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Jadek Menaheim
Xer Cloud Consortium
557
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Posted - 2013.12.04 17:29:00 -
[1] - Quote
Simply put, all mercs will be given a security status based on their battle record. Low security ratings received from frequent team kills, team damage generated, and FW bans will limit the frequency of faction battles a mercenary may play with the given four empires (due to the reduced number of lower-sec battle generated by CCPs systems. However, all parties would be satisfied if a pirate faction was introduced to support mercs with pirate gear for those that choose to fight dirty and play in low-sec, or eventually null-sec battles.
I did consider suggesting that corporation receive a security rating based on the average status values of all members, yet there is no reward incentive besides corporate promotion to implement a labor intensive coding task.
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Jadek Menaheim
Xer Cloud Consortium
557
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Posted - 2013.12.04 17:46:00 -
[2] - Quote
Needless Sacermendor wrote:Change 'will' to 'could' in the title and you have a solid thread here ... even the Pirate Faction Warfare side.
Only thing is the corp sec status ... it doesn't happen in Eve because it's more of a personal thing ... however I do think players standing to NPC corporations should be averaged up to a corp standing like they do in Eve ... so a Corp could receive benefits to it's PC gains for having a high corp standing to the Faction who owns the space your planet is in ... once we're out of just Molden Heath anyway. That sounds reasonable.
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Jadek Menaheim
Xer Cloud Consortium
557
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Posted - 2013.12.04 17:48:00 -
[3] - Quote
BMSTUBBY wrote:They can't even get Team Deploy to work in FW because they can't figure out matchmaking and you want them to get this to work. Of course...it doesn't hurt to dream and borrow from the spirit of mechanics in EVE online.
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Jadek Menaheim
Xer Cloud Consortium
557
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Posted - 2013.12.04 17:53:00 -
[4] - Quote
Needless Sacermendor wrote:BMSTUBBY wrote:They can't even get Team Deploy to work in FW because they can't figure out matchmaking and you want them to get this to work. Pretty sure matchmaking was 'figured out' a long time ago ... we just haven't had the volume of players yet to implement it without causing either massive wait times for battles or going back to battles with a squad on one team wandering round for half the timer waiting for someone to join on the other team. Match lag also becomes an issue of this low player count as you have fewer people to peer with that have optimal/nearby connections.
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Jadek Menaheim
Xer Cloud Consortium
707
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Posted - 2013.12.16 23:28:00 -
[5] - Quote
Looks like it's time to re-bump this thread. I present problems, and I also present solutions...like a dutiful beta tester.
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Jadek Menaheim
Xer Cloud Consortium
707
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Posted - 2013.12.17 00:44:00 -
[6] - Quote
Alaika Arbosa wrote:Needless Sacermendor wrote:Change 'will' to 'could' in the title and you have a solid thread here ... even the Pirate Faction Warfare side.
Only thing is the corp sec status ... it doesn't happen in Eve because it's more of a personal thing ... however I do think players standing to NPC corporations should be averaged up to a corp standing like they do in Eve ... so a Corp could receive benefits to it's PC gains for having a high corp standing to the Faction who owns the space your planet is in ... once we're out of just Molden Heath anyway. If we got corp standings like in Eve, would they be averaged in with the corp standings from Eve for those of us who have crossgame corps? Yes, I could see that being the course of action.
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Jadek Menaheim
Xer Cloud Consortium
707
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Posted - 2013.12.17 01:09:00 -
[7] - Quote
Alaika Arbosa wrote:So, would that mean that we could grind standings in Dust to get highsec POS in Eve? Would having an already high corp standing increase LP payouts in Dust without the need to grind wins?
Beyond that, if we got Pirate Factions for Dust FW, would we see new joinable Factions for Eve FW? That would certainly give many players a incentive to play Faction Warfare, and play clean. As for joinable factions, I would recommend adapting onto the existing item and balance considerations for Sansha and Deadspace gear in EVE.
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Jadek Menaheim
Xer Cloud Consortium
708
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Posted - 2013.12.17 01:29:00 -
[8] - Quote
No! A high security rating gives you the privilege of entering all types of matches, regular faction and pirate faction. It's just that with low sec pirate battles you are more likely to run into griefers who have a lower concern for their security rating. However, a low security rating bars you from playing higher tier faction missions, in turn cutting you off from those respective stores. So, in all it pays better to fight clean and efficiently with this system.
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Jadek Menaheim
Xer Cloud Consortium
710
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Posted - 2013.12.17 14:46:00 -
[9] - Quote
For simplicity sake, CCP wouldn't have to design new art assets (however it would be awesome if they did)--only recolor existing ones to fit iconography of Deadspace factions.
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Jadek Menaheim
Xer Cloud Consortium
710
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Posted - 2013.12.17 14:55:00 -
[10] - Quote
Takron Nistrom wrote:Jadek Menaheim wrote:Simply put, all mercs will be given a security status based on their battle record. Low security ratings received from frequent team kills, team damage generated, and FW bans will limit the frequency of faction battles a mercenary may play with the given four empires (due to the reduced number of lower-sec battle generated by CCPs systems. However, all parties could be satisfied if a pirate faction was introduced to support mercs with pirate gear (Sansha Nation, Blood Raiders, Various Deadspace Groups) for those that choose to fight dirty and play in low-sec, or eventually null-sec battles.
I did consider suggesting that corporation receive a security rating based on the average status values of all members--more discussion needs to be hashed out on this point. Or do the security status that is done in eve, kill too many people illegally, u can be shot without recourse. That leaves the occasional incident ok and the carreer griefer rehashing his plans. Can you imagine how crazy empire and low sec would be without security hits? And if its low, you cannot reenter pub matches until u raise your status back up There would need to be some method to boost your Security again, if you couldn't run pubs, i.e. clearing out drone rats in pve.
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Jadek Menaheim
Xer Cloud Consortium
711
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Posted - 2013.12.17 19:53:00 -
[11] - Quote
Alaika Arbosa wrote: Nah, a better solution rather than barring entrance to pubs is to make them reddots for everyone on the battlefield if they're below a certain threshold.
Either that or make them reddots for the enemies and purple dots for their team, purple dots aren't considered bluedots for the purposes of FF
How would clones be counted on the reserve ticker?
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Jadek Menaheim
Xer Cloud Consortium
711
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Posted - 2013.12.18 07:01:00 -
[12] - Quote
Alaika Arbosa wrote:Jadek Menaheim wrote:Alaika Arbosa wrote: Nah, a better solution rather than barring entrance to pubs is to make them reddots for everyone on the battlefield if they're below a certain threshold.
Either that or make them reddots for the enemies and purple dots for their team, purple dots aren't considered bluedots for the purposes of FF
How would clones be counted on the reserve ticker? Purple dots don't count towards either ticker, they can be murdered till your hearts content........ I see. That might get dicey if most players in a given play session fall below that given threshold. While battles would still be won on an MCC destruction basis, teams full of purple dots would not be able to clone each other...which doesn't seem to make much sense in the mechanics of the universe.
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Jadek Menaheim
Xer Cloud Consortium
713
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Posted - 2013.12.19 01:07:00 -
[13] - Quote
Sole Fenychs wrote:If you run with purple, I'd say that purple players buy their own clones. They are totally cut off from any kind of support by the higher ups and rely only on themselves.
It could create some kind highly valuable pool of players that are unreliable in terms of FF but get the job done extremely well. So corps would sometimes employ them when it's cheaper to pay highly skilled mercenaries than to buy your own clone packs.
Oh and be careful about your vehicles. If one of those guys sees an empty proto HAV... Well, he might recall it for you for some extra cash. Good ideas. I really like the concept of free agents. Would these players share a comm channel open to either team to make requests on?
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Jadek Menaheim
Xer Cloud Consortium
714
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Posted - 2013.12.19 08:46:00 -
[14] - Quote
Sole Fenychs wrote:Jadu Wen wrote: It'd seem like you'd have to buy your own deployment vehicle if that was the case.
Cue mercenaries having their own ships in EVE, but having far less ISK than everyone else due to 1:1 exchange rate. Which means that they only use them to transport themselves to their targets. Maybe with an orbital drop +í la Section 8. But that may be getting way too wild. Still sounds awesome!
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Jadek Menaheim
Xer Cloud Consortium
726
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Posted - 2013.12.19 14:55:00 -
[15] - Quote
Alaika Arbosa wrote:Jadek Menaheim wrote:Sole Fenychs wrote:Jadu Wen wrote: It'd seem like you'd have to buy your own deployment vehicle if that was the case.
Cue mercenaries having their own ships in EVE, but having far less ISK than everyone else due to 1:1 exchange rate. Which means that they only use them to transport themselves to their targets. Maybe with an orbital drop +í la Section 8. But that may be getting way too wild. Still sounds awesome! I think it'd be cool if Eve pilots could fire CRUs from Bomb Launchers to initiate battles. I also wish that we'd be able to have orbital insertion (at least for the attackers), it would solve the problems with redlining (neither team could redline or be redlined). EDIT: It would also incentivize Defending letters since you never know when a speedhacker could drop out of orbit with some uplinks and hack your letter before you ever realize it. Something like this?
Before Dropships would insta-kill the pilot when jumping out, this was my occasional ace up the sleeve to push a diversionary hack.
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Jadek Menaheim
Xer Cloud Consortium
1442
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Posted - 2013.12.27 04:10:00 -
[16] - Quote
Yum.
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Jadek Menaheim
Xer Cloud Consortium
1444
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Posted - 2013.12.27 17:36:00 -
[17] - Quote
Sole Fenychs wrote:If you run with purple, I'd say that purple players buy their own clones. They are totally cut off from any kind of support by the higher ups and rely only on themselves. How much would clone biomass/transport fees cost if we went this route?
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Jadek Menaheim
Xer Cloud Consortium
1446
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Posted - 2013.12.27 20:46:00 -
[18] - Quote
Elmo Love U wrote:Nobody gives a rats azz about FW. I don't work for free. I play for isk,nothing else. You go ahead and keep wastiing you time killing yourselves. Laughing all the way to the bank. Bunch of scrubs The thing is these players often work for isk because they are providing a service of helping people easily grind LP for the faction, and in turn items of their choice. If you were really feeling dastardly, you could q-sync an entire team of suiciders and end the match in approximately 2 minutes. That translates to quite a bit of LP over a given span of time if you efficiently grind the system.
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Jadek Menaheim
Xer Cloud Consortium
1446
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Posted - 2013.12.27 20:47:00 -
[19] - Quote
Ku Shala wrote:The answer is more simple than all of this .... self inflicted damage counts against your FF count. if you suicide a 500ehp suit than that counts as 500 team damage or a team kill.
the only problem is the maps still have places you can get stuck and can only escape with suicide. And griefers are going to capitalize on that if suicide leads to a kick.
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Jadek Menaheim
Xer Cloud Consortium
1446
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Posted - 2013.12.27 21:06:00 -
[20] - Quote
For example, Jadek Menaheim (Suicide) Jadek Menaheim (died) Jadek Menaheim
These messages are easy enough to track. Intentional Suicide by friendly fire and subsequent punish is a bit more difficult. Awox squads can coordinate and literally box a player in from moving to intentionally antagonize a TK. Reactions and follow up mail is quite...colorful. This satisfies the requests of bounty postings.
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Jadek Menaheim
Xer Cloud Consortium
1453
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Posted - 2013.12.28 22:26:00 -
[21] - Quote
Jadek Menaheim wrote:I would suggest that all mercs be given a security status based on their persistent battle record. Frequent deaths (past 5 per match, recognized as suicides and clone 'died' messages), afk kicks, team kills, team damage generated, and outright FW bans would all be data points noted in one's mercenary battle file (yes, we hear that message given by the announcer, but nothing is done). These data points would contribute toward a security rating 1.0 through 0.0. Low security ratings would limit the frequency of faction battles a mercenary may play with the given four empires (due to the reduced number of lower-sec battle generated by CCPs systems). However, all parties could be satisfied if a pirate faction was introduced to support mercs with pirate gear (Sansha Nation, Blood Raiders, Various Deadspace Groups) for those that choose to fight dirty and play in low-sec, or eventually null-sec battles.
I am also considering that a player's weekly or monthly KDR and War Points would factor into this security rating. The more efficient you are as a mercenary the more like factions are going to hire you for more elite and higher paying assignments.
That means that each week or month your security score is given a minor reassessment.
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Jadek Menaheim
Xer Cloud Consortium
1455
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Posted - 2013.12.29 21:06:00 -
[22] - Quote
Jadu Wen wrote:Jadek Menaheim wrote:I would suggest that all mercs be given a security status based on their persistent battle record. Factors which affect battle record: [FW Specific] -Suicide (past 5 per match, recognized as suicides and clone 'died' messages) -AFK kick -Team kills -Team damage generated -FW bans [Global] -Weekly KDR -Weekly Warpoints -Weekly Battles Participated Would this be a total sum system or would your total point values be able to put you over a sum of 1.0 giving a player more leeway room to grief if they were a more proficient slayer or war-point earner? I would opt more for the latter. That's up for debate. We'd still need to figure out point values and modifiers for these categories.
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Jadek Menaheim
Xer Cloud Consortium
1455
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Posted - 2013.12.29 21:28:00 -
[23] - Quote
You eliminate a lot of interesting potential of the sandbox with that approach. The suggestion I am offering helps satisfy both sides.
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Jadek Menaheim
Xer Cloud Consortium
1455
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Posted - 2013.12.30 01:44:00 -
[24] - Quote
Piraten Hovnoret wrote:Jadek Menaheim wrote:You eliminate a lot of interesting potential of the sandbox with that approach. The suggestion I am offering helps satisfy both sides. What potential a full squad of susiders killing them self 30+ times in what way do that ad anything to the game Have been on both sides when this happens it's just bull sh-ít and I fail to c the difference of kling your self or to do a lot of TK. The question is what do the game win in allowing this, what fun does it ad? Nothing whatsoever if you ask me and I am 100% sure the majority of the player base feels the same way. Regards I think I spelled it out pretty clearly in the OP. This activity promotes an underground service economy.
Jadek Menaheim wrote:To provide context, what these gentlemen of team (A) do is throw a match with speed and efficiency for the Q-Synced player(s) on team (B). A squad of six coordinated suiciders working at peak capacity can throw a match in about 5 minutes.That means (B), their clients, have an easier and almost guaranteed method to grind LP for the faction of their choice, Caldari underdogs included. The suicide squad gets their cut of isk for involvement. What I am offering here are suggestions and systems to allow this kind of activity by gradually funneling suiciders and griefers into pirate faction and null-sec battles (note: these faction(s) do not currently exist). Such systems, as I have stated can satisfy Awoxers and traditional FPS players whilst expanding the tools in the greater sandbox of Dust 514.
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Jadek Menaheim
Xer Cloud Consortium
1455
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Posted - 2013.12.30 01:53:00 -
[25] - Quote
Not to demean your faculties Piraten Hovnoret, however poor grammer does not lend itself well to arguing a point. Please work on this.
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Jadek Menaheim
Xer Cloud Consortium
1456
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Posted - 2013.12.30 06:23:00 -
[26] - Quote
Ku Shala wrote:any damage you cause yourself, the damage to kick might need to be slightly adjusted or added to a different scale (a third way to be kicked). All I know I is it cant go without penalty.
The only gear a suicider should obtain from this action is a huge isk fine from the corporate police force, weapons that deal 1dps or dropsuits with 1 ehp that have no slots. The thing is a 'damage to yourself' tracker still favors suiciders and punishes players who run high ehp suits to some extent. A griefer's suit of choice is Minmatar Light Militia frame 115 shield 70 armor for its squishness against team kills (and subsequent player punishes). Going by 5000hp self harm damage kick, a player could skim 27 suicides in that suit. Yes, a different scale would need to be factored if we went this route.
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Jadek Menaheim
Xer Cloud Consortium
1460
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Posted - 2013.12.30 19:31:00 -
[27] - Quote
Ku Shala wrote:suicide = 1 team kill ehp has no effect.
please don't take my sarcasim for gear seriously Again, bug exploiters are going to love this; forcing people to suicide by placing uplinks in areas you can't get out of due to errors with collision mapping. That's why I opt for not tying a kick mechanic to a low number of 'suicides.'
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Jadek Menaheim
Xer Cloud Consortium
1460
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Posted - 2013.12.30 19:36:00 -
[28] - Quote
Ku Shala wrote:if you spawn in an uplink that is no good more than once you re probably a blueberry and are going to lose the match anyway. All someone has to do is drop an uplink in a corner and wedge an LAV into that same corner. Spawning mercs are now stuck until A.) they shoot the driver, B.) they destroy the LAV, killing the driver, the LAV, and the player, or C.) Neocom Suicide.
This leaves a lot of areas open.
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Jadek Menaheim
Xer Cloud Consortium
1463
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Posted - 2013.12.30 19:42:00 -
[29] - Quote
Djinn b4lock wrote:Really, it'd seem like you be able to jump out of that no problem. Tell that to a heavy.
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