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Thread Statistics | Show CCP posts - 2 post(s) |
Breakin Stuff
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Posted - 2015.01.10 11:26:00 -
[1] - Quote
Neat.
8v8 and 12v12 clonepacks should be raider and looter packs.
Raiders are in and out, grab anythi ng not nailed down.
Looters are there to strip resources dry.
Allows you to set rewards higher for bigger pack use.
16v16 is invaders.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
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6259
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Posted - 2015.01.10 13:02:00 -
[2] - Quote
CommanderBolt wrote:Breakin Stuff wrote:Neat.
8v8 and 12v12 clonepacks should be raider and looter packs.
Raiders are in and out, grab anythi ng not nailed down.
Looters are there to strip resources dry.
Allows you to set rewards higher for bigger pack use.
16v16 is invaders. I like the idea of small raiding parties, limited or little timer restrictions however are not really intended to take districts, merely raid and gather resources on a whim. "Can the big corp that holds X districts defend RIGHT NOW my little 6 man squad of raiders?" No idea how it might work but the concept is novel and really appeals to me personally.
It takes away from the all or nothing mindset and methodology in PC.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
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6288
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Posted - 2015.01.10 21:22:00 -
[3] - Quote
Fox Gaden wrote:Edited the District Bonuses in post #6. Still room for other Facility options. market district: bonus to corp member purchase prices on market
Military-industrial complex: Increase to arms and equipment manufacture
Financial district: Better EoM payouts.
Salvage and recycling center: EoM salvage multiplier.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
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6353
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Posted - 2015.01.12 21:58:00 -
[4] - Quote
Spoken from the lips of Paradoxical Nature, the current Goonfeet CEO (In Absentia) in response to permalocking timers ideas:
"Yup. I mean PC is sh*t right now because it's too polite. You take a number and come back in 24 hours."
"You can't come in like a wrecking ball and start fires."
Bluntly the sov timers are far too reminiscent of EVE dominion Sov mechanics, and everyone, including the people who exploit the hell out of those mechanics, agree that they are utter crap.
Use-based sov will always be superior to Dominion timer Sov.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Breakin Stuff
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6438
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Posted - 2015.01.15 10:44:00 -
[5] - Quote
Overall Fox well done. I like this better than my old proposal by far.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
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6476
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Posted - 2015.01.16 14:16:00 -
[6] - Quote
Fox Gaden wrote:Looks like we are on the same page Kain.
If the attackers No-Show, the Defenders will blow up their MCC (twice if they no-showed in Phase 3) until they are pushed back to the beachhead. Then the defenders hack the attackerGÇÖs CRU, denying them access to the district, and successfully defend the District.
Part of me wonders if there could be a way for the Defenders to actually capture the AttackerGÇÖs MCC if they No-Show, but I have not thought up a mechanic for how that would work. I have also not considered weather it could be exploited somehow. So just an idle thought at this point.
From the start I have been operating from the assumption that the District activity would be locked from the moment it was attacked to the moment it is successfully defended. I should probably go back and state that explicitly somewhere in my proposal. It would be that much more incentive to have people try to mount a defense in Phase 1, so they don't lose 24 hours of production.
If the battle begins and no enemy shows up one minute after the hack points are controlled the enemy MCC is captured intact and claimed.
If neither shows up CONCORD destroys both MCCs and ejects both corps from the district.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
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6483
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Posted - 2015.01.16 16:23:00 -
[7] - Quote
Fox Gaden wrote: I like it, but for that last part we might want to consider what happens if Lizard Squad takes down the PSN again, or Tranquility gets hit with a DDOS attack, or the Battle-servers go down and no one can queue up.
I think the GMs are aftually fairly competent and can reset sov manually fairly fast if they have to.
It'd be tedious as sh*t but unless Rattati says "No dude, we need to do something else" I think we can trust archduke there.
And I have nothing but contempt for people who try to district lock Kain. Buncha sissies using no-shows to exploit the sov system.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
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6540
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Posted - 2015.01.17 12:48:00 -
[8] - Quote
Imp Smash wrote:Breakin Stuff wrote:Fox Gaden wrote:Looks like we are on the same page Kain.
If the attackers No-Show, the Defenders will blow up their MCC (twice if they no-showed in Phase 3) until they are pushed back to the beachhead. Then the defenders hack the attackerGÇÖs CRU, denying them access to the district, and successfully defend the District.
Part of me wonders if there could be a way for the Defenders to actually capture the AttackerGÇÖs MCC if they No-Show, but I have not thought up a mechanic for how that would work. I have also not considered weather it could be exploited somehow. So just an idle thought at this point.
From the start I have been operating from the assumption that the District activity would be locked from the moment it was attacked to the moment it is successfully defended. I should probably go back and state that explicitly somewhere in my proposal. It would be that much more incentive to have people try to mount a defense in Phase 1, so they don't lose 24 hours of production.
If the battle begins and no enemy shows up one minute after the hack points are controlled the enemy MCC is captured intact and claimed. If neither shows up CONCORD destroys both MCCs and ejects both corps from the district. That's really good though. It's a double whammy so the cost will exceed the economic gain by the districts being locked when totaled. And I agree with you about GM intervention. If it happens it happens and we all cross that bridge when we come too it. Do any of you know about the ability to move a redline in match? It could open up the potential for reverse 'Tug of War' game modes which could be used for MCC assault and whatnot.
No redlines in PC. Redlines are there to protect pubscrubs from getting pushed back and farmed
Redlines in hardmode game modes like FW and PC should not have redline protection
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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Breakin Stuff
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6572
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Posted - 2015.01.18 15:14:00 -
[9] - Quote
Terry Webber wrote:But Breaking Stuff, there is still a possibility that one side would lose a battle if they can't leave their spawning area. So instead of having the redline as a barrier, CCP can just make it a boundary colored yellow instead of red for the battle and have the game notify the player that they're leaving the battlefield. It won't kill them if they stay in the redline too long.To protect a side's spawn area under the MCC, the MCC's guns and the turrets on the ground can shoot any enemy that breaches the perimeter. Dynamic. Spawn. Points.
having two, and ONLY two that are right under each other was dumb. if you have two or better yet, the whole side of the battlefield where you enter is littered with spawns, you can't get pushed into one area and farmed.
Also, found the logi tourist! Please cry directly into the bucket. -Ripley Riley
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