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Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Terry Webber
Molon Labe. General Tso's Alliance
542
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Posted - 2015.01.11 14:35:00 -
[61] - Quote
Fox Gaden wrote: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. I like this idea too and it perfectly describes a part of what selecting a district for an attack should be. Corp CEOs and directors would arrange an attack through the starmap like usual. The only difference is that instead of selecting icons representing districts, an actual district on the planet itself would be highlighted. But you may be right though. It would be a while before this is possible. |
Kain Spero
Internal Error.
4154
|
Posted - 2015.01.11 15:14:00 -
[62] - Quote
Terry Webber wrote:Fox Gaden wrote: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. I like this idea too and it perfectly describes a part of what selecting a district for an attack should be. Corp CEOs and directors would arrange an attack through the starmap like usual. The only difference is that instead of selecting icons representing districts, an actual district on the planet itself would be highlighted. But you may be right though. It would be a while before this is possible.
I'd love to see a hex map for districts and a way for districts linked together to provide bonuses. You really don't get any sense of these being places on a planet with the way districts are now.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Terry Webber
Molon Labe. General Tso's Alliance
543
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Posted - 2015.01.11 16:54:00 -
[63] - Quote
That's exactly what I'm trying to go for, Kain. |
Duke Noobiam
The Dukes of Death
333
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Posted - 2015.01.11 17:47:00 -
[64] - Quote
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.
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Fox Gaden
Immortal Guides Learning Alliance
5806
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Posted - 2015.01.11 19:58:00 -
[65] - 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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LAVALLOIS Nash
407
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Posted - 2015.01.11 20:36:00 -
[66] - Quote
I really like the idea of raiding as you lay it out. It would give rise to two alternate kinds of corps that could have an impact in PC: Pirates and privateers.
While larger land owning corps would use the raid strategically, pirate corps would rob districts for resources/loot. If the simple trading feature happens, they could even make a bigger impact by selling off the resources to rivals or, lol, back to the district owner it was taken from.
Privateers would be the same idea, only they are pirate corps that are so good at what they do that land holding corps pay them to raid and disrupt their rivals districts at random.
It would make for some interesting meta. Plus it would give a place for the more casual players like me who might not have the time to manage a huge corp with districts, timers and resources. But I think I have enough time to assemble or prepare in raid attacks.
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Maken Tosch
DUST University Ivy League
10721
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Posted - 2015.01.11 20:43:00 -
[67] - Quote
Kain Spero wrote:Terry Webber wrote:Fox Gaden wrote: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. I like this idea too and it perfectly describes a part of what selecting a district for an attack should be. Corp CEOs and directors would arrange an attack through the starmap like usual. The only difference is that instead of selecting icons representing districts, an actual district on the planet itself would be highlighted. But you may be right though. It would be a while before this is possible. I'd love to see a hex map for districts and a way for districts linked together to provide bonuses. You really don't get any sense of these being places on a planet with the way districts are now.
I agree. The Hexagonal maps provides a more immersive feel of where districts are located on a planet.
Also, Eve Online players now have the benefit of having a compass on their capacitor indicator so they know which way is the Cosmic North in relation to where their cameras are facing. For example: the Caroline Star, which seems to have exploded in Eve Online leaving behind a visible plume of star dust, can be see in the Cosmic Northeast. The compass can also tell you which way is the next stargate to jump through, which way the anomolies that have been detected, which way your bookmarks are at, etc.
If we can have that compass be applied to the District Maps, that would be great so that multiple players viewing the same planet at the same time can get an idea of where the District is located in relation to Cosmic North.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5727
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Posted - 2015.01.12 03:09:00 -
[68] - Quote
Spkr4theDead wrote: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. 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 it can be unlike PS2 without there being 24 hour notice.
I think that's the worst part. That lead time is a big reason that the big dogs have stayed on top. When the stakes are high again (possible riches) it just gives all the reason to hire the best 16.
Low payouts ensure that only the best are running decent gear.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5727
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Posted - 2015.01.12 03:11:00 -
[69] - 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.
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.
Low payouts ensure that only the best are running decent gear.
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Fox Gaden
Immortal Guides Learning Alliance
5810
|
Posted - 2015.01.12 13:44:00 -
[70] - 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 -
[71] - 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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Balistyc Farshot
The Exemplars RISE of LEGION
27
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Posted - 2015.01.12 16:16:00 -
[72] - Quote
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.
I liked everything here!
This is the one thing that will keep Dust fresh without tons of dev work, fixing the ability for the players to change the landscape through group participation.
Something to consider - I also think that CCP (CPMs or Devs) need to give themselves a little bit of the hand of god approach from time to time. If things are not balanced then maybe they need to give themselves some beastly suits and go raid a few districts quick from the biggest corps. Pull some balancing acts in that way. Call themselves like outring raiders or something which shows up when you offend them too much. Don't be immortal, just tough to kill and become the intergalactic big bad. A similar though is to pay some mercs in gear to do your bidding this way but make it so they can only use the gear in theaters you have pre-ordained.
The system will get gamed by some corps and alts, so be prepared to have the all mighty gods of war offended and shake things up. Maybe reward someone for being the betrayer in a high corp and reward strictly them. This is why the game masters of D&D used to exist.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Balistyc Farshot
The Exemplars RISE of LEGION
27
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Posted - 2015.01.12 16:31:00 -
[73] - Quote
Something I would like to add in as a possibility is to maybe use the daily missions to keep the big alliances/corps from holding everything. Provide value if an alliance bands together a set of districts. Then let them set public contracts on those districts. They would get a portion of the isk/sp (Other points) but they could lose the district if their mercs lose too much. This could become a big isk sink hole or free for all.
Also allow the district owners to set specifications for the defending mercs (KDR, average WP, part of " " alliance). If no one matches those specs, they have fewer defenders. The attackers are randoms\blue berries who are getting in their daily missions. This would add a huge tactical and logistical application for alliances. Who do we share the spoils from our district with and how do we make sure to maintain it.
Make a king of the hill approach. Only one district set can be like this at a time, until it is concurred. This would encourage the number 2 alliance to make an effort to fight the number 1. With all the randoms jumping on as well to take down the biggest alliance. If you are the best, expect to fight everyone else to stay on top. Let me know what you guys think of these ideas to enhance the districts/pcs. Plus I would hope this would benefit the lone merc who doesn't have a corp and want to just peak into a PC. He will get proto stomped, but he got to see behind the velvet rope.
Heavy with a massive bullet hose called Lola (Burst HMG).
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Maken Tosch
DUST University Ivy League
10727
|
Posted - 2015.01.12 17:21:00 -
[74] - Quote
Balistyc Farshot 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. I liked everything here! This is the one thing that will keep Dust fresh without tons of dev work, fixing the ability for the players to change the landscape through group participation. Something to consider - I also think that CCP (CPMs or Devs) need to give themselves a little bit of the hand of god approach from time to time. If things are not balanced then maybe they need to give themselves some beastly suits and go raid a few districts quick from the biggest corps. Pull some balancing acts in that way. Call themselves like outring raiders or something which shows up when you offend them too much. Don't be immortal, just tough to kill and become the intergalactic big bad. A similar though is to pay some mercs in gear to do your bidding this way but make it so they can only use the gear in theaters you have pre-ordained. The system will get gamed by some corps and alts, so be prepared to have the all mighty gods of war offended and shake things up. Maybe reward someone for being the betrayer in a high corp and reward strictly them. This is why the game masters of D&D used to exist.
Not sure about the "hand of god" approach. CCP has participated in major fleet fights in Eve Online and still do to this day with their mighty Polaris fleets, but they only do this to give Eve players something to do. The real fun comes when you see players wreck an entire economy for 3 days like how Goonswarm did to Jita back in April of 2012. Infamously known as Burn Jita. CCP never intervened nor fixed the mess left behind. They just sat back and ate popcorn. They didn't need to get involved. The economy recovered and everyone was back to their usual shenanigans within the week.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
10727
|
Posted - 2015.01.12 17:22:00 -
[75] - Quote
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.
I strongly agree with this. The idea of clones being the reward was a bad idea from the start. We need something better than that.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Kaze Eyrou
DUST University Ivy League
1713
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Posted - 2015.01.12 17:33:00 -
[76] - Quote
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.
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Fox Gaden
Immortal Guides Learning Alliance
5816
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Posted - 2015.01.12 17:39:00 -
[77] - 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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Kaze Eyrou
DUST University Ivy League
1713
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Posted - 2015.01.12 18:25:00 -
[78] - Quote
Fox Gaden wrote: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". Why not "Biomass Facility"? Reason for that being the "Production Facility" PC map has always been the Biomass socket. Now that we have the actual Production Facility socket, why not put that in place?
Here's what I would propose:
[quote]Biomass Facility (Biomass Socket; old "Production Facility"): Same bonus as the old "Production Facility" bonus. Lore behind it: The salvage on the map is constantly being collected and turned into biomass. Hence, an increased rate at which clones can be made.
Production Facility (using the new Production Facility socket): Bonuses outlined in your post. Ability to manufacture and produce weapons, equipment, dropsuits, modules, etc.
Furthermore, we can use the correct names for the correct sockets into PC.
For instance, the Communications socket could be introduced and incorporate the old "Research Hub" bonus. Lore reasoning: better communication between districts and Warbarge results in less clones being lost in transfer. Then the Research Hub could have a new bonus that relates to researching.
Thoughts?
CB Vet // Logi Bro // @KazeEyrou
Kaze's Helpful Links
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
21
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Posted - 2015.01.12 18:29:00 -
[79] - Quote
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. |
Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
428
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Posted - 2015.01.12 18:50:00 -
[80] - 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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Fox Gaden
Immortal Guides Learning Alliance
5818
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Posted - 2015.01.12 20:04:00 -
[81] - 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 -
[82] - 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 -
[83] - 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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Breakin Stuff
Internal Error. Negative-Feedback
6353
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Posted - 2015.01.12 21:58:00 -
[84] - 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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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
429
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Posted - 2015.01.12 22:35:00 -
[85] - 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) |
Terry Webber
Molon Labe. General Tso's Alliance
546
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Posted - 2015.01.12 23:46:00 -
[86] - Quote
Hey, Fox, I'm not sure if you suggested this in your proposal but would do you think of getting vehicles, weapons, etc. in addition to stealing clones while raiding? |
Fox Gaden
Immortal Guides Learning Alliance
5823
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Posted - 2015.01.13 15:03:00 -
[87] - 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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zex ll X
Algintal Core Gallente Federation
0
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Posted - 2015.01.13 16:48:00 -
[88] - Quote
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) |
Fox Gaden
Immortal Guides Learning Alliance
5829
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Posted - 2015.01.13 18:41:00 -
[89] - 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 -
[90] - 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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