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Thread Statistics | Show CCP posts - 1 post(s) |
Gyn Wallace
OSG Planetary Operations Covert Intervention
281
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Posted - 2015.03.10 00:12:00 -
[1] - Quote
Kaeru Nayiri wrote:Accessible through Public Contracts: Attrition
CONDITIONS FOR VICTORY: First side to lose 20 million isk LOSES THE MATCH. ..
Nice, so isk efficient players who slay with their basic and advanced suits might win the game against protostompers, even if they lost a few more clones in the process. I like it.
My only question is: How are BPOs valued toward the victory condition? The same way as for match rewards or differently?
The Dust/Eve Isk Exchange Thread
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Gyn Wallace
OSG Planetary Operations Covert Intervention
283
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Posted - 2015.03.10 14:23:00 -
[2] - Quote
Kaeru Nayiri wrote: ... CONDITIONS FOR VICTORY: First side to lose 20 million isk LOSES THE MATCH.
This includes: ... 2. Dropsuits 3. Vehicles
Thinking about this more, what do the last moments of the match look like when loss of dropsuits and vehicles ends the match? Is it the last guy to spawn in with a suit over the limit that triggers the victory condition (like getting cloned) or does the match continue, with no more men and material available to that side, giving the other side an advantage towards taking the null cannons?
If the latter, I'm trying to imagine edge cases, where both teams nearly "isk out" and you're left with the remaining few survivors on each team running around trying to kill each other for a total annihilation of the enemy's available clones, or hack the null cannons, until.. MCC distruction or one side is completely eliminated?
This is potentially a long time for the downed, unable to respawn people to wait for the match to end. Should they be unable to respawn, have to wait, be able to exit to the end of match screen earlier than the current system, or be able to respawn in free suits?
The Dust/Eve Isk Exchange Thread
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Gyn Wallace
OSG Planetary Operations Covert Intervention
283
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Posted - 2015.03.10 14:36:00 -
[3] - Quote
Gyn Wallace wrote: I'm trying to imagine edge cases, ...
Let me flesh that out better, because Kaeru's idea is awesome. So imagine you've got a protosquad, team deployed to the attrition match. Their strategy is to revive their fallen, and keep their average respawns down to 4 or 5, so they can all run proto gear. The other side runs cheap suits and fails to hold the null cannons at all for the first half of the match. The cheap suits burn up the proto squad's isk pool as the cheap suit team's MCC goes to 1/4 armor.
This is where my prior post's question comes into play. Does the match not end until the cheap suits have held the null cannons long enough to burn through the proto team's MCC shields and armor, or until they've tracked down and killed the last proto-team's cloaked scout?
That's potentially a very long time for a bunch of people to be waiting and unable to respawn. It begs for the ability to leave the match early without losing all rewards for having participated. If we can still join matches late and earn rewards for only partial participation, being able to leave attrition mode matches early, earning partial rewards, would be reasonable.
If that's not feasable, coming up with a faster way to end the match than my hypothetical would be beneficial for wait times, and getting people back into the pool of players available for the next game's queue.
The Dust/Eve Isk Exchange Thread
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Gyn Wallace
OSG Planetary Operations Covert Intervention
286
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Posted - 2015.03.10 23:14:00 -
[4] - Quote
Kaeru Nayiri wrote:When your team has enough gear on the field that could make them POTENTIALLY lose the match, that team enters OVERCOST. That team's ISK color changes to red. This is simply a warning that if all current assets are lost, it would be enough to lose the match. It does not prevent more gear from being called in, it is simply a warning. Using more gear simply pushes the team deeper into overcost. That completely addresses my concern/answers my question.
The Dust/Eve Isk Exchange Thread
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Gyn Wallace
Ready to Play
290
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Posted - 2015.03.11 13:45:00 -
[5] - Quote
Fizzer XCIV wrote:I don't know. I'd love it, since it would place ISK efficiency above K/D, and it would provide a more level playing field and there for be a more accurate test of skill, since it would [discourage] Proto gear to the point that pretty much nobody would use it..
Unless the limit were under 8M for each 16 man side, I suspect you'd see organized teams running a pattern of suits, including protosuits for first spawns, with very cheap back up suits. Another one of the consequences, would be organized limiting of the number of logis, since their equipment costs are disproportionately expensive. You'd almost never see a que-synced pair of squads with more than four needles, whereas now you're likely to see as many needles as logis. Hives would be spent less haphazardly. This game mode is in part a better solution to equipment spam than bandwidth.
One of the beauties of this mode would be if hacked vehicles subtracted isk from the team that lost them and added to the team that hacked them.. (Although its more likely that CCP would handle this like FW, blowing up a vehicle after the enemy hacks it, would probably subtract from the enemy's isk limit.) Expect LAVs with remotes to be mysteriously undefended.
The Dust/Eve Isk Exchange Thread
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