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Fox Gaden
Immortal Guides
3500
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Posted - 2014.05.27 18:16:00 -
[1] - Quote
Multi stage Factional Warfare battles - Dust players seeing the big picture You summarised it well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3500
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Posted - 2014.05.27 18:18:00 -
[2] - Quote
Implementation Phase 1:
1. Ambush. The attackers are trying to gain a foothold in the district. If the defenders win, then the district is successfully defended and temporarily locked up. If the attackers win, proceed to case (2).
2. Ambush OMS. The attackers gained some ground and opened up the battlefield to off map support. If the defenders win, return to case (1). If the attackers win, proceed to case (3).
3. Skirmish. The attackers have made their presence known and are trying to seize as much territory as possible. If the defenders win, return to case (2). If the attackers win, proceed to case (4).
4. Domination. The attackers are going in for the finishing blow on the critical objective. If the defenders win, return to case (3). If the attackers win, the district is successfully captured and temporarily locked up.
All stages of the battle for a single district would take place on the same map, with only the Red Line extents changing.
When a District is taken the process would start over on the closest district belonging to the side that just lost their district, as the attackers press the assault, until one side or the other conquers the whole planet.
When all the Districts on a planet are taken by one side the planet is locked for a period and the battle moves to another planet. This is to give the impression that conquering a planet has significance.
Between the battles the participants return to their respective War Barges, not their merc quarters, and are automatically put in the que for the next battle, until the planet is taken. The intermission on the War Barge is 5 minutes in direction. This gives people a chance to leave, and a chance for new players to join. It also gives people who are staying a chance to adjust fittings, grab a snack, or run to the bathroom. This way, when you join Faction Warfare you are joining a team, and you remain with that team for as many battles as you have time for.
(For impatient people who want to get back into the fight, this insures that the breaks between battles will not be more than 5 minutes, so if that guy in your squad canGÇÖt figure out his new fit, then he will just have to wait until the next intermission.)
LP and Skill points would be accrued at the end of each match as normal.
Depending on the number of people queing for Factional Warfare (the number of teams) there could be disputed districts on several planets, or even multiple disputed districts on one planet.
This would insure continuing FW battles on one planet for an extended amount of time, giving EVE FW pilots plenty of time to get to the battle. It would also draw pilots from both factions to the same spot, leading to PVP in orbit as both factions battle for orbital supremely. This in turn would attract pirates (assuming it is a low sec system) which would lead to even more PVP in space. Pirate
If there is the possibility of multiple battles at the same time on the same planet, a conquered District would be locked to new battles for 12 hours, but could become contested if adjacent districts are won or lost in ongoing battles. Put another way, a conquered district is locked to assault from off planet for 12 hours, but is still open to attack from adjacent districts.
Implementation Phase 1a:
Give the Attackers and Defenders a finite number of clones, so that if it goes back and forth enough, one side or the other will get cloned out after maybe 6 to 10 games. The max number of clones per game would be the same as normal until the total clone count drops below the normal match count.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3501
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Posted - 2014.05.27 18:19:00 -
[3] - Quote
Implementation Phase 2:
In phase 2, Ambush and Domination modes get modified; and the Domination and Skirmish modes switch places to make a more understandable progression. As before, if the defenders win it gets set back to the previous game mode until the defenders win an Ambush to drive the Attackers out of the District.
Ambush (the Beach-Head)
- The Attackers have to hold their ground for 5 minutes until a CRU is deployed, then hack the CRU to win the Ambush round. - Defenders have to clone out the Attackers before the 5 minutes is up so that they can prevent the CRU from being activated. - Defenders have 2 or 3 times more clones available than the Attackers have, but the Attackers only have to hold their ground for 5 minutes. The Defenders have the resources, but the Attackers have time on their side.
Ambush OMS (Getting a Foothold)
- The Attackers are attempting to clear out the defenders in the immediate area so that they can setup a base of operation. This base will be their Red Zone in the following Domination and Skirmish matches, but the Defenders need to be cleared out so that a base camp can be setup. - This stage works like a current Ambush OMS with both sides trying to clone out their opponents. - The Defenders start with whatever clones were left over from the Ambush match, while the Attackers get their surviving clones + the clones from the CRU. The number of clones the Attackers started the Ambush match with + the clones from the CRU = the number of clones the Defenders started the Ambush match with, so that if both matches are considered as one, both teams have an equal number of clones.
Domination (Shutting Down the DistrictGÇÖs Automated Defences) - The objective is the terminal which accesses the Automated District Defences. All Null Cannons are operated by the District Defence Computer and are targeting the Attacking Dropship. - The Attacking team must hack the District Defence Computer to shut it down before their MCC is destroyed. But the Virus upload on the District Defence Computer takes 5 minutes. This means the Attackers must hack the objective and hold it for 5 minutes before their MCC is destroyed. - When the Virus upload is successful, the District Defence Computer is compromised and control of the Null Cannons reverts to the targeting computers linked to the individual Null Cannons. With the Automated defences compromised the Attacking MCC has time to repair armour and regenerate shields. The Defenders must bring in their own MCC in a last ditch effort to defend their district, which results in a Skirmish match.
Skirmish (Taking the District)
- With the District Defence Computer taken down and the Attacking MCC repaired, the Defenders must bring in their own MCC in a last ditch effort to defend their district. - Since the two MCCGÇÖs are evenly matched, both sides are vying for control of the individual Null Cannons to help take out the enemy MCC. - If the Defending MCC is destroyed it gives the Attackers time to repair the District Defence computer and take control of the District. The Defenders are driven completely out of the District. - If the Attacking MCC is destroyed, the attackers will have to bring in another MCC and in the time that takes the Defenders will have repaired the District Defence Computer, setting it back to Domination mode.
For Domination and Skirmish rounds both teams have access to their full count of clones. This means that on the early Domination and Skirmish rounds you probably wonGÇÖt be able to clone out your opposition to win the match, but if things are going poorly, you can work on reducing the enemy clone count so you can clone them out in a future match.
The District Battle is won if: - The Defenders win an Ambush match, whether it is the first one, or the Attackers are driven back to Ambush after several matches. - The Attackers win a Skirmish match. - One side clones out the other side.
Additional Features:
- Gallente structures in space that was originally held by Minmitar or Gallente, and Caldari structures in space that was originally held by Caldari or Amarr. You will be able to tell when you are pushing the enemy back when you start fighting in their structures. Add Minmitar and Amarr structures into their areas as those structures are released.
- Indicator on the star map of the Battle Status: .... Impending battle, 15 minutes before a district battle starts on a new planet. .... Stage of the current or upcoming battle, possibly indicated with an icon. .... Indication of available slots on the respective teams.
- Battle Summery screen when a District is successfully defended or conquered. Include total stats for everyone who participated in any of the matches that composed the Battle. Also include a page with total stats by Corp instead of by Character. Total Win/Loss for each side. Proclamation that the District was Defended or Conquered, along with displaying the status of all districts on the planet.
- Campaign Summery screen when a Plannet is successfully defended or conquered. Include total stats for everyone who participated in any of the Battles that composed the Campaign. Also include a page with total stats by Corp instead of by Character. Total Match Win/Loss and Battle Win/Loss for each side. Proclamation that the Planet was Defended or Conquered, along with displaying the status of all planets in the constellation.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3501
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Posted - 2014.05.27 18:20:00 -
[4] - Quote
Implementation Phase 3:
- Introduction of additional Game Modes such as an updated version of Skirmish 1.0. These new game modes can be added to the sequence or replace one of the original game modes.
- Vary the number of game modes in the conquering sequence. So some districts might be small with only an Ambush and a Skirmish, while others might be large and require Ambush>Ambush OMS>Skirmish 1.0 > Domination> Skirmish 2.0 to conquar.
- Vary the team sizes. Start with a 6v6 Ambush match and a simultaneous 10 v 10 Ambush match, then if the Attackers win one, merge teams for a 16 v 16 match.
- Amarr structures on planets that were originally in Amarr space and Minmatar structures in areas that were originally Minmatar space. You can tell that your side is wining the war when you are fighting in the other factionGÇÖs structures.
- Ability for EVE militia to spend Loyalty Points to initiate a new FW battle, attacking the enemy district of their choice. The LP covers the cost of all the clones, the equipment, use of a War Barge, and an MCC. Of course it is for the war effort, so the cost is subsidized, but it would still be fairly expensive. The point of this is for your Faction Warfare Alliance to get the bonuses in EVE that result from a faction owning districts in the system.
- Record of all the Battles that have taken place on a district, and all the Campaign waged on a planet. Do a Show Info on a Planet or District and have access to a list of summery screens for every Campaign or Battle (respectively) that has taken place there.
- Put Planetary Infrastructure in FW districts and have them effect the battles for the districts in a somewhat similar manner to how they effect PC. Defenders have more clones in districts with Storage Facilities. Defenders regenerate a small number of clones after each match in districts with Production Facilities.
Implementation Phase 4:
- Structure ware. Develop different moods for structures and the environment that indicate that it is a war zone. So when the fighting starts the structures are pristine. But if the defenders manage to push the attackers back so that a game mode is repeated, a battle zone mood will be applied so that the structures show bullet holes and scorch marks. It would be neat to have a progression of moods if the fighting goes on for many matches.
- To take the mood progression a bit farther some of the non essential structures can be swapped out for ruined versions of those sockets. This would require development of ruined versions of existing structures.
- Ability for EVE pilot to buy a War Barge and load it up with MCCGÇÖs and other equipment, fly it to a planet.... no wait... sitting in orbit for days waiting for DUST mercs to fight it out would get boring fast. Maybe we will leave flying the War barge to NPC pilots.
- Multiple paths to taking a District. The Squad leader on the attacking team with the highest Faction Standing is made team lead, and Field Commander. The FC is given the ability to alter the tactical progression of the attack. They may choose between several options including: * Follow the default progressions. * Initiate Ambush matches in an attempt to clone out the opposition. * Follow an alternate progression, possibly taking Planetary Infrastructure before fighting for the rest of the district.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides
3504
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Posted - 2014.05.27 19:38:00 -
[5] - Quote
- In Legion Public matches will be organized balanced battles as we have in DUST 514.
- In Legion Planetary Conquest matches will take place in large open districts similar to the High Sec scavenging areas.
Faction Warfare will fall somewhere between those extremes. But where on the spectrum between those two extremes? I think it is safe to assume that FW would be less freeform than PC.
The proposal posted above was developed for DUST 514. In Legion we donGÇÖt necessarily have to be restricted to the highly controlled balanced match format, but there would be some advantages to sticking to it.
I am interested in whether people still like the suggested system listed above, or wether they would prefer a system setup in open scavenging districts? I would also like to hear their suggestions.
Even if we decide that FW should take place in the large open maps of the scavenging areas, there are a lot of ideas in the above post that could be adapted.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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