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137H4RGIC
SVER True Blood General Tso's Alliance
168
|
Posted - 2014.05.04 06:13:00 -
[1] - Quote
It was asked in "DUST 514: More Sand in the Box" on what PC needs. In the following posts I will Illustrate an epiphany of what my vision of PC Looks like, with detailed information that provides an outlet for strategy, intense team based Combat and so forth. This is just an elaborate idea for CCP to consider as they asked for objective feedback on what planetary conquest needs. Here is my contribution.
PLANETARY CONQUEST 2.0
In PC [Planetary Conquest] we hit a really frustrating wall that allowed a corporation of a few select members to hold many districts by simply deploying their best. In this presentation/proposal, I'll be illustrating how large and small corporations can participate in Planetary Conquest at their level and defend what they want to and what they need to. I'll be going over the following:
- Districts and their Installations
- SubDistrict Installations
- Max Player Count per Map/Match
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137H4RGIC
SVER True Blood General Tso's Alliance
168
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Posted - 2014.05.04 06:13:00 -
[2] - Quote
DISTRICT TIMERS: Should be changed. The notion that you have to start an attack with 24 hours notice at the minimum allowed the defending team to plan ahead, thus leaving no room for Surprise attacks whatsoever thus - limiting tactical manuevers such as a bait and switch method for attacks and defenses. My idea is that we should have timers be open. Where, a window of time is open allowing anyone to attack a certain part of the district infrastructer. You CAN reserve an attack for yourself by ordering a deployment vehicle to be there first. The deployment vehicle is governed by an NPC Mercenary group who handles clone transportation and logistics (until changed by future content to permit Legionnaires or EVE pilots to handle clone logistics). Until either A) Your clones run out B) Your deployment vehicle is destroyed or C) The battle timer runs out no one else can join in on the attack of the Subdistrict/District/Command Center until your battle has run its course. The battle timer runs for the duration of the open window that the district has designated. Further, the battle timer is modified at the DCC (District Command Center). If the timer is to be changed, operations are shut down for the entire district and the shield is put on lockdown until a new 24 hour cycle can begin.
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137H4RGIC
SVER True Blood General Tso's Alliance
168
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Posted - 2014.05.04 06:15:00 -
[3] - Quote
DISTRICT COMMAND CENTERS
District Command Centers are the Hub of District Compounds which supply Powergrid, CPU and Shields, much the same way Control Towers do in EVE Online. The difference is, they can be assaulted. If a team so wishes, they can forego destroying all of the compounds networked to the Command Center. However, they're gonna be there for a while, pounding away at the Base Shields. Not to say it's invulnerable - but it will have much Higher Shield HP so long as there are compounds alive. The stats of the District Command Center would look something like this Small District Command Center PWG: xxxx CPU: xxxx Command Hubs: x Shields: xxxx Turret Hardpoints: x District Slots: x Reinforced Shield Recharge Time: xxxx Clone Count: xxxx Clone Respawn Time: xxxx
- Command Hubs are the Nodes which are required to be hacked or destroyed by conventional means. The Larger the Hub, the more nodes it has to be destroyed.
- Turret Hardpoints are basically places in which you can install turret installations i.e. Large Blaster Installation, Large Missile Installation, Small Blaster Installation etc.
- District Slots function in a similar way that added buildings do in Planetary Interaction in EVE Online. Each district slot is filled by an Installation which functions as a module which benefits the rest of your Compound. (Compound, Your entire setup, all Subdistricts and installations).
Reinforced Shield Recharge time is the amount of time that is required for your shields to be down before they can go back up. The larger the compound, the larger the shield recharge time.
I figure Clone Count and Clone Respawn time are pretty self explanatory.
As for the stats on the rest of the buildings, try to use your imagination on what stats they would offer, I don't want to detail everything just yet. But if you require elaboration, I will supply it gladly.
Here is a table on how each Central Command District works: Each Planet has a different amount of districts. Some can support outposts, some can support entire cities. So for arguements sake, lets say the maximum district count on a planet is 24. (District count is no longer determined by how many hours there are in a day.)
Small Command District: Occupies 1 District and offers two District Installations - taking up 3 out of the 24 districts on a planet. With a one hour attack window in which people may choose to attack.
Medium Command District: Occupies 3 Districts and offers 6 installation compounds - taking up 9 out of the 24 districts. With a 3 hour attack window.
Large Command District: Occupies 6 Districts and offers 9 installations - taking up 15 out of the 24 districts available on a planet. With a 6 hour attack window.
XL Command District: Occupies 9 districts and offers 13 Installations - occupying all of the planets districts. With a 9 hour attack window.
Obviously, it takes a very large corporation to maintain such a LARGE district as you can send in people to their Command Districts, District Installations, and their Subdistricts respectively. But respectively, building anything on a planet requires ISK. Lots of it. So this is your ISK sink right here, as well as your ISK fountain.
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137H4RGIC
SVER True Blood General Tso's Alliance
168
|
Posted - 2014.05.04 06:19:00 -
[4] - Quote
DISTRICT INSTALLATIONS As mentioned earlier, Districts function as the "Modules" Providing bonuses to the Command District, Other Districts and their subdistricts. The following examples will be included (which you can always add more for more functionality and customization) : Research Facility, Refinery, Resource Harvester (Drill, Gas Collector, etc.), Factory, Power Plant, Shield Generator, SATCOM Relays, COM Jammer, Clone Laboratories, Storage Facility. Different installations have different numbers of subdistricts on them. Like, a research lab may only have two subdistricts whereas a Factory may have five Subdistricts.
Also, I will include what Subdistricts are. Subdistricts are basically 'Rigs' or 'Subsystems' which offer bonuses to the District itself to enhance its performance in a certain way. In this section I'll only be listing the Specialization Subdistricts that only apply to that district installation.
RESEARCH FACILITY: Used for reverse engineering for weapons, suits and modules and other such items. You will need to recycle items into this facility to gain research to the blueprints to create these items from the materials you've harvested from the planet. Subdistricts:
- R&D Labs are subdistricts of Research Facilities which offer bonuses to Material Efficiency or Production Efficiency or Research Time Bonuses to Weapons, Modules, Dropstuits, Vehicles, etc. Each requiring it's own special and unique lab. So, if you want your research facility to specialize in Weaponry Research, it'll need a R&D Weapons Laboratory attached to it.
- Advanced Laboratory: Offers a general, but small increase to research time, material efficiency, production efficiency.
POWER PLANT: A Power Plant is used to increase the overall PG of your Command District. Specialized Subdistricts: (I don't have names for these, so I'll just list their functions) :
- Lowered PG requirements for all District Installations
- Lowered PG requirements for all Subdistricts.
- Increase Subdistrict Slots by 1.
REFINERY: Refines your harvested resources into more precious materials that are otherwise unattainable. Specialized Subdistricts:
- Refining Efficiency (decreases amount of materials lost in refining)
- Refining Output (gain more from your unrefined materials)
- Refining Time (decreases time it takes to refine materials)
FACTORY: Allows you to start production of modules, weapons, vehicles etc... This requires one specialized subdistrict to produce any of the aforementioned products. Specialized SubDistricts:
- Production Efficiency: Decreases time to complete production jobs.
- Material Efficiency: Decreases amount of materials required to complete jobs
SATCOM RELAY: This one is a little more tricky and fun because it basically communicates to you what's going on in the battlefield. So, in example, if you're there's a CRU or Supply Depot on field and the enemy starts hacking it, you'll be notified. Otherwise, there'll be no notification. Now, defending this district itself, you won't need scanners. At least not for most things. Only the recons willl really stay hidden from the scans. Being that this place is a scanning specialist, you'll pretty much have intel on where the enemy is, it will ping you the information much the same way SONAR does instead of the way that the Gallente Logis do. Those, are specialized Scanners. The way the pulse works, is it takes a screenshot on your minimap, but doesn't report live information on where the enemy is, only where they were at the time of the ping. Specialized Subdistricts:
- Data Interlinking: Applies the bonus of seeing almost all troops on the field to all other districts.
- Frequency Modulation Tower: This increases the dB of the SATCOM relay to pick up more harder to detect enemies.
- Pulse Enhancement Tower: This increases the rate at which the pulses for enemy troops occurr.
So, those are a few detailed examples of how District installations function and what they do for the Compound. Clone Vats can increase clone counts for each districts, COM Jammers mess up data for the enemy team, minmap info, notifications, etc. Shield Generator can increase the overall shield capacity of the Command District or even decrease the attack window time. But lets move on to other topics that needed to be covered.
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137H4RGIC
SVER True Blood General Tso's Alliance
168
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Posted - 2014.05.04 06:20:00 -
[5] - Quote
SUBDISTRICTS : Typically, there will be some subdistricts that you can apply to all district installations, such as a Med Lab, which could increase your clone count, a NULL Cannon (which is used for shooting at MCCs attacking the district installation, a district shield generator. Mind you, that the district installation "shield generator" is for increasing the Command District's shields. The subdistrict shield generator is for deploying a much smaller shield on the district which will prevent people from entering, requiring a team to deploy to the subdistricts and take them out before they can assault the district itself.
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137H4RGIC
SVER True Blood General Tso's Alliance
168
|
Posted - 2014.05.04 06:22:00 -
[6] - Quote
CLONE DEPLOYMENT Preparation Time: This is the time it takes for the assets to be in position to deploy your assault. The enemy will be given notice of said time. So if you have an RDV, your enemy has 5 minutes to assemble a team to counter that contingent of clones. If you're sending a XL MCC, the enemy will know about it 9 hours in advance to prepare a proper fight.
As for the enemy defending the district? They can deploy immediately as their clones are already on the district. I feel that engaging the timers like this allows for much better surpise attacks. Your corporation can only deploy one vehicle at a time to a target, to prevent abuse of RDV Spamming. You can however deploy multiple RDVs to say, all the subdistricts of a planet, so they have to rebuild all of their subdistricts.
Clone deployment for the defending district is determined by the size of the Command District, what the Cloning Laboratory offers as bonuses (if any) to the compound. Each district has its own innate clone count.
As for the offense? Well I figured we could have fun with this one. We could various vehicles deployed for different purposes.
- RDV 5 Minute Preparation time: Carries roughly 15 clones and is considered to fly under the radar, thus being immune to NULL cannon fire from subdistricts. You typicall deploy RDV Clone packs to subdistricts, you wouldn't take them typically to District installations or even the Command District
- S MCC 30 Minute Preparation Time: (Small Mobile Command Center) Carries about 80 clones, meant for soft targets like refineries, resource harvesting, information and data installations - things like that.
- M MCC 115 Clones. 1 Hour Preparation Time. You can also use this for information and data installations, but it's primarily used for factories, research labs and the like.
- L MCC 150 Clones. 3 Hour Preparation Time. You would deploy this against a shield generator, Clone Lab, or Power Plant.
- XL MCC 300 Clones. 9 Hour Preparation Time. Meant to be used in the assault of a Command District
So Instead of relying on having districts or "Clone Packs" that just vanish after the match, you can buy MCCs, that if they survive the match, you can keep the MCCs and just refill their clone bays. MCCs will be pilotable with two Large Missile hardpoints, or something like that of that nature in which the pilot can control the turrets of the vehicle. Hardpoints and mobility vary by the size of the MCC respectively.
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137H4RGIC
SVER True Blood General Tso's Alliance
168
|
Posted - 2014.05.04 06:23:00 -
[7] - Quote
MAX PLAYER COUNT PER MATCH/MAP Command Districts are intended to be large battles that are grand and the last bastion of the defending entity. So hopefully this could be a 32+ vs. 32+ (once again depending on the size of the Command District) Lots of clones, big battle and it's gonna be an uphill fight for the assaulting team. District Installations are battles on a smaller scale ranging from 16 v 16 to 24 vs 24, depending on the function of the Installation. Subdistricts are meant to be small skirmish engagements. 4 v 4 to 8 v 8 depending on the function of the subdistrict.
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137H4RGIC
SVER True Blood General Tso's Alliance
168
|
Posted - 2014.05.04 06:25:00 -
[8] - Quote
CONCLUSION Well I think that about covers it. Imagining having to launch a massive assault, or place it under siege, keep attacking it until everything is destroyed over the course of a few days or even weeks, depending on how many you have and how many they have. You can take an entire planet in a day with an invasion army, you have enough players to attack all the subdistricts, you can.
I think construction times for Sub Districts should be Four Hours, District Installations should be 12 hours. And Command Districts should be 24 hours. You can destroy Subdistricts to remove them, or you can sabotage them to have adverse effects. Granted, sabotage requires hacking where as destroying them requires more conventional means. I think that sabotage should require more work and tactical expertise... Let the ideas roll in!!!
Thanks for Reading CCP
Sincerely yours,
Lethargic (137H4RGIC) |
Sinboto Simmons
SVER True Blood General Tso's Alliance
6069
|
Posted - 2014.05.04 19:57:00 -
[9] - Quote
interesting ideas here, should update as new gameplay machanics (spelling?) are released.
Sinboto - The True Blood Minja
Forum Warrior level 5 Prof 1
STB-Infantry (Demolition)
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137H4RGIC
SVER True Blood General Tso's Alliance
177
|
Posted - 2014.05.04 21:07:00 -
[10] - Quote
Sinboto Simmons wrote:interesting ideas here, should update as new gameplay machanics (spelling?) are released. Thank you Sinboto! :D |
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EternalRMG
KNIGHTZ OF THE ROUND Lokun Listamenn
1115
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Posted - 2014.05.04 21:35:00 -
[11] - Quote
Regarding the timer
Make it so that you have to move the warbarge between planets to attack Like this you can do suprise attacks and like this a organized corp would be able to prevent such attacks
BPOs for Sale
Dust Player Since: July 2012
Best Assault Dropship Pilot in the Game
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Grimmiers
517
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Posted - 2014.05.04 22:09:00 -
[12] - Quote
Nice Ideas, I'll look over it in more detail later.
I was going to suggest a gameplay mechanic that's currently used in archage that allows you to prevent your district from being attacked. In Archage, your guild can purchase the rights to attack your castle at an auction house. This makes it so no one can attack your castle as long as you have enough money to win the bid. For Legion the same Idea should be use for a way to make district locking more balanced instead of game breaking.
It would allow you to hire npc's to protect a warbarge link to your district for a certain amount of time. As long as you have enough money you should be able to keep your district protected. An opposing corp cannot hire npc's to counter them, but they can hire an eve fleet to get them off the district. This creates an interesting dynamic because the defending corp can also counter with their own eve capsuleers.
So district locking will make it so you don't always have to have players standing guard on a district just in case you want to live your life. It's also not impossible to attack a locked district but the npc's would give you a notification if they are under attack so that you may prepare.
Make it happen ccp
)
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137H4RGIC
SVER True Blood General Tso's Alliance
178
|
Posted - 2014.05.04 23:19:00 -
[13] - Quote
Grimmiers wrote:Nice Ideas, I'll look over it in more detail later.
I was going to suggest a gameplay mechanic that's currently used in archage that allows you to prevent your district from being attacked. In Archage, your guild can purchase the rights to attack your castle at an auction house. This makes it so no one can attack your castle as long as you have enough money to win the bid. For Legion the same Idea should be use for a way to make district locking more balanced instead of game breaking.
It would allow you to hire npc's to protect a warbarge link to your district for a certain amount of time. As long as you have enough money you should be able to keep your district protected. An opposing corp cannot hire npc's to counter them, but they can hire an eve fleet to get them off the district. This creates an interesting dynamic because the defending corp can also counter with their own eve capsuleers.
So district locking will make it so you don't always have to have players standing guard on a district just in case you want to live your life. It's also not impossible to attack a locked district but the npc's would give you a notification if they are under attack so that you may prepare.
Make it happen ccp Thats just the thing, you don't need MCCs, your Districts come with clones. The enemy uses an MCC. You could call an MCC if you wanted for backup clones... but... I think that might favor the defender more than it already does. |
Grimmiers
517
|
Posted - 2014.05.05 03:02:00 -
[14] - Quote
137H4RGIC wrote:Thats just the thing, you don't need MCCs, your Districts come with clones. The enemy uses an MCC. You could call an MCC if you wanted for backup clones... but... I think that might favor the defender more than it already does.
My suggestion was to have a mechanic that would allow you to "end" the match. A sandbox pc battle needs to have a resting period of some sort to keep the game from becoming a second job (or a first one).
I agree about not needing an mcc to some extent. The mcc needs to give a great tactical advantage, so that once it's destroyed the match will continue, but you would be at a huge disadvantage. For instance, if the mcc might provide the ability to hack and keep your tacnet up. It would be the only way to turn enemy defense systems against them (null cannons and Installations) along with deploying you're own installations. Once the mcc is destoryed, your hud will either show less information, or none at all making retreating the best option at that point.
If you're daring enough you can stay hidden on the battlefield until your enemy leaves the district defenseless because it will take a while for the enemy to "re-lock" the district with more npc's/capsuleers. It would also take some time for the attacking side to redeploy an mcc.
I still haven't read the op yet.
)
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ADAM-OF-EVE
Dead Man's Game
1526
|
Posted - 2014.05.05 06:05:00 -
[15] - Quote
Nice ideas but im against any mechanic that makes us owners instead of mercs for hire. This is the issue of the current system. Those who want to fight get nothing while those who want to own get heavily rewarded.
i also didn't see much that would benefit small corp involvement. Yes getting a few corps to work together to take something is a nice idea but who owns it all . The biggest corp i would bet.meanwhile they have the monopoly on production in legion.
if we allow large corps ro control the markets then the game will be dead before it starts. Imagine if all the large corps owned everything then decided not to supply any weapons outside of the corp.
pc should be all about contracts. Attack/defend contracts for fights and long term defence contracts. This should all be made by eve players. They will after all be using these planets for planitery interaction and ro boost stations and pos's. So for them we would be a must have asset worth paying big money for.
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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137H4RGIC
SVER True Blood General Tso's Alliance
178
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Posted - 2014.05.05 06:40:00 -
[16] - Quote
Grimmiers wrote:137H4RGIC wrote:Thats just the thing, you don't need MCCs, your Districts come with clones. The enemy uses an MCC. You could call an MCC if you wanted for backup clones... but... I think that might favor the defender more than it already does. I still haven't read the op yet. ... Well you should! :D
EVE players? Good at Dust?
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Pokey Dravon
OSG Planetary Operations Covert Intervention
2009
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Posted - 2014.05.05 06:48:00 -
[17] - Quote
Most of this reminds me of the concept I presented some time ago, good stuff.
https://forums.dust514.com/default.aspx?g=posts&t=153445&find=unread
Like my ideas?
Pokey Dravon for CPM1
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137H4RGIC
SVER True Blood General Tso's Alliance
178
|
Posted - 2014.05.05 06:57:00 -
[18] - Quote
ADAM-OF-EVE wrote:Nice ideas but im against any mechanic that makes us owners instead of mercs for hire. This is the issue of the current system. Those who want to fight get nothing while those who want to own get heavily rewarded.
i also didn't see much that would benefit small corp involvement. Yes getting a few corps to work together to take something is a nice idea but who owns it all . The biggest corp i would bet.meanwhile they have the monopoly on production in legion.
if we allow large corps ro control the markets then the game will be dead before it starts. Imagine if all the large corps owned everything then decided not to supply any weapons outside of the corp.
pc should be all about contracts. Attack/defend contracts for fights and long term defence contracts. This should all be made by eve players. They will after all be using these planets for planitery interaction and ro boost stations and pos's. So for them we would be a must have asset worth paying big money for. Well, you're forgetting something. To be able to build and properly defend an XL Command District, we're talking Billions of Isk must be spent. And then, there's the daily upkeep of keeping it defended. Having an XL Command District is like Having a Titan. It makes you a number one Target for anyone who wants a piece.
Additionally, this suggestion for PC 2.0 is with the idea that MANY more planets will be opened up and available for colonization, allowing more players to colonize and make profit.
Further, it's all about risk vs. reward. If you set up a small pos in EVE and only a few modules, it's not going to be very beneficial as compared to an Large tower that can do more things. So, in example... if you build a small Command District, you can still build a Harvesting and Refining Facility. Or a Research Laboratory with a Clone Specialization Subdistrict, and then build a Clone Laboratory so you can specialize in clone manufacturing.
So let's look at the numbers required to deploy against an XL Command District - assuming you wanted a FULL SCALE Invasion, that means every SubDistrict, District Installation and the Command District is under attack. To defend all points you will need 32 players for the command district. 16 players for each district installation (13 Installations) and on average, 3 subdistricts per district installation which will average about at four players.
So it would look like this (these are the players you would need for offense and defense. Command District: 32 + District Installations: (16*13)=208 players SubDistrict Installations:(4*3*13) =156 396 Total Players for both offense and Defense to launch a full scale defense and offense for invasion/counter invasion. Now, in order to deploy more than 12 clones to a match, you need an MCC of sorts, as I stated earlier. And depending on how many clones you want, you will need more preparation time which will give the enemy more preparation time. And as I also said, if you have a subdistrict NULL Cannon Cluster, that can defend the District and it's subdistricts from MCCs hovering overhead.
So yes, while someone may control a monopoly, the hope is that the Legion playerbase will be so large a few of the following will happen: 1) They may only hold a monopoly in that region of space. 2) There are enough players and competitors on varying scales to offer market variety 3) Players will see these people as an objective to kill.
I think further that an attacking team can loot special salvage from destroying or hacking a District Installation or Blowing it up. Like getting manufacturing blueprints, or things of that sort. Or if nothing else, get a lot of ISK for destroying it.
Further, as I stated before, building these modules takes a considerable amount of time, so you could halt their works. And it costs them way more money to rebuild it than it did for you to attack it.
Does that sate your concerns? :)
EVE players? Good at Dust?
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137H4RGIC
SVER True Blood General Tso's Alliance
178
|
Posted - 2014.05.05 07:08:00 -
[19] - Quote
Grimmiers wrote:My suggestion was to have a mechanic that would allow you to "end" the match. A sandbox pc battle needs to have a resting period of some sort to keep the game from becoming a second job (or a first one)
Don't sign up for what you can't handle. EVE very much is like a second job for people because of the work that is involved into making ISK. Have you tried mining in EVE? Yeah... The risk is high, the involvement is high, but so is the payout..
Grimmiers wrote:I agree about not needing an mcc to some extent. The mcc needs to give a great tactical advantage, so that once it's destroyed the match will continue, but you would be at a huge disadvantage. For instance, if the mcc might provide the ability to hack and keep your tacnet up. It would be the only way to turn enemy defense systems against them (null cannons and Installations) along with deploying you're own installations. Once the mcc is destoryed, your hud will either show less information, or none at all making retreating the best option at that point.
Great ideas there. I think your clone count should also be totaled to 0, but the clones are left alive are all you have to try and complete your objective.
Grimmiers wrote:If you're daring enough you can stay hidden on the battlefield until your enemy leaves the district defenseless because it will take a while for the enemy to "re-lock" the district with more npc's/capsuleers. It would also take some time for the attacking side to redeploy an mcc.
Well, no, because then you could hide people anywhere. What there will be is a general Information from your Command District that can scan for lifeforms. So if players are present it will say "LIfesigns Detected" or something of that nature in that district match. I also don't think that you should be able to view the score screen just so you can know who is and who isn't there. Or if it must be allowed, there should be a district installation or subdistrict that allows you to jam that information. Also, what you DO need is at least an RDV of clones. The RDV is used as a covert ops Clone Deployment vessel, being able to remain hidden from enemy scanners, but only holding like maybe 12 clones. If you have an MCC planetside, then it will be seen. I mean, come on. It's an MCC.
Grimmiers wrote:I still haven't read the op yet.
Well then you should!
EVE players? Good at Dust?
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ADAM-OF-EVE
Dead Man's Game
1526
|
Posted - 2014.05.05 08:07:00 -
[20] - Quote
137H4RGIC wrote:ADAM-OF-EVE wrote:Nice ideas but im against any mechanic that makes us owners instead of mercs for hire. This is the issue of the current system. Those who want to fight get nothing while those who want to own get heavily rewarded.
i also didn't see much that would benefit small corp involvement. Yes getting a few corps to work together to take something is a nice idea but who owns it all . The biggest corp i would bet.meanwhile they have the monopoly on production in legion.
if we allow large corps ro control the markets then the game will be dead before it starts. Imagine if all the large corps owned everything then decided not to supply any weapons outside of the corp.
pc should be all about contracts. Attack/defend contracts for fights and long term defence contracts. This should all be made by eve players. They will after all be using these planets for planitery interaction and ro boost stations and pos's. So for them we would be a must have asset worth paying big money for. Well, you're forgetting something. To be able to build and properly defend an XL Command District, we're talking Billions of Isk must be spent. And then, there's the daily upkeep of keeping it defended. Having an XL Command District is like Having a Titan. It makes you a number one Target for anyone who wants a piece. Additionally, this suggestion for PC 2.0 is with the idea that MANY more planets will be opened up and available for colonization, allowing more players to colonize and make profit. Further, it's all about risk vs. reward. If you set up a small pos in EVE and only a few modules, it's not going to be very beneficial as compared to an Large tower that can do more things. So, in example... if you build a small Command District, you can still build a Harvesting and Refining Facility. Or a Research Laboratory with a Clone Specialization Subdistrict, and then build a Clone Laboratory so you can specialize in clone manufacturing. So let's look at the numbers required to deploy against an XL Command District - assuming you wanted a FULL SCALE Invasion, that means every SubDistrict, District Installation and the Command District is under attack. To defend all points you will need 32 players for the command district. 16 players for each district installation (13 Installations) and on average, 3 subdistricts per district installation which will average about at four players. So it would look like this (these are the players you would need for offense and defense. Each District Installation is 16v16 (or even 24v24 depending on the importance of its function) A command District is anywhere from 16v16 to 128v128. But for arguments sake we'll say that its 32v32 Each Subdistrict can range from 4v4 to 8v8. Once again depending on the severity. Command District: 32 + District Installations: (16*13)=208 players SubDistrict Installations:(4*3*13) =156 396 Total Players for both offense and Defense to launch a full scale defense and offense for invasion/counter invasion. What's great about this is that, this allows smaller player corporations who don't have anything to launch attacks at their own behest to try and make some isk. The bigger the target, the bigger the payout. Now, in order to deploy more than 12 clones to a match, you need an MCC of sorts, as I stated earlier. And depending on how many clones you want, you will need more preparation time which will give the enemy more preparation time. And as I also said, if you have a subdistrict NULL Cannon Cluster, that can defend the District and it's subdistricts from MCCs hovering overhead. So yes, while someone may control a monopoly, the hope is that the Legion playerbase will be so large a few of the following will happen: 1) They may only hold a monopoly in that region of space. 2) There are enough players and competitors on varying scales to offer market variety 3) Players will see these people as an objective to kill. I think further that an attacking team can loot special salvage from destroying or hacking a District Installation or Blowing it up. Like getting manufacturing blueprints, or things of that sort. Or if nothing else, get a lot of ISK for destroying it. Further, as I stated before, building these modules takes a considerable amount of time, so you could halt their works. And it costs them way more money to rebuild it than it did for you to attack it. Does that sate your concerns? :)
not at all. infact it raises more concerns.
what about the small corps...there are a lot of reasons in the current system that make players not want to play it and your idea just makes them worse. All your idea does is provide a place for large corps to farm isk and stomp the universe or price everyone else out of the game. So what there will be many places to capture. That wont stop corps like the current owners of pc taking more and more and attacking smaller corps because they know they can out man them.
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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137H4RGIC
SVER True Blood General Tso's Alliance
179
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Posted - 2014.05.05 08:29:00 -
[21] - Quote
ADAM-OF-EVE wrote:
not at all. infact it raises more concerns.
what about the small corps...there are a lot of reasons in the current system that make players not want to play it and your idea just makes them worse. All your idea does is provide a place for large corps to farm isk and stomp the universe or price everyone else out of the game. So what there will be many places to capture. That wont stop corps like the current owners of pc taking more and more and attacking smaller corps because they know they can out man them.
This isn't for the current owners of PC, this is for Project Legion. a game which I expect to have a much larger playerbase than DUST 514. DUST 514 couldn't support this suggestion of PC that I am talking about here, so your concerns are kind of unwarranted.
What about small corps? As I previously stated, a small Corp can even choose to build a small Command District with two factories. One for Weapons, one for Modules. If they have the BPOs for it, all they gotta do is buy the mats, sell the product. Or hell, go with two weapon factories.
What you're asking for by these contracts is a lobby shooter. This IS a sandbox game. Being able to build your own Compound is something I think a lot of players like.
Small Corps are covered. If they buy a small district, it only has a one hour attack window, allowing their players (being a small community) not be required to treat DUST as a job.
To me it sounds like you want to get the same reward and work half as hard. It also seems to me that it's not registering that if you break their districts and subdistricts. It WILL Cost them LARGE sums of ISK to rebuild them.
You wanna be a contract killer? Fine! Buy an MCC, fill it up with clones, and go destroy some ****. Hell, you could be a corporation that specializes in District Demolitions. You buy clones and MCCs and just launch an attack on districts and subdistricts, leaving yourself no planet to be attacked at.
EVE players? Good at Dust?
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Den-tredje Baron
The Unholy Legion Of DarkStar DARKSTAR ARMY
261
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Posted - 2014.05.05 08:59:00 -
[22] - Quote
Nice ideas i haven't read all of the replies through so sorry if what i recommend has already been said
CCP stated at fanfest that they would really like the PC battles to be large, long lasting and tough but mentally but also physically like eve is (gotta sit there for hours when you'r attacking a station and the fight back)
I would really like PC to be turned back into the 1.0 PC or more like it where you gotta destroy certain objects as an attacker while defenders gotta secure these and otherwise just kill the attackers and end their supply of well everything.
When eve players can fly / deploy war barges they should carry the gear for the attackers with them tanks, lavs, dropships guns... everything the attackers needs plus clones ofcourse (i think you've said this) The defenders owning the district already got some equipment there so it'll be like "OFF TO THE ARMORY !!" for them.
What would then be awesome would be that the attackers can deploy multiply warbarges with more equipment and clones to keep the attack going. This of course means that players who drop out of battle should be able to be switched with a "fresh" player who can grab a fitting from the stockpile and fight on.
Op on the eve side the defenders can of course do the same when they're getting in trouble and also deploy a warbarge to supply more gear and clones to the battle. As the warbarges can be destroyed the eve side will have a major assignment to keep their own warbares alive and destroy the enemies. (loosing a warbarge of course means loosing everything in it as well )
Otherwise everything you mention looks really awesome
Gall can hide, call can see, minm can hack and slash and amarr can ...... run ??
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Grimmiers
518
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Posted - 2014.05.05 09:27:00 -
[23] - Quote
Finally read it. I remember ccp saying during a Q&A that industry in legion isn't planned. I think it's a necessity for making districts useful to dust mercs instead of just having resources to send to capsuleers. Vehicle and weapon production could be big if it allowed corps to really make new weapon variants. I would even combine this with Eve's new paint job system.
Imagine making a blueprint for a breach assault rifle that has a higher rate of fire and less range, giving it a new coat of paint, and adding your name to it, or your corps tag. This would give corporations a good reason to stay and perhaps their weapons/vehicles would be so useful to others they won't get attacked.
)
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137H4RGIC
SVER True Blood General Tso's Alliance
182
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Posted - 2014.05.05 11:32:00 -
[24] - Quote
I wonder how to pull a blue in here to read this. At Fanfest, they said they wanted ideas for PC. So far as I can see I'm the only one who's posted anything about PC...
EVE players? Good at Dust?
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137H4RGIC
SVER True Blood General Tso's Alliance
185
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Posted - 2014.05.05 11:44:00 -
[25] - Quote
Den-tredje Baron wrote:Nice ideas i haven't read all of the replies through so sorry if what i recommend has already been said I do suggest reading over all of what you can, there are counter points brought up on why this might be a bad idea, and counter counter points. I really want this to happen so, we need to consider all the angles!! Let's refine this for CCP as much as possible!
Den-tredje Baron wrote:CCP stated at fanfest that they would really like the PC battles to be large, long lasting and tough but mentally but also physically like eve is (gotta sit there for hours when you'r attacking a station and the fight back) If you'll do some further reading, you'll find that if a large group of players launches an invasion against a XL Command District Compound, it goes to around 400-500 players per side across 53 matches. As for smaller Command Districts, that only have two District Installations, the battles are much shorter like the ones we have now.
Den-tredje Baron wrote:I would really like PC to be turned back into the 1.0 PC or more like it where you gotta destroy certain objects as an attacker while defenders gotta secure these and otherwise just kill the attackers and end their supply of well everything. Unfortunately, I wasn't around for PC 1.0 or Skirmish 1.0 But I do think that PC should be something akin to the "Rush" Game-mode as found in the Battlefield Franchise. This just has the New Eden twist on it that we all love.
Den-tredje Baron wrote:When eve players can fly / deploy war barges they should carry the gear for the attackers with them tanks, lavs, dropships guns... everything the attackers needs plus clones ofcourse (i think you've said this) The defenders owning the district already got some equipment there so it'll be like "OFF TO THE ARMORY !!" for them. Fundamentally, yes, but how do we load personalized fittings for Vehicles or Dropsuits into MCCs?
Den-tredje Baron wrote:What would then be awesome would be that the attackers can deploy multiply warbarges with more equipment and clones to keep the attack going. This of course means that players who drop out of battle should be able to be switched with a "fresh" player who can grab a fitting from the stockpile and fight on. This was mentioned at Last Years Fanfest. They want to be able to import a manner of "Supply Lines" so that EVE players can keep shuttling in clones to the battle until the battle is over or the supply lines are cut and the attackers/defenders run out of clones.
Op on the eve side the defenders can of course do the same when they're getting in trouble and also deploy a warbarge to supply more gear and clones to the battle. As the warbarges can be destroyed the eve side will have a major assignment to keep their own warbares alive and destroy the enemies. (loosing a warbarge of course means loosing everything in it as well )
Otherwise everything you mention looks really awesome [/quote] Logistically speaking this makes sense, but I think players may not be too happy to lose 5 tanks if their MCC gets destroyed. I guess then that means that they have to be mindful of what they put in the MCC Huh? Don't put in more than you need to... I donno, might be a bit rough for some people as the losses would be complete. I'm for it, but I think that may be a bit extreme.
EVE players? Good at Dust?
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137H4RGIC
SVER True Blood General Tso's Alliance
185
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Posted - 2014.05.05 11:47:00 -
[26] - Quote
Grimmiers wrote:Finally read it. I remember ccp saying during a Q&A that industry in legion isn't planned. I think it's a necessity for making districts useful to dust mercs instead of just having resources to send to capsuleers. Vehicle and weapon production could be big if it allowed corps to really make new weapon variants. I would even combine this with Eve's new paint job system.
Imagine making a blueprint for a breach assault rifle that has a higher rate of fire and less range, giving it a new coat of paint, and adding your name to it, or your corps tag. This would give corporations a good reason to stay and perhaps their weapons/vehicles would be so useful to others they won't get attacked. Like do you mean, focusing on having something that your corporation is good at or known for? A method in which you can tweak your weaponry to push that extra ROF or magazine size? That'd make it really hard to search for specific weapon types in the market, don't you think? What about the Attachments that CCP was talking about last year? I think those may function to a more personal level like what you're describing. So perhaps, a corporation that makes attachments? From Drone Parts?
EVE players? Good at Dust?
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The-Errorist
674
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Posted - 2014.05.05 12:21:00 -
[27] - Quote
Some things that need to be in Legions are:
Corporations should be able issue various types of contracts for mercenary groups such as: Destroy these facilities Sabotage these facilities Take over facilities in the name of this corporation Attack them in any way
and the contracts should also allow the corporation to have combinations of those too.
Corporations need to be the ones that issue payouts to mercs. |
Roy Xkillerz
Red Star. EoN.
36
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Posted - 2014.05.05 13:40:00 -
[28] - Quote
Why not make it totally open roam? If someone puts a war barge on it dust clones can drop? Of course there should by some reinforcement timers.
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137H4RGIC
SVER True Blood General Tso's Alliance
187
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Posted - 2014.05.05 19:06:00 -
[29] - Quote
Roy Xkillerz wrote:Why not make it totally open roam? If someone puts a war barge on it dust clones can drop? Of course there should by some reinforcement timers. Right, I didnt say there shouldn't be. I was saying that the larger your facility, the more often it can be attacked. Thus fueling the Risk vs Reward.
EVE players? Good at Dust?
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Grimmiers
518
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Posted - 2014.05.05 23:10:00 -
[30] - Quote
137H4RGIC wrote:Grimmiers wrote:Finally read it. I remember ccp saying during a Q&A that industry in legion isn't planned. I think it's a necessity for making districts useful to dust mercs instead of just having resources to send to capsuleers. Vehicle and weapon production could be big if it allowed corps to really make new weapon variants. I would even combine this with Eve's new paint job system.
Imagine making a blueprint for a breach assault rifle that has a higher rate of fire and less range, giving it a new coat of paint, and adding your name to it, or your corps tag. This would give corporations a good reason to stay and perhaps their weapons/vehicles would be so useful to others they won't get attacked. Like do you mean, focusing on having something that your corporation is good at or known for? A method in which you can tweak your weaponry to push that extra ROF or magazine size? That'd make it really hard to search for specific weapon types in the market, don't you think? What about the Attachments that CCP was talking about last year? I think those may function to a more personal level like what you're describing. So perhaps, a corporation that makes attachments? From Drone Parts?
Yeah, anything to give a corp a sense of adding more to the game and something to give back to the community. If legion ever goes down this path you could potentially have your own items on the market available for isk/aur. If they could organize the marketplace to include corporation stores similar to the lp store it wouldn't get muddled. This could be a good reason to also fight another corp if they are making a knockoff of your weapon, a spy traded a blueprint, or maybe you find their gun op.
)
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