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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 05:03:00 -
[1] - Quote
Check out this concept infographic. There's even love for alliance interaction as well with districts.
Note: If district is raided, those warbarges that were connected have their modifiers offlined for 12 hour period. At this time, the planetary logistics officer may choose to pull up the menu and select a player from the corp or alliance, not connected to a district to slave move their warbarge into production link with the flotilla. If another raid occurs where enemy is victorious, that player's modules are then offilined for a 12 hour period. Only 25 warbarges may be connected to a flotilla factory link at a time.
Benefits of production go to player. Logistics officers communicate with corp members to acquire goods produced from player, or manage time slots.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 05:16:00 -
[2] - Quote
Players could have a log of when their warbarge was connected to their corp or alliance districts. This info could be used to broker time share rights. It could also be used as a collective claims too to show if planetary logisicts officers are optimizing everyone's warbarge production time amidst raiding.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 05:28:00 -
[3] - Quote
x2 double modification would probably be the highest anyone could upgrade their modifiers with district kredits. You get done in one day what normally took 2 days to produce.
You'd still have a cap, which means you'd have to log in more frequently to collect goods.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 05:55:00 -
[4] - Quote
There would also be a minor command point cost tied to moving players' warbarges to and from the factory flotilla link by the logistics officers.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 07:11:00 -
[5] - Quote
Aikuchi Tomaru wrote:Looks like a way to increase the protostomping. I hope CCP won't do anything like this. How so? Please explain. Yes, the damage modifier requires consideration, but I think it's fine in the scheme of things. If you want to cut down this player's modified power abilities you cut off this power source by attacking that player's corporation/alliance holdings with raids.
The 25 warbarge limit per district, modifier locking mechanics for lost raids, and command point cost for moving warbarges to the link curtail the ability of a player to always remain at modified power levels unless they work really hard at it with the combined effort of their corporation and alliance.
Defending districts from raids and making sure the planetary logistics officers are maximizing timeshare on the flotilla links while not eating up too many command points which leave the corp vulnerable.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 07:16:00 -
[6] - Quote
As a personal note, it would be helpful to see when a player's weapons are boosted on the 'killed by screen.' Helps for making a mental note and planning your vengeance on that player's corp/alliance districts to take them back down a peg.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 07:46:00 -
[7] - Quote
Newbies have academy, matchmaker in public contract, and a way to contribute to building command points of PC involved corporations by running missions. From there, corp trainers bring up players into the C and B teams to participate in queued Faction Warfare and District Raids. Top skill competitive players will player your big fights and likely have their warbarges placed in flotilla link to get battle bonuses. Again, this kind of logistic work costs command points.
It's a game of careful planning and not over extending yourself to make sure you have the bonuses when you need them most.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 09:42:00 -
[8] - Quote
Here is what that operations menu could look like for logistics officers.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 11:37:00 -
[9] - Quote
Preface: For damage modifier to apply, player must be connected to a home corporation district. Link to alliance district does not power damage modifier bonus. Alliance district link modifies power of out of game production subsystems.
I'm cautious about the possibility of a maxed out 2x modifier being applied to a fully upgraded damage modifier subsystem, 8% (or 16% damage buff when modified by district link).
At the same token, it puts a greater emphasis on raiding as a way for defenders to weaken a districts' home advantage.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 12:00:00 -
[10] - Quote
Kallas Hallytyr wrote:I dislike any idea of buffs to the Ammo Facility, but generally it's a good proposal that maintains activity. Also, I like how raiding is factored in. How about this alteration to the ammo facility bonus?
"Damage bonus only applies to fighting on that planet (including all districts on that planet)." This would require establishing a foothold on the planet by conquering a district. Moving your prospective A-team's warbarges to link with that district. Finally, defending against raids around the clock in order to keep those linked warbarges from having their modifiers offlined by a successful enemy raid.
If you want to maintain that damage bonus for fights on that planet you have to work really hard on defense.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 17:17:00 -
[11] - Quote
Kallas Hallytyr wrote:That I can get behind. As the damage modifier is a corp specific bonus for that planet (you only get it when linking with your corp district) this disincentivizes ringers from being used to fight a corporations primary battles. Ringers and alliance members can still be brought in to assist in the defense against district raids.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.29 01:11:00 -
[12] - Quote
Quote:Raiding This also introduces a way for Corporations that donGÇÖt want to own Districts, to make money by using their earned Command Points to attack their enemies, or easy targets by any definition, to see if they canGÇÖt make money using the recently introduced Keep what you Kill reward method. If a corporation ends up winning a District, and doesnGÇÖt want it, they can always ransom it back as well. We hope to expand on the Raiding concept further down the line, by actually stealing resources from the District owner, possibly by GÇ£instant-sellingGÇ¥ clones for ISK and DK.
The next thing that needs to be sorted out is time it takes players or logistic officers to 'prepare to leave/prepare to join' either the flotilla or their corp; this relates to the frequency of how often players can raid a corporation.
Does anyone from the PC Think Tank know how often you can raid a corporation? Is it an X number of times per day?
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.29 04:50:00 -
[13] - Quote
Here is a new concept graphic showing the specifics of docking management and damage dock states. I used Lux Aeterna Int and THE LAST H0PE. as the example for alliance interaction with warbarge transferring.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.29 05:10:00 -
[14] - Quote
25 spots per district with 245 districts in Molden Heath, that allows 6125 players to participate in the modified module process. That seems large enough while also encouraging competition for space.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.29 05:22:00 -
[15] - Quote
To alleviate the concerns that in order to compete on a PC level you have to pay AUR in order to max level your ammo damage factory for the best bonus, I have this secondary feature suggestion.
[Here's an idea. Spend District Kredits in order to send components to another player]
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.29 16:55:00 -
[16] - Quote
Edgar Reinhart wrote:Any opinions on if there should be punishment / loss of levels / upgrades / subsystem damage / component loss / timed warbarge lockout should the district your warbarge is linked to be lost? Sure, I'd like to explore loss of bonus modifier levels as consequence of district being lost while your warbarge was connected. Because of the power of logistics officers hold to move corporation warbarges and even warbarges of alliance members (if those corps' directors wave the authorization security check), a team of logistics officers could mess up in a big way by poorly managing warbarges docking on at risk districts which could result in interesting inner-corp/alliance conflict as members are frustrated that their investment of district kredits into modifiers was wasted due to someone else's bad management.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.30 05:31:00 -
[17] - Quote
Addressing the Cargo Hub Proliferation Issue: The 25 player warbarges connected to a district are impacted when allies or corpmates win or lose battles over that district's control. -Win: If team is successful in defending district, all warbarges connected to that district randomly receive x0.1 point to a module modifier. Each module modifiers works from a 10 point system between x1.0 to x2.0. Each modifier level costs increasingly more District Kredits to level up. District wins facilitate leveling process in a risk vs reward paradigm. Surface infrastructure does not impact how points you received. All wins only award x0.1 point to one module on each of the 25 players connected to the district.
-Loss: Surface infrastructure type impacts how many points you lose. For hypothetical example, Molden Heath's is 80% covered by cargo hub installations. A warbarge connected to a cargo hub district now carries greater risks with the same x0.1 point reward for a win. If the district suffers a loss, 80% of your unlocked modifier modules go down by x0.1 points. If you had five modules unlocked, four would be affected by a district loss.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.30 08:28:00 -
[18] - Quote
Jadek Menaheim wrote:Each module modifiers works from a 10 point system between x1.0 to x2.0. Each modifier level costs increasingly more District Kredits to level up. Again, to clarify, this modifier is production speed not production capacity (except for the damage bonus, which is only active for the planet your warbarge is connected to in Molden Heath).
So if you had mobile factory 5 producing 600 components a day normally (2 day capacity of 1200), and you had a x1.8 active modifier running to boost that subsystem, you'd now make 1080 components in a single day. Once you reach the capacity of 1200 for that module, any additional production is lost time. When you are producing at this faster rate, you have to log in more frequently to make sure you're not hitting capacity.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.01 06:54:00 -
[19] - Quote
Bump for discussion.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.03 16:38:00 -
[20] - Quote
deezy dabest wrote:I would rather see as little as possible linked to our 2D mobile pay wall. It's something which needs to be constructively addressed seeing that CCP Rattati has stated the modular system that is the warbarge is the future moving forward for Dust 514. One idea, of many that can be explored, is to cut the 14 slot subsystem structure into a possible 7 each with a modifier that are affected by the conditions discussed in the OP.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.03 16:51:00 -
[21] - Quote
deezy dabest wrote:As far as what to spend district kredits on only time will tell what they decide to put in that market. Expect it to just be skins and BPOs which will hold little meaning to AUR users but at least it will give other people more chances to have cool items like that. While people do enjoy hats, from a dev perspective it doesn't seem sound to keep spending time and resources on continually making and balancing items that only a medium to small size proportion of the player-base will spend their DKs on. While the subsystem modifier suggestion does have a big impact on gameplay, its 2-d menus and back-end programming that works in perpetuity with existing systems once running.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.03 21:12:00 -
[22] - Quote
I want to hear other people's perspectives on this.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.06 15:16:00 -
[23] - Quote
Bump.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.08 19:40:00 -
[24] - Quote
If it's not evident already, I think like someone from the finance and marketing departments. It's probably a good thing I am not running for CPM2. Here is a new suggestion I offered in another topic that integrates with the idea in the OP.
Quote:The suggestion I offered for warbarge fuel is both a suggestion to incentivize players not to leave matches and integrates with PC 2.0 as a way to give value toward things to spend District Kredits on. Building a system that only requires 2D menus frees up development time and opens up the possibility to make a mobile management app extension for Dust 514 in the future. It's a lot more easier to implement than box smashing mining mechanic in an FPS equivalent to something like Warframe.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.29 21:44:00 -
[25] - Quote
Bump for feedback.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.29 23:12:00 -
[26] - Quote
Dzago Sevatarion wrote:I know this is a game with a lot of moving parts, but I'd say the dearth of feedback itt is somewhat demonstrative that the proposal is too opaque. D-Uni hasn't participated in PC during my time as a member so I can't really evaluate your proposal from an informed position. The proposal has evolved since those initial comments. What are your personal questions on the proposal?
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.30 00:51:00 -
[27] - Quote
Draxus Prime wrote:Jadek never tags me in his tweets anymore ;_; Simply, going through the rotations. You are not forgotten. 140 characters can be limiting.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.06.30 03:33:00 -
[28] - Quote
D4GG3R wrote:Jadek I've always liked your posts but this is by far the best thing you've posted ever....... moderately arousing 10/10 Hot damn. Thanks for the compliment.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.07.09 23:58:00 -
[29] - Quote
We can unlock level 8 on our warbarge now...I don't see people doing that when the cost increase is exponential. If the idea is to go to level 14 this is going to be problematic.
Level 5 module unlock is +50,000 WB components.
I really feel like capping at 6 or 7 would be ideal and moving to have the bottom slots become modifiers.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.07.10 09:18:00 -
[30] - Quote
^ I really don't like how this begins stacking up for the weapon damage modifier. At the now opened Warbarge level 8 you can bring your primary weapon damage to a permanent 9% across all game modes.
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Jadek Menaheim
Xer Cloud Consortium
7
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Posted - 2015.07.16 19:49:00 -
[31] - Quote
Bump.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Positive-Feedback.
7
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Posted - 2015.07.27 11:38:00 -
[32] - Quote
Bump for discussion.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Positive-Feedback.
7
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Posted - 2015.09.25 22:05:00 -
[33] - Quote
Bump for discussion.
With the hotfix changes to damage profiles we should probably revisit the purchased damage variable of the ammo power warbarge component.
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