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Thread Statistics | Show CCP posts - 15 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4128
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Posted - 2014.12.24 15:52:00 -
[1] - Quote
Rattati, I got the impression that you intend the "Warbarge Command" skill to be something that the CEO trains in order to upgrade the power umbrella of a corp's War Barge Fleet as a whole. As you may know, many CEOs run their corporation through an EVE alt due to EVE's superior Corporate Management interface. Will this skill be available to EVE characters with all of the appropriate controls? Or can a corporation designate a specific Dust character from which the system reads the Warbarge Command skill level?
The reason I ask is that many CEOs will not be happy if they are forced to re-train Corporation Management skills on a Dust character as well as sacrifice the EVE interface, solely to gain the benefit from the Warbarge Command skill.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4128
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Posted - 2014.12.24 16:39:00 -
[2] - Quote
Because it's a half day at work and I'm bored...
- Players produce their own War Barge.
- When doing so, all generated WPs are pooled within the corporation.
- Personal War Barge can be fit with personal bonuses. Number of Bonuses dictated by the current Warbarge rank.
- Warbarge rank determined by personal WP production each week. Sufficient WP production will raise rank, insufficient production will lower rank. Min Level 0, Max Level 5.
- Corporations have a central Warbarge Commando structure which can be fitted with modules, each of which offers a bonus to all mercs with an active War Barge.
- WPs are then spent to cycle the modules on the structure, with the WP cost being a function of the number of Active Warbarges it is affecting within the corp.
- Since bonuses are based on Warbarge Command modules, the max amount of bonuses possible is capped.
- Small corps with high activity will be allowed to have high bonuses due to high WP production with lower player count, yeilding in cheaper bonus cycles.
- Large corps with inactive players will not be penalized due to inactive players, as cost and benefit is based on active WarBarges.
- Max number of bonuses active at once, so ultimate benefit is capped, meaning that after a point, a larger Corporation offers little tangible benefit in terms of bonuses.
- Constant actvity is required to produce enough WP to keep bonuses running.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4133
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Posted - 2014.12.24 17:03:00 -
[3] - Quote
I'd also like to note that the Warbarge Command Structure would remain a functioning Clone Production facility. While I think its fine that the structure produce a small amount of clones constantly, majority of Clone Production should come from Structure Module cycles. That is to say that a corporation must be active to generate sufficient WP to build an army, and discourage very small corps from being able to launch attack after attack solely based off of their wallets.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4137
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Posted - 2014.12.24 17:46:00 -
[4] - Quote
Zaria Min Deir wrote:While I agree that a metric to measure actual activity would be very useful for removing, at least somewhat , blatant alt corporations and related shenanigans from planetary conquest, for what it's worth. I would entreat you to not confuse the current loyalty rank system with such a metric. Implementing a minimum required activity level for a corporation to enter PC will fail massively as a way to say, stop people from creating alt corporations to lock districts with, if the mechanic can be easily spoofed by just spending a handful of aurum... Particularly when, with the implementation of simple trading, any AUR spent on items on even a completely throw away alt isn't even wasted.
Completely agree. Because AUR so heavily affects Loyalty Rank, you're creating a system where not only does spending AUR increase ISK payouts and SP production passively (Which is....not ideal, but fairly harmless) but also affecting PC directly. I would avoid using the Loyalty Rank for ANYTHING like its the damn plague. It's a fun feature, but keep its influence out of core systems.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4144
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Posted - 2014.12.24 18:34:00 -
[5] - Quote
While I would love to see War Barges be something that EVE players can interact with, I think it is unnecessary at this point in the design phase. We need War Barges to work properly before we let people blow them up, you know?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4161
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Posted - 2014.12.25 23:23:00 -
[6] - Quote
Soraya Xel wrote:Daddrobit wrote:If you were to announce that Skirmish 1.0 would be re-implemented as the battle type for PC battles, I would -at that moment- go out right then, buy a 100$ PSN card, spend it all on Dust, resub my EVE account, and immediately start recruitment for You Can Call Me Daddy to step into the PC scene. The point is, after like two years of CCP answering this question, players haven't figured out it isn't happening. Skirmish 1.0 is fundamentally incompatible with like... the entire game. This ranks somewhere around asking for a pony for Christmas.
Skirmish 1.0 may be unreasonable, but a game mode where it actually feels like an attack and defense is not an unreasonable request. Currently it's two sides attacking a neutral base, with the only Attack vs Defense part being who owns the district, which has little to no bearing on actual gameplay.
I understand that the current maps are not conducive to the old Skirmish 1.0. However, existing maps and how the gameplay works around those maps is capable of producing an attack and defense situation if things are reworked properly9, which is what the players have been calling for since the removal of Skirmish 1.0
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4218
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Posted - 2014.12.28 17:48:00 -
[7] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=2542736
See PDF for better visual representation: https://drive.google.com/file/d/0B6Pqc0ScXKN7emc3OUFScDJteEk/view?usp=sharing
- Player completion of Daily Missions generates Mission Points, or MP, which is pooled together in the War Barge and used to fuel War Barge functions.
- Personal Merc Quarters are stationed within the Corporate War Barge. Merc Quarters can be fit with a finite number of bonuses which benefit the player as an individual. The effectiveness of these bonuses is directly proportionate to the player's activity, and is ranked from 0-5 with 0 offering no benefit and 5 maximum benefit. Activity Rank is based off the MP of the player from the previous week, not enough activity will result in the rank going down, higher levels of activity will cause the rank to go up.
- The War Barge is the central headquarters of a corporation. Its primary function is Supply Logistics and Transportation of assets within New Eden. It can be constructed for a fee (Currency TBD) for any corp. Corps can only own one War Barge.
- The War Barge can be fit with a finite number of modules which run on cycles and benefit the corp as a whole. MP is spent to activate each module which has a different function, MP cost is dependent grade of the module, with higher tiered modules offering a higher benefit for a higher cost. Modules can boost the bonuses of the individual merc quarters, but also boost the Logistics of the War Barge in PC, specifically with the Logistics of Movement, Transportation, and Force Projection.
- Clone Vats Modules fit to the War Barge are used to generate Clone Packs at the cost of MP. Larger Clone Packs take more time to produce and cost more MP.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4245
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Posted - 2014.12.30 00:41:00 -
[8] - Quote
KAGEHOSHI Horned Wolf wrote:I kind of hate the idea of personal warbarges. It's like every single real life mercenary having their own personal aircraft carrier, but even more ridiculous. Warbarges should be something that a corporation owns.
These "high level" PC ideas are pretty hard to care about, because the executions are always too intangible. I want tangibility. I want to be able to hangout in what me or my corp owns at any time I want; that means being able to walk on districts, and that means being able to walk in the warbarge that I or my corp owns whenever I want. Ownership should be more than text on a screen, it should be tangible.
EDIT: On the subject of warbarges, I would like to see an evolution of corporate conflict in which battles take place inside a warbarge for control of it. Would likely require a ton of new art assets for ship interiors, so likely won't happen.
Yeah the personal Warbarge is kinda ridiculous but it is entirely a lore thing and has zero effect on how the system works functionally. I'm not too worried about what they call it, as long as functionally it makes sense.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4248
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Posted - 2014.12.30 03:53:00 -
[9] - 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.
Ahhhh music to my ears to hear you approve of that concept, Rattati.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4278
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Posted - 2015.01.05 19:26:00 -
[10] - Quote
I agree. I think War Barges should eventually become an asset that EVE players can interact with in various (and sometimes splodey) ways. However there is a need for a workable system in Dust to properly fix PC, and it is more important that we worry about making that work before linking it to EVE directly. The key of course is to make sure that the system is actually capable of being worked into EVE integration, even if the actual implementation is later down the road.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4286
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Posted - 2015.01.06 19:27:00 -
[11] - Quote
Jadd Hatchen wrote:Pokey Dravon wrote:I agree. I think War Barges should eventually become an asset that EVE players can interact with in various (and sometimes splodey) ways. However there is a need for a workable system in Dust to properly fix PC, and it is more important that we worry about making that work before linking it to EVE directly. The key of course is to make sure that the system is actually capable of being worked into EVE integration, even if the actual implementation is later down the road. And doing it separate is the wrong way to do it. If you make it a separate system from the start and then later try to cobble it together with something else later on down the road, you will only doom yourself to failure or lots of hardships. This is the reason that sooo many things in both EVE and DUST are full of bugs and problems. They never had the foresight to look at how things would be implemented later and just kicked that can further down the road for someone else to deal with. That is WRONG! Make the ties ins now, or at least make placeholders for the ties ins now. If not, then you are doing it wrong. But that is all besides the point. The real point is that DUST is slowing migrating AWAY from EVE to make room for Legion which will be the "real" FPS for the EVE universe going forward unfortunately.
I'll use an example from my work. I work in Civil Engineering and we do a lot of residential design work, so designing water supply lines is pretty common. It's also common to build residential developments in phases, rather than all at once. So what happens is that you'll build the water pipe running into Phase 1, and you'll build Phase 1. However we know where Phase 2 is and where the water line for Phase 2 will be. So we'll construct what is commondly reffered to as a "stub" coming off of the Phase 1 water line. It's short, maybe 2-4 feet, and it just has a cap on the end. It doesn't go anywhere, it doesn't connect to anything. However, what that allows us to do when we construct Phase 2, is we can then easily connect to that stub, rather than trying to tap into the existing line after the fact, tearing up roads, ect.
It's much easier, faster, and less expensive to do it this way because 1. Its better to build in phases due to resource allocation and profitability, and 2. By planning ahead and knowing *where* you're going to connect Phase 2 to Phase 1, you can install this stub which can very easily be tapped into rather that making a mess trying to connect to the existing pipe after the fact.
The tl;dr of what I'm getting at is, it's fine to build the game in phases, as long you plan ahead and know how later phases will connect to earlier phases. That way you can just latch the EVE part onto whatever "stub" you've designed and the whole process is very smooth and efficient. So it's fine if there isn't a War Barge EVE connection right away, as long as they have a pretty solid idea of how to impliment it at a later time.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4286
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Posted - 2015.01.06 19:48:00 -
[12] - Quote
Oh I'm not saying they're great at planning. But Rattati is several degrees less ******** than the Dev team that got us into this mess. So...who knows, it might actually happen this time around.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4292
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Posted - 2015.01.06 22:56:00 -
[13] - Quote
To be fair though, I dislike the existence of the Warbarge Strikes in FacWar. I think they should be a Pub Only mechanic.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4305
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Posted - 2015.01.07 02:40:00 -
[14] - Quote
Darth-Carbonite GIO wrote:Pokey Dravon wrote:To be fair though, I dislike the existence of the Warbarge Strikes in FacWar. I think they should be a Pub Only mechanic. This. I was under the impression that the ability to drop orbitals without an Eve pilot was an unintended glitch. Regardless of whether it was truly a mistake or not, it should go back to the way it was. The more reasons for dust bunnies to interact with capsuleers the better.
Indeed. I doubt it was intentionally done but it does need to be fixed.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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