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Mobius Kaethis
Molon Labe. General Tso's Alliance
1329
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Posted - 2014.03.02 21:08:00 -
[1] - Quote
Having just spoken with Sphinx about his OP his proposal was intended to start the discussion about how we could make PC more accessible to all corps by removing the locking mechanic that allows corps like Nyian to dominate 25% of Molden Heath (with no possible recourse by the rest of us) and also allow for alternate routes to PC success (ie having a ton of players is now an asset even if they aren't that great).
I've been thinking about this for a while now and agree that we need to make some changes to the business as normal, district locking, mentality that many of have gotten stuck in with regards to PC.
Sphinx' plan would go a long way to making PC more open and accessible but it really is dependent on corps needing to utilize some resource to slow down attacks (much like how POS and other orbital structures in EvE go into reinforcement mode).
Lets take Sphinx' original idea for a minute and play the what if game. Remember, our goal here is to try and propose a new PC system that allows numbers of players to be a replacement for balance but not allow numbers to become the sole factor in PC success while also stopping permanent district locking.
1) Allow initial attacks to happen at any time with a warning email being sent to the attacked corp at (minutes to fight) = (security status * 100) + distance from origin of attack (2 min. per system jump from attack initiator's local or clone generating planet). This would mean that a district in a 0.4 sec system being attacked from the same system would get 40 minutes of warning (0.4 x 100 = 40 minutes) , while a .1 system being attacked with a clone pack that originated 5 jumps away would get a warning 20 min. in advance of the attack (.1 x 100 + 5 x 2 = 20 min.).
1a) This would mean that corps would be constantly vunerable to attack giving corps with large numbers a slight advantage in initial attacks.
2) After the initial attack and loss of clones (the base loss amount would be 150 if no defense was mounted) the district would go into reinforcement mode for a period of time depending how much of a resource was stashed in the district (much like how POS currently work in EvE) thus stopping any clone production/attacks for the duration of the reinforcement timer. The district may be immediately re-attacked up to one hour after its store of the resource has been exhausted (no travel time/security status wait) regardless of weather the attack was successful or not. Corps may, during that 1 hr. timer, resuply the district with the resource but the full 1 hr. cool down on reinforcement mode must go through. A district with none of the resource may be re-attacked repeated with no cool down or stoppage of clone production regardless of a win or a loss by the attackers.
2a) This is an opportunity to increase EvE/Dust interaction.
2aI) The resource in question should be something producible in EvE either through PI or POS reactions with moderate difficulty/time/expense
2aII) The resource should also be able to be produced in dust through specific planetary infrastructure that produces a very small number of clones as well as a small volume of this resource. This would be less efficient than the EvE side production of the resource.
2aIII) By making this resource more cost effective to produce EvE side it would give an advantage to Dust corps that either have an EvE presence or actively trade with EvE players. EvE players would be incentivized to make this trade because of the relatively easy isk they could make from trading with Dust corps.
2b) This timer would give corps the ability to manage when the next possible attack would occur by modifying the amount of this resource stored in their district.
2bI) Imagine you got attacked 23:00 initially and could stock up to 36 hrs. worth of this resource in your district. Since you know the majority of your players are on around 19:00 you would reduce/increase the stores of resource in your district to make it fall out of reinforcement at 19:00. This would allow your corp to rally the troops and field its very best players. At the same time your district would not be producing clones so the other corps initial attack would not be for nothing.
2bII) Since you could be re-attacked right away if you are lacking the resource it is in your best interest to resupply the resource during the 1 hr. cool down time. You might be re-attacked during that time and thus loose a few more clones but you also get some more breathing room.
2c) Since clones are not produced during reinforcement it would be possible for a very persistent corp to bleed a district dry even if an owning corp kept putting the district right back into reinforcement after the 1 hr. cool down window when re- attacks were possible.
Fun > Realism
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1329
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Posted - 2014.03.02 21:27:00 -
[2] - Quote
2d) This mechanic would allow both large and small corps to have different advantages in PC. Large corps would be more likely able to defend/attack a large number of districts but a small corp of great players could easily hold a small number of districts against a larger foe. The restriction on smaller corps would be how much money they could throw into buying the resources needed for reinforcement as well as the isk needed to refresh their districts clones (delivered via clone pack with travel time to the district based upon the 2 min. per jump from the purchasing player's local).
3) To make having a district even worth it under this mechanic every district would have to produce something that could be sold EvE side in addition to clones. The resources produced should be useful to EvE players and produced in a large enough volume to make a non-attacked district profitable.
3a) Examples of this resource could be small amounts of the resource needed for district reinforcement fuel, large amounts of Tier IV PI materials (These should be produced at a slightly higher rate than EvE PI is capable of making it more cost effective to buy these materials from dust mercs), Sleeper parts (another EvE commodity which is quite valuable) <-- this would depend on players participating in PVE and salvaging the parts from the planetary sleepers they kill <-- low frequency, high difficulty drones, etc...
3aI) Since dust mercs would be making something they could sell on the EvE market they would have more isk to trade with EvE players as for reinforcement resources.
4) District ownership needs to have a large affect on EvE thus encouraging EvE players to have more motivation to join dust corps or invite dust players into their corps. To this end CCP needs to implement space elevators, a concept they said they would be implementing when the game was first being talked about.
4a) Space elevators should provide a zero cost way to get EvE PI materials into space/as well as a means to get EvE resources to a planet at 0 cost.
4b) Corps holding a district with a space elevator should be able set tax rates for corp/alliance/non-alliance use.
4c) All existing EvE PI launch methods would have to have their costs increased to make the space elevator a desirable addition for Eve players.
4d) Space elevator equiped districts should have lower resouce production numbers (clones and the secondary resource) since they are primarily for transporting equipment.
4e) Construciton of a space elevator should require EvE assistance.
4f) Space elevators should be modifable like POS EvE side and allow dust corps to perform reactions to produce chemicals(stimulants or durgs) / do research to produce variants of dust equipment / manufacture dust equipment on a limited scale.
Fun > Realism
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1329
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Posted - 2014.03.02 21:27:00 -
[3] - Quote
[reserved]
Fun > Realism
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1329
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Posted - 2014.03.02 21:28:00 -
[4] - Quote
[reserved]
Fun > Realism
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1329
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Posted - 2014.03.02 22:00:00 -
[5] - Quote
Maken Tosch wrote:@Mobius
You put a lot of thought into this, have you?
Since PC was so broken for so long, and remains so, I have spent a lot of time playing around with it. Sphinx' post was a great jumping off point.
Fun > Realism
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1330
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Posted - 2014.03.03 00:19:00 -
[6] - Quote
X7 lion wrote:personaly i think there need to be more game to the game mode before the meta should be addressed :D no doubt there are issues to be fixed in the meta though :3
We aren't talking about meta-gaming here but the actual mechanics of the planetary conquest game mode. Yes there is more meta gaming involved in PC than anyother game mode but it is the mechanics of it that are broken, not the meta.
Don't you think that before adding other game modes CCP should master the ones they already have?
Fun > Realism
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Mobius Kaethis
Molon Labe. General Tso's Alliance
1331
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Posted - 2014.03.04 04:09:00 -
[7] - Quote
Skihids wrote:There are any number of ways to remove this locking and the problem of timers.
Honestly, what force in the real world gets to dictate when you are allowed to attack them? Isn't that 100% the decision of the attacker? Of course you should get some warning if you have a presence in space or a decent spy network. Parking a warbarge in orbit and sending an MCC into the atmosphere takes time. The defenders should already be on site and in possession of the infrastructure so it's a simple matter of clone jumping in for them.
You might give the defenders a small window of protection, say an eight hour block so a corp can safely sleep, but others can still attack at a time suited to them. This current one hour window at 3am precludes any serious attack.
That is a good point. I don't know about 8 hr. window though since it seems like that would result in the districts changing hands too frequently. Corps are only going to be interested in PC if they can hold a distict long enough to make a nice profit off of it.
How about changing the mechanic to allow for up to 12 hrs of reinforcement with a 3 hr cool down prior to reactivation.
Fun > Realism
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