their presence known and are trying to seize as much territory as possible. If the defenders win, return to case (2). If the attackers win, proceed to case (4).
- Domination. The attackers are going in for the finishing blow on the critical objective. If the defenders win, return to case (3). If the attackers win, the district is successfully captured and temporarily locked up.
1. Ambush - like one guy previously mentioned, it should have a tight redline around the map, kind of like back on Chromosome. 2. Ambush OMS - ok 3. Skirmish - ok 4. Domination - Remove this mode and add Skrimish 1.0, in the previous battle the defender's MCC was destroyed so now the attackers can push all the way in the district with their MCC. Now if only there were proper balance changes for the infantry... I agree that would be better, but the whole focus around the original post was to use entirely what exists now so it show CCP what little work would have to be done to massively improve FW. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3185
|
Posted - 2013.10.24 05:19:00 -
[32] - Quote
straya fox wrote:Did not read entire thread but brilliant idea, well thought out, and exposes FW players to all game modes. I'm barely keeping up with it myself, lots of people commenting! Very glad people are liking this, and some people have come up with some great ideas to expand upon this. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3197
|
Posted - 2013.10.24 13:35:00 -
[33] - Quote
Cazaderon, you're missing the point. The idea is that CCP wouldn't have to develop anything new. Obviously game modes can be swapped for new ones later, but the point is this could be done using existing stuff.
Also people want taking a district to last longer, but not individual matches to last longer. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3204
|
Posted - 2013.10.24 16:44:00 -
[34] - Quote
Laurent Cazaderon wrote:Aero Yassavi wrote:Cazaderon, you're missing the point. The idea is that CCP wouldn't have to develop anything new. Obviously game modes can be swapped for new ones later, but the point is this could be done using existing stuff.
Also people want taking a district to last longer, but not individual matches to last longer. Individual matches in dust are quite short when you think of it. If they seem long it's only due to most games being boring out of lack of activity \ enemy dropping the ball. Overall, i'd love to know what makes you so sure people dont want longer matches as in longer action packed fights. On the contrary, i tend to think there is a tremendous wait for a bigger game mode, with larger player count, and a more attack\defense feel. You know... That conquest game mode we hear about now and then since the last 2 years. Bottom line. I wouldnt want to play more FW if i had to be forced to play an ambush game mode, then an OMS , then a skirmish and then a domination. In the end, such a process would probably take 1 hour and a half. And i'm being gentle with all the loadings, lobbies, server starting that would require. I'd rather see a game mode that lasts 30+ minutes in general. that features a real conquest feeling with different stage (defense relay to multi hack, unlocks access to the main outpost, hack central mainframe, game over.) with several fail safe (defense relay not took after 15 minutes = loss / tickets exhausted = Loss). With installations dropping etc. Oh but Wait... Aint that skirmish 1.0 with minor changes ? Could it be the answer was here all along ? Or let's be totally crazy. Why not a game mode that lasts VERY long. Something you could jump in and out when you want knowing the fight will keep on going. People would still benefit from participating without seeing the end (time relative ISK and SP). That would feel like conquest ! You could be sending message during the fight to get people you know because a squad had to leave the fight. The longer the game also, the better the chance to see Capsuleers jump in and provide orbital strikes as the event will have more visibility in EVE where the moment to moment gameplay is very much slower. 15 minutes is neither long nor short, it's a perfect length. Ideally you'd want Dust to be something you can pick up an play a quick match if that's all you have time for, but at the same time you want battles to be longer and more "epic." With my original suggestion, you get the best of both worlds. The overall battle for a district will be grand and lengthy, giving that visceral feeling to taking over a district and letting EVE players more time to find where the battles are happening and help out, but at the same time there are convenient opportunities for players to drop out and still get their ISK and SP.
What makes me so sure that people don't want individual matches to be longer is the fact that I have spent an extensive amount of time talking to a bunch of different Dust players - whether it's here on the forums, in the IRC, through the Dust Skype channels, or the random players that join my squad in game. I talk to them all about nearly everything Dust to get an idea for what the player base is thinking, and when it comes to battle length, overall there is an astounding "NO!" to making them any longer than they currently are.
While I agree it would be great for the hardcore gamer to have battles that last 30 minutes or longer nonstop with no intermission, you would be severely limiting the amount of players who would be able to participate because not everyone has that sort of time to spare. Heck, even a lot of hardcore gamers don't have that sort of time, life can be busy. This problem isn't just exclusive to Dust, I see it in a lot of other shooters where super long games become normal (500% reinforcements on Battlefield, maximum mission timers on warzone in Killzone) and what happens is you get a huge backlash from the community. Yes it's great for those guys with tons of free time and they'll love it, but for the overall community it is bad. I cannot stress this enough, it is important to create convenient opportunities to leave so people with less time on their hands can still enjoy the game.
Also as a bonus, if there was measly 5 minute warbarge intermission after every 15 minutes of battle (which is all we're suggesting) this will give you time to re-strategize with your team after getting a feel for the enemy, or create new fits tailor fit to exploit any weaknesses you found in the enemy.
Lastly, your suggestion to add Skirmish 1.0 instead could happen with the idea I proposed. Well, not Skirmish 1.0 but something like it which CCP confirmed to be working on. Nonetheless, the foundation of my idea is to find a way to make FW a lot more engaging with a bigger sense of progression, while at the same time using entirely what is available to us today. Luckily, a system like this is easily adaptable to an ever growing product like Dust 514. When a new game mode comes out, such as something similar to Skirmish 1.0, it would be very easy to append it to the battle queue structure as a new stage in attacking the district.
P.S. I agree players want a larger player count in battles and a more attack/defense feel, but this has nothing to do with match duration. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3206
|
Posted - 2013.10.24 17:38:00 -
[35] - Quote
Fox Gaden, that's exactly the line of thinking I'm getting at. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3208
|
Posted - 2013.10.24 18:11:00 -
[36] - Quote
Forlorn Destrier wrote:Aero Yassavi wrote:Rowdy Railgunner wrote:How long will the district be locked for? In the Skype chat people were saying 24 hours which I believe is too long, and then they lowered it to 12 hours which could work. I also think as low as one hour could work. Basically you just want to keep it locked long enough to give the EVE players a proper window of opportunity to take advantage of the plexing bonus. Do note though that if we also include the "train" idea then locking districts would not need to happen at all. You'd also want to know when the battle would start - the Eve pilots need time to organize and get into position - maybe like an hour? Not sure if this was mentioned yet or not (still reading thread - on page 2 so far - reading threads at work is slow). Are you going to really read through the whole thing, having just found this thread today? I applaud you, sir!
Onto your point, I imagine EVE players would be able to get a "battlefinder" so to speak that points them to where these battles are happening, and going with the "train" idea the following battles will all be close by so an EVE player really doesn't need to know the exact time a battle starts, just where the battles are. The whole notion of "locking" a district in FW was based around the idea that you want to give EVE players a window of opportunity to take advantage of the plexing bonus. In the current system now, you can take over a district and not even a minute later it is very possible it will be under attack again, which is lame. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
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Posted - 2013.10.24 21:28:00 -
[37] - Quote
IgniteableAura wrote: 15 minutes is not near long enough for most eve pilots to get to the district unless you have extended warbarge time between battles. You likely would not even get a orbital strike in....which we don't have metrics yet for exactly "how long" the beacon has to be held to earn one.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support.
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
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Posted - 2013.10.24 21:31:00 -
[38] - Quote
Forlorn Destrier wrote:Victor889 wrote:What about the possibility of people taking advantage of this - like two factions decide to win one round and lose the next - if the prizes are cumulative, they could use this to their advantage and get a crap ton of salvage..
And what if the rounds never end - if one side wins round 2, but then loses round 3 and repeat ad infinitum..
Some cool *initial* ideas but need fleshing out - which is why we're here.
Not trolling - just my opinions. Valid concern about farming. Note that you would still be rewarded after each stage, just like you are rewarded after each match now. So if you do not win, you get no points towards standing and only 1/5 the loyalty points as the winner**. There would be no benefit for a team to intentionally lose.
**This was stated by a dev in one of the FW threads in the feedback section. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
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Posted - 2013.10.24 21:35:00 -
[39] - Quote
True Adamance wrote:Aero Yassavi wrote:IgniteableAura wrote: 15 minutes is not near long enough for most eve pilots to get to the district unless you have extended warbarge time between battles. You likely would not even get a orbital strike in....which we don't have metrics yet for exactly "how long" the beacon has to be held to earn one.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support. Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
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Posted - 2013.10.24 21:48:00 -
[40] - Quote
True Adamance wrote:Aero Yassavi wrote:True Adamance wrote:Aero Yassavi wrote:IgniteableAura wrote: 15 minutes is not near long enough for most eve pilots to get to the district unless you have extended warbarge time between battles. You likely would not even get a orbital strike in....which we don't have metrics yet for exactly "how long" the beacon has to be held to earn one.
For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support. Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. Not that EVE players could remain in orbit for long without a fleet to support them. That's perhaps one downside of this....how many fleets are willing to sit in space while they could be plexing or hunt down enemies? But isn't that what CCP wants? Full fleets actually caring about Dust? And then fleet battles occurring over Dust districts? As for why they would want to, that's for CCP to figure out. I'm sure throwing LP at them can solve some of it. In fact, don't most EVE players only plex for LP? So yeah, just give them enough LP to make it worthwhile. |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
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Posted - 2013.10.24 21:55:00 -
[41] - Quote
Forlorn Destrier wrote:True Adamance wrote:Aero Yassavi wrote:True Adamance wrote:Aero Yassavi wrote:For the attackers to win, there would have to be at least 4 battles on that district (Ambush, Ambush OMS, Skrimish, Domination). Now lets say for argument that there's a little bit of back and forth between the teams, so about 6 battles per district. Even though each one is only 15 minutes, the length of time that you are fighting on the district is much longer. And then once you finish attacking that district, you either move onto another district on that same planet or the next nearest planet if you already went through all districts on that specific planet. The EVE pilots would have plenty of time to provide orbital support. The only thing extending the warbarge timer would do is provider longer delays where EVE pilots cannot provide orbital support.
Lies I can make it from Amarr to anywhere in Devoid and Bleaklands in 15 mins. That's exactly my point, and when you get there you'll have plenty of time to support the battle and it would be very easy to follow the battle as the move to new districts. Not that EVE players could remain in orbit for long without a fleet to support them. That's perhaps one downside of this....how many fleets are willing to sit in space while they could be plexing or hunt down enemies? That's actually a good point to which I have an answer (maybe). You don't need a single fleet. If something big starts going down, Eve pilots will start showing up - maybe in the one's or twos - as news spreads of the fight even more will show up. Eventually a roaming fleet will get involved. Just look at some of the recent battles - I Titan mistakenly jumps to low sec and thousands upon thousands of pilots from around New Eden show up to fight whoever they can target. Also, if this is managed like incursions, and there is a way to find them like incursions, and there is notice when they begin a new train - well hundreds of pilots respond to those every day events as well. Have Eve side people, I think, may work itself out. In fact, if you are within x jumps of the train, perhaps you automatically get put into a channel Eve side like with incursions? Fleets form up, and these notices to go people in high and low sec. They don't have to be in FW to fight, after all, just to be able to connect to the planet. There are some flaws, but I'm sure with all the good feedback someone can iron them out for me. What gets me excited is that if this idea actually happens, and then you get into a situation where your team and the enemy team are evenly pitted creating a slight stalemate thus drawing potentially hundreds of ships to the system . . . I mean, you can go on youtube, watch the EVE battle, and say, "Yeah, that happened (partially) because of me and my squad on the ground." |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3222
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Posted - 2013.10.25 00:23:00 -
[42] - Quote
Forlorn Destrier wrote:True Adamance wrote:Cross Ragweed wrote:There needs to be some plan, some path that new and small corporations can follow to play in this space. I'm trying real hard to see this "big picture", but just not seeing how to even get bootstrapped into what currently exists. FW is not for new or small corporations, neither is it for big corporations. Its is for loyal corporations.... but most likely we'll see the money grubbing ones all over the place. Disagree - PC is for larger corps, but FW is for all, including small corps that want to have an impact in New Eden. That's what True was getting at. FW is not designed for large corps nor small corps, but corps who want to have an impact and see a specific faction succeed (loyal corporations) or people looking for money. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3248
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Posted - 2013.10.25 15:33:00 -
[43] - Quote
Kazeno Rannaa wrote:Llast 326 wrote:CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation. I think that is a really goods suggestion for the implementation of this particular thread. I guess the next question comes as to when we can get some detailed input from the DEVGÇÖs, and on a side note; when are we going to be getting some detail on the new suits an weapons coming in 1.7 so that we can begin to discuss them?? Final models?? I agree, some updates on 1.7 content would be nice, but let's try to stay on topic here. |
Aero Yassavi
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Posted - 2013.10.25 16:50:00 -
[44] - Quote
Booker DaFooker wrote:been away for a day but so glad this has become the threadnaught it deserves to be!
Love some of the additional ideas coming up and the enthusiasm for potential capsuleer involvement, BUT don't lose sight of the fact that for a speedy implementation only the bare bones idea is good for us right now, the rest would need to come later. The beauty of this idea is that it feels like it is do-able very quickly and that is what we all want
That said, keep the ideas flowing!! I'm open to hearing people thoughts on expanding this with brand new stuff and a lot of ideas sound really awesome, but at the same time I agree putting a little more focus on what can be achieved in the short term without needing to create anything new, or at least not anything too major, is key. |
Aero Yassavi
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Posted - 2013.10.28 19:47:00 -
[45] - Quote
CCP said they were intentionally delaying putting Dust mercs into the appropriate local chat during battles because they were concerned about people using Dust as a means to spy and get intel on enemy positions in EVE. They have however expressed the desire to put us into appropriate local chats when we are deployed.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Aero Yassavi
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Posted - 2013.10.30 22:37:00 -
[46] - Quote
"Someone"
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Aero Yassavi
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3551
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Posted - 2013.11.01 17:58:00 -
[47] - Quote
Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots.
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
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Posted - 2013.11.01 18:35:00 -
[48] - Quote
Atiim wrote:Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots. The FW faction you have on your main is the default for all of your ALTs that share the same PSN And DJINN Altiim's default was Minmatar But say I was using a different PSN account?
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Aero Yassavi
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Posted - 2013.11.01 18:54:00 -
[49] - Quote
Atiim wrote:Aero Yassavi wrote:Atiim wrote:Aero Yassavi wrote:Yesterday I made a new character for the heck of it and real that Amarr was selected by default for FW. Anyone else want to test and confirm? If so, that'd explain why Amarr FW has such horrible bluedots. The FW faction you have on your main is the default for all of your ALTs that share the same PSN And DJINN Altiim's default was Minmatar But say I was using a different PSN account? Then all 4 options would be highlighted. And I know from when my sister made her account a few days ago. There is no favoritism going on here. Say I made a new character on a different PSN account, chose Caldari for my race, and went to FW and saw only Amarr was checked?
Amarr faithful, join PIE Inc, the oldest EVE/Dust Amarr loyal corporation!
Amarr Victor!
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Aero Yassavi
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Posted - 2013.11.06 11:00:00 -
[50] - Quote
So what are everyone's opinions about including all the game modes? I know I've talked to a few people who have said that because this incorporates all the game modes and there are some they don't like, they simply won't play FW.
Honestly, in my opinion if they don't like the game modes then so be it. I don't see any reason to believe Faction Warfare wouldn't still be populated. And in fact, for every "I only like Skirmish" player you lose, you'd probably be gaining more of the Ambush and Domination players who've never had any other choice besides public contracts. But I don't know, only speculating.
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Amarr Victor!
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Aero Yassavi
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Posted - 2013.12.04 21:37:00 -
[51] - Quote
Vinsarrow wrote:I meant in Skirmish that MCC is destroyed but SOMEHOW the blown-up MCC is in Domination? Dom & Skirm both have MCC's so you would have to explain why 1 is gone or something otherwise it seems off You can view MCCs as an asset just like everything else. In lore, the Warbarge can carry multiple MCCs. So think of it like this: The attacking team brings all their war assets with them in the warbarge, and just because the MCC is destroyed doesn't mean they don't have another. You could however use this as a counter so battles over a district don't go on forever. Like say each team's warbarge has 4 MCCs and if they are depleted then that is another terms of victory.
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Amarr Victor!
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Aero Yassavi
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Posted - 2013.12.04 22:09:00 -
[52] - Quote
Vinsarrow wrote: However I think they might have to readd ISK reward with loyalty points in FW or you get ISK till you win the fight for the District then you get paid a huge amount of LP at the end. Since it'll be multistage I assume you'll be loosing ISK going back & forth so you'll need ISK reward in multistage FW somewhat.
They need to readd ISK reward in FW simply because there is no market yet, but that is another topic. Anyways, players will need to be given all their rewards after each stage, not after the entire multi-stage battle for the district is over. If you were to wait to reward the players, that'd defeat the purpose of having it consist of multiple individual battles and not one really large one. Not everyone has the time to invest into a super long battle, so we separate them to offer good exiting opportunities. In the same sense, we need to reward the players at these points as well.
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Amarr Victor!
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Aero Yassavi
Scions of Athra
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Posted - 2013.12.12 21:44:00 -
[53] - Quote
Kain Spero wrote:I still like this idea of flowing from one battle to the next even if you didn't make use of all the different types of matches. Agreed. Personally I'd like to have it incorporate all the match types as a team should be well rounded for all gamemodes in my opinion, but the main idea to take away here is the multi-stage battles and flow.
Angels of vengeance, angels of mercy, scions of Athra. Amarr Victor
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Aero Yassavi
Scions of Athra
4134
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Posted - 2013.12.16 23:28:00 -
[54] - Quote
Vinsarrow wrote:CCP needs to get this up seriously lol It'd certainly be appreciated and make FW much more interesting.
Angels of vengeance, angels of mercy, scions of Athra. Amarr Victor
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