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Syeven Reed
T.H.I.R.D R.O.C.K
1158
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Posted - 2015.01.10 08:41:00 -
[31] - Quote
This is fantastic work.
SCAN ATTEMPT PREVENTED
EvE - 21 Day Trial
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
776
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Posted - 2015.01.10 09:55:00 -
[32] - Quote
on the subject of corporate loyalty...
Shouldnt Corps be able to make bulk item purchases? say corps can buy items in bulk at a discount and then sell them to corp members.
if the bulk discount was great enough, then corps could generate ISK by modifying their prices to their members. Corps now make isk and players would choose to stay in the corp because theyre getting better prices.
this is something that i wish was available across both dust and eve online. there arent enough tangible benefits to being in a corp.
IRL, people work for companies to make money, but they choose to stay with a particular company often because of the benefits they receive. |
Kain Spero
Internal Error.
4151
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Posted - 2015.01.10 10:34:00 -
[33] - 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.
If it's not a fight for the district I could see it happening in a shorter time frame as well potentially. I think the MCC idea that has been kickina around has merit. Maybe one of these small attacks uses up fuel or resources but doesn't reduce the MCC count of the barge which would happen with an attack for the district. Could make these smaller attacks be sourced from a specific barge module even.
Owner of Spero Escrow Services
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1455
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Posted - 2015.01.10 11:14:00 -
[34] - Quote
CCP Rattati wrote:Mobius Wyvern wrote:Aeon Amadi wrote:IMO, corporation rank shouldn't be so artificial as to have some sort of numerical value based gimmick in-game. A player's loyalty to a corporation and the corporation's loyalty to that player are largely human factors that shouldn't be affected by in-game mechanics. You can limit corp hopping by adding restrictions (24 hour hard-set timers to removing roles, leaving corp, etc). Players staying together is not a gameplay mechanic, it's a human bond that is established based on trust and largely subject to a right and proper backstabbing in the right conditions (something we need more of in this game).
I feel that there should be less focus on how to keep players together and more on what separates them. Everyone rings for everyone in PC, it's a fact. Giant conglomerates of freelancers who are "available at the time and ready for a good stomp" isn't something we're lacking right now. What we are lacking are incentives for players to legitimately learn to hate one another, to lose things they've attained, and to be so utterly defeated as to have to start over.
PC as a whole needs to be more tactical and less "good fight". The good fights will come on their own. Just spit-balling ideas here but, something like newer corps only being able to launch attacks on districts bordering hi-sec systems would give plenty of tactical value in having territory deeper into low-sec. Having rewards that benefit having that deep low-sec territory (better salvage/biomass) gives further tactical advantage. You create a reason for players to -WANT- that territory, to covet it and genuinely desire to take it by any means necessary, including carving a bloody path through one's allies.
PC should be a rabbit hole that allows players to go as deep as they genuinely want to go, and fight as hard as they want to fight, with rewards plentiful (not ISK or clones) to allow for continued expansion of one's empire, should they choose it, with risks involved that allow for diminishing returns. A good example: Goonswarm once lost all of their sovereignty in a single day because someone didn't foot the Sov Bill (which increases based on how much sovereignty you have). It's just an idea. +1 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.
I think the lesser attacks would have to really be incentivized...direct reasource disruption to the defender, loss of ISK, and the rewards to the attacker well weighted.
This ties back to the concept of different attack types / purposes, i.e. the raid (an attack with a planned withdrawal) vs seizing and securing a district. I like the thought of having the dual path and opening the raiding path to more corps.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Breakin Stuff
Internal Error. Negative-Feedback
6258
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Posted - 2015.01.10 11:26:00 -
[35] - 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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CommanderBolt
KILL-EM-QUICK RISE of LEGION
2973
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Posted - 2015.01.10 12:25:00 -
[36] - Quote
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.
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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Breakin Stuff
Internal Error. Negative-Feedback
6259
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Posted - 2015.01.10 13:02:00 -
[37] - 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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Kaze Eyrou
Molon Labe. General Tso's Alliance
1688
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Posted - 2015.01.10 13:12:00 -
[38] - Quote
Aeon Amadi wrote:It's actually not a bad idea. Would encourage more proactive use of a corporation's own clone usage while at the same time imposing a hard ISK sink to larger entities with more power/ISK. Problem that arises, however, is meta-gaming the system by having more than one corporation with alts and what not. Would have to be on an alliance level or something of the sort. That's what I was thinking too when looking at Dust charts. Take my current alliance for instance: General Tso's holds almost a quarter of Molden Health but attempting to use a clone pack as one of the corporations that has only a handful of districts makes it easy to use another corporation to bypass it.
So yes, a more detailed example would be:
My corporation (Molon Labe) attempt to use a Clone Pack. Corporation owns 7 districts, however since it's in an alliance, the system recognizes available power to be 64 districts. Corporation in an Alliance in which the Alliance holds 64 districts: 320 million ISK Clone Packs
EDIT: Snipped some quotes.
CB Vet // Logi Bro // @KazeEyrou
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Kaze Eyrou
Molon Labe. General Tso's Alliance
1688
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Posted - 2015.01.10 13:17:00 -
[39] - Quote
Iron Wolf Saber wrote:Raider MCC (8v8) and Invader MCC (12v12)? On that note, any word of reducing the squad sizes back down to 4 and introducing Platoons? (I heard it mentioned on the Biomassed podcast.)
That or increasing the match count 18v18? (6 man squads * 3 = 18 player teams)
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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D3LTA Blitzkrieg II
0uter.Heaven
153
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Posted - 2015.01.10 13:36:00 -
[40] - Quote
If you plan on making research labs relevant then you should consider changing the map. That gallente facility is damn near unplayable. The only strategy you can play on that map is to flood scouts in the city as fast as possible before the frame rate drops and then gg. Plz CCP change that map. I know you worked hard and stuff to implement variety, but not at the cost of performance.
The whole MCC / warbarges ideas are neat. I also support the idea of getting to salvage what you kill.
Discussion of timers and economic incentives for holding districts would need to take place in individual threads. There are so many ideas and opinions regarding those 2 topics. But on a side note, I am very glad we are talking about PC again :)
The best leaders inspire greatness in others
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 14:56:00 -
[41] - 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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Kain Spero
Internal Error.
4151
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Posted - 2015.01.10 15:10:00 -
[42] - Quote
Fox Gaden wrote:Timers ? - Current system? - Hard coded timer for each district? - Hard coded timer for each district, with ability to move timber up to 3 hours in either direction? - Vulnerability window in which the attackers can initiate the battle? If District timers are hard coded, even with the 6 hour flexibility bracket, then Districts on the same planet should have timers in the same time zone range.
Hard coded timers seems like a bad idea. Even with a bracket the game and whatever calculation used to set the timers is determining X planet is an EU planet, Y is an Asian planet, Z is an American planet rather than that being organically developed by the players that decide to be involved in PC. I do think it would make sense to limit how far a timer can be shifted in one go.
Several folks have been kicking around the window idea where the defender sets a 2 to 4 hour window and then the attacker decides the hour the attack will take place after the usual 24 hour wait.
Owner of Spero Escrow Services
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 15:26:00 -
[43] - 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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Kain Spero
Internal Error.
4151
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Posted - 2015.01.10 15:32:00 -
[44] - Quote
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.
Owner of Spero Escrow Services
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 15:36:00 -
[45] - 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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Kain Spero
Internal Error.
4151
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Posted - 2015.01.10 15:42:00 -
[46] - Quote
Fox Gaden wrote: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.
Don't get me wrong. I like the staged fight idea. I just think it would be good to have fights in PC that are lower stakes. I agree that clone packs need to burn in a fire.
I like the idea of the barge moving to districts to make attacks. Instead of clone mortality though what if there was some other resource that determined range?
Owner of Spero Escrow Services
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Lady MDK
Kameira Lodge Amarr Empire
246
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Posted - 2015.01.10 17:28:00 -
[47] - Quote
Fox Gaden wrote:District Proximity Bonuses DUST: Owning multiple Districts in close proximity should provide a bonus or benifit, to encourage Corporations to concur areas, rather than spreading out randomly all over the region. Adjacent District Same Planet Same System Adjacent System Holding entire Planet EVE: ?
I would like to propose a first EVE side bonus.
>> Increased output or speed of manufacturing for that district depending on membership or standings to the owning DUST corp. The bonuses may also serve as a conflict driver if you get reset by the owning corp or kicked you would loose your bonus... might be worth fighting for.
Also If EVE's PI system ever changes so that it utilized the infrastructure on the district/world instead of letting those capsuleers planet there own, it would increase the realism in the theoretical link between the 2 games.
Also possible structure bonuses (however these maybe changing in the future so don't know what functions they will have, maybe. Sovereighty bonuses but again this is changing in the future.
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Fox Gaden
Immortal Guides Learning Alliance
5754
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Posted - 2015.01.10 18:13:00 -
[48] - 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 -
[49] - 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 -
[50] - 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 -
[51] - 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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Breakin Stuff
Internal Error. Negative-Feedback
6288
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Posted - 2015.01.10 21:22:00 -
[52] - 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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ZDub 303
Escrow Removal and Acquisition Negative-Feedback
3348
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Posted - 2015.01.10 21:58:00 -
[53] - Quote
Growing clones could be tied to non-PC activity (Pubs and FW) as a way to scale clone packs with corp size, giving non-PC players a place in a PC active corporation, and remove the clone pack mechanic in general. You could have biomass units rewarded at end of match for example, which a warbarge and consume to grow clones before an attack.
I am also 100% behind attack windows if the UI can be written to handle it. It gives both the defender and the attack some agency in when the attack goes down. Defender specifies a 4 hour window in which an attack can take place and attacker specifies in 5, 15, 30, or 60 minute increments (the higher resolution the better imo) when the attack starts. Hard coded district timers give neither the attackers nor the defenders any agency in selecting a match time. Its the inferior design choice by a large margin. |
Kain Spero
Internal Error.
4152
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Posted - 2015.01.10 22:21:00 -
[54] - Quote
For Other Stuff how about a way to transfer a district as an additional diplomatic option? I would say to limit transfers to corps with a certain Corp Rank to help prevent some alt corp shenanigans.
Also an idea for a district facility: Arena. The Arena would allow you to rent out the district so others could play on it for the purpose of custom matches and corp battles.
Owner of Spero Escrow Services
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Maken Tosch
DUST University Ivy League
10703
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Posted - 2015.01.10 23:18:00 -
[55] - Quote
CCP Rattati wrote: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.
I prefer rarity items as rewards especially if they're obtainable only from a district. And the item has to be of sufficient significance to be worth owning a district for.
One idea involves direct production of Special Hacked Encryption Keys. The should be manufactured from scratch by the player via a production district only. These keys are special in that they are guaranteed to open only the strong box which contains the most rare items. If not the most rare, then the most ISK-valuable items. These keys would not be obtainable in any other way other than to be produced by a district and possibly sold off by the player in the secondary market. Not available from the primary NPC market.
Another idea is to introduce components used in manufacturing high-meta items such as specialist weapons, modules and dropsuits. Officer gear would still be salvage-based only. Again, only be obtainable from a district and nowhere else. Not even the primary NPC market.
Another idea is to introduce components used in upgrading the corp or personal warbarges. These can range from special orbital bombardment ammo to better installations being deployed by the attacker/raiders. These special upgrades would only be obtainable from a district and nowhere else.
Another idea is to introduce bonuses that can affect Eve Online better than what they were a long time ago. The more districts a corp holds in a single system, especially if it's in a FW system, the more LPs can be made available for Eve pilots running Complexes in a FW system or participating in a District bombardment. Match spawns for that particular FW system would also be boosted.
Just some ideas I'm spitballing around here.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
10703
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Posted - 2015.01.10 23:20:00 -
[56] - Quote
Overall, I support Fox Gaden's proposal. It's very sound and the fact that CCP Rattati likes this and see this as almost a carbon copy of his own work makes it all the more appealing to me.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
10705
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Posted - 2015.01.11 00:11:00 -
[57] - Quote
Breakin Stuff wrote: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.
As I come from Eve Online, I don't like the Market District idea. Prices of any item should be dictated only by the greed of the seller and the willingness of the buyer. It shouldn't be primarily influenced by owning a certain district.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Aeon Amadi
Chimera Core
7755
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Posted - 2015.01.11 01:19:00 -
[58] - Quote
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
Aeon's Links
I don't run MinAssault, I run MAXASSAULT
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Fox Gaden
Immortal Guides Learning Alliance
5771
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Posted - 2015.01.11 01:30:00 -
[59] - 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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Kain Spero
Internal Error.
4154
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Posted - 2015.01.11 11:50:00 -
[60] - Quote
This has been touched on a bit in this thread, but I really would consider moving away from specific clone counts on districts entirely. Leither posted some thoughts about that here: https://forums.dust514.com/default.aspx?g=posts&m=2549352#post2549352
The basic idea is go to MCC count with set clone values per MCC. Run out of MCC in your barge and you can no longer attack while if you run out of MCC defending a district you lose that district. No more 20 clone fights etc. The sticking point for this kind of change though would be the need for another way to determine attack range and attrition like fuel.
In regard to raiding and district resources I had some ideas on how that could work along the lines of your more instantaneous 15 min attacks: https://forums.dust514.com/default.aspx?g=posts&m=2542172#post2542172
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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