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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
48
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Posted - 2014.05.25 23:37:00 -
[1] - Quote
What's to stop two friendly corps from attacking each other with district clones for forever, locking each other and farming the ISK? If the answer is "Nothing, that's part of the sandbox experience", I want to know how allowing this will benefit the game. You are encouraged to have battles, whatever. You're getting paid to just to destroy clones. Now if corps wish to continue making money they'lllock up their districts with enemy district clones. Shouldn't we be encouraged to have our districts unlocked? I feel like we should be paid only when districts are not locked, making it such that we are encouraged to leave ourselves open to attack.plus, passive ISK makes more real life sense than active. |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
48
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Posted - 2014.05.26 04:09:00 -
[2] - Quote
Let me put forth an idea in the form of a story. I'm a vase store owner. I've got 5 in town (don't ask why people need so many vases). Jim opens up a shop next door to one of mine. I don't like this. Not one bit. I decide to go to war. I invite a few of my best friends over and we start throwing vases at Jim. He throws some of his back. End of the day hits and Jim and his cronies are out cold. Lots of vases are lying broken on the ground, our inventory is down at the Main Street shop, and we now own his shop. The broken vases are near worthless, they can be sold to crafters for pennies on the dollar. All the fully intact vases can still be sold to Genolution...I mean customers, if we choose. Another shipment of vases comes tomorrow to every shop, so we transfer some from the Oak Street branch to the Main Street branch (so we have more to throw if Jim comes back), leaving Oak with some space. Max shipment is 80, total space available is 400. We may sell as many as we like each day, taking away from the 400 cap, leaving us more vulnerable if we sell more ammo to make more money. Or we can sell none, keeping ourselves fully stocked. Meaning every day you must make a choice, how many vases do I think I can sell and still win a fight with Jim.
I'm not saying all of this to come off as a sarcastic jackass. I just feel like getting paid based on unkilled clones/unbroken vases that you sell manually makes more sense than getting paid for the remains, which should be near worthless. Also, with this system it would encourage people to win with the least deaths on both sides. I'd like to hear thoughts thrown around about whether or not this would potentially work for a PC system. |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
50
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Posted - 2014.05.26 17:56:00 -
[3] - Quote
Kain Spero wrote:All those ideas can and would be gamed by shell corps. The foundation is even already set up via all the locking corps that were created back in the days of locking for profit.
How does my system allow for shell corp exploitation, exactly? Only so many clones from x many districts are created, and peace provides maximum profit...for the owner. Therefore, not being attacked is what you want so a shell corp is useless.
Also, Corp A owns district. Shell Corp a attacks Corp A's district. One person enters from each side, they proceed to kill each other for an hour, making 200k per death. No real fight happens and yet money is made as if it did. This sounds like shell corp exploitation to me. |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
50
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Posted - 2014.05.26 19:50:00 -
[4] - Quote
Kain Spero wrote:Argetlam Thorson wrote:Kain Spero wrote:All those ideas can and would be gamed by shell corps. The foundation is even already set up via all the locking corps that were created back in the days of locking for profit. How does my system allow for shell corp exploitation, exactly? Only so many clones from x many districts are created, and peace provides maximum profit...for the owner. Therefore, not being attacked is what you want so a shell corp is useless. Also, Corp A owns district. Shell Corp a attacks Corp A's district. One person enters from each side, they proceed to kill each other for an hour, making 200k per death. No real fight happens and yet money is made as if it did. This sounds like shell corp exploitation to me. Talking about post 50. The one directly above my post ..... If corps want to go through killing a bunch of clones to grind out ISK so be it. They are still having to engage in active gameplay to extract the wealth. If they do it with clone packs they loose ISK. If they try to use district clones they open another district to attack. My apologies. I took all to mean my idea as well. However, that brings me back to why my idea would or wouldn't work, because it seems relatively unexploitable, fairly logical, and like it would make sense in a real world. |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
50
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Posted - 2014.05.27 19:48:00 -
[5] - Quote
WhataguyTTU wrote:Ummm.... what happens when you send a clone pack and people no show. If your enforcing kills for ISK, less prepared corps have more incentive to avoid getting smashed while costing the attacker to lose money and any chance at earning biomass payment.
"Oh but you get that juicy district."
Corps will not have incentive to hold any more districts than the amount of battles they want to have daily. This adds to the incentive of no-showing when you don't want that many districts. There are already too many no shows. =*( I guess they want the attackers to kill each other...or just spawn in militia fits and suicide cook locus grenades. |
Argetlam Thorson
Capital Acquisitions LLC General Tso's Alliance
51
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Posted - 2014.05.30 15:51:00 -
[6] - Quote
Fox Gaden wrote:Argetlam, I am afraid that you are guilty of excessively torturing a metaphor.
Oh, I certainly don't doubt it. But the core mechanics of my silly story are much the same as a theoretically workable PC system, and I thought an amusing story would facilitate discussion. Because, like you said, one of my biggest dislikes about the changes is that you're getting paid based on what you destroy, which doesn't make much logical sense.
As for the big blue donut being something that would not make it work, that should only be the case if there were good sized alliances (that were blue with each other) with enough well skilled players. Remember, many of those not in PC want to break in, so if all of your districts are open to attack because you want to get paid every day, all of those people can launch attacks. |
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