|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Everything Dies
Inner.Hell
680
|
Posted - 2014.04.24 21:21:00 -
[1] - Quote
SoTasLost Property wrote:How about both AE and ERA/NF pull out of PC completely and go back to mercing? I must admit - it was way more fun back then. This empire business is both messy and work.
In my honest (and completely unworthy of discussing PC-related matters) opinion, the underlined part is what really doomed the current version of PC. You guys reached the point to where buying your services pretty much guaranteed a victory; naturally, such a setup automatically favored the older/richer corps that could afford you all as opposed to the smaller corps that were looking to make a name for themselves. The moment smaller corps could begin to mount any sort of threat to the older/big corps they could call mercs in and put the problem to bed for good.
If PC is going to become anything more than what it currently is, there needs to be some sort of penalty for bringing in outside help--for example, a small loss of clones (in the actual battle) for each ringer brought in (with smaller penalties for bringing in alliance members) to promote the idea of corporations being self-sufficient. I also think that there should be some of limit placed on a player's ability to fight in PC match after PC match to reduce the ability of a corp to rely almost exclusively on their "A" team. It could be something like having a "travel time" that prevents you from fighting in one district and then immediately fighting in another; such a change could make strategy have a much more prominent role in battles as corps would have to decide where to divvy up their best talent if they're facing multiple battles.
Last but not least, strength in numbers should actually mean something. A corporation of 2,000 mediocre players should pose an equal--if not greater--threat than a smaller corp of top-tier players.
Just my two cents.
Kein Mitleid Für Die Mehrheit.
Eight months has been long enough...guess it's time to learn how to play with a squad.
|
Everything Dies
Inner.Hell
683
|
Posted - 2014.04.25 15:28:00 -
[2] - Quote
SoTasLost Property wrote: I actually agree with your first paragraph. It's 100% correct - but this IS a mercenary game - so what can you do to limit them and still allow them to feel like mercs?
And wish you didn't write the second :D
My thinking was this: A PC battle should, in essence, be a skirmish match with an even amount of clones on each side (let's assume 150.) Bringing in a non-alliance member to ring should deduct 5 clones from your clone count, whereas an alliance member could cost 2 or 3. So a merc corporation (outside of the alliance) that supplied all 16 players for a match would have only 70 clones vs. the opponent's 150. Even that might not be enough of a penalty to stop the uber-deathsquads from securing the win, but it should make things much more interesting for more evenly-matched corps.
Other things: A clone pack should place the attacker on equal footing with the defender for the battle. So if you had a district with 450 clones or whatever, the actual battle would be between the same number of clones in the clone pack (again, 150 as a hypothetical example.) If the attacking side wins, they can either press the attack with whatever clones they had left from the battle or restock with another clone pack. Pressing the attack would ensure that another corporation couldn't launch an attack on the weakened enemy, whereas using a clone pack resupply could result in a small timer penalty that opens up a window of opportunity for other corps to snipe an attack. Either way, the district isn't lost until the defender's clone count reaches zero. This--combined with relatively cheap prices for a clone pack--would enable the large, lower-quality corporations to wage wars of attrition against stronger opposition.
For the defending side, districts should restock at least one battle's worth of clones each day while providing ISK revenue. I honestly don't know what sort of amounts are currently involved with district ownership, so I'll have to defer to those of you that are currently involved in PC to figure out a reasonable amount of ISK that helps cover losses incurred without becoming ISK farms.
Thoughts?
Kein Mitleid Für Die Mehrheit.
Eight months has been long enough...guess it's time to learn how to play with a squad.
|
Everything Dies
Inner.Hell
685
|
Posted - 2014.04.25 20:27:00 -
[3] - Quote
SoTasLost Property wrote:First paragraph: I am completely against 'even' playing fields in a war game. It's up to both sides to create that themselves. The fact everyone is trying to get an edge on one another adds a layer of flavor to this game you can't find anywhere else. That is a step towards CoD and BF4 and I will be very adamant against any ideas such these.
I fully understand your viewpoint, I'm just arguing how such an uneven playing field only exacerbates the problem of top-tier corps v smaller ones--i.e. if your corp can crush an enemy with clones even at 100 v 100, it doesn't do any good to make it 100 v 250. That's why I propose the "even" battle taking place while the defending side have a stockpile of clones in reserve. Capturing a district would take a sustained effort (or the ability to take advantage of a lull in attack from one corp to come in and snipe the district with your own corp!)
SoTasLost Property wrote:I also am sick of skirmish and want a new game mode that actually 'feels' like a battle. It makes no sense that the defenders aren't already set up on there own land. I want to take it from them - not just skirmish them as if we were in a pub game. Lack of different game mode also turns people off in entering PC since it's literally just the same thing - just with tryhards.
Fair enough. Until a new mode is actually introduced, would skirmish-style be preferable to ambush or domination-style matches?
SoTasLost Property wrote:Second paragraph: Clone packs definitely need a huge over-all. Instead of 'equal footing' like you keep suggesting, it should be options of how many you want to buy/send/commit. If you want to just harass - 120 clone pack. If you're looking to just win a single battle - 150 clone pack. If you're looking to flip - 300 clone pack.
My only concern with this idea is that it's still placing one side at a huge disadvantage in terms of ability to fight any sort of sustained battle. It's obviously going to be easier for the already-rich corps to snatch up the 300 clone packs and throw wave after wave of them (like it'd even be necessary!) at corps that could only afford the smaller packs. Perhaps there could be limits or something that would prevent such a scenario?
SoTasLost Property wrote:And in a game where we're all suppose to be 'mercs' it sort of goes against lore/point of game to limit/penalize people for using mercenaries.
My argument would be, "Can you really consider yourself a mercenary if you're a member of a corporation?" Lore or not, there needs to be some of disincentive to paying for an almost-guaranteed victory.
SoTasLost Property wrote:Defenders getting both clones regen and ISK is also something I'll never support - a district should keep producing just clones till it max - then at that point start producing ISK depending on the amount of clones it would of produced. Which is currently how the system works.
That sounds good. I admittedly have little knowledge of how PC/districts work so I'll defer to your judgment.
Oh, and thank you for the constructive discussion. I know I'm nothing special in this game and nowhere near good enough to be playing in the current version of PC, but I do believe that PC should be the pinnacle of Dust gameplay and that as things currently stand, there's very little hope of scrubs like me and most new players ever being able to take part in it.
Kein Mitleid Für Die Mehrheit.
Eight months has been long enough...guess it's time to learn how to play with a squad.
|
Everything Dies
Inner.Hell
686
|
Posted - 2014.04.26 00:20:00 -
[4] - Quote
SoTasLost Property wrote:I am done with stepping on new players for showing interest. It was fine back in the day because we were a lot healthier community who'd smash each other for getting out of hand - but now the state of the game in such a state that we will one day be relying on guys like you who've never been a part of PC or any of it's politics to bring light into the darkness we vets created.
This is worthy of a like all on its own.
SoTasLost Property wrote:now to list off the replies to your quotes:
1) If you remember how PC originally was, it took 3 days of battles to flip a single district. What you're proposing is similar to going back to that. And it burnt us out so bad that no one wanted to attack or sustain a true war. Though, honestly, with your idea the difference would be is it's still possible to flip a district in a single day, which, I can get behind as long as it's still possible.
Sadly, I didn't really start playing this game until about nine months ago and I've been in a grand total of 1 PC match, so I don't really have much of an idea how PC has (d)evolved over time. But yes, I do believe that flipping districts should be easily done within a day's time.
SoTasLost Property wrote:Or are you suggesting the 'reserves' number be kept from the attackers knowledge and be used as an emergency back up placed like a cool down for your corp to defend a single district with? I'm... actually really, really liking this idea. It's reinforcing just a single position with numbers only a spy could get info on. It would add levels to espionage, game mechanics, and how wars would operate and the strategy involved on star map. Amazing idea.
I wish I could take the credit, but it's all yours. Such an idea could make for some interesting bluffs: say a corp such as AE had three districts and only 800 clones available (due to them having fallen asleep for a week or something) and they make the decision to leave one district with only the default 150 or whatever...other corps would have no idea which district is the "weak" one without having inside knowledge of the situation. Spies could become a truly valuable commodity!
SoTasLost Property wrote:4) Coperations, hmm. You make a good point. But mercs do tend to form packs and circles, people they want to fight side by side with and trust to have there back, and corps functions is pretty much exactly that. So it looks more like you're splitting hairs speaking out against mercing.
I completely understand your sentiments--the game is definitely much better when playing with friends/people you trust, and I understand that people can have friends in numerous corps. I'd just like to see some way of ensuring that corporations are able to fight for and defend what they've earned, rather than have the "safety blanket" of having powerful friends that can win their battles for them.
SoTasLost Property wrote:Thanks for great posts so far Everything Dies.
And thank you for listening to a nobody such as me. I hope one day to see all of you on the PC battlefields!
Kein Mitleid Für Die Mehrheit.
Eight months has been long enough...guess it's time to learn how to play with a squad.
|
|
|
|