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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3641
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Posted - 2014.10.15 13:00:00 -
[1] - Quote
Planetary Conquest Proposal: Primary Ideas by Breakin Stuff Balance ideas stolen liberally from forum threads and other people.
Issue: Planetary Conquest has been a thorn in the side of DUST since it's inception. Alternating between "Unrewarding chore" and "ISK faucet" the previous mechanics were exploited badly. The current mechanics, while removing the ability to casually farm massive amounts of ISK was done, it leaves little incentive to risk the expense of attack save as a vanity thing for people who must prove themselves the best.
Objective 1: To provide a foundation that the CSM and CCP can build upon with as little UI changes as possible and preferably without adding new behaviors to the Game proper. These change suggestions are intended to create an environment where PC is attractive, valuable, profitable, and above all, provides content for as many players as possible rather than being the sole purview of a select few. Objective 2: To provide a functional use for the standings system that exists for both EVE and DUST.
Issue 1: Planetary Conquest Mechanics. With only 25 Temperate planets available for Planetary Conquest available, the options for revamps are limited, however I believe that the following changes would benefit the DUST Sovereignty system:
1: Remove individual District ownership in favor of planetary sovereignty. This would alleviate the schizophrenic dispersion of corporation SOV along the Molden Heath Constellation and allow easier management of planetary resources, as well as finding a good planet to attack. It will also mean that corps must fight harder to keep their toys. It will also serve to insure that there are at minimum two wars available each day.
2: Replacing Clone Packs with WarDec Authorizations: To simplify the process of attacking a planet, a corporation may pay a fee of 20 million ISK to receive authorization to attack and conquer the planetary body held by an enemy. All clone disbursals to all combatants are included in the cost, both to prevent abuse of system resources and to prevent unlawful price gouging on the part of clone manufactureres, which is notoriously rampant. The fee is kept lower to insure that newer/smaller corps are not permalocked from engaging or allowing the current PC corps exclusive access.
3: Replacing District upgrades with "Planetary Focus": To represent a financial, industrial or research basis which provides benefits to the line members of the corporation for the duration of the occupancy.
GÇó3a: Financial Focus: Provides corporation members a +15% bonus to all contract payouts, both for ISk and LP in any game mode. GÇó3b: Industrial Focus: Provides corporation members a 20% reduction to market costs. GÇó3c: Research Focus: Provides corp members a significantly higher percentage of valuable salvage recovery. Odds of receiving militia/standard salvage reduced significantly, Odds of recovering ADV salvage increased significantly. Odds of PRO/Officer salvage increased moderately.
4: Remove the ability to alter lock timers: This ability allows certain corps to remove districts from the reach of corps who would otherwise participate in PC but cannot deal with the midnight timers due to having to work at normal, human times.
5: Revamping the "lock timers" to represent one 24-hour period of open warfare per planet. This way no timer can be artificially kept out of reach by a corp.
6: Repurposing Districts to provide battlegrounds and to determine the "value" of the planetary body. Smaller planets with fewer districts (and thus fewer battles per day) are more valuable and provide more ISK to the controlling corp during the lock cycle. This will insure the most valuable planets will be the most hotly contested when the corporations attack.
7: Provide content to the rest of the body of players who have historically been denied entry into Planetary Conquest. Allowing Corporations to field teams in support of the attack and defense of the combatants without cost to the assisting corps, after all they're here for the paycheck, not to bankrupt their corp for the privilege of shooting people.
8: provide sufficient rewards to participating corporations that PC becomes a warzone on par with what Faction Warfare SHOULD be.
9: Give players a motivation to find a corp, and engage in metagaming such as espionage, theft of assets and disbanding enemy corps.
10: No corporation may enter Planetary conquest as an attacker or defender without having a minimum of 40 characters in the corp. The Corp must have at least the theoretical capability to field two full warfare teams, and the generally assured ability to field one. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3641
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Posted - 2014.10.15 13:00:00 -
[2] - Quote
Step 1: Lock Phase.
When the planetary timer unlocks, corporations interested in planetary conquest enter their 20 million ISK and begin battles. This is per normal, first come, first serve. After the lock comes open the war begins. If a corp wishes to withdraw from the battle due to players being unavailable they may withdraw (and forfeit a % of their attack fee) at any time to allow others to engage and to avoid non-deployment penalties. Attack fees may be paid at any time by any corp once the slot opens. Previous attackers do not gain preference.
Step 2: Corporate Contracts
Attacker and defender build teams and deploy as per normal. HOWEVER, corporate contracts become available to all corporations EXCEPT NPC corps. Corporations who can field a full 16-man team may deploy to either attack or defend at their discretion. Once the corp has chosen to attack or defend all future battles and rewards will be calculated as that choice until the planet's status is decided. Example: Immortal Guides fields a team of 14, two squads of 6, one squad of 4. Once the initial squad leader queues up, he chooses to support either the attacking or defending corp. Once that choice is made, all further incursions into the war by that corp are always for attacker or defender.
GÇóAll combatants are paid based on the current per-match rewards of planetary conquest.
GÇóAll combatants may participate in multiple battles.
GÇóAll squad leaders fielded by any corp must be listed as CEO, director or squad leader in the corporation. If you can't participate because your CEO and directors don't play, it's time to find a new corp.
GÇóCorp standings will determine if you may fight for the attacker or defender.
GÇóCorp Standings of 0 (Neutral) to the attacker or defender corps (as appropriate, and as set by the attacking or defending corp, not the supporting corp) shall be required to field supporting attack teams composed entirely of their corp members. No Ringers.
GÇóFaction standings of -5 or -10 (enemy) will be barred from supporting said corp. so if Immortal Guides has been set to -5 by the corp they wish to support (on the defense) they may only attack and vice-versa. To prevent corporations from setting -5 or -10 to everyone so that only they can participate and abusing the system, if both combatants have negrepped a supporting corp, said corp may still enter on the side with the higher standings. If both have the same rep level, they may choose. If this method is not used, then there should be a fixed and limited number of negreps that can be maintained at once.
GÇó+5 (friendly) shall be required to bring 50% of team being of their corp.
GÇó+10 (spacebros) may bring whoever they wish so long as their squad leaders share the same corp.
Battles: The planetary war will support one battle per district at all times during the 24 hour unlock period. when one battle ends, the next begins immediately. Corps can remain in the queue until the lock timer ends, or their patience wears out. There is no guarantee of entry. District battles will provide 150 clones to each side.
GÇóIf a corp sits in the queue and there are no available enemies in the queue for 15 minutes with open districts without battles, they will be credited with an uncontested victory.
GÇóthe designated attacker and defender are ALWAYS given priority in the queue.
GÇóThe designated Attacker and Defender will ALWAYS be pitted against each other whenever possible.
GÇóThe attacking force must acquire 55% victory versus defeat ratio to flip the planet.
GÇóThe designated attacker and defender's battles will be weighted, with their wins and losses accounting for 10% of the total per battle the corp engages in to a maximum weight of 40%. This insures that if one side "throws the match" there is a chance that the allies will carry the victory. therefore if the attacker corp engages in 10 matches (for 40%) and there are 100 battles in the war, the attacker's victories count as 40% of the victory ratio, to insure their efforts will have greater weight and be less vulnerable to awoxing and sabotage or being at the mercy of random blueberry brigades who simply form up to crash into PC.
GÇóIf the attacking force does not deploy, they forfeit the sovereignty to the defender, all other battles take place per normal, and they are barred from attacking any planet again for a month to prevent friendly locking. If a second attacking force fails to deploy the planet will flip to neutral and lock. District locking was toxic, so is planetary locking.
GÇóIf a defending corp does not deploy, the sovereignty flips uncontested, regardless of whether defending allies would have otherwise carried a poor team.
GÇóIf neither corporate entity deploys, the planet resets to neutral and locks for a week. No one gains corp rewards, only match payouts. Two corps may at that point enter in contest to attack the planet at the next unlock cycle. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3641
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Posted - 2014.10.15 13:01:00 -
[3] - Quote
Rewards:
Teams who win matches shall be paid in ISK and salvage in accordance with current Planetary Conquest Mechanics (or higher). Teams who lose will be paid according to pub match payouts in both ISK and salvage (or higher, but notably lower than winners). The rewards for winning shall be as follows:
GÇóFor each battle that occurs, a pool of 50,000 ISK is generated. after the planet flips the corp wallet of the corp who contributed the highest number of victories (not to include the corp gaining/retaining sov) will be paid 30% of the total pool, with the remainder of the pool distributed among all corps (including the top corp) evenly. Example: if a six-district planet endures four battles per hour per district the pot would be 28,800,000 ISK. the corp with the highest number of wins on the winning side would receive 8,640,000 ISK directly to the corp wallet. the rest of the corps would receive the difference. This is to be paid directly to the corp wallets, not to individual line members. Directors may then disburse funds as they see fit.
GÇóThe sov holding corp would receive the benefits of planetary focus listed previously.
GÇóThe Sov holding corp would receive a passive ISK benefit determined by the CPM and Devs. Passive ISK does not accumulate on a daily basis, it accumulates and is received when the planet unlocks in a lump sum. Passive ISK total benefit does not accumulate during the unlocked day unless there is no sovereignty contest.
GÇóEach planet a corp holds SOV over beyond the first carries a -25% cumulative penalty to generated passive ISK (maximum Penalty 100%). Planetary focus of the same type do not stack. so if Nyain San holds six planets their initial conquest will generate 100% ISK. the second will generate 75% of it's ISK value, the third 50%, the fourth 25% and any further planets will merely be vanity items with no benefit that must be defended.
Here you go Rattati, if you can make any of this happen feel free to use, abuse alter or discard any or all of this document based upon your needs, tech limitations and tolerance. I have no idea what you can do. But here's an attempt at ideas to make the game mode interesting and get high-SP berserkers OUT of pubs and not stomping. Please do me the courtesy and tool the rewards for maximum encouragement of ultraviolence on the part of literally everyone if you choose to utilize this outline. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3651
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Posted - 2014.10.16 05:18:00 -
[4] - Quote
No smartass commennts? I'm losing my touch. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3651
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Posted - 2014.10.16 07:52:00 -
[5] - Quote
Re-read it.
Timers are week-long.
Timers go down for 24 hours.
War happens. Victor is declared.
Planet locks till next week. It's set up so three or four planets are open to aggress per day. However each planet can only be aggressed once per week.
It is intended to keep PC open, active and bloody. It is not set up to allow permadec or district locking.
So if you want to keep your toys you best deploy the troops. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3652
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Posted - 2014.10.16 11:38:00 -
[6] - Quote
I just wish more would comment, add to, poke holes and generally help me refine this into something viable that maybe someday we can enjoy playing instead of dreaming up. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3680
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Posted - 2014.10.16 20:24:00 -
[7] - Quote
Tesfa Alem wrote:Breakin Stuff wrote:I just wish more would comment, add to, poke holes and generally help me refine this into something viable that maybe someday we can enjoy playing instead of dreaming up. Sorry man its just to well thought out. I'm a critcal SOB by nature, and i can't find any flaws. Give me some time.
If you cannot find flaws then spread the word and get more people in here to look. Once you're done looking for holes to poke of course
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3691
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Posted - 2014.10.17 07:57:00 -
[8] - Quote
Killar-12 wrote:Corp standings might be a bit of a snag, corp number requirement is pointless and can be dealt with via alts...
when my head stops throbbing I'll say more, otherwise it looks decent
If a corp who can muster 16 mouthbreathers consistently pads their numbers with alts so be it.
Second, let's get one thing clear: there is no way to curtail alt corps. This is going to be a thing forever UNLESS CCP limits accounts to a single character and bans alt accounts.
So alt vanity corps will be a thing. Since we cannot eliminate them form PC these mechanics are designed to minimize the potential for blueballling.
Not every hole can be plugged, so we have to opt for the pot with the fewest holes and the fewest holes near the base. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
3719
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Posted - 2014.10.18 07:49:00 -
[9] - Quote
Standings system is optional for this to work. TEAM DEPLOY is the absolutely critical part. We need to create content that can encompass the entire playerbase without having the corporations attacking and defendig chewing their nails because they are dependent upon the organizational skill of solo pub players who won't squad up, voice up and coordinate.
The inclusion of public teams is to insure that obvious exploits for blueballling don't have the certainty. But it gives a definitive reason for people to corp up, and form alliances to coordinate their efforts.
Example: Goonfeet alone likely won't make a huge difference under this system with our participation levels right now. But if we got interest back we have the bodies on the roster to field a LOT of teams and most are not alts.
But what happens if you get the equivalent of DUSTgoons +DUSTLAWN +DUSTRazorAllliance +Swarms of coordinated other buddies?
Suddenly having an alliance who will drop ringers to defend your planet looks a lot more attractive.
But right now given the breakdown of PC having over 200 targets for conquest is too many cap points with income potential. Let's consolidate the cluster of too many targets into a few extremely valuable targets that every sane FPS enthusiast corp will say "We want that. Get out."
Give players reason to form alliances. Make the targets too valuable to a single corp to even consider sharing with a coalition. Having an alliace of maniacs who may not care about sov but love violenve and big paychecks would be to your benefit. Sharing with another alliance with corps licking their chops at the thought of your territory should not be a serious consideration. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4125
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Posted - 2014.10.29 07:09:00 -
[10] - Quote
some of the finer details would need to be hammered out via the CPM and CCP regardless of if they use any of this.
I wouldn't imagine they would simply copy/paste it
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4362
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Posted - 2014.11.03 11:15:00 -
[11] - Quote
I invoke the powers of threadomancy to deny death to this discussion!
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4392
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Posted - 2014.11.03 19:09:00 -
[12] - Quote
QUIT JUST HITTING THE LIKE BUTAN AND LEAVE COMMENTS YOU NERDS.
Conversation and refinement of ideas is more important than me wanting to be "right." I wanna hear other peoples' input and ideas too.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4408
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Posted - 2014.11.03 21:09:00 -
[13] - Quote
Terry Webber wrote:You haven't answered my question in post 21. Will we be able to reschedule that 24 hour unlock or will it stay the same?
I would say no to rescheduling, because that would allow someone to juggle the planet off the attack list. plus there's no point with a 24 hour timer. Your corp would be able to both participate, as well as doing so at a time of the corp's choosing
But resetting timers has historically been one of the most obnoxiously exploited mechanics. No reason to open the possibility of it being abused again
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
4445
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Posted - 2014.11.04 08:33:00 -
[14] - Quote
And the 24 hour timer is EXPLICITLY so the attackers and defenders can engage at a time of their choosing and not get screwed by real life quite as hard. It also means planets normally out of reach due to timezones become DOABLE.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5607
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Posted - 2014.12.03 10:44:00 -
[15] - Quote
hfderrtgvcd wrote:As someone who has never played EVE, I can't make heads or tails of this. Do you think you could summarize the major changes in three sentences without any EVE mumbo jumbo.
PC is battles for the whole planet.
No more hour long lock window
everyone who can muster a team of 16 gets to go mash faces. EVERYONE.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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