Avallo Kantor
942
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Posted - 2015.10.26 20:35:00 -
[1] - Quote
Grimmiers wrote:I think location actually mattering would help a lot too. Being able to attack anyone anywhere makes it really easy for pc corps to get burnt out when a bunch of different corps can just attack, no show, troll, etc. Not only that, but there's no obvious reason to attack anyone. District services that benefit eve and dust and a marketplace would've added some depth.
After playing eve I thought it would be cool if dust players could fight on planetary interaction colonies too boost production, or steal isk. Planetary interaction is actually ran by drones, so it would be possible reprogram them to benefit you instead of the eve player and that eve player would hire mercs to get rid of the rogue drones. /offtopic
Basically there's little hope for a pc I'm interested in until there's a new game.
On your second point, I agree that PI could be a useful mechanic.
What I've never understood is why a "district" is always just one location when in theory a planetary district could cover a large swath of land.
One mechanic I think would have been more interesting is if a District worked more like an EVE PI.
Aka: You have the District Command Center, and control of that determines ownership of the district.
You can then (at CP / ISK cost) add on various services [limited by PG / CPU of the Command Center] such as Factories, Storage Facilities, Spaceports, and Extractors. Each with various pros / cons.
Factories: Produce stuff. [in this simple case let's just stick with Clones]. Each factory produces X / Day clones as long as it is provided raw Material (in this case biomass)
--These can be attacked during a district vulnerable period. Successful attack shuts it down and allows for additional attack actions.
Storage: Works as Storage facility does now, but to a lesser effect.
Spaceports: Work like the related District option.
Extractors: Creates Raw Material (in this case, biomass) at a X per hour ratio. If Full, overflow is wasted. Every 6 hours it empties out all material to connected Factories. [Splitting up to each factory if multiple exist]
The difference with Extractors however is that they are cheap to make, but Always Vulnerable. Successful victories here would give the attacker HALF the current extractor storage. (Meaning repeat attacks on one Extractor are less profitable).
Now this creates a few possibilities: 1) Raiding mechanics that generate something useful. 2) Potential for multiple battles on a district: - Either have it worked like a tiered battle where you have to shut down connected nodes before breaching the command center - Have it work where you can have multiple battles on outer nodes to force multiple fights per district. 3) Owner gets to control their district set up / facilities. Possible to set up less extractors to have less raids. Potential ability to senergize multiple districts together. [extractor district + factory district]
"Mind Blown" - CCP Rattati
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