Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
428
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Posted - 2015.01.12 18:50:00 -
[1] - Quote
As to the raiding, I had some ideas on how they would unfold myself.
Main Points:
-Corps can set a district to be vulnerable to raiding for a 1 hour period on the fly (aka, they can set it to be the next hour, so long as it doesn't overlap their normal vulnerability period) They may do this multiple times, potentially chaining them together for long periods of being "raid-able"
-Districts that are open to raiding receive some sort of bonus. Fluff-wise it's the district diverting power from the normal defenses that make it invulnerable to super-charge production. During this 1 hour period, the district produces something useful.
-Raiders can attack (as you proposed, Fox) to attempt to steal Biomass / Other Productions from the District. To counterbalance things they can only steal production up to 110% of what the district would normally produce during this 1-hr "supercharged" period.
-After the first successful raid on a district, it "locks" for the rest of that 1-hr vulnerable period. If the District Owners enter another vulnerable period (of their choosing) then this unlocks the district for further raiding.
-The outcome of a raid isn't a binary "all or nothing" outcome, with the potential for the attacker to gain some to all of the potential pool of supply / biomass that is at stake. (50 - 110% of the boosted output) Note all of these outcomes count as a "successful" raid.
-Since the District Owners -CHOSE- to unlock the district during this time, battles start 10-15 min after the Attackers declare their attack.
The overall idea with this raiding structure is to provide a method for both defenders and attackers to gain something by allowing a district to be raid-able, such that both sides have incentive to do so. The 1-hr period is small enough that the Defenders should be expected to be able to field a full raid-sized team on short notice. (The choice of a defender to chain together multiple of these sessions is their own, each 1-hr session is treated as separate from the others)
Raiding should cost some funds on the Raiders part (in costs of clones, and the equipment that needs to be deployed) It is very important that this cost be less than ~50% of an "average" win's earnings. (Clones not included) In this way a raider can be profitable with only a 50% win rate, and more than that allows additional earnings.
On the Defenders side, the production boost should be such that it is worthwhile to hold at least one battle with reasonable clone losses and still turn a profit. If the average successful defense costs MORE than what would be earned by the production boost, then nobody will do it.
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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
429
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Posted - 2015.01.12 22:35:00 -
[2] - Quote
Fox Gaden wrote:[ Warbarges
Raiding Warbarge: Clone Capacity: 100 Clone Vat Capacity: 1 MCC Capacity: 1 Clone Mortality: 1 Jump 0%, 2 Jumps 5%, 3 Jumps 10%, 4 Jumps 20%, 5 Jumps 40%, 6 Jumps 80%. Raiding Warbarges use Cryogenic technology to lessen the effects of jump disruption on clone brains, in order to give them more effective range.
A Raiding Warbarge can in theory take a district, but you would have to win 3 battles without losing more than 100 clones, and that assumes the District is less than 2 jumps from your starting location.
Warbarge: Clone Capacity: 500 Clone Vat Capacity: 4 MCC Capacity: 3 Clone Mortality: 1 Jump 5%, 2 Jumps 10%, 3 Jumps 20%, 4 Jumps 40%, 5 Jumps 80%
The base model Warbarge is primarily designed for taking Districts, although it can be used for Raiding as well.
Supply Warbarge: Clone Capacity: 500 Clone Vat Capacity: 8 MCC Capacity: 6 Clone Mortality: 1 Jump 10%, 2 Jumps 20%, 3 Jumps 40%, 4 Jumps 80% A Supply Warbarge is setup for producing clones quickly, and makes certain concessions which reduces their ability to maintain clone stability during transport.
The Supply Warbarge is designed for carrying supplies, such as replacement MCCGÇÖs, and for growing clones. This ship it meant to replenish the districts you already own, rather then attacking other districts. It can be used in hostel attacks, but since it is setup for clone production, rather than clone transport, so it has a more limited range when used in Attacks and Raids due to higher Clone Mortality.
I'd argue that Warbarges should have a EVE / DUST fitting screen with modules to determine what kind of range / capabilities they have.
I envision there being a few module types for a Warbarge -Main (The ones that directly affect it's combat / production capabilities) -Offices (Those modules that affect EoM Payouts, Production Rates, and other "non-combat" actions) -Armaments (Means for the Warbarge to have special Warbarge strikes)
Before we begin, I am only talking about Corp Warbarges, as I am going to assume there is some difference between corp level and personal level warbarges. Furthermore, I am incorporating Rattai's idea of there being no "clone mortality" rate and just a flat jump distance.
The Basic (no mods) Warbarge will have the following capability:
Basic Warbarge: Clone Capacity: 100 (enough for raids) Vat: 1 MCC: 1 Jump Range: 4
It would have Module Fitting: 4 Main, 4 Offices, 2 Armaments
Main: + 100 Clone Capacity + 1 Vat + 1 MCC Slot + 1 Range + 200 Clone Capacity, -1 Range + 3 Vats, -2 Range + 100 Clone Capacity, + 2 MCCs, -2 Range
Restrictions: You cannot have a negative Range. A Range of "0" indicates you cannot jump.
Offices: +10% EoM to... - ISK Payout - LP Payout (faction specific) - SP +10% Vat Production
Armaments: - Small Warbarge Strike (EMP, Laser, Regular) - Medium Warbarge Strike (EMP, Laser, Regular) - Anti-MCC Strike - "Farm" [No Combat ability, produces X Biomass per day]
The Idea with Armaments is that in PC battles that normal Warbarge Strikes are unavailable, only EVE OB support is available. The Armaments would provide a X/Battle Strike to the PC team that functions as it does in regular matches. The X would depend on the type of strike, with Small having more, and the Anti-MCC being a "one / battle", with a further restriction that these cost a similar WP value to normal.
In this way, MCCs can be outfitted to fulfill a variety of roles (with refitting possible on some sort of refitting cost / time)
Example Fits:
Raider: Main: +1 Range (x 4)
Armament: -Small EMP Strike -Small Regular Strike
Factory: Main: +3 vat - 2 Range (x2) + 100 capacity + 1 vat
Armament: -Farm (x2) |