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Thread Statistics | Show CCP posts - 15 post(s) |
steadyhand amarr
shadows of 514
3423
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Posted - 2014.12.24 14:05:00 -
[1] - Quote
**** it im going to re buy a ps3... i'm sick of seeing all the new awsome award not being able to play it anymore.
Yes I now this is in development. But I want back in so im ready =ƒÿå
You can never have to many chaples
-Templar True adamance
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steadyhand amarr
shadows of 514
3424
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Posted - 2014.12.26 15:11:00 -
[2] - Quote
assuming PC has not changed all that much from when i stopped playing.
unless timers are removed you wont really get a lot of people playing. all that will happen and does happen is corps field their best 16, if they cant find their best 16 they just find ringers instead.
timers simply introduce a shift patter into gameing. the common argument is no timers mean people have leave eat and breath this game.
thats simply not true. unless you always keep the reward system as it is.
simply changing payouts (of what ever form) to hourly introduce a hack and hold mentality so even if you can only hold a space for an hour or two you get a payout that was worth it. (assuming you can beat the current squatters).
inevitably the bigger corps will try and hold land all the time and will have the membership count to do it, thus removing the need to have 16 allstars, and instead have a large membership count you can pool from to ensure you always have peopel to fight off an attack. leading to smaller corps executing raids and bigger corps trying to hold them off a good system where everybody wins and people only hold onto what they size to control.
will their be people who turn this system into a full time job...well yes you cant stop stuiped but over time that trained thinking will die out.
In regards to the new barges, make them something upgradable so players start out with a small tiny one, and it slowly builds up to something the size of the city, a clear root of progression will be needed so players can see how their performing and have some kind of attachment to what they own.
or even have it that players own their own MCCs that can deploy from corp owned warbargers
TLDR: timers need to be removed from PC to have any chance of growing...its a system thats never worked in any game iv played.
iv yet to see a logical argument that timers need to be kept outside of fear that no timers means chaos which is bull beucase EvE only users timers to tell people...you really need to be at pos at this time the initial fights can kick off anytime and thats where the fun lies
You can never have to many chaples
-Templar True adamance
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steadyhand amarr
shadows of 514
3429
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Posted - 2014.12.27 20:02:00 -
[3] - Quote
Kain points about different attack types is a valid middle ground. having raids that could be executed whenever to steal resources or damage production. problem is with timers again, you will either have a siutatino where its does not worth defending so you never get fighters, or it stings to much and you just end up with a second shift of 16 defenders....or the same 16 who now have a bigger shift to cover.
the key problem here is, corps will just use their 16 best/ringers regardless of what you do, its just how corp bosses think, PC right now could be fixed if they just used 16 anybodies but they dont, making the timers longer just means increases the likely hood of bosses making their 16 best stick around for longer compounding the problem.
I firmly believe that to make PC enganging a reward system needs to be implemented that encourages shear numbers over skill. what that probably horrifies a lot of smaller corps, it needed if the system allows smaller corps to commit raids to grab and bits and peaces off the bigger guys.
hell PC missions dont need to "wins". they need to be objectives.
lets assume for sake of example. PC is now needed to build corp warbargers by building and storing warbarge parts and then finally having somewhere building it. this can really only be achieved by big corp holding the ground or smaller corps all working together
corp A has the means to build warbarg if they can just get the parts. for example their warbarge needs a new engine.
they know that corp B has said engine parts in one of their warehouses. so they commit a bunch of guys to a raid. corp B quickly sends a defence force to discourage corp A from doing anything more cheeky like trying to cap the warehouse all together
corp A after a brief fire fight get the engine part they need and bug out before they send more experienced hands. they get what they are after with limited losses so they are happy corp B while pissed still only lost one item out of the warhouse rather than the whole thing
now in this salutation if corp B had not defended then the original corp could have snatched the whole warehouse which would have cost corp B a lot of progress and these pirates would be LoLing all the way to market.
This system forgos timers and instead encourages corps to only hold onto what they need while encouraging them to form multiple strike teams that can fight off attackers or go out and raid bits they need. big alliances and corps that have the manpower can also just flat out build warbarge fleets they need making it worth holding onto the land if you can do it.
is the system perfect no, its just an idea but its highlights kain points. PC does not need to be a win lose, its tired objectives, matches dont need to be about wins or losses they need to be about a bigger picture that allows people of all skills levels to have a role.
....note i realise with my above idea, you could also have the ability to literary steal a warbarge as it finishes production, the little 16 man pro team could still be a perfectly valid threat no matter the corp size and i just really like the idea of doing an ocean 11s style hijack of warbarge :P
edit: whoa this post ended up longer than i intended... the TLDR: move away from PCing matches and instead make it about objectives that build to a bigger goal
You can never have to many chaples
-Templar True adamance
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steadyhand amarr
shadows of 514
3430
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Posted - 2014.12.29 09:59:00 -
[4] - Quote
I like the idea of the foltta(sp) where people band together into ammardrs (really can't spell today).
As an idea you could have getting your first very basic warship a part of being aloud into FWD as a natural gate and a bit of new player guidance this natural growth could then lead into PC as you upgrade your ship.
For example rookie ship allows you to store 3 tanks and a dropship. But a mid range also allows you strap OB equipment to it. Thus players with bigger and badder ships will naturally be sort out. While rookies can still be used to transport basic equipment to the field.
The idea being to mimic how newbs are still useful in fleet fights by filling out core roles as tackerls.
Rough idea more trying to get the feel across. Logistics of transport tanks around PC should be a thing imo forming front lines and natural borders normally generates communtys and natural fights from what iv seen
You can never have to many chaples
-Templar True adamance
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steadyhand amarr
shadows of 514
3451
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Posted - 2015.01.07 13:26:00 -
[5] - Quote
As a general item like your "home" makes this a lot more intresting and might finally give a sense of ownership that dust players don't get experience compared to EvE Gÿ¦
You can never have to many chaples
-Templar True adamance
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steadyhand amarr
shadows of 514
3455
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Posted - 2015.01.08 06:56:00 -
[6] - Quote
Likely in the same method as the xbox live cloud. Which for me at least works freakishly well.... but I can't see how ccp can cloud up ps3s because building their own one would defeat the point =ƒÿå
You can never have to many chaples
-Templar True adamance
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