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Kain Spero
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4388
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Posted - 2015.01.24 17:44:00 -
[1] - Quote
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Kain Spero
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4388
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Posted - 2015.01.24 17:44:00 -
[2] - Quote
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Kain Spero
Negative-Feedback
4388
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Posted - 2015.01.24 17:45:00 -
[3] - Quote
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Kain Spero
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4388
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Posted - 2015.01.24 17:47:00 -
[4] - Quote
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Radar R4D-47
0uter.Heaven
861
|
Posted - 2015.01.24 17:50:00 -
[5] - Quote
Raid Mechanics The attacker should not need a district to launch an attack from i suppose this is self explanatory but it needs said. Removing that gap gives everyone the opportunity to perform this action. CP cost should be proportional to actually sending an attack to take a district, for corps that own land, and be substantially less for corps that do not. This gives an endgame for corps that do not wish to participate in PC but rather be a pirate type corporation. This makes it more difficult for a corp in PC to try to manage raiding with the other CP actions. As much as i want this to be a big battle a raid, as opposed to a battle, is a small scale event and should be handled as such. 6v6 or 8v8 in a domination type match would be ideal for a raid. Battles should also have no clone limit and play until the MCC is destroyed to allow sides to use as many resources as possible/wanted to achieve victory. A vehicle cap should also be in place of 1 major vehicle HAV/ADS and 1 minor Vehicle LAV/DS. This makes the match much more tactical and prevents a corporation from deploying 6 tanks to hold the one point. A 1 minute warning should be all a corporation receives and this 1 minutes can be within 1 hour of your timer for example 0.H has a district timer set at 01:00 A raid can happen at 00:01-02:01 if the raid is placed at 00:00 or at 2:00. This is a perfect raid style timer. Making your opposition scramble to find people not currently deployed to defend against the raid. The War Barge should also only be 1 minute long. Many may disagree with this short of a warning but a raid should not give you advance warning because with greater then 2 minutes i can get the 6-8 of the best 0.H players into this battle as if we knew it was going to happen the whole time. Even with 2 minutes it will still be relatively easy to field a team to fight those battles. I also believe multiple raids by different corporations on even the same district should be allowed. Doing so would cause those small elite corps like 0uter.Heaven the inability to field the players necessary to prevent all raids from being successful and keep us out of pubs where we destroy the hopes of many players. Since raids cost CP this makes corps that have districts less able to Send Attacks, Sell Clones, Move Clones, Change Timers and (if anyone read my previous thread) Change Map Layout.
Raid Benefits Raids need to have great incentive for the competitive player base not currently in PC to use their CP to do raids. So in light of that statement i believe
A successful Raiding Corporation should receive PC style payouts (ISK and Salvage) AND massively increased chance for random officer gear drops. Should the match result in a no show by the defending corporation there needs to be a severe penalty either through isk or CP I currently don't know how to penalize and need help from the CPM's and CCP to make it worthwhile to at least provide a resistance or for the attackers to stay through a noshow. This further takes competitive players from public matches and gives the new players a chance to love the game.
A successful Raided Corporation will receive NO isk, Enemy Salvage and a Massively increased chance for random officer gear drops. The no isk part is essential as this makes the defending corporation want to be as efficient as possible. If say 0.H gets raided by P.E we will want to attempt to win the match with minimal casualties due to the isk inefficiency possibility. However if officer gear is more circulated we will finally see them used in PC due to the ability to have a reliable way to earn more. |
Travis Stanush
Y.A.M.A.H
325
|
Posted - 2015.01.24 18:16:00 -
[6] - Quote
Kain Spero wrote:This thread will serve as a place to focus the raid feedback in regard to CCP Rattati's PC proposal here: https://forums.dust514.com/default.aspx?g=posts&t=188510Please post your proposals regarding raiding below and any links you think are applicable as well. Some of the most important issues (please feel free to point out others): WHEN?When can a district be raided? I am leaning towards using a window of opportunity method. We give raiders a 1~2 hr before and after window to attack a district during its main attack window. HOW?How are districts raided is it an ambush, 3 point skirmish, etc.? I think a ambush would work ok (simulating the raiders murdering everyone while they are trying to get their pants on). Larger raids should be either dom or 3 point. WHAT?What is the objective of a raid? Is it just salvage and ISK from gear destruction or do raids have an impact on the district somehow? I would go with both say a district loses 25% production capacity (damaging infrastructure) you could determine this by using raid size as a determining factor. What are the costs of a raid for the defender and attacker in terms of Command Points Etc? I think it should cost 10~20% of a raiders CP to commence low level raids the more destructive raids should cost 20~30% of their CP. Defenders should be allowed to defend for free (CP). If for some reason defenders cannot be there it cost them the CP cost of the raid. WHO?Who can do a raid? What level does the Corporate Command need to be? Can ringers be used?
Any corp with can raid as long as they have the CP and lets say a lvl 1 in raiding (adding this to the corporate command tree might help limit raid spam). Ringers can be used but it will be discouraged by implementing a high CP cost (the logistical effort of transporting all their crap).
No I will not show you where they touched me!!!
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Travis Stanush
Y.A.M.A.H
326
|
Posted - 2015.01.24 18:37:00 -
[7] - Quote
Retaliatory attacks
Raiding should not be risk free so.
A corp that has been attacked should get a 30 min window to attack a raider back. Why 30 min? It takes time to transport loot off planet and into you holds. This should cost a defender that has been raided around 10% of their CP to initiate (scrambling resources to attack). A successful counter attack will let the winners gain back some of the loot lost if they lose they get nothing back.
No I will not show you where they touched me!!!
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Travis Stanush
Y.A.M.A.H
327
|
Posted - 2015.01.24 18:43:00 -
[8] - Quote
Radar R4D-47 wrote:Raid Mechanics The attacker should not need a district to launch an attack from i suppose this is self explanatory but it needs said. Removing that gap gives everyone the opportunity to perform this action. CP cost should be proportional to actually sending an attack to take a district, for corps that own land, and be substantially less for corps that do not. This gives an endgame for corps that do not wish to participate in PC but rather be a pirate type corporation. This makes it more difficult for a corp in PC to try to manage raiding with the other CP actions. As much as i want this to be a big battle a raid, as opposed to a battle, is a small scale event and should be handled as such. 6v6 or 8v8 in a domination type match would be ideal for a raid. Battles should also have no clone limit and play until the MCC is destroyed to allow sides to use as many resources as possible/wanted to achieve victory. A vehicle cap should also be in place of 1 major vehicle HAV/ADS and 1 minor Vehicle LAV/DS. This makes the match much more tactical and prevents a corporation from deploying 6 tanks to hold the one point. A 1 minute warning should be all a corporation receives and this 1 minutes can be within 1 hour of your timer for example 0.H has a district timer set at 01:00 A raid can happen at 00:01-02:01 if the raid is placed at 00:00 or at 2:00. This is a perfect raid style timer. Making your opposition scramble to find people not currently deployed to defend against the raid. The War Barge should also only be 1 minute long. Many may disagree with this short of a warning but a raid should not give you advance warning because with greater then 2 minutes i can get the 6-8 of the best 0.H players into this battle as if we knew it was going to happen the whole time. Even with 2 minutes it will still be relatively easy to field a team to fight those battles. I also believe multiple raids by different corporations on even the same district should be allowed. Doing so would cause those small elite corps like 0uter.Heaven the inability to field the players necessary to prevent all raids from being successful and keep us out of pubs where we destroy the hopes of many players. Since raids cost CP this makes corps that have districts less able to Send Attacks, Sell Clones, Move Clones, Change Timers and (if anyone read my previous thread) Change Map Layout.
Raid Benefits Raids need to have great incentive for the competitive player base not currently in PC to use their CP to do raids. So in light of that statement i believe
A successful Raiding Corporation should receive PC style payouts (ISK and Salvage) AND massively increased chance for random officer gear drops. Should the match result in a no show by the defending corporation there needs to be a severe penalty either through isk or CP I currently don't know how to penalize and need help from the CPM's and CCP to make it worthwhile to at least provide a resistance or for the attackers to stay through a noshow. This further takes competitive players from public matches and gives the new players a chance to love the game.
A successful Raided Corporation will receive NO isk, Enemy Salvage and a Massively increased chance for random officer gear drops. The no isk part is essential as this makes the defending corporation want to be as efficient as possible. If say 0.H gets raided by P.E we will want to attempt to win the match with minimal casualties due to the isk inefficiency possibility. However if officer gear is more circulated we will finally see them used in PC due to the ability to have a reliable way to earn more. I love this.
No I will not show you where they touched me!!!
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Roman837
Murphys-Law General Tso's Alliance
924
|
Posted - 2015.01.24 18:53:00 -
[9] - Quote
Can you post a link with all of our posts on previous thread plz. So they can see all of our constrictive discussion.
Maple Syrup Drinking Canadian, EVE Character Cesar Sousa, CEO of Murphys-Law
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Kain Spero
Negative-Feedback
4391
|
Posted - 2015.01.24 18:58:00 -
[10] - Quote
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.
Owner of Spero Escrow Services
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Roman837
Murphys-Law General Tso's Alliance
932
|
Posted - 2015.01.24 19:08:00 -
[11] - Quote
Kain Spero wrote: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.
I'm on a cell. I'm not artsy fartsy enough to copy and paste it. Also. Check out my post on threads. Called. Command and Control- an FCs favorite weapon. Your feed back is welcome
Maple Syrup Drinking Canadian, EVE Character Cesar Sousa, CEO of Murphys-Law
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Kain Spero
Negative-Feedback
4399
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Posted - 2015.01.24 19:56:00 -
[12] - Quote
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.
*****************
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.
*******************
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.
*************************
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.
**************************
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
*************************
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.
****************************
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
*******************************
Hence Corp exclusive. It is imperative. Defends and attacks. Corp exclusive.
**************************
Farms of resource yes. Clones no
**********************
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
**************************
No more room for the other posts you lazy *******
Owner of Spero Escrow Services
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Roman837
Murphys-Law General Tso's Alliance
934
|
Posted - 2015.01.24 20:15:00 -
[13] - Quote
Haha. Thank you.
Maple Syrup Drinking Canadian, EVE Character Cesar Sousa, CEO of Murphys-Law
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501st Headstrong
0uter.Heaven
814
|
Posted - 2015.01.24 20:58:00 -
[14] - Quote
The main points I feel
Raiding should not be Corp only, just require more CP to ferry people in. This is lessened for Alliance Members All corps can raid. Corporation Rank can be added after to see how the effect goes. Supplies gained vary on CP used Battle can either be Dom or Ambush, depending on the Raid Type
The Raid should be able to be built, almost like a Dropship is. You pull up a menu that contains all the raid variations. Then, you can purchase that Raid for a certain amount of CP
Raids with the most CP spent are conducted in 1 minute warning. Cheapest ones (The ones everyone will start out doing), take 5 minutes to assemble.
Cargo Hubs (Increase CP that can be had). Bulk Clones orders sell for more than orders sold at Production Facilities, as these clones are checked for an faults before storage. Hot off the press Clones sold sell for far less isk. So you can have a lot of PFS and make a quick buck before you're taken out (If you aren't raided first), or you can get Cargo Hubs, hope they fill without being attacked by a siege. Max clones- 600. Regen- 50. Yes, takes 12 days to fill. Without aid. Meaning that you can make nice money every two weeks. Lol good luck holding on to those without PFs in 2.0
PFs (CP multiplier for Corporate Missions). Manufacture Clones lightning fast for sale. Max Clones (200). Regen- 150
Research Labs (Corporate Command Upgrades gained Faster). Hacked Decryptor Keys made. Clones sell slightly more isk than PFs, not for bulk selling though. Max clones (300). Regen- 80
"There are no rights. The world owes no one a living."-Sumner
Official 0uter.Heaven Mascot XD
Moody come back
SWBF3!!
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Travis Stanush
Y.A.M.A.H
331
|
Posted - 2015.01.24 21:04:00 -
[15] - Quote
I know most of what CCP post up here is tentative but, considering their Viking ancestry I am pretty sure they really want this.
No I will not show you where they touched me!!!
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Anthany sandifer The2nd
Eternal Beings
23
|
Posted - 2015.01.25 00:37:00 -
[16] - Quote
Raiding is something I always wanted in dust but I really hope u dont need to own a district to raid or be in a corp, raiding is a pirate thing, why would u need a corp to do it. What if I want to be merc who likes to corp hop, work alone , etc. Do eve players who take role as pirates, do they need to be in corp to rob passing eve pilots, no, so why should we.
caldari logistics
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4518
|
Posted - 2015.01.25 01:17:00 -
[17] - Quote
I think allowing raids to happen 24 hours will quickly become frustrating for corporations being attacked by people on the other side of the world, and vice versa. It would lead to many attacks happening against corps that are likely asleep, and even if raid defense was open to alliance members, you would likely see massive holes in defendable time and a lot of boring no-show battles.
I think at the least allowing corporations to set a maximum 12 hour window where the district is vulnerable to being raided. It's large enough so that the window can't be hidden at an obnoxious time and allows for surprise attacks without a clear idea of when the attack will happen, but small enough that defenders can at least assure battles will happen on their side of the clock.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Thor Odinson42
Molon Labe. General Tso's Alliance
5861
|
Posted - 2015.01.25 01:48:00 -
[18] - Quote
Radar R4D-47 wrote:Raid Mechanics The attacker should not need a district to launch an attack from i suppose this is self explanatory but it needs said. Removing that gap gives everyone the opportunity to perform this action. CP cost should be proportional to actually sending an attack to take a district, for corps that own land, and be substantially less for corps that do not. This gives an endgame for corps that do not wish to participate in PC but rather be a pirate type corporation. This makes it more difficult for a corp in PC to try to manage raiding with the other CP actions. As much as i want this to be a big battle a raid, as opposed to a battle, is a small scale event and should be handled as such. 6v6 or 8v8 in a domination type match would be ideal for a raid. Battles should also have no clone limit and play until the MCC is destroyed to allow sides to use as many resources as possible/wanted to achieve victory. A vehicle cap should also be in place of 1 major vehicle HAV/ADS and 1 minor Vehicle LAV/DS. This makes the match much more tactical and prevents a corporation from deploying 6 tanks to hold the one point. A 1 minute warning should be all a corporation receives and this 1 minutes can be within 1 hour of your timer for example 0.H has a district timer set at 01:00 A raid can happen at 00:01-02:01 if the raid is placed at 00:00 or at 2:00. This is a perfect raid style timer. Making your opposition scramble to find people not currently deployed to defend against the raid. The War Barge should also only be 1 minute long. Many may disagree with this short of a warning but a raid should not give you advance warning because with greater then 2 minutes i can get the 6-8 of the best 0.H players into this battle as if we knew it was going to happen the whole time. Even with 2 minutes it will still be relatively easy to field a team to fight those battles. I also believe multiple raids by different corporations on even the same district should be allowed. Doing so would cause those small elite corps like 0uter.Heaven the inability to field the players necessary to prevent all raids from being successful and keep us out of pubs where we destroy the hopes of many players. Since raids cost CP this makes corps that have districts less able to Send Attacks, Sell Clones, Move Clones, Change Timers and (if anyone read my previous thread) Change Map Layout.
Raid Benefits Raids need to have great incentive for the competitive player base not currently in PC to use their CP to do raids. So in light of that statement i believe
A successful Raiding Corporation should receive PC style payouts (ISK and Salvage) AND massively increased chance for random officer gear drops. Should the match result in a no show by the defending corporation there needs to be a severe penalty either through isk or CP I currently don't know how to penalize and need help from the CPM's and CCP to make it worthwhile to at least provide a resistance or for the attackers to stay through a noshow. This further takes competitive players from public matches and gives the new players a chance to love the game.
A successful Raided Corporation will receive NO isk, Enemy Salvage and a Massively increased chance for random officer gear drops. The no isk part is essential as this makes the defending corporation want to be as efficient as possible. If say 0.H gets raided by P.E we will want to attempt to win the match with minimal casualties due to the isk inefficiency possibility. However if officer gear is more circulated we will finally see them used in PC due to the ability to have a reliable way to earn more.
This would be the coolest thing to ever happen to Dust
I'm selling Templar Codes. 2 of 4 remaining. 175 mil ISK. Message me in game.
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Thor Odinson42
Molon Labe. General Tso's Alliance
5861
|
Posted - 2015.01.25 01:53:00 -
[19] - Quote
Pokey Dravon wrote:I think allowing raids to happen 24 hours will quickly become frustrating for corporations being attacked by people on the other side of the world, and vice versa. It would lead to many attacks happening against corps that are likely asleep, and even if raid defense was open to alliance members, you would likely see massive holes in defendable time and a lot of boring no-show battles.
I think at the least allowing corporations to set a maximum 12 hour window where the district is vulnerable to being raided. It's large enough so that the window can't be hidden at an obnoxious time and allows for surprise attacks without a clear idea of when the attack will happen, but small enough that defenders can at least assure battles will happen on their side of the clock.
I think 24 hours would be a bit much.
Some performance or activity metric could bring this down significantly. Penalizing inactive landholders, perhaps signaling a district ripe for takeover.
I'm selling Templar Codes. 2 of 4 remaining. 175 mil ISK. Message me in game.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4520
|
Posted - 2015.01.25 02:00:00 -
[20] - Quote
Thor Odinson42 wrote:Pokey Dravon wrote:I think allowing raids to happen 24 hours will quickly become frustrating for corporations being attacked by people on the other side of the world, and vice versa. It would lead to many attacks happening against corps that are likely asleep, and even if raid defense was open to alliance members, you would likely see massive holes in defendable time and a lot of boring no-show battles.
I think at the least allowing corporations to set a maximum 12 hour window where the district is vulnerable to being raided. It's large enough so that the window can't be hidden at an obnoxious time and allows for surprise attacks without a clear idea of when the attack will happen, but small enough that defenders can at least assure battles will happen on their side of the clock. I think 24 hours would be a bit much. Some performance or activity metric could bring this down significantly. Penalizing inactive landholders, perhaps signaling a district ripe for takeover.
You're read this obviously but for those who have not:
https://forums.dust514.com/default.aspx?g=posts&t=187670&find=unread
Partially where I got the maximum 12 hour metric (even though I initially wrote it for Conquest battles and not Raids). I think allowing corporations to reduce the raid window a little is fine but it should probably still be quite a bit larger than an hour. Perhaps at max activity level Raid window can be brought down to 8-6 hours and Conquest down to 1.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Thor Odinson42
Molon Labe. General Tso's Alliance
5862
|
Posted - 2015.01.25 02:07:00 -
[21] - Quote
Pokey Dravon wrote:Thor Odinson42 wrote:Pokey Dravon wrote:I think allowing raids to happen 24 hours will quickly become frustrating for corporations being attacked by people on the other side of the world, and vice versa. It would lead to many attacks happening against corps that are likely asleep, and even if raid defense was open to alliance members, you would likely see massive holes in defendable time and a lot of boring no-show battles.
I think at the least allowing corporations to set a maximum 12 hour window where the district is vulnerable to being raided. It's large enough so that the window can't be hidden at an obnoxious time and allows for surprise attacks without a clear idea of when the attack will happen, but small enough that defenders can at least assure battles will happen on their side of the clock. I think 24 hours would be a bit much. Some performance or activity metric could bring this down significantly. Penalizing inactive landholders, perhaps signaling a district ripe for takeover. You're read this obviously but for those who have not: https://forums.dust514.com/default.aspx?g=posts&t=187670&find=unreadPartially where I got the maximum 12 hour metric (even though I initially wrote it for Conquest battles and not Raids). I think allowing corporations to reduce the raid window a little is fine but it should probably still be quite a bit larger than an hour. Perhaps at max activity level Raid window can be brought down to 8-6 hours and Conquest down to 1.
I think that sounds about right. You'd think these would be numbers they could tweak pretty easily.
I'm selling Templar Codes. 2 of 4 remaining. 175 mil ISK. Message me in game.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4520
|
Posted - 2015.01.25 02:14:00 -
[22] - Quote
Yeah I mean that sort of thing you kinda have to base off of player behavior. However as a general concept I think making districts vulnerable for half of the day by default but can be reduced the 1/3 or 1/4 of the day with high activity seems like a fair baseline to run off of. I know some people want these grand multi-regional alliances that wage this war 24/7, and as fun as that sounds in concept, it's really not realistic given the size and distribution of our overall player count.
I think for now I'm looking at Max Conquest Window: 12 Hours Minimum Conquest Window: 1 Hour Max Raid Window: 12 Hours Minimum Raid window: 8 Hours
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Kain Spero
Negative-Feedback
4406
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Posted - 2015.01.25 02:33:00 -
[23] - Quote
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).
Owner of Spero Escrow Services
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All Gucci
T.H.I.R.D R.O.C.K General Tso's Alliance
113
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Posted - 2015.01.25 03:16:00 -
[24] - Quote
Raids should yield more for attacks against the better corps... Both corp win/loss and K/d should come into play.
Director / Slayer / Emperor
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Kain Spero
Negative-Feedback
4409
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Posted - 2015.01.25 09:51:00 -
[25] - Quote
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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6015
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Posted - 2015.01.25 09:56:00 -
[26] - Quote
District Count / Corp Member <--- easily fudged
Daily Missions Completed <--- not-so-easily fudged Daily Clone Sales <--- not-so-easily fudged
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- Ripley Riley
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Kain Spero
Negative-Feedback
4409
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Posted - 2015.01.25 10:06:00 -
[27] - Quote
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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6017
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Posted - 2015.01.25 10:25:00 -
[28] - Quote
I'm thinking about the relationship between a given corp's Revenue and Headcount.
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- Ripley Riley
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Kain Spero
Negative-Feedback
4414
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Posted - 2015.01.25 10:44:00 -
[29] - Quote
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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Breakin Stuff
Internal Error. Negative-Feedback
6732
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Posted - 2015.01.25 11:47:00 -
[30] - Quote
Kain Spero wrote:This thread will serve as a place to focus the raid feedback in regard to CCP Rattati's PC proposal here: https://forums.dust514.com/default.aspx?g=posts&t=188510CCP 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.
Please post your proposals, feedback, and ideas regarding raiding below and any links you think are applicable as well. Some of the most important issues (please feel free to point out others): WHEN?When can a district be raided? HOW?How are districts raided? Is it an ambush, 3 point skirmish, etc.? WHAT?What is the objective of a raid? Is it just salvage and ISK from gear destruction or do raids have an impact on the district somehow? What are the costs of a raid for the defender and attacker in terms of Command Points Etc? WHO?Who can do a raid? What level does the Corporate Command need to be? Can ringers be used?
When can you raid? after the first successful defense of a district by the owner. During periods that district is not already under attack.
How are the districts raided? 5 point control with hack points. Rather than null cannons you are rerouting the defensive controls of the district to open the vaults and lock out the defending team. they in turn are trying to isolate you via the planetary defense network and cut you off from your clones. clones depleted or the normal countdown (without actual MCCs) determines the victor.
What is the objective of a raid? To loot the district and/or weaken an enemy. Reasons can be many and varied. If the defenders successfully defend a district, then they should receive a "morale boost" of some sort that gives them bennies. If the attackers winthey carry away loot and ISK. If the defenders no-show they should start eating minor penalties at first that escalate with time and each no-show.
The more districts you hold, the harder it should be to hold them and the more people you should need to do so. The PC good old boys network as described by a few claiming they would only allow 20-25 people to participate in PC and use the others in their corp as CP farmers needs to die in a fire.
Defense versus a raid should cost Zero CP, and be contingent on the members of the corp mustering for defense. The attacking corp should spend less CP than an actual invasion order. If either no-shows they should receive a sharp penalty for the attackers, and a growing penalty for the defenders.
Who can raid? Any corporation that has passed the first growth threshold of their corporate flotilla. They may employ any mercenaries who have achieved a corporation loyalty rank of 1. Corp ranks should be determined by an equation, not handed out by officers. Filter out the alts by putting a time paywall of investment into the corporation itself so that it is HIGHLY inconvenient to alt-lock a district. attacker no-shows should result in an immediate loss of one full corp rank for each character in the corp that posts a short-notice raid then fails to appear for battle.
Can anyone tell I despise no-show alt-lockers?
AV
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Kain Spero
Negative-Feedback
4424
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Posted - 2015.01.25 15:27:00 -
[31] - Quote
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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Travis Stanush
Y.A.M.A.H
334
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Posted - 2015.01.26 14:11:00 -
[32] - Quote
bump
No I will not show you where they touched me!!!
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6074
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Posted - 2015.01.26 16:51:00 -
[33] - Quote
Kain Spero wrote:A good point has been made. Raid attacks large or small 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.
I'm among the latter group, and I disagree with you, Kain Spero. Apologies in advance for the wordiness to follow :-)
Missed Oportunity There is a large percentage of players in the game who are not presently awash in Isk. Many of those players (and the corps who employ them) wish to try their hand in the big leagues. Many more would jump at the opportunity to earn a paycheck. I say we let them try. What better way than through Raids? And what better time than now? All the excitement and buzz that will be PC 2.0's "grand opening" is likely to attract a crowd. It'd be a missed opportunity to let that crowd walk by and not invite them in.
Increased Participation If we want to get the crowd in and involved, we must mind our Barriers to Entry. If we set them high, the crowd will walk by PC 2.0's "grand opening" disinterested; if they can't afford the entry fee, why would they bother to care? If, on the other hand, we set them low (at least, for a part of PC) there's a good chance we'll get them, keep them in and see a permanent increase in PC participation.
Lipstick on a Pig Raids should be less like High Risk / High Reward PC matches and more like playing the Penny Slots. Low Risk, Low Reward, Low Barriers to Entry. This formula adds fish to the pond and keeps them coming back for more. Increasing participation is not only good for the game, but is also sure-fire way to shakeup PC. If we fail to add fish to the pond, PC 2.0 will end up looking just like PC 1.0. All that work on a new playground, only to attract the same spoiled kids. Status quo maintained. Lipstick on a pig.
Passive Income (Conquest) > Active Income (Raid) When a fledgling corp outlays X million Isk on a clone pack, it does so with the intent of turning of turning a profit. With this initial investment, it sets out to attack a district, occupy said district, and eventually recover its initial investment plus gains thanks to the passive income generated by said district. Passive income is inherently more valuable than active income; this is especially true in Dust, where a large and successful corp can readily multiply sources of passive income. Raids are different from Conquest. There is no passive income stream at the end of the Raid road. These are strictly Active Income activities and a 'bit like gambling. If a Raid fails, the Raiders lose a 'bit of money. If the Raid Succeeds, the Raiders make a 'bit money. The Conquest model pays more in the end -- and pays passively, which is huge -- so the requirement of large initial investment can be justified. Requiring a large initial investment from Raiders does not make sound economic sense.
These are my initial thoughts. Thank you for reading.
Shoot scout with yes.
- Ripley Riley
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6074
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Posted - 2015.01.26 18:19:00 -
[34] - Quote
Feasible Raid Models
Low Risk, Low Reward Raids w/ High Barriers to Entry - New game; same players - Low odds of increase in short-term participation rates - Low odds of increase in long-term participation rates
High Risk, High Reward Raids w/ High Barriers to Entry - New game; same players - Low odds of increase in short-term participation rates - Low odds of increase in long-term participation rates
High Risk, High Reward Raids w/ Low Barriers to Entry - No Limit Poker; everyone can afford to play, at least initially - Fair odds of increase in short-term participation rates - Low odds of increase in long-term participation rates
Low Risk, Low Reward Raids w/ Low Barriers to Entry - Penny Slots; everyone can afford to play; everyone can afford to lose - Good odds of increase in short-term participation rates - Good odds of increase in long-term participation rates
Shoot scout with yes.
- Ripley Riley
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6074
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Posted - 2015.01.26 18:30:00 -
[35] - Quote
Infeasible Raid Model: Low Risk, High Reward Raids
This model is fundamentally infeasible, as it violates principles of risk and reward. As a rule, risk and reward must go hand in hand; as one increases, so goes the other. If we were to assume Low Barriers to Entry, portions of Radar's raid model come dangerously close to violating the risk-return tradeoff principle.
If 0.H Raiders win, we get huge paychecks and lots of booty, up-to-and-including officer gear. The district holder is hit hard; his passive revenue stream is interrupted, and his farming operations enter a recovery period. We get rich and ruin their day. And if we so chose, we can do permanent damage by hitting the same corp over and over again. And if we lose, oh well! Nothing lost but a few CP and whatever we paid on our suits. We'll stomp some pubs and try our luck tomorrow.
^ Not exactly what Radar said, but you get the idea. This model isn't sustainable. It offers huge reward potential at negligible risk exposure. Such an environment would be dominated by Raiders. This approach could fixed increasing the risks of raiding or increasing barriers to entry, but both of these would drive away the fledgling corps we're seeking to attract to PC. A better option, in my opinion, would be to lower rewards (and damage potential) of raids. The potential for raid reward should be much higher than pubs, but not as as high as the rewards of actually holding land.
Shoot scout with yes.
- Ripley Riley
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Kain Spero
Negative-Feedback
4439
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Posted - 2015.01.27 00:23:00 -
[36] - Quote
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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6091
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Posted - 2015.01.27 04:15:00 -
[37] - Quote
Thanks, Kain. I'd forgotten that we were doing away with high-price clone packs. The concepts and concerns above may or may not still apply; you guys know best. Here are a few more thoughts:
On Districts Basic Components for Merc Barge and Corp Flotilla can be purchased with Isk, salvaged or manufactured by Districts. Rare Components are generated exclusively through Districts. Early stage upgrades are fairly inexpensive and can be accomplished using Basic Components; advanced stage are upgrades are costly and many require Rare Components. Holding districts is the surest way to procure Rare Components, though they can also be procured by successfully Raiding a District. Different types of Districts generate different types of Rare Components.
In addition to manufacturing Basic and Rare Components, Districts can also provide a source of passive income through clone sales. Once a district reaches 100% of its clone capacity, excess clones are automatically liquidated. Districts which generate revenue are most likely to be Raided, as the higher the clone volume on hand, the more a Raider is able to steal. Districts below 50% capacity are immune to Raid.
On Raid Reprisals Following a successful Raid, a district holder is given option to pursue and counterattack Raiders. The counterattack much be launched with 5 minutes of Raider victory, else Raiders make a successful getaway. If counterattack is not launched, clones stolen by Raiders are immediately liquidated (5 minutes after victory). If counterattack is launched, Raiders are given of notice Ambush (you've been waylaid!) and a brief opportunity to assemble. If Raiders ignore counterattack or are defeated in the Ambush to follow, 50% of the clones stolen from district are returned to district. If Raiders successfully defend themselves, they escape with 100% of the clones stolen, which are automatically liquidated following the match.
Assorted Attack Types https://docs.google.com/spreadsheets/d/1Vb8fkfEqJKbDK8QTbJsWz_UKD7I_UhBwB0SSbtwlikM/edit?usp=sharing
Shoot scout with yes.
- Ripley Riley
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Kain Spero
Negative-Feedback
4464
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Posted - 2015.01.30 14:05:00 -
[38] - Quote
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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6205
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Posted - 2015.01.30 15:00:00 -
[39] - Quote
Kain Spero wrote: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.
Double Post: https://forums.dust514.com/default.aspx?g=posts&m=2598875#post2598875
Hypothetical: Assume that districts at maximum clone capacity generate passive Isk.
Scenario: Farming proves to be more efficient than fighting. Between occasional bouts, the Big Boys invariably blue up, their at-rest state being at peace rather than at war. The types who fail to play nice or lick boot will be labeled warmonger and promptly removed. Those corps removed (in addition to outcasts, fledglings, casuals and upstarts) will become the Raider Corps. In Peace Time, these rebels exist to disrupt your Risk-Free Farming Operations. In War Time, their services can be purchased to detract from the revenue base and reinforcements of your enemies. Their role in PC is different from yours as a landholder, but their role in PC is nonetheless meaningful and active.
Conclusion: If this hypothetical were to become reality, it would be our responsibility to prevent the Big Boys from farming PC 2.0. If they get rich again, no one would be to blame but us.
I think it likely that Raiders will be our best bet at keeping PC farm-fest free. A successful Raid should impact Landholder income. In times of Peace, it'll be the only thing which can.
Shoot scout with yes.
- Ripley Riley
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Kain Spero
Negative-Feedback
4465
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Posted - 2015.01.30 15:11:00 -
[40] - Quote
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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6209
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Posted - 2015.01.30 15:15:00 -
[41] - Quote
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)
Shoot scout with yes.
- Ripley Riley
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Kain Spero
Negative-Feedback
4465
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Posted - 2015.01.30 15:26:00 -
[42] - Quote
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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