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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:02:00 -
[1] - Quote
Incoming massive Fox post. Working on reserving posts for it.
For the love of God, donGÇÖt post until I have reserved the posts I need!
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:02:00 -
[2] - Quote
Reserved
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:03:00 -
[3] - Quote
Just 10 or so more posts to reserve before I start copying and pasting content.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:04:00 -
[4] - Quote
Reserved.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:05:00 -
[5] - Quote
Patience people. In typical Fox fashion, my proposal will be long but well formatted for easy reading.
If I can get enough consecutive posts...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:06:00 -
[6] - Quote
This post timer is great for preventing spam, but is a real pain for someone trying to provide detailed and extensive content.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:07:00 -
[7] - Quote
Making progress. Will cut and paste when I have enough.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:08:00 -
[8] - Quote
I don't have a Twitter account because I do not believe that anything of substance can be written in 140 characters...
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:09:00 -
[9] - Quote
I almost have enough reserved for what I have already written. Then I will have to reserve some space for adding stuff to it as it is a bit of a work in progress.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:10:00 -
[10] - Quote
Feeling optimistic now. I might actually get enough posts without someone interrupting .
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:11:00 -
[11] - Quote
I am thinking that 14 posts should be enough. My long posts usually expand by at least 30% as I edit to incorporate community feedback. Since I know this one is not done I want to add a little extra.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:12:00 -
[12] - Quote
Reserved
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5689
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Posted - 2015.01.09 20:13:00 -
[13] - Quote
Last one. You are free to respond now.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 14:56:00 -
[14] - Quote
CCP Rattati wrote:This is fantastic, made better by the fact that it is almost a carbon copy of what I have done myself. Now, someone mentioned changing clonepacks into MCC which is kind of cool when you think about it. A warbarge flying around dropping MCC's the have clones in them to establlish a beachhead. I also want to have a strict range limit on cp attacks from the Warbarge, and not clone mortality, just to make the initial attack simpler /you know I prefer the initial attack to be launched from a list of districts in the client. If I get really edgy, what if you have a capacity of X MCC's. The MCC's could be manufactured in some way, such as reprocessingsalvaged gear into Nanites and Materials, and Clone packs from Biomass. I agree with the system being self sustaining but augmentable if you have districts, but the capacity of the warbarge inhibits established corps from using only CP's. What about District Timers, or do you prefer a whole different section for that? How do we define corporate Rank such as that they help keep players together, not corp jump to exploit a system, can not be exploited via new alts, yet require corporations to build their ranks by recruiting and training new players. What about Surface Infrastructure, do we go back to properly punish far attacks, and make the SIs neceessary, not the way we have it now where cargo hubs rule. Rewards, the CPM and I agree that the main motivator of fighting cannot be clones for the sake of clones, nor ISK. There needs to be rarity that is only collected on districts. However, we have discussed going to a "you get what you kill" in PC. That would allow lower level and new corporations to use their free clonepack, use adv gear and try to "do their best", possibly eeking out a profit and valuable experience. Just some stuff written from bed. Again, really like what I am seeing. Maybe I will break out special sections for subcomponents of PC; but I feel they need to be all a part of the bigger context. No big surprise that our proposals are similar, as we are both basing them on years of community feedback and suggestions.
I too like the MCC idea, and will edit my multi stage approach to taking a District proposal to give the MCC a more prominent and central role. (Soon.)
I would be satisfied with a hard limit to the range of attacks, but I would like to point out that the problems with Clone Mortality stemmed from clones being the primary wining condition in the old system. The more jumps you took the greater the advantage to the defender. In my proposed system clones donGÇÖt really become an issue unless the attackers lose a match or two, or overextended themselves with a 4 jump attack. You can boil it down to: GÇ£Attacks out to 3 jumps are safe, 4 jumps and you are over extended, and at 5 jumps you can only take undefended Districts.GÇ¥
I wand to eliminate Clone Packs entirely! You grow clones over time in Clone Vats on a Warbarge. If you donGÇÖt have a District to support your Warbarge, then you rent space and buy Biomass. Attacks are launched by moving your Warbarge from the location where you grew the clones, to the District you wish to attack.
Restricting the locations you can launch attacks from is easy. Instead of having Genolution deliver Biomass to any High Sec Station as I originally proposed, only have Biomass purchasable from Genolation Biomass facilities. Then the DUST Dev team can decide which stations should have Biomass facilities and which should not.
I like the idea of MCC manufacture. Since an MCC blows up at the end of every Skirmish or Domination match, there should be plenty of raw materials and even some salvageable components or modules available in end of match salvage.
I have listed some of the proposed Timer mechanisms in post #8, but I have not settled on the best solution yet. I am leaning toward the 6 hour range, and having the same or similar range for all districts on a single planet. So different planets will be of interest to Corps operating in different time zones.
I also propose that both District Raids and the first phase of a District Attack should be live (defenders have the 15 minute Warbarge time to get their act together), but then have a timer for subsequent phases of a District Attack, giving the defenders a chance to rally a proper defense.
I like the idea of the Corporate Rank, and would make Corp Rank effect how many Warbarge Docking facilities your Corp is able to Rent, but I have not had a chance to think through in detail how the Corporate ranking should be setup.
I have only vaguely reference District Infrastructure so far, but it is something I intend to add in.
I totally agree that there should be a separate incentive to owning districts, besides providing biomass to the clone vats. Clones should be a means to an end, not the end goal themselves. I have not yet come up with a proposal for what this other incentive should be, but I am watching the forums for inspiration.
I am happy to talk about all aspect of the new Planetary Conquest system, from start to finish, in this thread. That is why I reserved so many posts.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 15:26:00 -
[15] - Quote
CCP Rattati wrote:I thought of something, what if we have 2 types of clonepacks, one that can not be used to win a district, and is more manageable to new corps, and initiates only 8v8 or 12v12 attacks? And the other one is the 16v16 and is needed to claim a district. just a thought. Alternatively we could get rid of Clone packs, Let Corps buy a Warbarge, and then grow their clones on their war barge.
Then have Raids and the first phase of attacks on a district be 8v8 rather than 16 v 16. (No timer of Raids and the first phase of attacks.)
If the Attackers in a Raid win, then they get some of the Defenders clones, as well as other stuff to make the Raid profitable.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 15:36:00 -
[16] - Quote
Kain Spero wrote:Fox Gaden wrote:CCP Rattati wrote:I thought of something, what if we have 2 types of clonepacks, one that can not be used to win a district, and is more manageable to new corps, and initiates only 8v8 or 12v12 attacks? And the other one is the 16v16 and is needed to claim a district. just a thought. Alternatively we could get rid of Clone packs, Let Corps buy a Warbarge, and then grow their clones on their war barge. Then have Raids and the first phase of attacks on a district be 8v8 rather than 16 v 16. (No timer of Raids and the first phase of attacks.) If the Attackers in a Raid win, then they get some of the Defenders clones, as well as other stuff to make the Raid profitable. The issue I see with a raid being the first stage of a district takeover is that it means the stakes for the smaller, quicker fights are still high and will lead to the same pressures we have now in PC fights to always field your best. I am not apposed to making Raiding a seperat mechanic from actual attacks. What I am against is the entire Clone Pack mechanic.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 18:13:00 -
[17] - Quote
Kaze Eyrou wrote:Actually, would it be possible to do something similar to clone packs to what sovereignty bills do in EVE?
For example:
A new corporation with no districts: 1 million ISK Clone Packs A more established corporation with 1 district: 5 million ISK Clone Packs An even more established corporation with 10 districts: 50 million ISK Clone Packs
The numbers are randomly thought up but the idea is to allow corporations who want to enter PC the ability to do so. Meanwhile more established corporations still have the option to, but are guided to using already available resources, instead of what used to be easy-to-buy Clone Packs.
What do you guys think? Or, get rid of Clone Packs. If clones are grown on Warbarges, then Clone Packs are not needed.
Let Corp Rank control how many Warbarges a Corp can operate, or at least how many docking facilities they can rent. Keeps Alt Corps from easily getting Warbarges.
Let a Corp with no district pay a monthly fee for docking facilities and a monthly fee for Biomass, only accessible at certain stations with the correct facilities. Make the cost fairly reasonable, as the time it takes to grow clones is what limits spamming of attacks. So once they pay the monthly fees the Corp will be able so launch an attack or two per week, per Warbarge.
If a Corp owns a District they can park their Warbarge in orbit and supply it with Biomass from the district, so they would not have to pay docking fees or pay for Biomass.
Further have a bonus to clone production of 5% for every District you own on the planet; 10% for Districts with Production Facilities.
This would be over and above the primary benefit of owning a district, which would be a benefit we have not yet defined here.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 18:28:00 -
[18] - Quote
Spkr4theDead wrote:There needs to be at least a 24 hour heads-up before a PC. I know it's sandbox, and as far as EVE goes, almost anything is allowed, but what would completely kill PC for a lot of corps would be the ability to launch a battle that starts in 5 min. If a corp has 5 people and maybe 4 more in a chat, and the attacking corp already has 16 ready to go, then it'll get really bad for those 9 people if they try to defend, and Dust will leave them feeling really sour that they're not in their corp's prime time.
If the game was as big as Planetside 2, then that would work because there would always be a ton of people on. But with 16 v 16 and timed battles, a 5 minute launcher just isn't right. We need at least the 24 hour heads-up. I think this is a good point. In my proposal I suggested that Phase 1 of an attack (the Beachhead) should only have 15 minutes warning, but I also suggested that Phase 1 should only be 8 v 8, and the defense in Phase 1 is somewhat optional, and the defending Corp can just rely on mounting their defense in Phase 2, after a timer.
For the defending Corp, fighting Phase 1 has the benefit of being able to end the attack on the spot if they manage to win, without any significant drawbacks to losing, so it is safe to have anyone who happens to be on take part. No Warbarges are used in Phase 1, so you donGÇÖt have to worry about losing anything expensive.
The serious defense starts at Phase 2. That is the first 16 v 16 fight with Warbarges.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 18:30:00 -
[19] - Quote
Iron Wolf Saber wrote:Raider MCC (8v8) and Invader MCC (12v12)? The idea of different size MCC's is interesting. It would effect the max clone count you bring to the individual match as well.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5755
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Posted - 2015.01.10 21:17:00 -
[20] - Quote
Edited the District Bonuses in post #6. Still room for other Facility options.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5771
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Posted - 2015.01.11 01:30:00 -
[21] - Quote
Aeon Amadi wrote:Some spit-balled idea I had hidden away in my Imgur account that I thought of. Really high-level idea that probably isn't feasible at current but, yanno. http://i.imgur.com/h3bWsy7.png I like the idea, but I think it is out of scope of what is possible to implement at this time. In a perfect world I would like to have it implemented the way you suggest, but there are limits to what we can expect right now.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5806
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Posted - 2015.01.11 19:58:00 -
[22] - Quote
Duke Noobiam wrote:Great stuff fox, I particularly like the three stage fight for districts.
Only problem I see in the whole proposal is the no timer for raids. This could leave small corps at a disadvantage if another corp simply raided their district repeatedly while no one was on and claimed all their clones.
Simple fixes for this would be to exclude the option for a simple raid. In other words when you win a raid it would force a timer for the second phase as opposed to letting the squad leader simply claim the remaining clones from the defender or having raid timers which would enable battles for 3 hours a day.
You make a very good point. If there are no restrictions put on it a large Corp could raid the same district 5 times on the same day when the District owners are asleep, and then attack the District when it has no clones to mount a defense.
I am thinking of only allowing a district to be attacked within 3 hours of the district timer to increase the chance of the defending Corp to have people on to mount a defence. A successful Raid on a District should lock the districts to Raids until the timer roles around again. Raid lockouts should not effect Attacks. The negative impact on a district of failing to repel a Raid should be severe enough to prevent Raid locking from being beneficial.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5810
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Posted - 2015.01.12 13:44:00 -
[23] - Quote
Thor Odinson42 wrote:Duke Noobiam wrote:Great stuff fox, I particularly like the three stage fight for districts.
Only problem I see in the whole proposal is the no timer for raids. This could leave small corps at a disadvantage if another corp simply raided their district repeatedly while no one was on and claimed all their clones.
Simple fixes for this would be to exclude the option for a simple raid. In other words when you win a raid it would force a timer for the second phase as opposed to letting the squad leader simply claim the remaining clones from the defender or having raid timers which would enable battles for 3 hours a day.
Then recruit. The raids should be persistent. I think it would provide big corps that used numbers and smaller more elite corps that rely on near perfection. I have addressed his issue by including a Raid lockout, so a district can only be successfully raided once per day. The Defenders lose 70, plus some of whatever other asset the District has. Since clones are produced on Warbarges, rather than in districts, getting raided creates a logistical problem for the District owner, which if not handled properly could leave the District vulnerable after successive raids.
The Raid lockout is separate from the Attack lockout, so a District can be Raided, and then Attacked on the same day.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5810
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Posted - 2015.01.12 13:58:00 -
[24] - Quote
I finally settled on how to deal with District Timers. #8 I rewrote the Multi Stage Approach to taking Districts to cover Player Owned MCCGÇÖs. #4
The economic reason behind owning districts in the first place still needs to be ironed out. My proposal makes clones a means to an end, rather than the end in and of themselves, so we need another component. - I think Factories and Shipyards are a good start though.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5816
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Posted - 2015.01.12 17:39:00 -
[25] - Quote
Kaze Eyrou wrote:Fox Gaden wrote:I finally settled on how to deal with District Timers. #8I rewrote the Multi Stage Approach to taking Districts to cover Player Owned MCCGÇÖs. #4The economic reason behind owning districts in the first place still needs to be ironed out. My proposal makes clones a means to an end, rather than the end in and of themselves, so we need another component. - I think Factories and Shipyards are a good start though. Just a minor thing: You have Production Facility twice in your Districts post. Was that intended? EDIT: Also, great work by the way! I'm loving all of this. Good catch. The first time I was thinking of the Production Facilities we have in PC now. On the second one I was thinking of the Caldari Production Facility socket. I changed the second one to "Fabrication Plant".
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5818
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Posted - 2015.01.12 20:04:00 -
[26] - Quote
I changed Production Facility to Biomass Facility as you suggested. That is a no-brainier. I will have to think a little more on the other stuff.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5820
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Posted - 2015.01.12 20:15:00 -
[27] - Quote
Edgar Reinhart wrote:Not really been involved in PC but enjoyed the read.
With the Raids is there a possibility that they could be tied into the mercenary aspect of the game? i.e the attackers initiate the raid and the defenders are unprepared for it without enough members online to mount a defence.
If a high enough ranking member of the defenders corporation is online they can put out a general call for mercenaries currently online whom they have to pay x amount, either negotiated on a per individual basis or based on stats etc to join the defence team for that raid only.
It means that they'd be able to field a full team, at an additional cost, BUT also adds in the risk of either a) getting a bullet sponge such as myself or maybe even a ringer that will sabotage the defences from within....... maybe because the attackers offered them more or maybe striking lucky and temporarily recruiting the clone that turns the tide.
Would be a way to get other people involved and introduced to PC matches, possibly help with recruitment if you find a good un.
Again though not sure if this is workable, viable or what is and isn't possible. I have been giving this some thought. I had a similar mechanic when I wrote my proposal for Planetary Conquest in EVE Legion. I need to figure out what approach is the most reasonable considering the limited Dev resources in DUST right now.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5821
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Posted - 2015.01.12 20:23:00 -
[28] - Quote
Avallo Kantor wrote: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.
Interesting proposal. For now I simply added a link at the bottom of my Raid page.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5823
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Posted - 2015.01.13 15:03:00 -
[29] - Quote
Added a proposal for reprocessing items to manufacture new items using a Fabrication Facility (District Infrastructure) in post #7.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5829
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Posted - 2015.01.13 18:41:00 -
[30] - Quote
zex ll X wrote:How do you think about a matter of using many ringers? I think that at least a corp should have their 12 members .(16 vs 16) Frankly I don't have a problem with Ringers. The diplomatic and logistical effort involved in getting Ringers is substantial, not to mention the cost if you can't get them through diplomacy alone.
We are supposed to be mercenaries, so the concept of Ringers plays well with the lore. If you had a Corp of one, running a PC empire, paying mercenaries to fight his/her battles, that would be completely within the concept of what the game is supposed to be. Mister Spero might be able to pull that off, as might a handful of others, but overall it would be a lot easier for a Corp to have its own PC team, Particularly when Corp ranks are needed to expand the Warbarge fleet.
If you are concerned about the current PC situation where PC matches are primarily fought by the same people and it is hard for new people to break into PC, I would not worry so much. In the new system, for a relatively low cost per month compared to the cost of Clone Packs in the current system, Corps will be able to grow enough clones to launch a couple of PC attacks per week. These new Corps will likely get their ass kicked at first, but if they can identify their mistakes and what they need to work on, they can train to improve their team and try to do better in their next attack. Being able to attempt PC and fail without going bankrupt will allow new Corps to break into PC and eventually become competitive.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5829
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Posted - 2015.01.13 18:51:00 -
[31] - Quote
Added this Design Principal:
- Corporations that want to get involved in PC should be able to attack districts and fail repeatedly without going bankrupt. It is through failure that you identify what you need to work on to succeed. (With Clone Packs you had to be good enough from the start to be able to take a district and hold it, or your Corp would go bankrupt.)
This is one of the reasons I want the Clone Pack concept to die in a fire! The unite of delivery for clones to a battle should be the Warbarge. Clones should also be grown on the Warbarge weather you own Districts or not. Then there would be no need to buy clones. Districts should only enhance your ability to produce clones, not be a requirement for their production.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5846
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Posted - 2015.01.15 13:20:00 -
[32] - Quote
Imp Smash wrote:Edit: How is this NOT stickied? Rattati likes to let stuff bob around. If the community likes it, it stays near the top without glue. He did Blue Tag it though.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5874
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Posted - 2015.01.16 12:00:00 -
[33] - Quote
Well Kain, it would make sense that if the attackerGÇÖs MCC does not get into Armor before the Attackers take out the District Defense Network, then there would be no need for the Attackers to pull back to switch out or repair their MCC. So, if the District is not defended in Phase 2, it could spawn Phase 3 without the timer. Would that work for you?
That would encourage the defenders to mount some sort of defense, even if it is just enough to slow the attackerGÇÖs advance long enough to start the timer.
One of the reasons I put another timer before phase 3, is because if the teams are evenly matched and you put both phases together you could end up fighting for a long time. Even with this system the fight on the third day could go a long time if the Defenders win Phase 3 and push the attackers back.
Example, Closely matched teams:
Day 1: Attackers win Phase 1. (Timer starts)
Day 2: Defenders win Phase 2, Attackers win Phase 1, Attackers win Phase 2. (Timer starts)
Day 3: Defenders win Phase 3, Defenders win Phase 2, Attackers win Phase 1, Attackers win Phase 2, Defenders win Phase 3GǪ Attacker has run out of Warbarges (Defenders Win)
I also wanted to give some wiggle room incase a Corp has several districts being attacked at the same time. They could just have their C or D Team try to delay the Attackers enough in Phase 2 to start the timer, while they drive the attackers out of another district, and then mount the real defense in Phase 3. It adds some tactical depth.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5874
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Posted - 2015.01.16 13:37:00 -
[34] - Quote
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.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Fox Gaden
Immortal Guides Learning Alliance
5876
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Posted - 2015.01.16 16:20:00 -
[35] - Quote
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. 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.
In Phase 1 and 2 the Defenders would win if no one showed up on either side. Phase 3 is a standard Skirmish match like current PC, so how does that play out now?
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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