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Jadek Menaheim
Xer Cloud Consortium
5831
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Posted - 2015.04.18 10:00:00 -
[31] - Quote
Thanks for the feedback GTorq on google plus.
This type of feature should wait until we have more cosmetic items like mercenary quarter assets and the proposed SKINs system for Dust. The idea here is to reduce the marketing of boosters to new players and instead shift it toward veteran players as a tool for expanding influence with the production of skill implants from unallocated SP.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5841
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Posted - 2015.04.18 22:00:00 -
[32] - Quote
A wealthy and active Dust player can max their skills in 85 weeks with stacked Omega boosters. Let's consider ways to encourage these prime players that there are other ways to continue engaging the game once you've completed your skill tree, i.e. selling off extra skill points you produce past the max.
I'm thinking of the long game for you CCP.
@JadekMenaheim
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Maken Tosch
DUST University Ivy League
11519
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Posted - 2015.04.18 23:45:00 -
[33] - Quote
From the way this is all being described, this reminds me of the Eve Online Character Bazaar where veteran players sell off their skilled-up characters to other players for ISK.
Of course the difference here is that it would be the SP being sold instead of the character itself in Dust.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
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Jadek Menaheim
Xer Cloud Consortium
5844
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Posted - 2015.04.18 23:49:00 -
[34] - Quote
Maken Tosch wrote:From the way this is all being described, this reminds me of the Eve Online Character Bazaar where veteran players sell off their skilled-up characters to other players for ISK. Of course the difference here is that it would be the SP being sold instead of the character itself in Dust. Yep, the advantage over the Character Bazaar is being able to sell packets of SP. Some players may not want to pony up billions of ISK for a full character, but they may be interested in getting several injections of SP implants to complete their own role loadout.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5844
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Posted - 2015.04.18 23:55:00 -
[35] - Quote
Concerns about alt farming Kane Spero offered the excellent suggestion of only allowing active & boosted sp to be available for extraction. This would cut out the farming ability of passive building PSN accounts. We already have afk measures in for matches. With this system I would suggest making a new menu category within the Warbarge tab called Implant Factory. It would be a separate module available day one, to players and upgraded on a five level system with warbarge components.
Concept Art CCP already owns the rights to this design. Source - Art of New Eden.
@JadekMenaheim
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Golden Day
Corrosive Synergy Rise Of Legion.
1341
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Posted - 2015.04.18 23:58:00 -
[36] - Quote
I like the idea
Could open up whole new ways of players could catch up to vets
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Jadek Menaheim
Xer Cloud Consortium
5844
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Posted - 2015.04.19 00:01:00 -
[37] - Quote
Golden Day wrote:I like the idea
Could open up whole new ways of players could catch up to vets It shifts the emphasis away from feeling it's compulsory as a new player to pay real money to catch up to a competitive level, it'd be a marketing win for CCP.
@JadekMenaheim
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Golden Day
Corrosive Synergy Rise Of Legion.
1343
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Posted - 2015.04.19 00:16:00 -
[38] - Quote
I would love this
I could buy sp for my alts to use so I can have more testable characters!
Great money for CCP.
We need to get a CCP DEV to look at this money farm!
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Jadek Menaheim
Xer Cloud Consortium
5846
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Posted - 2015.04.19 00:20:00 -
[39] - Quote
Golden Day wrote:I would love this
I could buy sp for my alts to use so I can have more testable characters!
Great money for CCP.
We need to get a CCP DEV to look at this money farm! Talking with people in Skype about this production facility aspect. Your first slot costs nothing, but the two additional slots are unlocked each production run with a small amount of AUR.
Yes, this could be a money machine for CCP that isn't pay to win, just pay to get things done faster.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5846
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Posted - 2015.04.19 00:23:00 -
[40] - Quote
When I have some free time I'll get to work on building concepts of the menus like I did here.
http://img560.imageshack.us/img560/9457/hcx8.jpg
@JadekMenaheim
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Golden Day
Corrosive Synergy Rise Of Legion.
1345
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Posted - 2015.04.19 00:41:00 -
[41] - Quote
Hmm I like this...why arent you CPM?!
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Adipem Nothi
Nos Nothi
8929
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Posted - 2015.04.19 01:09:00 -
[42] - Quote
Absolutely love parts of this idea. Also very original. Kudos. The buildup is brilliant, but the pitch (sell SP for Isk) is kinda meh. Huge potential though. Thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft
... and so on. One implant per primary and secondary weapon, additional implants for select module types.
Shoot scout with yes.
- Ripley Riley
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Golden Day
Corrosive Synergy Rise Of Legion.
1349
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Posted - 2015.04.19 03:22:00 -
[43] - Quote
Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft ... and so on.
One implant per primary and secondary weapon, additional implants for select module types (balance permitting). I'm just shy of 80M SP, and I'd absolutely want all four of my implant sockets filled with prototype implants; I'd have to buy a(nother) respec to do it. The more heavily a given player is invested in a given playstyle or weapon, the less likely he'll be to chase FoTM or skill into everything. This would very likely result in increase battlefield diversity. Further, it'd extend Dust's lifespan and give players at all career levels something awesome to grind toward and look forward to. Hmm seems nice....
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Jadek Menaheim
Xer Cloud Consortium
5848
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Posted - 2015.04.19 04:55:00 -
[44] - Quote
Adipem Nothi wrote:One implant per primary and secondary weapon, additional implants for select module types (balance permitting). I'm just shy of 80M SP, and I'd absolutely want all four of my implant sockets filled with prototype implants; I'd have to buy a(nother) respec to do it. The more heavily a given player is invested in a given playstyle or weapon, the less likely he'll be to chase FoTM or skill into everything. This would very likely result in increase battlefield diversity. Further, it'd extend Dust's lifespan and give players at all career levels something awesome to grind toward and look forward to. The diversity this could bring would be phenomenal, yet it seems like it would be a beast a manage in terms balance and meta lockouts if we are going in that direction still. Unlike suits it's a lot more difficult to change fits to get under a meta threshold if the implants are backed into you.
A possible approach off the top of my head is having separate meta levels of clones that you stick into a dropsuit. These clones have your unlocked implants plugged into them. Is this ultimately making the game more complex to a benefit or a detriment? That's a point to discuss and argue.
@JadekMenaheim
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Adipem Nothi
Nos Nothi
8940
|
Posted - 2015.04.19 05:23:00 -
[45] - Quote
Jadek Menaheim wrote:Adipem Nothi wrote:One implant per primary and secondary weapon, additional implants for select module types (balance permitting). I'm just shy of 80M SP, and I'd absolutely want all four of my implant sockets filled with prototype implants; I'd have to buy a(nother) respec to do it. The more heavily a given player is invested in a given playstyle or weapon, the less likely he'll be to chase FoTM or skill into everything. This would very likely result in increase battlefield diversity. Further, it'd extend Dust's lifespan and give players at all career levels something awesome to grind toward and look forward to. The diversity this could bring would be phenomenal, yet it seems like it would be a beast a manage in terms balance and meta lockouts if we are going in that direction still. Unlike suits it's a lot more difficult to change fits to get under a meta threshold if the implants are backed into you. A possible approach off the top of my head is having separate meta levels of clones that you stick into a dropsuit. These clones have your unlocked implants plugged into them. Is this ultimately making the game more complex to a benefit or a detriment? That's a point to discuss and argue. If whatever weapon balance issues posed were posed unilaterally and uniformly, there would be no weapon balance issues :-) Even so, it'd likely be best to not to directly affect TTK with bonuses like +DMG. Thinking the weapon specialization bonuses should be more indirect than direct (i.e. reload speed, zoom fidelity, ammo capacity, dispersion, blast radius, etc). We'd also have to be careful with module-based efficacy bonuses; while something like +X% to biotic efficacy would likely be fine, +X% to damp or precision enhancer efficacy would make balancing EWAR interplay a serious pain-in-the-arse.
All that to say, we'd have to be careful with the implants when it comes to picking bonuses. But imagine the possibilities!
Shoot scout with yes.
- Ripley Riley
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Jadek Menaheim
Xer Cloud Consortium
5850
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Posted - 2015.04.19 05:50:00 -
[46] - Quote
@Adipem Nothi Now my initial thoughts for production are; -Active & Boosted SP is extracted into an SP injectable implant module that is produced by a facility on your warbarge available to you from level 1.
Crafting Option A: Pirate Implants: This implant may be combined with high level salvage we are already getting (optronic sight, broken weapon housing, etc). This creates a medium capacity run of 10-75 implants usable in your omega clone.* This capacity is dependent upon the grade of skill implant (there are 5 levels).
Option B: Booster Synergy This implant may be combined with existing boosters to offer both a rapid skill injection of those player extracted skill points and a high percentage of the active. passive, or LP boosters properties (again, this percentage depends on the grade of skill implant paired with it). The usefulness of this new synergy booster resides in it having a special separate slot, meaning you could stack 3 full active boosters and 65% of the power of another active booster.
Clone Grade Alpha: Normal clone with no meta level increase. Currently the clones we have in our dropsuits. Omega clone: Allows for the fitting of pirate modules. Prevention of use in high security space via concord mandate. Concord will track and kill these clone upon entrance on the battleground.
District Production Link I'm not quite sure how to flesh this one out. Holding districts should have benefits for players in your corp. Their warbarges join the greater flotilla's link with the corp's districts below and it somehow improves production time and production quality of Pirate Implants and Synergized Boosters.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5850
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Posted - 2015.04.19 06:16:00 -
[47] - Quote
Broke up the original post into two parts. The idea is expanding.
@JadekMenaheim
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Golden Day
Corrosive Synergy Rise Of Legion.
1359
|
Posted - 2015.04.19 06:36:00 -
[48] - Quote
I was thinking....
Our Districts could produce War clones for eve players....these clones give bonuses to the damage profile of your turret
They could harvest 20 a day
think about it....
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Slave of MORTE
382
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Posted - 2015.04.19 09:38:00 -
[49] - Quote
Would be one of the best things they ever added to dust
I'm her slave because amarrians are the best in the sheets #stamina
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Adipem Nothi
Nos Nothi
8950
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Posted - 2015.04.19 11:34:00 -
[50] - Quote
Shoot scout with yes.
- Ripley Riley
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G Clone
Amarr Templars Amarr Empire
60
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Posted - 2015.04.19 12:26:00 -
[51] - Quote
Jadek, just to follow up on our chat,
First off, I'm seeing a lot of cool ideas in the thread, and I think a formal document might be in order? Perhaps incl results from the steps I recommended you. The non-SP implants would also be am awesome idea, if done right, even if it smells a bit like what PS2 does.
Now, something that came to my mind while doing dishes: Standardize SP boosters ...
In a recent thread, CCP Rattati asked off-hand if it would make sense to change the current (active) boosters from being time-based, to being max-SP based; I.e., you can get x SP from the booster, at a given rate, independently of how often you play. The idea being, people shouldn't feel pressured to play a lot during 24-72 hours to maximize the value of the booster.
Going from the, I think the result from your suggest could be basically ISK versions of the very same boosters!
Think about it as some NPC corp is making the AUR versions, and these are always available. The ISK versions, which are identical (except for there being no Omega versions), are then produced by the players, and available via said players.
This way, boosters can stop being part of the P2W cycles in DUST, since ISK version will now exist (to the extend that players create them).
A separate thought was around the percentages and stats you gave. I think these boosters/implants should be a way to take SP out of the system, but also not take too much out of it.
2 day production time: 30% loss 5 day production time: 20% loss 7 day production time: 10% loss (include various %s in your talks with corps, to gauge what would be acceptable?)
If a 1.000.000 SP (1mill) booster is made over 5 days, it then requires 1.200.000 SP (1,2mill)
Yeah, I'm not on board with a 1-day production time, since I'm worried newbros would start to feel dependent on friends "reaving" their SP for them.
For actual sizes we should look to CCP, especially CCP Rattati, for what they think should come out of the boosters SP wise, but I'd hope for something tiered, similar to Basic, Advanced, and Complex, where production of each can then depend on both Warbarge Level (1, 3, 5?) and Loyalty Rank (LR3, L4, LR5 respectively?)
Finally, I'm going to poke Bamm about making a video talking about your idea, hopefully with your involvement, so we can perhaps get more into this discussion and flesh out stuff. You know where we discuss that sort of stuff, so just drop by |
G Clone
Amarr Templars Amarr Empire
60
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Posted - 2015.04.19 13:29:00 -
[52] - Quote
Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft ... and so on.
While I like the basic idea presented here, the specific details fails for 1 simple reason: Powercreep.
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Mobius Wyvern
Storm Wind Strikeforce Caldari State
6122
|
Posted - 2015.04.19 17:24:00 -
[53] - Quote
I actually can't find any reason to oppose this.
It's very unorthodox, but it just might work.
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Jadek Menaheim
Xer Cloud Consortium
5877
|
Posted - 2015.04.19 22:12:00 -
[54] - Quote
Sounds good G. Excellent points to consider.
@JadekMenaheim
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Adipem Nothi
Nos Nothi
8963
|
Posted - 2015.04.19 22:53:00 -
[55] - Quote
G Clone wrote:Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft ... and so on. While I like the basic idea presented here, the specific details fails for 1 simple reason: Powercreep.
These implant bonuses would be highly specialized and slight in effect. They would require significant investment over the course of substantial period of time, but more importantly, the SP "sunk" into one of these implants would not be recoverable. A 50M SP Sniper who's traded 5M hard-earned skillpoints for an implant which augments his Sniper Rifle will be far less likely to drop his role to spam FoTM.
I've played alot of Ambush over the years, and I've observed many times over many builds the nasty effects of FoTM chasing. It is amazing what a little 'bit of imbalance can accomplish when multiplied across a squad. If players became more deeply and permanently invested in their respective roles, I'd argue that we'd see a drastic decrease in FoTM chasing. In my mind, a slightly better scope or a slightly larger clip would be pose less of a balance problem than 6 guys spamming this month's broken suit and broken gun.
Powercreep? Perhaps. But it'd slight, and it'd be controlled. I'd say it's worth the risk. Less FoTM spam. More battlefield diversity. Something exciting and meaningful to grind toward. Combinations to make each merc unique.
Shoot scout with yes.
- Ripley Riley
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3117
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Posted - 2015.04.20 03:08:00 -
[56] - Quote
Regis Blackbird wrote:Godin Thekiller wrote:Regis Blackbird wrote:Not really fond of the idea, sorry. SP is (and should remain) character specific. For what reason should it? Just speaking my personal opinion of course. For me SP represent individual character development by time and skill (which in Dust can be accelerated by boosters). You can not buy SP straight up from the market for AUR (for a reason), as this would be the purest definition of pay to win. However, this proposal suggests just that. I can create a new character -> Buy AUR -> Buy AUR gear -> Sell AUR gear for ISK -> Buy SP for ISK. (Ok, the path is longer...but it opens up a can of worms I don't think we want to open) Even if the SP tokens work exactly like normal Boosters (I.e allow players to manufacture Boosters) I think its a bad idea, since it would severely cut into AUR booster sales (which I think is still the most lucrative business CCP have at the moment)
Actually, skill spikes was going to be put in, but never was, due to Legion happening, and iirc skill spikes were going to be put there. Also, After like 10 mil (so a year of decent play, most likely less), SP really doesn't matter in the first place.........
click me
Blup Blub Bloop. Translation: Die -_-
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Jadek Menaheim
Xer Cloud Consortium
5883
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Posted - 2015.04.20 08:11:00 -
[57] - Quote
Whoops...accidentally edited the wrong post.
Quote:District Production Link I'm not quite sure how to flesh this one out. Holding districts should have benefits for players in your corp. Their warbarges join the greater flotilla's link with the corp's districts below and it somehow improves production time and production quality of Pirate Implants and Synergized Boosters. Raiding Successful raid during an open reinforcement window would allow your raid party members to establish a 30 minute 70% production link boost with that ground facility (district owners retain 30% production bonus during 30 minute siphon window). There is a 2hr cool down on anyone raiding that facility. Ground facility type could determine boost for various implant production on your warbarge.
Raid cuts into production time bonues for districts. Districts produce implant production resources for Dust and Eve district holders.
EVE Link? Your Warbarge must be parked in space above the district (automatically preformed) and can be attacked by EVE capsuleers. If enough damage is sustained, warbarge goes into Bastion mode and production link is reduced to 5% (district owners retain 95% production control). Capsuleers associated to raiding parties can also be encouraged to defend linked warbarges.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5884
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Posted - 2015.04.20 08:48:00 -
[58] - Quote
Warbarge travel would occur in real time.
@JadekMenaheim
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Adipem Nothi
Nos Nothi
8987
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Posted - 2015.04.20 13:21:00 -
[59] - Quote
Jadek Menaheim wrote:Whoops...accidentally edited the wrong post. Quote:District Production Link I'm not quite sure how to flesh this one out. Holding districts should have benefits for players in your corp. Their warbarges join the greater flotilla's link with the corp's districts below and it somehow improves production time and production quality of Pirate Implants and Synergized Boosters. RaidingSuccessful raid during an open reinforcement window would allow your raid party members to establish a 30 minute 70% production link boost with that ground facility (district owners retain 30% production bonus during 30 minute siphon window). There is a 2hr cool down on anyone raiding that facility. Ground facility type could determine boost for various implant production on your warbarge. Raid cuts into production time bonues for districts. Districts produce implant production resources for Dust and Eve district holders. EVE Link?Your Warbarge must be parked in space above the district (automatically preformed) and can be attacked by EVE capsuleers. If enough damage is sustained, warbarge goes into Bastion mode and production link is reduced to 5% (district owners retain 95% production control). Capsuleers associated to raiding parties can also be encouraged to defend linked warbarges. Devil's Advocate:
The big boy corps -- the ones most likely to have Eve support -- tend to push out of PC those unwilling to capitulate, then blue up with one another, declare cease fire or otherwise lock their farmlands safely away from the rigors of combat. In the past, the better of big boy corps were able to hold massive amounts of land wildly disproportionate to their headcounts and activity levels. A primary objective of Raiding will be to keep PC lean, moving and bloody. If over-expansion could still be facilitated on account of Eve support, then this primary objective will not be met.
Shoot scout with yes.
- Ripley Riley
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Jadek Menaheim
Xer Cloud Consortium
5889
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Posted - 2015.04.21 18:12:00 -
[60] - Quote
CCP Rattati demonstrates what happens with the super vet when they've maxed the skill tree. They keep accruing skill points.
https://twitter.com/JadekMenaheim/status/590577828430753793
@JadekMenaheim
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