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Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
430
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Posted - 2015.01.20 23:28:00 -
[1] - Quote
A relatively low-cost idea to promote District Timers in a corps Prime Time + incentive:
During a Districts Vulnerable Period for each district, add a small bonus payout to each corp member in ISK. In addition to this small bonus, the corp gets a "free" tax bonus as well.
Example: A player plays during his corp's District Timer Period. (DTP) vs normal hours:
Normal Hours: Player Makes 100% ISK, Corp makes 0% 'tax-free' income DTP Hours: Player Makes 105% ISK, Corp makes 10% 'tax-free' income
In this way, a corp that can hold Districts will be able to make more money by having their DTP during their corp's prime time hours. Corps that can hold multiple districts (and then stack the DTP) can earn even more money in this fashion from the stacking bonuses.
Players are happy to fight and be online during a DTP, especially if it's at a good time for them. Meanwhile, corps that hold crappy DTPs will not be able to reap these bonuses. In this way you motivate players to be active in a District holding corp, when that district is vulnerable.
Enhancements to base idea:
- Allow Corps to set larger (not smaller) DTP periods, for example, extend a DTP to 2 or 3 hours. (Not too extreme though)
-Have the bonus only apply / apply more when a player is fighting along side OTHER CORP MEMBERS.
I do not know how complicated this would be, so I added it as an enhancement to the idea instead of being part of the base concept.
Basically: -1 player solo: 0 bonus -2 corp member squad: 10% of max bonus -3 corp member squad: 30% of max bonus -4 corp member squad: 50% of max bonus -5 corp member squad: 75% of max bonus -6 corp member squad: 100% of max bonus
As I feel the bonus should only apply if the corp is working together, and playing together, otherwise it's just a bonus for having a tag under your name.
This idea also works well with your proposed Income changes, as it will provide a "de-facto" bonus to PC battles on the defensive, allowing players to have a slight income edge on the defense, one which can be equally counteracted by more "risky" attackers who chose to attack during their own districts DTP.
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![Avallo Kantor Avallo Kantor](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Avallo Kantor
SHAKING BABIES FACTION WARFARE ALLIANCE
430
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.01.21 21:29:00 -
[2] - Quote
If we are just talking about changing how timers work, why don't we set up something that is relatively straight forward to understand:
An attacking force may declare an attack at -any- time (short of the period right around downtime).
The Battle will become available in the next 24 hours after that initial attack time.
The defender may then, up until 2 hours prior to the match, extend the timer (via ISK / Stronium Resource) for a full 3(?) hours past that initial attack (again, accounting for down time) OR may extend the timer by 21 - 23 hours [aka: up to 3 hours before the initial attack time, but with an extra days warning, to give both sides a fair shake]
Like Rattati's E proposal, each hour that they delay it by costs increasingly more. (For the purposes of extending it to the next day, they only count in relation to distance from the attack hour)
To counterbalance the possibility of attackers trying to hit at "odd times" so that defenders are forced to push it to a reasonable one, the attacking team must show up in a full team or the defender is reimbursed for it's payment to move the timer.
Overall the idea is that the attackers have some degree of flexibility in the offense, and it's on the odus of the defense to protect it's districts, perhaps at unfavorable times. This idea also assumes that the defending a district is a more lucrative option than simply attacking, to explain why the attacker is given the advantage in initiating the attack. |