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Arirana
Ancient Exiles.
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Posted - 2015.10.25 15:02:00 -
[1] - Quote
The biggest issue with PC that has yet to be fixed is that it is more profitable to sit back and farm rather than go to war. Everything in PC is limited by CP. Selling clones and using clones costs the same amount, yet one yields immediate ISK and DK profit (selling clones) and sending attacks takes time and effort for much less possible profit (its actually likely you will LOSE isk with this option).
The second biggest issue is no showing, which in its current worst form is sending a free 25k CP attack and simply not showing up for it, forcing the defending side to spend time setting up a team and coming up with a plan, sitting in the warbarge for 10 mins, resetting, etc.
People like to defend no-showing as the only viable tactic a weak corp can use to intimidate a strong corp. Its actually not, the most viable tactic would be to show up with 16 people, fight for all your worth, learn, and improve. No-showing is one of the many things that drives people away from sending attacks to just pub stomping and using CP earned in pubs to sell clones, fueling more pub stomping.
Its not just the players' faults for lack of PC action, its the mechanics that revolve around farming and no showing. The best way for this to change would be to reduce the amount of ISK selling clones yields and increase the amount of DK it yields, reduce the CP cost of sending attacks by half.
Most importantly, MAKE FIGHTING PROFITABLE! Add ISK value to clones destroyed again, make it equal to the amount each clone would fetch you by selling it. By clones destroyed, I mean MANUALLY destroyed by players, clones lost automatically to a defeat should yield NOTHING. This way a no show with one person on the winning side won't produce anything.
But heres the most important part. The victor will receive the ISK generated by clone destruction by both sides, this will make winning matter again. With the current "Keep what you killed" mechanic losers can get paid more than the winners. I agree the losers should get something, the ISK value of the suits they destroyed should be sufficient, but it makes no sense for the loser to get the clone goo profit. Make people WANT to WIN instead of play passively.
Passive play in PC needs to die a quick death.
The Official Ari QQ Thread
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Arirana
Ancient Exiles.
1
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Posted - 2015.10.25 15:28:00 -
[2] - Quote
Adipem Nothi wrote:Real Raids! Whats your idea for a real raid? I was thinking a window mode mechanic would be good, as in you can attack a district and in a hour or less the battle happens.
Reasoning is if you own a district, you should be able to defend it during the timer you have it set to. If you have multiple districts on the same timer, you're **** out of luck. The offset would be a raid cannot flip the district, only reduce the clone count and generate ISK for the raiders.
The Official Ari QQ Thread
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Arirana
Ancient Exiles.
1
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Posted - 2015.10.25 16:06:00 -
[3] - Quote
Aeon Amadi wrote:
Still thinking about how to combat the no show mechanics in a feasible way. Might have something come lunch time.
I think you're on to something with your active state idea. As for a no-show fix, I have a few ideas that have probably been thrown around before. Idea #1 is whenever an attack is sent, instead of it costing isk, the attacker will have to put some ISK up as collateral to concord (approx. 16-32mil ISK).
If the warbarge ends and there is no one on the attacker's side, the collateral is immediately forfeited to the defender to compensate for time wasted, and the battle is immediately decided and cuts to EOM(to save time), the collateral being divided up between everyone on the defender's side.
If the situation is reversed and the attackers show but the defenders don't, the match is immediately decided and cuts to EOM, but the defenders did not have to put up collateral.
Instead concord will directly tax their corp wallet(if its is empy then it will tax the players evenly) and give it to the attackers (8-16 mil ISK). The obvious trade off is that the attackers are one step closer to flipping the district. The re-up attack warbarge will be 5 mins long instead of 10 mins to save time as well.
What do you think?
The Official Ari QQ Thread
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Arirana
Ancient Exiles.
1
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Posted - 2015.10.25 16:18:00 -
[4] - Quote
Aeon Amadi wrote:
Agree'd. Might actually be an interesting solution to no shows, actually, if you could only use a clone pack to attack a district in a system that is bordering a high-sec system. This gives tactical value to systems that are deeper in that are functionally immune to clone packs and allow newer corps to bridge in on the edge systems to gain their foothold.
Thoughts?
I like this idea, but being a noob to the security mechanic I have a hard time understanding the pattern to the layout of high sec and low sec systems. Are High sec systems all near eachother or are each randomly distributed? I think there would have to be a UI upgrade to the starmap to make this easier to understand for everyone.
The Official Ari QQ Thread
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