Aeon Amadi wrote:It's not just he 200k isk per clone; there's usually a baseline 1,000,000 per player active. Fielding a 16 man team and killing off all 120 clones would net you a 4m ISK profit.
And yes, the attacking district can always be attacked by anyone else - including your dummy corp that you're using to lock up the districts in the first place.
There's no easy way out of this, you can't just up and remove ISK generation without giving some other reason for having territory in the first place. Two million a day would cover the losses of perhaps three, maybe four people who took the time out of their day to defend it. The entire reason the ISK generation was increased to begin with was because people were losing more ISK than they were gaining, which I usually don't have much of a problem with but the band-aid proposed doesn't give any incentive to do PC at all. Corporations would be exhausting more effort to keep the districts than they were worth.
It's been eight months. At this point, we're long overdue for the meaningful interaction PC was supposed to provide; so it's not out of the realm of belief to want to see that happen. I'm a patient guy though, and I know PC 2.0 likely isn't going to come for at least another few months - on the other hand, the band aid applied shouldn't be yet another knee jerk reaction to people getting riled up and screaming "remove" or "nerf". This needs to be handled with a scalpel and none of the solutions proposed here are scalpel changes.
1. There isn't a baseline million ISK per player active. You are aware that all clones killed, including your own teams, is a part of the payout to the winning team? Thus, if you kill 150 clones and lose 100 yourself the winning team will get 25 million ISK or around 1.5 million per player. There is no more ISK than what comes from clones killed.
2. If people was losing ISK even if they were winning you increase active ISK generation (ISK payouts for winning), not pump passive ISK generation to insane levels. Passive ISK generation shouldn't cover your losses, winning should, so there would be no problem with removing passive ISK generation altogether or reduce it to a symbolic value of 2 million or less ISK per district per day.
3. If you're farming active ISK generation from attacking yourself from another district, the attacking district can always be attacked by anyone else. I have no idea why you're talking about a dummy corp attacking the attacking district, because if you're locking the attacking district up with a clone pack you just threw the profit you wanted to make completely out of the window.
4. Removing passive ISK generation would not remove all incentives to have districts. You would want to have districts to be able to attack others without the use of clone packs. The incentive in PC is about getting districts to be able to attack and make ISK from winning those matches.
5. I don't want CCP to allocate resources to try and improve PC. That would be entirely pointless. Let them work on other aspects that sorely needs the work, and give PC these few bandaids to keep it running. Removing ISK generation and fixing the refunding exploit would do exactly that.
Edit: Not to mention that redesigns of PC would take a while to be implemented, meanwhile PC corps are making billions of ISK EVERY day with NO risk. Removing ISK generation and fixing the refunding exploit would put a stop to that right now.
Edit2: Passive ISK generation should never even have been implemented, so I really have no idea why you're even defending it now. Passive ISK generation is insanely stupid and just needs to be deleted and forgotten about.