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Fox Gaden
Immortal Guides
1391
|
Posted - 2013.10.24 16:07:00 -
[181] - Quote
True Adamance wrote: Why not simply have a rush style game called Beach head.... Ground war could be the escorting of the MCC when it gets locked to the district, to the main combat zone, then Skirmish, we the combat over the outlying points is fought, and then to domination where the central command structure of the district is fought over.
The question here is: Do you want to wait months to get this implemented, or do you want to wait years to get this implemented?
The OPGÇÖs suggestion uses current game modes, so the development effort to implement it is much less. Once it is implemented, the order of the game modes can be changed up, the individual game modes can be tweaked, and new game modes can be added, but all of that would be in future iterations.
My vote is to implement the OPGÇÖs suggestion so we can have it in months. Your suggestion is good for a future iteration, but would require a lot of development work as you are suggesting a completely new game mode. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3204
|
Posted - 2013.10.24 16:44:00 -
[182] - 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. |
iceyburnz
Crux Special Tasks Group Gallente Federation
1174
|
Posted - 2013.10.24 17:26:00 -
[183] - Quote
Best bit about this idea:
Its not re-inventing the wheel.
Really good idea, |
Fox Gaden
Immortal Guides
1392
|
Posted - 2013.10.24 17:36:00 -
[184] - Quote
Laurent Cazaderon wrote:
Not fan of the idea as it's using game modes that are broken. I'd rather see a brand new staged game mode being developped to have longer battles with a real feeling of "conquest". WHy ? because Dust desperately needs such a game mode. And because such a pattern of different rounds for the same battle, with difference game modes poses the issues of going from lobby to lobby, server to server, etc..
I'd rather have one game mode that lasts around 30-40 minutes with fail safe in case of major redlining\crushing.
1) I would like to have this months from now, not years from now. New Game modes take time!
2) I like the idea of being able to participate when I only have time to get on for half an hour, or have the option to stick with it for 2 hours if I have time. The intermissions gives time for bathroom breaks, grabbing snacks, and messing with your fittings.
3) As long as you donGÇÖt leave you only go back to the War Barge, not back to your Merc quarters, and the teams only change as players leave or join, so there will be some continuity. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3206
|
Posted - 2013.10.24 17:38:00 -
[185] - Quote
Fox Gaden, that's exactly the line of thinking I'm getting at. |
Fox Gaden
Immortal Guides
1392
|
Posted - 2013.10.24 17:43:00 -
[186] - Quote
Laurent Cazaderon wrote: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 ? That is very cool, but I donGÇÖt want to wait for them to develop it. Add it in a later iterations.
Laurent Cazaderon wrote: 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.
You just described what the OP is proposing. |
Fox Gaden
Immortal Guides
1393
|
Posted - 2013.10.24 17:51:00 -
[187] - Quote
You know, provided that holding districts has enough benefit to a faction for EVE pilots to care about it, this would lead to some EPIC battles for orbital supremacy in EVE.
Since District battles would normally take anywhere from an hour to several hours, and then the fight moves on to the next district, possibly rolling back if the defenders get the upper hand, the battle for a planet will take days. During that entire time there will be opportunities for EVE pilots to do Orbital Bombardments every 5 to 10 minutes. Often even more frequently.
So you will have both factions fighting in EVE to deny the apposing faction access to Orbitals. It could be the most exciting thing added to EVE faction warfare PVP in a while. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2149
|
Posted - 2013.10.24 17:54:00 -
[188] - Quote
+1 OP
I'm still reading the thread but wanted to express my opinion of the concept.
I really like the idea of this - combined with the location being driven by Eve side activity. It is almost like causing an incursion happen that is player driven instead of NPC driven. I will read the rest of the thread, but so far I would like this a quadrillion times if I could so far. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2151
|
Posted - 2013.10.24 18:07:00 -
[189] - Quote
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). |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3208
|
Posted - 2013.10.24 18:11:00 -
[190] - 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. |
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Vinsarrow
New Eden Blades Of The Azure
15
|
Posted - 2013.10.24 20:01:00 -
[191] - Quote
Magpie Raven wrote:This is a fantastic idea. Would add a real sense of progression.
Just gonna add a few ideas here. Not sure if already mentioned but I have not read through all the pages yet.
-Why not at the end of the train of districts there be some kind of planetary control center/ fortress. Basically it would require a new game mode but would culminate in a huge final battle utilizing much of the district. It decides who controls the planet. Defenders have the advantage
-Not sure if already mentioned but in addition to the main track leading to control of the planet there could be additional districts that would grant bonuses or off map support to the faction who controls it.
I agree in bits of this a fortress of sorts be nice to see in the final fight for it & some benefits like say drones or something for the defending team, also bonuses to which Factions has it, let's say your a Amarr or Gallente loyalist, maybe you get passive rewards for being a loyalist like once a week you get something from helping that faction just like the SP reward for being active each day, the idea of the map changing in looks as it progresses is simply genious worn battle-feilds/change in day time for each fight & the MCC's moving up &/or back as it goes on. |
Kazeno Rannaa
BIG BAD W0LVES
283
|
Posted - 2013.10.24 20:05:00 -
[192] - Quote
Laurent Cazaderon wrote:Aero Yassavi wrote: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.pngEDIT: It came to my attention that a mod may mistake me for a Cat Merc alt. Obviously this is not the case, he simply helped me in collaboration of this idea over skype. 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. Not fan of the idea as it's using game modes that are broken. I'd rather see a brand new staged game mode being developped to have longer battles with a real feeling of "conquest". WHy ? because Dust desperately needs such a game mode. And because such a pattern of different rounds for the same battle, with difference game modes poses the issues of going from lobby to lobby, server to server, etc.. I'd rather have one game mode that lasts around 30-40 minutes with fail safe in case of major redlining\crushing.
You seem to forget that we DO NOT go from server to server if we are ALL ON Tranquility. A typical skirmish from start to finish right now does go for 20-30 minutes. A new game mode adds issues to an already problematic existence. Down the road I would hope to see something like what you are talking about, but what I think this group is really attempting to address is the solidification of the link between EVE and DUST, at least for FW, which would encourage consistent consideration and inclusion of each platform in the operational planning of FW.
With PC being limited in available territory and those that are currently district holder in those territories, the smaller and newly formed corps lack the resources and ability to get involved without it becoming a HUGE ISK sink, i.e., unattractive and unaffordable.
So that leaves all of us in smaller and developing corps the option of PUB matches (JOY!) to make money and FW to work on long term campaign tactics and corp training until more territory is released to the player base by CCP and CONCORD.
What DUST desperately needs is not another game mode that is going to throw a crap ton of glitches at the DEVs to fix and this small player bases to be frustrated, rather tightened game play, better inclusiveness and options for new players, , all of our basic dropsuits, weapons, and vehicles, and SOMETHING that begins to high light the connection between EVE pilots and DUST bunnies on the ground, i.e., that us DUSTERS are need by the capsuleers and that the capsuleers are needed by us. |
IgniteableAura
Pro Hic Immortalis
245
|
Posted - 2013.10.24 20:30:00 -
[193] - Quote
Aero Yassavi wrote: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. 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.
See and I feel there are plenty of people wanting this extended mode as well. Variety is the spice of life, but we can't segregate the player bases too much. I always like the 300% ticket games in BF3, mostly because it was "juuuuust right" the 500% was usually pretty long because. 1) you would usually start redlining 2) most people would leave. 3) then you would get redlined. 4) balance would happen 3/4 of the way and it would be an epic fight to the end.
The longer fights also allowed you to earn more rewards in BF3 (ribbons), so there were some cookies given for longer battles.
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.
I like the idea of jumping in and out of epic battles. It would give a rally place for not only eve pilots but also dust mercs to brawl it out. Giving rewards for people who drop out of game would be paramount. So that if you had to leave you could just drop out of game. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2152
|
Posted - 2013.10.24 20:41:00 -
[194] - Quote
Fox Gaden wrote:Monkey MAC wrote:Not bad, Not bad!
A few tweaks/suggestions if I may? I like the train idea but not necessarily the match types! If you want to make it feel more inclusive try
1) skirmish 1.0 (renamed "ground war") Enemy has to move mcc succesfully to point for win condition 2) standard skirmish, they are approaching the district null cannon 3) domination
If you really want you could add an ambush in their somewhere.
Also to make it a little fairer on the defenders, if at any point during stages 1 + 2 the attackers mcc is destroyed, they loose period! Ambush is the beach-head. The landing in an enemy district. Trying to get a foothold. Although it might work better if the Attackers had a limited number of clones, and the defenders had a limited amount of time. Basically it would be the Attackers trying to hold ground long enough for a CRU to be delivered, which would result in the Ambush OMS match to follow. If the Defenders can clone out the attackers they can prevent the Attackers from setting up a CRU and getting a foothold.
I like the different conditions - if the attackers last x amount of time, then they can deliver the OMS and move to new stage. If their clones are eliminated during that time, defenders win. +1 sir |
Forlorn Destrier
Bullet Cluster Legacy Rising
2152
|
Posted - 2013.10.24 21:12:00 -
[195] - Quote
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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:28:00 -
[196] - 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.
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:31:00 -
[197] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3588
|
Posted - 2013.10.24 21:31:00 -
[198] - Quote
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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:35:00 -
[199] - 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. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3588
|
Posted - 2013.10.24 21:38:00 -
[200] - Quote
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? |
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Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:48:00 -
[201] - 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. |
Forlorn Destrier
Bullet Cluster Legacy Rising
2153
|
Posted - 2013.10.24 21:48:00 -
[202] - 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?
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. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
3215
|
Posted - 2013.10.24 21:55:00 -
[203] - 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." |
Fox Gaden
Immortal Guides
1403
|
Posted - 2013.10.24 22:01:00 -
[204] - 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.
An EVE pilot might not make it to the fist 15 minute match on a planet, but they will likely make it in time to catch one of the 20 to 150 matches that will take place on the planet before it is conquered.
Minimum of 4 matches to take a district, ranging in length from 5 minutes (Ambush) to 30 minutes (Long Skirmish), but if the defenders put up a good fight and there is some back and forth it could take much more than 4 matches.
5 to 24 districts on a planet.
So flipping a planet would take at least 20 battles for a 5 district planet, and at least 96 to flip a 24 district planet. Realistically there will be some back and forth, so probably closer to 30 matches for a 5 district planet up to 150 matches to take a 24 district planet.
With an average match length of 15 minutes + a 5 minute intermission:
A 5 District Planet would take at least 6.6 hours to flip.
A 24 District planet could take at least 1.3 Days to flip.
A 24 District planet could easily remain in combat for 2 full days.
That being said, I think there should be a 15 minute warning before the first battle on a new planet, to allow EVE pilots time to get there for the first match.
____________________________________________________________________________ Immortal Guides, supporting knowledge dissemination in New Eden since August 31, 2013.
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Forlorn Destrier
Bullet Cluster Legacy Rising
2153
|
Posted - 2013.10.24 22:07:00 -
[205] - Quote
Aero Yassavi wrote: 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.
This - PvP players will be happy to do this - the fight won't just happen in orbit - they will happen at stations in the hot system, they will happen at stargates leading into the hot system - you just have to look at the very patient pirates in Eve to gatecamp for hours to know they have the patience for it, and that is when there is no promise of reward. Add to that LP for those pilots that is guaranteed on top of the potential for loot drops, and you have a very dynamic and attractive mix for different kinds of PvP pilots in Eve from pirates to null sec to FW, to the casual PvPer. This can work, I can virtually promise you it will. |
Monkey MAC
killer taxi company General Tso's Alliance
864
|
Posted - 2013.10.24 22:14:00 -
[206] - Quote
Aero Yassavi wrote:Forlorn Destrier wrote:True Adamance wrote:Aero Yassavi wrote:True Adamance wrote: 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."
Well yeah even if there isn't an active FW battle eve side, ships will amass for orbitals! If you don't want orbitals to be dropped on your team you need gel breathers to get air suppeririority! Then if we could find away of skyfires being used in the same way we would become more mercenary like!
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Forlorn Destrier
Bullet Cluster Legacy Rising
2153
|
Posted - 2013.10.24 22:20:00 -
[207] - Quote
Oh by the way - remember how you can now see the markers for ships in orbit (if not the ships themselves) - even if there is a massive battle that prevents OB's from Eve, can you imagine looking up and seeing the icons that represent ships? Just think - you stop to star gaze for a moment, looking for a Dropship to shoot with your swarms - you notice a lot of activity in orbit when suddenly one of the icons winks out! Someone just got killed fighting in the skies above you!
Not as impressive as the ships themselves, but to see something in your game that is clearly happening in another game - that is what Dust was supposed to be from the beginning, is it not???? |
Fox Gaden
Immortal Guides
1406
|
Posted - 2013.10.24 23:03:00 -
[208] - Quote
Forlorn Destrier wrote:Aero Yassavi wrote: 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.
This - PvP players will be happy to do this - the fight won't just happen in orbit - they will happen at stations in the hot system, they will happen at stargates leading into the hot system - you just have to look at the very patient pirates in Eve to gatecamp for hours to know they have the patience for it, and that is when there is no promise of reward. Add to that LP for those pilots that is guaranteed on top of the potential for loot drops, and you have a very dynamic and attractive mix for different kinds of PvP pilots in Eve from pirates to null sec to FW, to the casual PvPer. This can work, I can virtually promise you it will. This! |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
3598
|
Posted - 2013.10.24 23:09:00 -
[209] - Quote
Monkey MAC wrote: Well yeah even if there isn't an active FW battle eve side, ships will amass for orbitals! If you don't want orbitals to be dropped on your team you need gel breathers to get air suppeririority! Then if we could find away of skyfires being used in the same way we would become more mercenary like!
Could you even imagine having multiple districts with Skyfire cannons firing at battleships, capitals and what not? |
Forlorn Destrier
Bullet Cluster Legacy Rising
2154
|
Posted - 2013.10.24 23:09:00 -
[210] - Quote
Fox Gaden wrote:Forlorn Destrier wrote:Aero Yassavi wrote: 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.
This - PvP players will be happy to do this - the fight won't just happen in orbit - they will happen at stations in the hot system, they will happen at stargates leading into the hot system - you just have to look at the very patient pirates in Eve to gatecamp for hours to know they have the patience for it, and that is when there is no promise of reward. Add to that LP for those pilots that is guaranteed on top of the potential for loot drops, and you have a very dynamic and attractive mix for different kinds of PvP pilots in Eve from pirates to null sec to FW, to the casual PvPer. This can work, I can virtually promise you it will. This!
Unrelated note - Fox Gaden please ask your CEO to respond to the email about Legacy Rising :) |
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