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Thread Statistics | Show CCP posts - 1 post(s) |
Kaeru Nayiri
Ready to Play
576
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Posted - 2015.03.09 22:36:00 -
[1] - Quote
Accessible through Public Contracts: Attrition
SETUP: Both teams have 150 clones and an MCC each. There are a variable number of null cannon installations (1~5). All current maps for skirmish and domination remain viable for this game mode.
CONDITIONS FOR VICTORY: First side to lose 20 million isk LOSES THE MATCH.
This includes: 1. The MCC itself (worth aprox. 75mil, guaranteed loss if MCC is destroyed) 2. Dropsuits 3. Vehicles
CCP, please consider this and give it some thought. Thank you for reading.
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Kaeru Nayiri
Ready to Play
590
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Posted - 2015.03.10 17:48:00 -
[2] - Quote
Pokey Dravon wrote:Gyn Wallace wrote: 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?
I imagine you would just have to go with the ISK value of the BPO and pretend that it was actually expended?
Exactly, every item, even BPO, ALREADY has a built in ISK value. That value is deducted from your team's total.
Gyn Wallace wrote: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?
No, Look at it differently:
When you spawn in something or call in a vehicle that your team cannot afford, you go into
OVERCOST
Overcost does not change anything because the assets need to be destroyed in order to trigger victory conditions for the other team. You team can continue to spawn in and call in more assets and go deeper into overcost mode. We do not want 2 or 3 people left on the field running around while everyone waits.
A creative game designer/developper might come up with interesting game mechanics for overcast mode, however. :3
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Kaeru Nayiri
Ready to Play
590
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Posted - 2015.03.10 17:52:00 -
[3] - Quote
Lorhak Gannarsein wrote:You'd need to change some of the parameters; to burn out 20M in 150 deaths would take some reasonably expensive gear; certainly pricier than most of what I see in matches.
10M seems like a more sensible number, possibly lower. Cool idea, though.
the 20m is an arbitrary number.
Ideally I envision different NPC corps with different budgets and variable isk amounts available on either side. Obviously out of scope, though.
Still the point is that it doesnt have to be 20m, it can be 15, it can be 10. Just know that a single player can VERY EASILY lose 500k in a match with proto equipment. Think of logis and vehicle users. It's totall OK if their are people spawning in BPOs that are worth 10k for the system. Remember even BPOs have an isk value per unit attributed to them in game.
I would also like to add that the clone counts can be removed entirely if only to simplify the number of conditions for victory. I didn't suggest it at first in order to keep it simple. It's up for debate.
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Kaeru Nayiri
Ready to Play
590
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Posted - 2015.03.10 18:27:00 -
[4] - Quote
I really wouldn't worry too much about griefing in this game mode.
People will have to lose substantial amounts of isk in order to accomplish this which results in only one thing: The match ends sooner than it should have. It sucks if people were actually trying to win, however it doesn't directly irritate anyone or steal anything from anyone other than the "employer".
Trying to make the team lose with BPO gear would be mind numbingly slow. It would be faster to run the 150 clone count up with suicides, which is already possible in every game mode currently available.
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Kaeru Nayiri
Ready to Play
590
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Posted - 2015.03.10 20:13:00 -
[5] - Quote
Both teams have an ISK counter displayed in the same light blue as the rest of the HUD.
This ISK counter displays the amount of isk left for both teams.
The ISK counter is only affected by assets destroyed. Similar to a clone that needs to be permanently bled out in Ambush in order to count, simply spawning in a suit does not affect the counter. Losing that suit or vehicle however subtracts the value of what was lost from your team's ISK pool.
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.
Payouts could depend on overcost. Winning without even reaching overcost earns bonus pay. Perhaps driving enemy overcost could also earn a certain bonus.
Clever game designers might come up with interesting mechanics for overcost, it could make a nice discussion. Important thing is that it does not affect a player's ability to continue to battle.
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Kaeru Nayiri
Ready to Play
600
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Posted - 2015.03.11 16:38:00 -
[6] - Quote
Himiko Kuronaga wrote:[...] If you ran proto, you would be hated. [...]
lol
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Kaeru Nayiri
Ready to Play
881
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Posted - 2015.04.01 20:01:00 -
[7] - Quote
@Rattati,
Hoping that this idea won't have too many obstacles to overcome !
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Kaeru Nayiri
Ready to Play
901
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Posted - 2015.04.03 21:15:00 -
[8] - Quote
Derpty Derp wrote:Kaeru Nayiri wrote:Accessible through Public Contracts: Attrition
SETUP: Both teams have 150 clones and an MCC each. There are a variable number of null cannon installations (1~5). All current maps for skirmish and domination remain viable for this game mode.
CONDITIONS FOR VICTORY: First side to lose 20 million isk LOSES THE MATCH.
This includes: 1. The MCC itself (worth aprox. 75mil or more, guaranteed loss if MCC is destroyed) 2. Dropsuits 3. Vehicles
CCP, please consider this and give it some thought. Thank you for reading. I'd like it as just an extra feature in battles, along with MCC/Clone war. Pretty sure something like this was mentioned before once. Puts staying alive higher on the list and gives people a reason not to spam expensive gear.
I'm actually hoping that IF this gets implemented and IF it becomes popular, it can be added to all game modes. I think starting out as it's own thing is prudent though.
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Kaeru Nayiri
Ready to Play
1045
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Posted - 2015.04.28 20:00:00 -
[9] - Quote
Any hope for this in a distant future release :D ?
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.26 20:23:00 -
[10] - Quote
Hoping to keep this idea alive until it's a possibility. A lot of people backing it up, after PC is setup, please give it some thought !
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.30 18:01:00 -
[11] - Quote
Devadander wrote:After four complete reads, I can't like this enough.
This is something for every mode. This is the mindset that brings us closer to new Eden.
Players with too much money will actually have to think.
New berries with 3-10k suits become an asset.
Vehicle operators will take less chances.
"The thinking man's shooter"
Excellent points ! I'm particularly interested in seeing vehicles used a lot less as suicide transports. It really takes away from the role of a vehicle operator.
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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.07.03 21:37:00 -
[12] - Quote
Jenni Welsh wrote:[...]Obviously there are many items that would need to be either prohibited or coded for this kinda play... Apex, Aurum, BPOs, Experimental items, Officer items... there are probably more I'm not thinking of (there in would lie the greatest difficulty in seeing this come to life). [...] As discussed, all those items actually have ISK values attached to them. There is no reason to prohibit them, as their built in ISK values can be used and deducted from the team they belong to when destroyed.
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Kaeru Nayiri
OSG Planetary Operations
1
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Posted - 2015.09.03 23:21:00 -
[13] - Quote
Jenni Welsh wrote:Kaeru Nayiri wrote:Jenni Welsh wrote:[...]Obviously there are many items that would need to be either prohibited or coded for this kinda play... Apex, Aurum, BPOs, Experimental items, Officer items... there are probably more I'm not thinking of (there in would lie the greatest difficulty in seeing this come to life). [...] As discussed, all those items actually have ISK values attached to them. There is no reason to prohibit them, as their built in ISK values can be used and deducted from the team they belong to when destroyed. Yeah, but stuff like the APEX suits cost 10MILLION ISK, so basically 3 or so APEX suits are killed and game over (that was my point).
The data base isk value of an apex suit is not 10 million, it's something under 50k (probably much less). What you pay to aquire it and the database sale value are a little different in this case.
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