Avallo Kantor
609
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Posted - 2015.04.09 16:48:00 -
[1] - Quote
What if you had something rather like Infomorph Psychology / jump (clone) fatigue?
Basically the idea is this:
Player Owned Districts use secure, close-linked Infomorph passageways to both secure ownership of the district, and to allow rapid planetary response to owned districts without the need for traditional supply routes.
However, because of the nature of these Infomorph lanes, using them puts a strain on users. This is offset by corporation members undergoing gradual acclimation training that is interwoven into standard operations. With enough prep time, any mercenary exposed to this procedure no longer feels the stress of using this secure passageway, and can use it without ill effects.
Mercenaries who have not had the requisite adaption will suffer from Infomorph Stress, which is a mental fatigue that negatively impacts a Mercenary. While one-time uses will not negatively impact a user, continued use would cause long-term damage to the immortal mind of the mercenary.
Game mechanics wise:
Corporation members who have obtained some minimum level of activity while in the corp (measured by some means) will have no negative impact upon deploying to their corporation's PC battles. (Offense, or Defense)
Others will take Infomorph Fatigue, basically the same exhaustion that Capsuleers take when using jump clones. To counteract this there will be a new skill, Infomorph Psychology (much like it's EVE counterpart) that increases the amount of different networks they can access. Infomorph Synchronizing (Another EVE skill) reduces the time between you are able to use another corporation's Infomorph network.
Basically:
-No penalty to corp members who have X life time corp activity (to prevent '1-day corp members') -Inability to Mercs to Ring in multiple times without a skill investment to allow them to do this faster / more corps at once. -Active choice on the part of a Ringer on their ability to intervene in a battle, and comes at opportunity costs.
The idea is to make it so ringers can have mechanics that limit them, while also having the ability for 'career ringers' to ply their trade, and be more available than others. Effectively creating a job path for this activity.
Second part:
Corporate Infomorph Network (potential Flotilla upgrade as well?)
-Basically a Corporation gets X back-door keys. (Let's spitball 5) -They can use these backdoor keys to allow Ringers, one key per ringer. -Those with a Key can Ring without issue after a 1-hour 'connection verification' period. -Removing a Ringer takes 24 hours to clear from the system, during which time the key remains locked to that merc. -A Merc can only have as many Keys as 1 + their Infomorph Psychology Skill.
This allows a corp to set up so many Ringers, limited, that can easily be subbed in (if their fatigue is not a factor) to fight for the corp. These Ringers would not cost the corp any additional resources to sub in.
Part 3:
For other Ringers who don't have key access, they can also be subbed in with no wait time, but doing so costs CP. The cost is not insubstantial, and it would only take about 6 of these Ringers (without keys) to cost a whole attack, effectively cutting deeply into a corps ability to attack or defend. (Depending on possibility this cost could be dynamic, increasing for each additional ringer within that downtime period)
The idea here is that Ringers should be allowed, but at extreme disadvantage to the corp calling them in. (not to mention any costs the ringers may demand) It is always less ideal than your key Ringers, and your corp members.
Note: Each one of these 3 parts is a separate part, so do not need to be taken in whole cloth. Part 1 could easily be a feature regardless of part 2 / 3. |