RkHalo
Capital Acquisitions LLC Bad Intention
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Posted - 2015.01.17 05:25:00 -
[1] - Quote
I really like the layout of the three stage district flip, if I may input some balances on it that differ.
For the first stage, the modified bush, the attacker should have a small clone advantage having the fight be 100 clones to the attacker and 80 to the defence. This initial attack can be setup similar to an OMS, simulating a scout party fighting. The timer for setting the FCC might have to be adjusted but I am in favor of this mechanic for winning the fight.
Stage two should occur on the same map as the ambush, with the attacker and defender having equal forces (150?), occurring a day later on the same timer to represent the defenders attacking the beachhead and victor here would nullify the ground troops entirely, destroying the MCC (not the warbarge) forcing another stage one from scratch.
Stage three is a skirm with similar mechanics using the clones left on district versus the remaining attacking force (depending on performance of previous fights, warbarge, etc.) occuring one day after the stage two fights simulating the time it takes to find the stronghold on the district and mobilize to it. Reups should work in the same way as they currently do in this stage until a flip or repel.
To make this fair to both the large corps and small corps, raids would be 50 clone ambushs that have increased payouts and drain resources off the district but not clones (minus the losses during the fight) possibly during that vulnerability period, but it has a limit to the percent it damages, with a 50% success rate profiting both sides (obviously only just so making it competitive). These vulnerability times would give better resources if it is removed away from the timer of the district by X hours possibly in a gradient with increase in raiding success payouts as well so that corps off timers can chance these times and have a harder time without the support on their primetime. Using district attack at stage 1 as 100% of daily resources generated, raids should pay 110-150%, stage 2 should payout at 130% and stage 3 should have a 200% payout. This would encourage district flipping through war, while not discounting small corps from fighting. I like the warbarge idea, being fit to change its functionality, and MCCs fit to either raid or attack directly. I don't know how I feel about timer changes yet, haven't thought about how to change it, so I'll leave that alone. |