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Thread Statistics | Show CCP posts - 15 post(s) |
Fox Gaden
Immortal Guides Learning Alliance
5615
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Posted - 2015.01.01 17:09:00 -
[1] - Quote
CCP Rattati wrote:The lynchpin to this step is the introduction of the Warbarge Clone Vats Module (name TBD) where Clonepacks can be built with regular intervals, allowing Corporations without Districts to launch relatively risk free attacks on Districts. These attacks should be initiated from a list of Districts, displaying Timers, Clones, Corporation and other useful statistics and not from the Starmap itself. This part worries me. From my perspective one of the most important things that PC needs to make it feel like you are conquering land, is to Make Location Matter! So getting away from using the Starmap raised a red flag and caused me to reread that paragraph several times.
It looks to me like you are trying to create a more user friendly interface for launching PC battles. I am fine with this on 2 conditions:
1)The number of jumps required to get from where you are launching the attack to each district is listed, so you can see which districts are close and which are farther away. At a minimum this is needed for immersion.
2)The star map needs to be left in to provide a way of seeing district ownership from a spacial point of view. To make people feel like they own land, they need to be able to see where that land is. Seeing it on a map is a lot more satisfying than seeing it on a Spreadsheet.
Here is how I think it should work:
Corporations with a high enough Corp Rating should be able to rent Districts in High Sec, or rent docking facilities for their Warbarge at High Sec stations, and when they launch attacks they should launch from those locations.
Have Clone mortality implemented as with the original implementation of PC, so the more jumps you have to take to get to the target district the more clones you lose in transit.
Once you own a district, you can launch attacks from any of your district locations, or rented High Sec facilities.
This makes choosing where to rent your High Sec docking facility a tactical decision, as it effects who you can attack. You will have new CEOGÇÖs poring over star maps trying to find a weak target and then trying to determine which High Sec system to rent space in to launch attacks on that target.
If you have Clones accumulate over time at the rented High Sec facilities, then it becomes an ongoing tactical play, even before a Corp actually gets their own PC district, as moving to another High Sec facility should also result in clone mortality so that moving to another High Sec facility on the other side of the Region will cause you to lose most of your clones and have to wait a few days to grow new clones before you can launch an attack.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5615
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Posted - 2015.01.01 17:37:00 -
[2] - Quote
CCP Rattati wrote:MINA Longstrike wrote:For some reason I envision personal warbarges almost like garrisons in WoW and this makes me hopeful as the game will feel like less of a lobby shooter. Maybe there'll be a way to use them to travel space and set up orbit on FW planets you want to attack, and as another individual said - eve players *could* attack them but it would only offline bonuses instead of destroying the warbarge.
Corporate warbarges could be much bigger investments and would likely have some common grounds, where the eve dream of walk-in-stations (read, barred in prisons) could finally be realized. Right on the money, but EVE attacks are not on the table. These Warbarges will not exist as a physical entity in 2015, they are as someone said, a metaphysical "home" and can not be attacked or destroyed except through new game modes that are not being discussed at the moment but A)"warbarge vs warbarge" is an idea, and B) "raid the warbarge" would mean a type of non-district PC where the attacker would fight in a "ship map" and steal resources (dust moon goo), but again not on the table for 2015. And yet ruling out nothing for Legion Warbarges in 2018GǪ
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5615
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Posted - 2015.01.01 17:48:00 -
[3] - Quote
CCP Rattati wrote:Kain Spero wrote:I guess my question is then is it possible to give the flotilla a location for the purpose of limiting the range of clone packs launched from them or other planetary conquest game play mechanics? That is a good idea for making logistics work, clone packs should be good to get a foothold but not sustainable. Some form of distance formula penalty from warbarge using clonepacks would make sense. Then reinstill the movement penalties on land, and then the whole system starts working as intended, i.e. investments in infrastructure to overcome logistic penalties, just like war. Exactly! As I was saying in Post 219.
If you go with Warbarge Docking facilities at High Sec stations, you can have it display as Corporate Offices EVE side, to have a cross platform implementation without having to change anything in EVE. Then that gives the added advantage of providing hanger space for any EVE pilots you have in your Corp.
Cross platform / Benefit to EVE players / No Dev time on EVE side: Trifecta of Awesome!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5683
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Posted - 2015.01.08 20:04:00 -
[4] - Quote
Multistage Approach to taking Districts in PC
I would like to propose a Planetary Conquest winning condition revamp to make Clones a secondary wining condition rather than the primary winning condition as they are in PC now. This is based on a well known proposal for FW made over a year ago.
Multi Stage Approach:
- Phase 1 (Beachhead): Modified Ambush match to take a beachhead. 15 minute notification to the defenders (No timer). 8 v 8 battle, with 50 clones available (Possibly give the defenders 60 or 70 clones) After 5 minutes a CRU is dropped. The attacking team needs to hack the CRU and hold it for 3 minutes, or clone the defenders to win. If the attackers win, then the 24 hour timber is started. If the defenders win, there are no further battles.
- Phase 2 (Take down the Defense Network): If the Attackers win the Beachhead, then after a timer there will be a Domination style match, where the attackers are trying to take out the defender's District Defense Computer. 16 v 16 with 180 clones. Only the Attackers have an MCC. The defenders hold the point at the start of the match, and the Null cannons fire at the attacker's MCC as long as the Defenders control the point. When the Attackers hack the objective the Null cannons stop firing and after 5 minutes the virus will take out the District Defense Computer. So attackers need to hold the point for 5 minutes to win. Defenders need to destroy the attacker's MCC to win. If the attackers win, a timer for Phase 3 begins. If the defenders win the match is followed by a 16 v 16 Ambush match 5 minutes later where the defenders have to drive out the last holdouts from the attacking force. If the attackers win the Ambush match, then it spawns a new Domination match after 5 minutes.
- Phase 3 (Final Push): Once the District Defense Network is down, control of the Null cannons revert to the local terminals, and the Defenders have to stage from an MCC. So you have a standard Skirmish match. If the attackers win they get the District. If the Defenders win, they can reboot their District Defense Network, and 5 minutes later a Phase 2 Domination match begins.
- Summery: To take a district you must win an Ambush, timer, Domination, timer, Skirmish. To defend a district you must drive them back in revers order and win the final Ambush. Battle progression happens over 3 days. First Ambush is immediate, then Dom after a timber, then Skirm after a timber. There is only 5 minutes between battles when the Defenders win and the progression goes back a step.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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