Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 15 16 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 11 post(s) |
Kevall Longstride
DUST University Ivy League
2286
|
Posted - 2015.01.23 11:03:00 -
[61] - Quote
Shutter Fly wrote:CCP Rattati wrote:
New Concept: Raids We want to make it possible to add District Raiding, in the form of short warning challenges. Raids will not cause Districts to be lost, but the margin of win will dictate how much ISK the Raiders get away with. You should put up a fight to defend your district against Raids, but it will not buckle you to let one Raid slide. Perfect to train New Players, both on Attacking and Defending. These might be in 8v8, 12v12 or 16v16 varieties.
Good news blueberries, looks like something may be seriously cutting into my usual pubstomping. Sounds like old-school CBs, only better ( Yarrr) Also, I'm still a bit confused about the form the Corporate Missions are going to take. Can only one person complete each mission? Any chance we could get an example of something that could be a corporate mission?
Another reason the CPM liked this proposal. We want to give the vets something to do that's meaningful and keep them from stomping. PC 1.0 isn't achieving that goal because it's worth more to not fight. PC 2.0 give those vets something to do now.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
501st Headstrong
0uter.Heaven
805
|
Posted - 2015.01.23 11:04:00 -
[62] - Quote
Kevall Longstride wrote:We want PC corps to recruit more players and grow the PC playerbase, which as a percentage of the total player base is stupidly low.
This is why CP is based on player numbersin corp and not districts owned. There are a finite number of districts and we don't want them to limit player expansion.
Can a corp with more members have more total CP? It absolutely sucks when more than 16 X up for PC and we're full, some of these guys up till 1 in the morning. Allowing multiple raids a night mixed with high-quality PC battles and managing districts would be the bustle and hustle a corp needs.
Squad 1 is full for the Raid vs PE 50, please make sure that our Cargo Hub sells its clones. Yes, I know it'll cost 10 CP. Shooter join the battle vs KOTR pls, the battle went into Defense Network from the Raid Unique, set up a raid vs MULA. We need to keep them distracted so they can't ring for PE
This...OMG this...
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
|
Breakin Stuff
Internal Error. Negative-Feedback
6666
|
Posted - 2015.01.23 11:05:00 -
[63] - Quote
Raiding:
20 minute raid delay.
Attacking force drops to map regardless of whether or not the defenders (who get an immediate muster email) are on-site.
If all hack points are taken and held for three minutes the raiders escape with a moderate haul of whatever. Nothing to sing about.
The instant even one red dot spawns in the defense is on as the defenders trickle in to protect their assets and the battle progresses per usual mechanics.
The defended districts should provide a much higher yield than undefended because the raiders have to beat the defenders for the loot and to get more time before an insurmountable defense.
Attackers can only attack a given district once per day.
Once the battle ends the district locks out further raids for an hour to give the defenders a breather.
Raid defense costs zero CP.
As mentioned earlier:
Payouts should be increased and worth the raider force's time. Uncontested wins should feel like yeah you got loot, but you should have gotten more...
VHCL
|
Kevall Longstride
DUST University Ivy League
2286
|
Posted - 2015.01.23 11:08:00 -
[64] - Quote
501st Headstrong wrote:I really like this. Are you guys looking for number speculations and more Corporation Modules or just our feedback on this atm? If just feedback, then my only concern is as previously stated- Large Corporations will fill up uber-quickly, however I can also see Corps just grabbing new players to get those milestones, and then just using these same 16 players instead of the new bro straight out of the academy, who will need months or a year to become very competitive.
-The raids could become a way of farming and padding if both sides use BPOs. May Raids PLEASE take down a Corporations Command Points??
After all, Raiding usually is a prerequisite to a big attack. If Command Points are needed to Defend Districts and such, bleeding a Corporation to a certain thresh hold (Dependent on how many Command Points they originally had. Bleed to 1/6 of the original total so a Larger Corp can't just subjugate tinier ones who have no chance of defending against raids.
-Make the different number of people in Raids cost more Command Points exponentially. Scenario- Blitz takes in only a squad of 0H for 500 CP, however we plan on launching from a Raid, which if successful leads to taking down the Defense Network (Dom). He wants to take more, but it'll cost too much CP, and we need it to launch the true Skirmish PC we all know and love afterwards.
This way, PE can only say muster 6 or 8 people going into a raid, whereas the defending corp always get the Advantage in CP, being able to field more members. Making this 8v8 is the wrong way to go about it. When a threat hits a village, all the villagers rise. Of course defending costs a certain amount of CP as well (Make it exponential), but it would make the mode uber challenging if it's 1 squad vs 10 or 12 players. More tactics, hell it could even be used for training as an uber tough Ambush and for building squad Cohesion.
Modules:
Resource Hub- Allows for increased Storage CP, however requires X CP to maintain (Perhaps also allow Cargo Hub Districts to do this? Or are we staying away from Districts doing that?)
Spy Network- Allows for raiding a Corporation with no districts. Used for corporations to still get some competitive flavor, however it requires high CP from the attacking corporation. All corps are based somewhere, this would essentially be attacking the main base, which requires absolutely no CP to defend. The perks are for attacking corporations that you despise. Say a guy in FWA jihads your Proto Tank. You want this guy to pay, his whole corp to pay. You convince your leadership to raid them, hell even grind the CP to initiate the attack. That is the type of thing I'd surely do.
This is New Eden. No one is safe. 07. Love this thread.
We want feedback mainly. Anymore numbers flung around and I'm concerned Rattati's head may burst.
As to concerns to corps padding out member numbers to earn more CP with alts. Only active players will earn the CP for a corp, dormant players will not.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Pagl1u M
Dead Man's Game RUST415
1372
|
Posted - 2015.01.23 11:12:00 -
[65] - Quote
Kevall Longstride wrote:We want PC corps to recruit more players and grow the PC playerbase, which as a percentage of the total player base is stupidly low.
This is why CP is based on player numbersin corp and not districts owned. There are a finite number of districts and we don't want them to limit player expansion. This will change nothing, I explain to you what is going to happen.
I will spam invites in every corp I join, I will go to the academy to say everyone to join my corp, I will accept every newb to my corp. Then I will still only play with my friends, I will let the same 20-25 players play PC. I will have a hundred newb in the corp just to be able to obtain more CPs, to be able to passively farm districts, changing Timers and stuff.
You will have more players in PC corps but you wont have more players involved in PC
One of the few assaults you'll find in a PC match!
|
Breakin Stuff
Internal Error. Negative-Feedback
6667
|
Posted - 2015.01.23 11:13:00 -
[66] - Quote
Have a looknat my proposed raid mechanics. Can your 20-25 be on call 23/7?
I'm willing to bet the answer is "no."
Swarms of newbies can provide raider home defense for training if nothing else.
VHCL
|
Kain Spero
Negative-Feedback
4362
|
Posted - 2015.01.23 11:17:00 -
[67] - Quote
Something to consider in regard to timers and the CP cost of district attacks (would like to see this replaced with Warbarge mechanics in the long run). I would make attacks that vary from your own districts timer have an increasingly higher CP cost. This should allow people to raid into another TZ, but attempting to stockpile districts on say a 1300 timer and then attack districts at 2300, 0300, etc. would be costly and unappealing.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
501st Headstrong
0uter.Heaven
805
|
Posted - 2015.01.23 11:21:00 -
[68] - Quote
Kain Spero wrote:Something to consider in regard to timers and the CP cost of district attacks (would like to see this replaced with Warbarge mechanics in the long run). I would make attacks that vary from your own districts timer have an increasingly higher CP cost. This should allow people to raid into another TZ, but attempting to stockpile districts on say a 1300 timer and then attack districts at 2300, 0300, etc. would be costly and unappealing.
It goes both ways. Be on a 00:00 timer and it's hard to fight Warravens.
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
|
Kevall Longstride
DUST University Ivy League
2288
|
Posted - 2015.01.23 11:22:00 -
[69] - Quote
501st Headstrong wrote:Kevall Longstride wrote:We want PC corps to recruit more players and grow the PC playerbase, which as a percentage of the total player base is stupidly low.
This is why CP is based on player numbersin corp and not districts owned. There are a finite number of districts and we don't want them to limit player expansion. Can a corp with more members have more total CP? It absolutely sucks when more than 16 X up for PC and we're full, some of these guys up till 1 in the morning. Allowing multiple raids a night mixed with high-quality PC battles and managing districts would be the bustle and hustle a corp needs. Squad 1 is full for the Raid vs PE 50, please make sure that our Cargo Hub sells its clones. Yes, I know it'll cost 10 CP. Shooter join the battle vs KOTR pls, the battle went into Defense Network from the Raid Unique, set up a raid vs MULA. We need to keep them distracted so they can't ring for PE This...OMG this...
CP cost values for corp actions are not finalised and can be tweaked. There are likely ways to increase a corps CP pool based on numbers but I'd want a modifier to slightly increase CP action cost to prevent super large corps having a pool large enough to change timers in massive lumps in one go.
Call this modifier 'corruption', the larger the playerbase a corp has, the more chance for CP to be skimmed. We could then have a further stratagem to reduce a corps 'corruption' level, producing another CP cost that has to be managed.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Kain Spero
Negative-Feedback
4362
|
Posted - 2015.01.23 11:25:00 -
[70] - Quote
501st Headstrong wrote:Kain Spero wrote:Something to consider in regard to timers and the CP cost of district attacks (would like to see this replaced with Warbarge mechanics in the long run). I would make attacks that vary from your own districts timer have an increasingly higher CP cost. This should allow people to raid into another TZ, but attempting to stockpile districts on say a 1300 timer and then attack districts at 2300, 0300, etc. would be costly and unappealing. It goes both ways. Be on a 00:00 timer and it's hard to fight Warravens.
It would, but you wouldn't have as many issues where folks defend a large block of districts outside their own time zone in the hopes of using those districts in a war with an enemy around their own reinforcement times.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
|
Radar R4D-47
0uter.Heaven
849
|
Posted - 2015.01.23 11:27:00 -
[71] - Quote
Incoming wall of text but I must get on my laptop. My phone won't cut it |
501st Headstrong
0uter.Heaven
805
|
Posted - 2015.01.23 11:27:00 -
[72] - Quote
Breakin Stuff wrote:Raiding: 20 minute raid delay. Attacking force drops to map regardless of whether or not the defenders (who get an immediate muster email) are on-site. I love.If all hack points are taken and held for three minutes the raiders escape with a moderate haul of whatever. Nothing to sing about. I feel some raids should be ambush, and others depending( for more CP), could be actual Resource extractionThe instant even one red dot spawns in the defense is on as the defenders trickle in to protect their assets and the battle progresses per usual mechanics. Are there unusual mechanics at the beginning?The defended districts should provide a much higher yield than undefended because the raiders have to beat the defenders for the loot and to get more time before an insurmountable defense. Makes a lot of sense.Attackers can only attack a given district once per day. I disagree. You should be allowed to attack more than once (maybe as a future Corp upgrade I digress. Personally, i play PC for the fights, not the Isk. I'd raid to see if a corp can give me a fight, and it'd suck to waste that one chance on no one being home. Allow it to be done every 5 or 6 hours, with additional upgrades allowing for more. I can raid when I get home from school, and before bed after pc Once the battle ends the district locks out further raids for an hour to give the defenders a breather. So...it can be raided by another corp??????Raid defense costs zero CP. i LIKEAs mentioned earlier: Payouts for actual fights should be increased and worth the raider force's time. Uncontested wins should feel like yeah you got loot, but you should have gotten more...
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
|
501st Headstrong
0uter.Heaven
805
|
Posted - 2015.01.23 11:28:00 -
[73] - Quote
Radar R4D-47 wrote:Incoming wall of text but I must get on my laptop. My phone won't cut it
lol I'll read it General
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
|
Kevall Longstride
DUST University Ivy League
2291
|
Posted - 2015.01.23 11:29:00 -
[74] - Quote
Pagl1u M wrote:Kevall Longstride wrote:We want PC corps to recruit more players and grow the PC playerbase, which as a percentage of the total player base is stupidly low.
This is why CP is based on player numbersin corp and not districts owned. There are a finite number of districts and we don't want them to limit player expansion. This will change nothing, I explain to you what is going to happen. I will spam invites in every match I play, I will go to the academy to say everyone to join my corp, I will accept every newb to my corp. Then I will still only play with my friends, I will let the same 20-25 players play PC. I will have a hundred newb in the corp just to be able to obtain more CPs, to be able to passively farm districts, changing Timers and stuff. You will have more players in PC corps but you wont have more players involved in PC
You could do that but how long do you think these players will hang around if you choose to treat them with such disdain?
Corps that actively grow and expand their playerbase, include them in raids and Pc matches and value them are going to become the better corps. How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
This is New Eden, you reap what you sow here.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
501st Headstrong
0uter.Heaven
806
|
Posted - 2015.01.23 11:30:00 -
[75] - Quote
Kevall Longstride wrote:CP cost values for corp actions are not finalised and can be tweaked. There are likely ways to increase a corps CP pool based on numbers but I'd want a modifier to slightly increase CP action cost to prevent super large corps having a pool large enough to change timers in massive lumps in one go.
Call this modifier 'corruption', the larger the playerbase a corp has, the more chance for CP to be skimmed. We could then have a further stratagem to reduce a corps 'corruption' level, producing another CP cost that has to be managed.
Make some Corporation Modules need constant CP (CEOS and Directors have to approve of these), which increase the trick game of juggling a war that chugs CP with having to manage other things... I can see where you are coming from however.
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
|
501st Headstrong
0uter.Heaven
806
|
Posted - 2015.01.23 11:31:00 -
[76] - Quote
Kevall Longstride wrote:Pagl1u M wrote:Kevall Longstride wrote:We want PC corps to recruit more players and grow the PC playerbase, which as a percentage of the total player base is stupidly low.
This is why CP is based on player numbersin corp and not districts owned. There are a finite number of districts and we don't want them to limit player expansion. This will change nothing, I explain to you what is going to happen. I will spam invites in every match I play, I will go to the academy to say everyone to join my corp, I will accept every newb to my corp. Then I will still only play with my friends, I will let the same 20-25 players play PC. I will have a hundred newb in the corp just to be able to obtain more CPs, to be able to passively farm districts, changing Timers and stuff. You will have more players in PC corps but you wont have more players involved in PC You could do that but how long do you think these players will hang around if you choose to treat them with such disdain? Corps that actively grow and expand their playerbase, include them in raids and Pc matches and value them are going to become the better corps. How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players? This is New Eden, you reap what you sow here.
In my proposal above, can you Raid or attack a corp with no districts?!!! Please?
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
|
Kain Spero
Negative-Feedback
4363
|
Posted - 2015.01.23 11:34:00 -
[77] - Quote
If CP aren't tied to district ownership then it seems you can raid all you want within your CP wallet without owning land.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
501st Headstrong
0uter.Heaven
806
|
Posted - 2015.01.23 11:36:00 -
[78] - Quote
Kain Spero wrote:If CP aren't tied to district ownership then it seems you can raid all you want within you CP wallet without owning land.
Thats the dream though
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
|
Shutter Fly
Molon Labe. General Tso's Alliance
496
|
Posted - 2015.01.23 11:50:00 -
[79] - Quote
501st Headstrong wrote:Breakin Stuff wrote:Raiding: 20 minute raid delay. Attacking force drops to map regardless of whether or not the defenders (who get an immediate muster email) are on-site. I love.If all hack points are taken and held for three minutes the raiders escape with a moderate haul of whatever. Nothing to sing about. I feel some raids should be ambush, and others depending( for more CP), could be actual Resource extractionThe instant even one red dot spawns in the defense is on as the defenders trickle in to protect their assets and the battle progresses per usual mechanics. Are there unusual mechanics at the beginning?The defended districts should provide a much higher yield than undefended because the raiders have to beat the defenders for the loot and to get more time before an insurmountable defense. Makes a lot of sense.Attackers can only attack a given district once per day. I disagree. You should be allowed to attack more than once (maybe as a future Corp upgrade I digress. Personally, i play PC for the fights, not the Isk. I'd raid to see if a corp can give me a fight, and it'd suck to waste that one chance on no one being home. Allow it to be done every 5 or 6 hours, with additional upgrades allowing for more. I can raid when I get home from school, and before bed after pc Once the battle ends the district locks out further raids for an hour to give the defenders a breather. So...it can be raided by another corp??????Raid defense costs zero CP. i LIKEAs mentioned earlier: Payouts for actual fights should be increased and worth the raider force's time. Uncontested wins should feel like yeah you got loot, but you should have gotten more... Some extra input on these ideas (I like most of it):
Although I like the idea of a 20 minute delay, I think 30-45 minutes would be a bit more reasonable overall. No personal complaints about 20 minutes, though.
As for the match type, I can see a few possibilities (the attacker should always choose the size):
- Attacking party chooses, with Skirm/Dom having slightly higher CP costs and reward payouts
- Defenders choose (only the game type, not the size, which they can see and base their type choice on)
- Random, with CP cost to the attacker determining odds (extra CP spent for layout intel, because the attackers can't know the layout of the district without recon)
As for limits on attacks on a single district, I would think a flat 3-5hr lockdown after an attack would be sufficient. I don't think any other restrictions would be necessary. That would provide enough daily attacks that raid locking would be very difficult to keep up in terms of CP, leave a small enough window to reasonably have multiple attacks, and have a large enough window to prevent constant raids without major coordination. |
Arkena Wyrnspire
Fatal Absolution
21051
|
Posted - 2015.01.23 12:00:00 -
[80] - Quote
Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine.
Vote 'Keshava' for a new Gallente vehicle name!
|
|
501st Headstrong
0uter.Heaven
807
|
Posted - 2015.01.23 12:06:00 -
[81] - Quote
Arkena Wyrnspire wrote:Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine.
This is why some attacks (for more CP)- Bleed Clones instead of just resources. At least, it should be this way. A corp whose teams are always on to fight can last, but 20 to 25 having to fight off raids of districts and actual PCs will become burned out if mass attacked by plenty of smaller corps, or getting all the PC they wish :) Raids should not be able to take a district, but they sure as hell should severely wound a district
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
|
Wilhelm Klingspor
DUST University Ivy League
578
|
Posted - 2015.01.23 12:06:00 -
[82] - Quote
If this all means that everybody in a Corp will be contributing to the succes of that corp by earning CP for upper management to maintain their war efforts than this is a very good thing.
Also being in a corp corp participating in PC can be made more tangible by this. Even if you as a merc are not the one fighting the battles you are still contributing to the effort and getting the rewards for it. This and the corp leaderboards could effectively create more of a "weGÇ¥ feel in a corp than for example a corp chat does.
Also, i would like to extend my sympathy to whoever is going to have to write the dev blog/manual about this because if one of the goals is to get more people in PC the concept has to be clear as glass. I for one am already a bit lost but already love the whole raid concept.
Thanx for the effort, cheers
GûæGûæGûæGûæGûæGûæ DON'T PANIC GûæGûæGûæGûæGûæGûæ
|
Kain Spero
Negative-Feedback
4363
|
Posted - 2015.01.23 12:09:00 -
[83] - Quote
501st Headstrong wrote:Arkena Wyrnspire wrote:Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine. This is why some attacks (for more CP)- Bleed Clones instead of just resources. At least, it should be this way. A corp whose teams are always on to fight can last, but 20 to 25 having to fight off raids of districts and actual PCs will become burned out if mass attacked by plenty of smaller corps, or getting all the PC they wish :) Raids should not be able to take a district, but they sure as hell should severely wound a district
I think having raids cost CP to initiate and to defend would make this actually more significant. If a small group is trying to hold a lot of land then, win or lose, over time their CP can be bled dry and they will be left defenseless.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
|
Pagl1u M
Dead Man's Game RUST415
1375
|
Posted - 2015.01.23 12:12:00 -
[84] - Quote
501st Headstrong wrote:Arkena Wyrnspire wrote:Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine. This is why some attacks (for more CP)- Bleed Clones instead of just resources. At least, it should be this way. A corp whose teams are always on to fight can last, but 20 to 25 having to fight off raids of districts and actual PCs will become burned out if mass attacked by plenty of smaller corps, or getting all the PC they wish :) Raids should not be able to take a district, but they sure as hell should severely wound a district Say for example that I have 25 great players, that make my A-Team, and 100 newbs or average players that I invited just to be able to earn more CPs. Now with 25 players I cant cover evry tz so I might be attacked when I only have 6 players.
Do you really think I d use My newbs? I d call ringers to help me...
I hope it is clear that I m not talking about me, or my corp. I m talking about what could be done.
Putting a limit based on number of players only push us to recruit everyone we can, not to train them or to get them involved but just to farm.
One of the few assaults you'll find in a PC match!
|
Pagl1u M
Dead Man's Game RUST415
1375
|
Posted - 2015.01.23 12:18:00 -
[85] - Quote
I dont know if it is possible, but if it is, PLEASE CCP, PLEASE add something like this In game.
One of the few assaults you'll find in a PC match!
|
Kevall Longstride
DUST University Ivy League
2292
|
Posted - 2015.01.23 12:18:00 -
[86] - Quote
Arkena Wyrnspire wrote:Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine.
'Elites' are elites because until now they've been able to pick the fights they want, when they want and against who they want.
Let's see see how elite they are are two week of continuous fighting over an opponent that can rosta a fresh group of 16 everyday.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Kevall Longstride
DUST University Ivy League
2292
|
Posted - 2015.01.23 12:26:00 -
[87] - Quote
Pagl1u M wrote:501st Headstrong wrote:Arkena Wyrnspire wrote:Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine. This is why some attacks (for more CP)- Bleed Clones instead of just resources. At least, it should be this way. A corp whose teams are always on to fight can last, but 20 to 25 having to fight off raids of districts and actual PCs will become burned out if mass attacked by plenty of smaller corps, or getting all the PC they wish :) Raids should not be able to take a district, but they sure as hell should severely wound a district Say for example that I have 25 great players, that make my A-Team, and 100 newbs or average players that I invited just to be able to earn more CPs. Now with 25 players I cant cover evry tz so I might be attacked when I only have 6 players. Do you really think I d use My newbs? I d call ringers to help me... I hope it is clear that I m not talking about me, or my corp. I m talking about what could be done. Putting a limit based on number of players only push us to recruit everyone we can, not to train them or to get them involved but just to farm.
Ahhhh yes..... ringers.
Who in turn will be contributing CP to their corp which will soon have enough to spend CP on attacking a district , clone packs, and what have you.....
How long do you think it'll be before they get bored of fighting your battles now that MH is on the verge of a free for all, no holds barred war? They'll have a whole variety of corps to fight for, hope you'll have enough to pay for them. Oh wait, no passive ISK generation anymore.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
|
Breakin Stuff
Internal Error. Negative-Feedback
6669
|
Posted - 2015.01.23 12:35:00 -
[88] - Quote
Successful raids should have two major effects on the defending corp. Undefended raids should have successive and increasingly severe consequences for the defending corp.
Example:
Raiders steal 50 clones.
Raiders destroy clones in the fight (obvious problem for defenders)
But the capper:
Each time the defenders fail to repel a raid they lose a portion of the bonus CP from the district.
If enough raids are lost the districts begin imposing a CP penalty, limiting the ability to harvest resources, generate clones or upgrade districts. Effectively allowing well organized or uncontested raiders to paralyze corps from being able to operate outside their home ground.
This should discourage that "only mai elite buddiez get to benefit from PC! The rest of you are harvest slavez!" Bullsh*t that people like to pull.
Further in my suggested mechanics one corp can attack a specific district only once per day.
If molon labe attacks butte hold district 1. There is nothing preventing them from turning right around and raiding butte hold district 2.
After the first district's hour is up, an allied corp can follow and hit district 1 again.
Don't acquire more districts than you can successfully defend lest people like me guggle and burn your houses down for fun.
And instead of locking the plebes out, you best get them taught how to fight or you will likely get swarmed and ejected.
VHCL
|
Radar R4D-47
0uter.Heaven
849
|
Posted - 2015.01.23 12:45:00 -
[89] - Quote
Its too bad before the elections for CPM you guys crushed my hopes for my favorite game or else this info already would have been placed into the idea. However here we go.
Regarding Districts in General. What you guys have posted about the Cargo Hub abuse gives CCP a very real chance to fix district type simply by changing some numbers around. Consider this Cargo hub spam is used because it not only gives you an additional defence in case of a loss but it gives you a larger force to send out for attacks. the issue with Cargo Hubs is they produce too many clones. A production facility offers only a 20 clones increase against cargo hubs and holds 150 less. Surface research labs got lost in the mess due to clone attrition being a LOL thing.
Cargo Hubs In my opinion Cargo Hubs should be at the center of your defensive net. They should offer a security blanket at full clones and be a liability when low. Clone production should be reduced to 20 clones a day to prevent the current abuse of cargo hubs but they should also have a maximum Clone Capacity of 600. This allows an attacker to spam attacks to take a cargo hub just based on the fact that it cant replenish fast enough. Making it again a liability when at low clones.Taking into account CCP original idea of attacker clones that are not killed go to the defender's clone count. So if an attack of 200 clones is unsuccessful and 100 remain the district would absorb 50 clones Making big attacks on Cargo Hubs a possible loss for the attacker if unsuccessful. Selling Clones should have a reduced CP cost on Cargo Hubs. Should a corp have nothing but cargo hubs they would suffer from a lack of clone production and be unable to defend in the long run. . Production Facilities Should do just that produce clones. These facilities are weak but can be used to restore lost clones on your cargo hubs. A production rate of 150 clones and a max Capacity of 200 Clones makes them difficult to preserve but invaluable against players attempting to take your Cargo hubs as well as being self sufficient when properly defended. This will allow nice balance for corps to get out of the current Cargo Hubs or nothing mentality. Moving clones to owned districts should have a reduced CP cost. Selling Clones should have an increased CP cost. Because of CP being needed to make value off clones if a corp has nothing but Production facilities 1000's of clones a day could be wasted with no return.
Surface Research Lab For the piece de resistance. Surface Research Labs are the laughing stock or the Eve Universe right now giving no benefits in any way. So how do we fix this? Clone Attrition needs to be a very real threat to corps attempting to attack an enemy district. With the current system i can send an attack (172) from Eoldulf : Mimiror to Almur : Sakulda and arrive with 95 clones. Take into consideration that this is 9 Jumps in the different constellations themselves and 3 warps to other constellations. A movement from say Mimiror to Ennur should be a 20% loss of clones from a non surface research lab (2 jumps) and a similar attack from Mimiror to Meildolf should be a 50% loss of clones 30% from a constellation warp. Those same attacks from a Surface research lab would be cut by 75% and CP cost reduced by 50% so that same attack to Meildolf becomes a loss of 12.5%. This gives massive incentive if you are an aggressive corp that wants to attack your enemy not on your planet or solar system to hold some surface research labs to send attacks off of. If clone attrition actually becomes a thing surface research labs become your attacking hardpoints being the only district you can send a force large enough to truly attack your enemy. Selling clones on surface research labs will have an increased cp cost. With a maximum clone count of 300 and a production value of 60 the district without being reinforced by a production facility can be withered away through even unsuccessful attacks. Holding nothing but SRL will be the least detrimental of the penalties but be penalized by making a lower profit and they are vulnerable to multiple attacks due to clone inefficacy
District Balance Through a proper clone attrition rate we can make a balance for corps that hold multiple districts to have desire in holding different types of districts.Cargo Hubs will be valuable for the extra clone capacity and ability to efficiently generate a profit. Production Facilities though weak are self sufficient but cannot be used as a defense against a siege or for a profit and merely are used to support the defense/offense of your other districts. Surface research labs now become what they were made to do and be your offensive districts. A corp would manage these districts using this new form of currency of CP. So corps that want to make a profit that day will use CP to move clones from a production facility to a cargo hub then sell those clones. A corp that wants to take a district will use CP to launch an attack from their SRL and reinforce using production facilities and trying to hold only one type of district will leave your owned districts vulnerable in some way. This may even remove the need for a randomness for districts as all 3 types of main sockets will be used. I would like to see The maps we see in pubs that aren't in pc used in pc by allowing owners to change the maps using CP. So if you make a SRL you can make the main map socket be caldari or gallente. When you make a production facility you can have the main socket be the Twin towers map we all love or the wide open bridge map or the pipeline map. Cargo hubs could be the current map we have or the underground bunker map. As a defender your biggest asset is knowing the map so you can create a team to best fit that map you are about to play on so please do not remove that asset.
P.S Since i ran out of characters another wall of text inbound. |
Breakin Stuff
Internal Error. Negative-Feedback
6669
|
Posted - 2015.01.23 12:54:00 -
[90] - Quote
@R4D-47
Re-read the proposal. Clone generation will no longer be tied to districts. Just your corp flotilla.
Your concerns about clone generation will likely be obsolete when the update drops.
VHCL
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 8 9 10 11 12 13 14 15 16 :: one page |
First page | Previous page | Next page | Last page |