Pokey Dravon
OSG Planetary Operations Covert Intervention
1834
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Posted - 2014.04.02 07:20:00 -
[1] - Quote
There are a lot of things that really need to happen to make PC what it *should* be, and I urge CCP to take a good long time to get the necessary systems in place before moving forward with PC 2.0. This is a bit longer winded than I would like but I'll try to keep it concise.
True Attack and Defense
Skirmish is not an attack and defense game mode, it is two attackers squabbling over the center of the map. Progressive, multi-stage battles much like MAG's Domination/Sabotage or Dust's Skirmish 1.0 felt like a true attack and defense scenario. Skirmish 1.0 was popular for a reason, and while it had its issues, it at least was a true attack and defense.
CCP has said that the reason they have not gone back to Skirmish 1.0 is because the current mapsets do not support it. That's fine, I understand that reasoning. But if that's whats holding CCP back, then they need to invest in making map sets that DO support that style of game mode. This type of game mode would bring relevance to PC as well as FW and allow for a true 'home field advantage' for defenders.
Opening the Playing Field
PC is daunting for many corps simply because a small number of corps have a tight grasp on the very limited number of districts. Initially it was assumed that PC was limited to Molden Heath in order to 'test the waters' but also deal with relatively low player counts. However, if the number of available districts was increased it would make it more difficult for those groups of corps to hold even more districts (I'll get more into that in a bit). Ideally PC should be a constant state of flux where districts are lost and captured regularly and the system should make the loss of a district not catastrophic for small to medium corps because they'll be able to recapture one to replace is fairly quickly.
I also feel the ISK barrier to entry should be lower so that smaller corps can test the water of PC without breaking the bank.
Removing Raw ISK Generation
We should move away from the idea the clone production passively generates ISK. It is a sloppy system that was always a placeholder for an incomplete PC system. The biggest issue with this is that it can lead the situations like we have no where massive amounts of ISK are being injected into the system and anyone who has taken Econ 101 knows that this is just not a good idea.
Districts should have the ability to install a limited number of factories, this number can be upgraded by spending ISK. Factories passively generate resources such as weapons, dropsuits, modules, vehicles, turrets, and clones. Clones are stored on the district and used to defend that district much like it works now. However clones that exceed the storage limit of the district will not be sold to an NPC corp for ISK generation.
Corps can choose what type of equipment is produced, but higher tiered gear is produced at a much lower rate than lower level gear. Weapons, suits, and other gear that are produced are stored in that District's vault and that too has a max capacity. This equipment must be shipped off the planet and moved to specific commerce hubs before it can be placed on the market. This process can be done safely by an NPC system for a heavy fee, or the corp's EVE ships can ship it manually at greater risk, but allowing for a larger profit margin.
Once moved to the proper commerce system, the items can be put on sale is a sort of Corp Store where prices can be set and sold to the public. This is where corps will make their money from owning districts. What makes a system like this important is that the ISK earned is not simply injected into the market, it is moved around within the economy instead, much like EVE. This system also behaves much like Planetary Interaction in EVE.
Corps will need to carefully consider a balance between Clone production and ISK production, to make districts profitable yet defensible. It also allows for larger profits if players work with EVE pilots, but doesn't force the connection. In addition to that, it allows for interesting mechanics such as blockades EVE side. I'd also like to point out that if a district is captured, all resources still stored in that district would be transferred to the attacker, allowing for 'raiding' where corps could capture districts with no intent to hold them, but rather to steal stored materials.
Strengthen EVE Connection (But don't force it)
Like I mentioned in the previous section, materials must be shipped off planet before they can be sold, and using an EVE pilot will decrease the cost of doing so. The same thing can be done with moving clones from one planet to another, make the death rate of clones sent via-NPC high, but much lower if an EVE pilot does it. This allows Dust to operate without EVE support, but players are strongly encouraged to work with EVE pilots.
EVE pilots of course need their rewards as well. Special factories placed on districts will greatly increase the PI yield for EVE pilots or boost the capabilities of their POSs in orbit. This allows Dust Corps to balance resources and try to offer up the best deal to their EVE pilots as payment for their support.
Continued on next page...
Pokey Dravon for CPM1
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1836
|
Posted - 2014.04.02 07:22:00 -
[2] - Quote
Use PvE to Force District Maintenance
PvE is fun and it could easily be used to make it difficult for small groups to hold massive amounts of land solely because they're skilled fighters with deep pockets. With the implementation of PvE game modes, PC Districts would constantly be under attack from Rogue Drone infestations. The infestation would slowly build over time on a scale from 0-100%. PvE missions on the district would need to be conducted on a regular basis to lower the infestation level.
As the infestation level increases, the rate at which factories produce materials and clones decreases, with close to zero production at 100% infestation. This forces corps to spend resources, money, clones, and most importantly time, defending their districts against Rogue Drone Infestations.
Small corps trying to hold massive amounts of land would simply be unable to keep up with the infestations and would either be forced to let their districts become weak and non-profitable, or outsource the PvE missions to other corps. Not only does this prevent corps from overreaching their bounds, it also opens up fun opportunities for Merc Services between corps in a PvE setting.
Note that the PvE element is not necessary to make this style of PC work, but it would add for much more dynamic game mechanics.
To Review
-Make PC and FW feel like true attack and defense by creating maps that allow for progressive, multi-stage Attack/Defense combat -Increase the available land and make it easier for corps to enter PC -Remove passive ISK generation -Districts produce materials that must be moved off planet and sold to other players -Districts also produce clones used for defense but clones cannot be sold to NPCs -Give incentives for Dust players to work with EVE Players, but don't force it -Give Incentives EVE players to work with Dust players -Districts must be continually scrubbed free of Rogue Drone Infestations to keep factory production high.
This is a lot of necessary content to make PC what it *should* be, but it is this kind of system that will set Dust apart and draw in new players. CCP needs to take their time with it and do it right, don't rush it, just do it right.
Pokey Dravon for CPM1
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