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Kain Spero
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Posted - 2015.01.24 17:44:00 -
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Kain Spero
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Posted - 2015.01.24 17:44:00 -
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Posted - 2015.01.24 17:45:00 -
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Posted - 2015.01.24 17:47:00 -
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Posted - 2015.01.24 18:58:00 -
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Roman837 wrote:Can you post a link with all of our posts on previous thread plz. So they can see all of our constrictive discussion.
It might be a bit messy but I'll try. If you can summarize your previous points or bullet point them it would be good.
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Posted - 2015.01.24 19:56:00 -
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Compilation of Roman's Raid Posts because he's lazy on a cell phone.
Roman, you should summarize these points so I can redact this post. It's TOOO long.
Roman837 wrote: All very interesting suggestions.
My theory. To make raids much more attainable on both side...woukd be to make raids only be 8 attackers and 8 defenders.
Make the map always a 4 point map.
Reasons why. Raids are lightning fast. They hit you hard. The enemy wouldn't form a large army to do a raid. It would be seen. Instead the pick the best of the best. The small elite raiders. And they hit.
The defender...When sensing a battle always prepares. They man the walls and have their army ready to repel. In a raid. It may be tough for every corp...even large corps...more so for the smaller corps to get 16 players to go defend it. 8 tho is very manageable.
Or as we see now in PC(myself as guilty party) included...The 16 defenders will be picked not from your corp...but from who ever you can scramble.
raids need to be small party's. Please make them 8 vs 8. Attacker has the advantage of selecting the best 8 and preparing before they attack. Defender needs the benefit of the doubt that they can field 8 players aswell. 16 may be very tough for small corps.
Other than that..If you successfully defend a raid...your district should be free from being raided for a locked period of time but not locked from being hit with real attack. When a district gets hit by a real attack it should cease all production of goo. This prevents people from locking them selves with alt corps and cashing in on goo.
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The idea is to promote fights correct? If you want fights. Make raids 8 vs 8. Both teams can manage finding 8. For a raid and 8 for the defense.
Also. Make raids...corp only. Attack and defense. This will promote using your own guys. It will also prevent well established large groups from forming raiding party's based off their elite friends. Make it corp exclusive.
Yes. Defenders with land...will need to recruit. And will stop alt corps from just using alts to raid and bringing in their real corp as ringers.
8 vs 8. Way to go with raids.
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Can raids be a dom or an ambush. It should be about inflicting clone damage. Smash and grab. 8V8 dom or ambush woukd be an exciting change.
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8v8. My answers final lol.
Would be good for both sides.
Make it 100 clones. If the defender no shows easy penalty. They lose a hundred clones on their districts. This will weakened their defence against a real attack.
Point of raid. Strategic strike.
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Reason why I believe raids are suppose to be exclusive to Corp members..... because if not. This is going to be easy for us to form 16 elite players....not launch real attacks for pc..watch weak corps come online. Hit them. Split profit. Don't even launch real attacks ever. Farm on our districts. Or launch vs each other. Because raids more profit. I don't want that. Corp exclusive means we include our corps in our attacks. ..and makes it so weak corps don't get raided by the elites farming them
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In reference to 16v16 raid battles
Do you not see the huge issue here. You are forcing the fcs to be online at all times during their districts being online. Fcs control 16 players. With help of squad leaders. This will be a mess to defend vs 16. Unless you are in a very large and elite corp.
But it's very easy for us to form 16 elite players. And watch and wait for districts to hit.
defender has no advantage. 8v8. Corp exclusive. Prevents us farming corps.
trust me. I know. I am not concerned for my corp. Right now if this change is implemented. I will hold 4 districts. And not attack with them. Or attack friends for fun battles. I will dedicate our time to what we will call Raid Farming. We will pillage everyone using 16 elites. The small corps use to be able to counter this. Because they had time to prepare. Now. They won't. They will be slaughtered. I do not want this because I care about the game. This will greatly benefit me.
8V8. Corp exclusive. Limits the noon farming
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In reference to no show raids forcing districts to become unoccupied.
Horrible idea. No. Raids are for resources. Not occupation. District shouldn't be effected.
This is not promoting good fights this is promoting noob farming.
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What is going to happen point blank. Is Planetary conquest will turn into....no conquest. Just launching 200 clones for a fun competitive fight. Then we all form raiding parties and pillage noobs.
Because it will find out fun pc fights. We will farm you.
This is a bad idea. Unless it's 8v8 and corp exclusive. So teams can defend vs us.
We will focus purely on raid ddefences. Ans farm
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Hence Corp exclusive. It is imperative. Defends and attacks. Corp exclusive.
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Farms of resource yes. Clones no
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In reference to ringers in raids.
Kane. Roman837 the CEO will thrive on this change. We will farm everyone via raids. My corp will do great given our connections.
Dan the dude who plays on Roman837. Sees this as a bad idea. And will promote huge coalitions of farming. We will fight each other in pc for the thrill of competition. Shake hands..then go to our raiding chat. Check the star map for people outside our "friend zone" and raid them.
Because as you all have pointed out there is no reason for us to go own much land. So why try and take land. When you and your corps can own that land. And through your hard work...fund us.
Sad. But very true
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No more room for the other posts you lazy *******
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Kain Spero
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Posted - 2015.01.25 02:33:00 -
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I think 8 hours is a bit much. You want the opposing side to fight in the battle. For me the raid mechanic should follow the timer mechanic (I would prefer expanding windows like in Pokey's proposal), but have the benefit of having a much shorter minimum delay before match start.
If the raid windows are going to be this wide there needs to be a way to easily fill defender's slots. One idea was if you don't want to incur no show penalties you can set up a fund that would pay for an open defense contract that would be open to the public to join. This way at least the raiders have something to shoot at (wish we had PvE).
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Posted - 2015.01.25 09:51:00 -
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All Gucci wrote:Raids should yield more for attacks against the better corps... Both corp win/loss and K/d should come into play.
I like the idea of some statistic making a corporation a more juicy target. Something I think might also be interesting is if you go more cycles with clones overflowing your districts the more lucrative it becomes to raid.
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Posted - 2015.01.25 10:06:00 -
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Adipem Nothi wrote:District Count / Corp Member <--- easily fudged
Daily Missions Completed <--- not-so-easily fudged Daily Clone Sales <--- not-so-easily fudged
So you are thinking (Daily Clone Sales)/ (District Count ) equal some sort of raid rating?
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Kain Spero
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Posted - 2015.01.25 10:44:00 -
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Radar, overall I think your proposal looks good. I think that the Warbarge time should be at least 5-15 minutes though. Folks need to be able to drop and/or finish up pub matches, potentially restart their PS3s etc. If we get the platoon and battleforce deployment options though I could see this time being decreased.
The timer +-1 hour for raids works well and I think a good inbetween from just using the 1 hour timer and some of the longer windows that have been proposed.
As for officer drops being higher in raids I'm not so sure about that. It seems the way things are going that officer weapons and their creation is going to be more of a thing that is done by Warbarge modules. If Rattati does go through with the crafting ideas though I could see raids dropping some the ingredients needed to either make officer gear or that allow you to change the type of officer weapon you have.
Officer weapons being a common thing though on the battlefield is not something I see as a good direction to go.
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Kain Spero
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Posted - 2015.01.25 15:27:00 -
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A good point has been made. Raid attacks large or mall need to require an MCC/CLone pack. Essentially a raid needs require the same resource build up as a normal district attack.
I actually thought that this would always be the case, but it seems other didn't think so.
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Kain Spero
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Posted - 2015.01.27 00:23:00 -
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Adipem, you have to remember that the purchase cost of clone packs will be going away and from what I can tell most corporate side ISK cost will be disappearing as well. In that way the barrier is going to be largely disappearing.
From what's been discussed in some PC threads before if CCP goes with the MCC model you could have variations on the size of MCC, but I think in the end simplifying the system to you have X MCC and therefore X Attacks/Defenses would be better for the system as a whole. The expense of the raids can then be varied by how much CP they cost.
Corporate Command should only be able to store so many MCC so without districts to expand your MCC storage you would be limited in how many raids you can launch at any one time. In the same vein district owners would have to reduce their MCC stock and make themselves more vulnerable to attack if they decide they want to raid like crazy.
You want to open up PC and ISK free clone packs/ MCC will do that. At the same time you don't want raids being spammed all over the place when a large part of their intent is to give non landholders access to planetary conquest and give a more immediate way for landholders to engage in PC outside the normal 24-48 hour timer delays for conquest matches.
Your thoughts about the rewards for raiding needing to be tempered are spot on though. We want raiding to be rewarding enough to entice people to engage in the game mode, but it can't outshine players becoming involved in district conquest wars when they are capable.
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Posted - 2015.01.30 14:05:00 -
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Adipem,
I think you schedule of attack types works well. I don't think the core clones on a district should be affected by raiding though. Raiding being about the daily clone production would strike a good balance for Risk v Reward.
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Posted - 2015.01.30 15:11:00 -
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Adipem Nothi wrote:
Hypothetical: Assume that districts at maximum clone capacity generate passive Isk.
Except CCP is moving to active clone selling which means overflow clones are just lost and don't generate anything.
https://forums.dust514.com/default.aspx?g=posts&m=2585758#post2585758
CCP Rattati wrote:Kain Spero wrote:Will clones autosell for Command Points or will a player with the proper roles have to sell off clones themselves using Command Points? not autosell, they will be need to be managed manually, and districts cleared out so as to not lose due to over capacity production
I still think that if PC 2.0 is going to be successful clones need to be divested from being a tool of war.
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Posted - 2015.01.30 15:26:00 -
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Adipem Nothi wrote:I could be wrong, but PC 2.0's Conquest Model presently lacks incentive sufficient to justify its risk exposure. From what we know so far, most corps would favor the Raider Model. I think it likely that Rattati will "add value" to holding Districts to bring Risk/Reward into equilibrium. Hence my assumption of passive Isk.
(it very well may end up being something else of value)
The ability to sell clones using CP would add value to districts for sure. If we moved to a MCC style system to determine attacks that can be made and deciding district ownership then I could even see raiding allowing the theft of more clones than just the daily production.
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