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Thread Statistics | Show CCP posts - 15 post(s) |
Regis Blackbird
DUST University Ivy League
495
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Posted - 2014.12.29 09:11:00 -
[1] - Quote
I agree with the notion that Warbarge should not give any active (gunplay) bonuses. For that we have the current SP, modules and dropsuites structure. (One exception would be increased available bandwith, which could be introduced as a Warbarge module instead of a Dropsuite upgrade skill... Just a thought)
I think the Corp Warbarge (used for PC) should only provide tactical advantages on the battlefield. Corporations should also be able to increase the defence "rating" on any owned districts, using the same resources used for equipping the Warbarge. This would mean a corporation have to choose between beeing offencive or defensive, but they can't have both at the same time.
Sadly the current PC matches (standard Skirmish) etc does not give much room for this, which is why I think it's fundamental it changes as well. There have been many calls for Skirmish 1.0 (or similar), but perhaps we can work with what we got.
My take on a future PC battle would be 3 consecutive matches of 1: Ambush, 2: Domination and 3: Skirmish.
1: The first Ambush match is just to get a foothold on the district and reduce the enemy clones. Win or loose, the next game (Domination) will always occur, but some aspects can be changed depending on who won the last game.
2: The second game is a Domination with a twist. The District owner already have all installations, CRUs and of course the objective at the start of the game. The opposing team goal is to hack the objective (once) before their clones or command ship is destroyed. If they manage to take the objective, the game is over and the next (Skirmish) will start. If they don't, the attack failed and the last game will not start
3: Provided the attackers won the domination Match, the third and last game (Skirmish) commences. As with the Domination, the district owners have all objectives and installations etc at the start of the game. As with the Domination, the objective is to hack all objectives before clones run out of command ship is destroyed. It will be very hard (but not impossible) to counterhack any point if taken.
If the attackers win all matches the district is theirs, regardless how many clones the district owners have left, which will be lost / salvaged at the loss of the district.
Now, the tactical part comes in. With the above scenario if a corporation equip their Warbarge for offence, they might get access to closer (fixed) spawn points, or even the mythical "sky spawn" which was discussed for Legion.
For the defenders, if they don't spend some points in "defends" for the district, the districts will be "empty" of installations, Supply Depots etc. (turrets will have a much more tactical advantage if the defenders automatically own them at the start of the game).
... slightly off topic (warbarges that is), but I think much can be done to spice up PC with the game modes we have today, with slight alterations. |
Regis Blackbird
DUST University Ivy League
498
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Posted - 2014.12.30 07:42:00 -
[2] - Quote
CCP Rattati wrote:Kain Spero wrote: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. Having location matter will really be key to getting planetary conquest humming like a well oiled machine. It might be worthwhile to examine replacing messy clone loss mechanics with load clones from district to barge/flotilla (or have barge generate clones via the vat if you have no districts) then move barge/flotilla in range of targets. Instead of range (movement) costing clones potentially have it cost fuel. Trying to figure out how many clones were actually going to land for a fight back in the old days of planetary conquest was a pain and I'd hate to see that return. I think the list of targets you mention could work well with this. Select the flotilla and get a list of targets in range according to filters the player sets. ahh, beautiful and elegant. Basically a calculator of clone loss based on position of attack initiation and attacked district, could work from both flotilla and district, calculation based on Infrastructure and or Warbarge Modules (Long Range Assault Launchers or Improved MCCs).
While I think a built in "clone loss" calculator would help, I agree with Kain it would be better to have another limiting factor than available clones. For example: - The Warbarge module bonuses could diminish with a set amount every jump. - Some form of fuel (as Kain mentioned) - Overall attack efficiency (tactical advantage) get reduced, making it technically possible to attack far of districts, but very hard to capture. - Making it possible for other corps to raid your Warbarge fleet during transit, making it very dangerous to travel long distances.
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Regis Blackbird
DUST University Ivy League
498
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Posted - 2014.12.30 07:56:00 -
[3] - Quote
Lady MDK wrote:Dreaming again but rather than 3 matches would a new version of skirmish 1.0 be workable where the objectives close in on the enemy base?
Stage 1 : hack one of the points around the base to choose your staging ground. Defenders can scout to try and find you and stop you gaining a hoothold.
Stage 2 : Attackers must hack several points may be the power grid, defence grid and communications.
Stage 3 : Storm the base, if the attackers out clone the enemy and the match ends but the defender retains the base and gets the chance to commit more clones to the fight. Succeed in infiltrating and hacking and you take the base. If the owner outclones the attacker the assault must be restarted.
I know I see a lot of people asking for the return of something like this. I don't know if it's a possibility even. But I like how the single match progresses, it's more open and seemless. Of course non of this maybe possible.
I do like the idea that an ambush is used to try and reduce clonecount.. raids could be used for the same thing.
I agree (I would also prefer to have a new game mode type, similar to Skirmish 1.0). But I understand it might be difficult to implement as it would be very different from the current game modes.
The suggestion with 3 consecutive games was meant as a workaround / placeholder until we can have something proper. I think it's importaint the defenders actually defends something, not just spawns far off (as the attackers) and have to hack their own objectives, like it's done today.
If everything is owned by the defending corporation at the start of match, it becomes a completely different game even with the current game modes we have today. Things like Turrets which are located closest to the enemy MCC, which are pointless today since they are neutral, will be strategical importaint. (The enemy might be forced to spawn tanks to take out the blaster turrets before infantry can enter the base, etc)
Attacking anything should feel like a uphill battle. Then the victory becomes so much sweeter.
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Regis Blackbird
DUST University Ivy League
508
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Posted - 2015.01.04 10:14:00 -
[4] - Quote
Fox Gaden wrote: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 worried 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.
This part worries me as well. I really like the star map, and if anything I think it is under-utilised.
Until we know more information, I choose to read his quote as follows:
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.
So, if you don't have any districts, you can initiate attacks from a list rather than the star map. If you already have districts, you can use the star map as before.
Actually, I would prefer if we can bring up detailed information (I.e list) on the top 10(?) corps for each level of the star map. We already have basic information showing in the lower left corner, which just shows how large percentage each corp has. Imagine if you could press triangle (or something) and get a detailed view as Rattati suggests? A view from which you can also launch attacks from. |
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