Beren Hurin
Onslaught Inc RISE of LEGION
1953
|
Posted - 2014.01.02 21:07:00 -
[1] - Quote
So this isn't short term, but based on what I've hear CCP refer too as what seems like the long term PC plan. Generally involving active upkeep, alternative production goods that have an Eve demand...
So this is more of a PC thing....stop reading if you don't care about it...
I really think the next form of "PC" will involve some kind of active upkeep. Without the manual active upkeep of some kind, you won't be able to make your districts generate clones (or at least profitably). The upkeep could payoff in both better clone production (which will more likely just be fore battle) but also produce some other resources for Eve that are possibly exported. This production would be unrelated to the conquest side of things. IOW you could have to fight against an ambush before/during/after an additional PC battle.
The cost of upkeep though will basically be the labor it takes to do it, therefore district ownership will scale directly with amount of land owned. You'd have to contract out the upkeep of your land to other people you trust or risk your clones becoming too low and vulnerable.
If for example, it could be announced that districts would regularly have timers corresponding to 'planetary shipping' or something and that these time periods could be vulnerable to ambush 'cycle' style attacks. This could even be within a few hours or so of the normal reinforcement window. However they wouldn't be subject to districts being 'locked'. Each window would allow for an ambush or two each day which, if successful, could allow the pillaging of these desired goods that were being shipped away for export.
It could be kind of like PI, where you could have your production facility making a shipment sent to your warehouse every 12 hours, and this production rate would net the fastest rate of total production. However, it would be subject to attack every 12 hours too (or whatever the cycle length). Instead, you could settle for a slower rate of production and shipping every 48 hours only having to defend 1/4th the amount. Some infrastructure could allow for better production rates, others could be more defensive, ensuring that raids take a smaller portion of stored/shipped assets. The more districts, the more cycles, the more production, the more defending, etc.
If you had 5 districts you could have as little as 17 times potentially each weak, or as many as 70 depending on how you set up your cycles.
Infrastructure Example:
Production facility: Produces 300/500/675/800 widgets during a 12/24/36/48 hours cycle. Stores 1600 widgets. Ships/exports max of 800 widgets per cycle. Excess widgets are destroyed. Raids: can steal 50% of a cycle's produced widgets.
Warehouse: Produces 0 widgets Stores 10,000 widgets/5000 advanced widgets. Ships/exports max of 2,000/3,000/5,000 widgets every 12/24/48 cycle. Raids: can steal 25% of a warehouse's stored widgets/advanced widgets.
Research Lab: Produces advanced widgets from widgets at an efficiency of 40%/35%/25% every 12/24/48 hour cycle (max of 1,000 adv widgets per cycle). Stores: 2,500 widgets total. Ships/exports: 1,000 widgets per cycle Raids: can steal 50% of a cycle's advanced widgets.
Every cycle, if your infrastructure has an output, it can be stored/shipped/or exported. If it is exported it moves to the planetary custom's office where someone from the corp with access rights can retrieve it.
Hopefully you'd get the basics of this. There would be logistics supply chains that would need to be defended constantly in order to maintain maximum production. Minimal production would still be possible and profitable with much less risk, but also less profit.
Perhaps these clone blueprint ingredients could be the basis of these materials which are the exported and used to make player manufactured clones for capsuleers or mercenaries. |
Beren Hurin
Onslaught Inc RISE of LEGION
1954
|
Posted - 2014.01.02 21:09:00 -
[2] - Quote
Free Beers wrote:I know this is the second one of the day but oh well.
In case I have not made it obvious in just about all my posts on PC I am not a fan. I think it should be turned off as its just passive isk farming and it is forcing ccp to create isk sinks to compensate that punishes new and casual players (note I personally have a bunch of isk so not being a hater)
Since CCP Logibro seemed concerned about them removing content in an already content deficient game I offer the following short term changes for PC. Evidently the future PC will look nothing like it is today so if itGÇÖs not going to be turned off at least it should not negatively affect the whole of dust
1.Remove passive isk, clone generation from PC
2.Each battle is same number of clones
3.Isk pay outs stay the same.
ThatGÇÖs it.
So this is what I see the effect.
1.Finally turn off the terrible farming passive isk, yet increase rewards for actually fighting
2.There wonGÇÖt be a need for corps to own 40 districts when a few will do
3.It will reward activity not farming ( what a novel concept I wonder where I heard that before)
4.It removes the need for fw to be a huge isk sink, thus bringing more players into really the only functioning game mode in dust. Since PC isnGÇÖt scalable this should allow more corps in without expanding the amount of districts and causing more harm with passive isk
ThatGÇÖs all I got. Thoughts?
So are you saying then that the type of SI wouldn't matter? And would a single victory lead to conquering? What do you mean remove clone generation? Or do you just mean, no clone sales/profits from excess production? |