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Iron Wolf Saber
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Posted - 2013.02.26 22:40:00 -
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CCP FoxFour wrote:General Tiberius1 wrote:a way to counter the above is to make defending pay more.
the more you own the more you make. the attackers don't make much initially, but if they manage to take control of the area, once they start getting attacked, they make the iskies(if they can hold it) To be honest I would rather like to see it get harder and harder to take more space. Maybe even exponentially harder. Each district should represent something and none should feel entirely irrelevant. People new and small should feel like they are earning and single organizations shouldn't hold large swaths of space. That being said at every chance we get I want us to show who owns what. If someone owns a planet, or all the planets in a solar system, or all the systems in a constellation I want their logo EVERYWHERE. The corporations are so vitally important to the social nature of this game. Few random thoughts....
I have a theory that this is the initial cause of the nap fests. |
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Posted - 2013.02.26 23:29:00 -
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CCP FoxFour wrote:Iron Wolf Saber wrote:
I have a theory that this is the initial cause of the nap fests.
Would love if you elaborated. :)
I have a theory that this is the initial cause of the nap fests. [/quote]
Would love if you elaborated. :)[/quote]
Very well Ill try in the short time I have.
With the onset of higher costs, alliances and mega-alliances ergo player 'empires' are still seeking the bottom dollar for the best bang. The eventual cap income per resource source is not going to overcome the uncapped restrictions of holding those resources. So to combat the ever expanding costs the empire artificially fragments the pieces in the same contained bucket and organization and same equatable power. By meta-game means and all intents and purposes its the same empire, loyal unto it self and not as likely to break apart as theorized, in matter of factually it increases security as its compartmentalizes any potential internal damage from anything. So any coup de dat, rogue director, or spy can only sabotage or poison so much.
Now I am not saying to uncap the faucet either that would lead to having large alliances becoming too powerful.
In the attempt to make holding resources harder further disenfranchises smaller organizations as they are not able to make the most of the limited resource income as the larger organizations can and eventually they teeter on taking more than they can handle or not enough to make the best of it resulting in getting walled off from ever becoming bigger.
So I put forth that any system that just arbitrarily get more expensive in resource, money or time is not a decisive deterrent of conquering the galaxy. However a system that creates more PROBLEMS in attempting to hold onto more space than it solves which then forces the requirement to not fracture to deal with the issues that crop up would a bit more ideal provided the problems also do not have their own cap and can exceed beyond the capabilities of the organization's ability to handle in order to maintain profits.
While I don't recommend the whole read or even my idea as a possibility as I havent sat down to take a read of eve in a while https://forums.eveonline.com/default.aspx?g=posts&t=6625&find=unread I suggest a problem that could be scaled with ever expanding sizes of empires. Empires that control many territories or develop the territories well generate metric tonns of trash. Trash removal even with the suggestion of the profession of a salvager is not profitable and even worse cuts into profits much more. While a small underdeveloped nation could maintain their systems relativity clean and profitable with small effort. Larger nations who use their space would have a difficult time from combating their problem without larger organizational tools or just more presence overall. Adding system decay to trash unused systems out would further make it disadvantage to own said systems if they ever had to fall back those systems are utterly useless in a time of war until cleaned up.
This would help solve some problems of systems being used, systems not being used, add world shaping warfare into space, it will ultimately not fix the problem. Players are extraordinarily creative creatures as well as fickle, make the system too hard to maintain and they may just outright quit. Make it not strong enough and they're going to game it for all its worth. May it be use of fragmented nap fests or flexing the largest muscle there is going to be a flaw with any system I can or could purpose.
Overall I want to see tools that benefits organizations that get larger in numerical strength and I want to see systems get more difficult to control by its own nature. Unused systems become harrowing to use, travel though, and ever increasingly a venerability for the owners while hostiles could potentially take advantage as jammers cease to function. Local offline because nobody been by so long. The tools would help a larger alliance combat the decay to at least keep up somewhat in their
While I would like to talk/elaborate/arrange my thoughts better, I have a party to celebrate my successful trip around sol in one piece. |
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Posted - 2013.02.27 02:31:00 -
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HowDidThatTaste wrote:I always thought taking a planet was going to be like playing Risk. We look over a map ahead of time in the war barge.
a guy sits in the mcc overlooking all the districts like a world map and distributes the needed equipment into strategic locations. Just like risk but instead of a roll of the dice the soldiers on the ground determine the outcome.
This would give rise to some grand master tactians calling the larger picture, but the individual batles by district are handled by the core of 24 mercs on the ground with there leaders by squad platoon etc.
So if 14 districts are needed to hold the planet a batlle could start in any of the 14 depending on location resources to nab, or other strategic needs, then a battle unfolds to the next district that it touches like we see when we zoom out on the maps( Game play similar to the original map in the first build.) After all the null cannons are flipped and helled simultaneously for a certain amount of time or clones depleted the battle moves to the next district.
Now the null cannons are out of the way the mcc can move up keeping us supplied. If not drop ships will need to be used to get troops further in with up links until the mcc can drop more crus and turret defenses, etc.
These battles become wars of attrition
Still the whole quick to call zerg strategy should not be lauded at.
A mercenary corp that wants to do the land grab game is not going to be able to hold off a 2000-3000 player alliance without similar manning. Now mind you having a 2000-3000 player alliance and fielding operations every day for all of them WILL BE expensive. Something the small 24 man clan wont have to worry about. Hell they don't have to worry about buying a warbarge. The 2000-3000 needs the warbarges to be able to force project. |
Iron Wolf Saber
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Posted - 2013.02.27 03:00:00 -
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HowDidThatTaste wrote:
As I understand it they don't want to make it zerg and alienate the smaller corps.
But I still don't understand how it will work, if larger corps do just attack over and over, I don't see that being an advantage if it is still only 24 vs 24 battles I'll put my 24 up against those corps all day the outcome won't change until we have to eat or go to bed. Matter of fact the more people keep coming at us the better we will get at holding our maps, what people keep forgetting is this is an fps first, you have to win your individual gun fights, and if the mechanic only allows 24 vs 24 numbers don't mean much per individual battle. So it will be interesting to see how this plays out
Corp A has 24 People Corp B has 2400 people
Corp A has 100 Territories Corp B wants them.
Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go.
If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust. Numbers are going to help protect you player empire while you sleep, while you work, while you are logged off, and in more places than you can possibly be at any given time.
Now granted corp A can call in reinforcements and Corps C - Infinity could interfere with corp B's activities as well but who says they can't screw over corp A more. After all most corp gankbears are vultures they will pick at a wounded beast until it dies.
You're forgetting the simple fact that with more people a larger corp can cover far more ground, doesn't matter how small the battlefield is, you must know that there are MORE THAN ONE BATTLEFIELD to fight.
You may call this zerging, but corps that cannot match invaders per battle will be losing most of their ground no matter how good those 24 are, if anything they're going to get skill farmed and resource the farmed the heck out of while heckling the 24 guys to give up and join or quit that corp though morale warfare. After all the only thing more deadlier than a HAV is a propaganda machine that crushes your corp under its treads.
More man power usually will equal more freedom to respond, attack, defend, and resource, one team of 24 guys may be their best deal and the rest are cannon fodder or non combatants part of the logistics, supply, and command chains. |
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Posted - 2013.02.27 03:13:00 -
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HowDidThatTaste wrote:Iron Wolf Saber wrote:HowDidThatTaste wrote:
As I understand it they don't want to make it zerg and alienate the smaller corps.
But I still don't understand how it will work, if larger corps do just attack over and over, I don't see that being an advantage if it is still only 24 vs 24 battles I'll put my 24 up against those corps all day the outcome won't change until we have to eat or go to bed. Matter of fact the more people keep coming at us the better we will get at holding our maps, what people keep forgetting is this is an fps first, you have to win your individual gun fights, and if the mechanic only allows 24 vs 24 numbers don't mean much per individual battle. So it will be interesting to see how this plays out
Corp A has 24 People Corp B has 2400 people Corp A has 100 Territories Corp B wants them. Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go. If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust. Numbers are going to help protect you player empire while you sleep, while you work, while you are logged off, and in more places than you can possibly be at any given time. Now granted corp A can call in reinforcements and Corps C - Infinity could interfere with corp B's activities as well but who says they can't screw over corp A more. After all most corp gankbears are vultures they will pick at a wounded beast until it dies. You're forgetting the simple fact that with more people a larger corp can cover far more ground, doesn't matter how small the battlefield is, you must know that there are MORE THAN ONE BATTLEFIELD to fight. It depends on if actually holding territory is more profitable than attacking. As the dev was saying it makes more sense to pay more to attack than to defend. I think that is what this thread is trying to define. The real problem is making an fps game dependant on strictly numbers to win. I can only Imagine long waits in the merc quarters for battles to be sorted out and squads to be made, I thought the MAG lobbies were long and loud imagine the prep work to get 1000 mercs fighting simultaneously in the same evening good luck with that.
True, I am estimating planetary invasions are going to cost in the ball park of 4 billion+ once the npc training wheels are no longer involved. However that is the other thing about the 1000+ merc corndiation, Corp B in the example has the luxury of attacking when ever, however, way ever. Because all they have to do is show up in more places corp a could ever show up at. Corp A could split their 24 guys up into 4 man squads and fight off six battlefields at once, but this is going to start straining their members, their resources and their play times. Corp A will not have time on their side, Corp B could have those thousand players scattered though out the day seiging nearly 24 hours a day. Corp A has to sleep eventually. |
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Posted - 2013.02.27 03:19:00 -
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Mavado V Noriega wrote:There is no way defending territory will be a 24/7 job Reinforcement timers will have to be involved so still zergin is limited
Reinforcement timers are not free, 100 star bases getting triggered could have a massive impact on a smaller corp's wallet. Disrupts their focus and makes it harder to predict which one is the actual target. Means Corp B gets the real pick of what toys they want to break on that district (for example if they feel corp's A overuse of tanks to save their split fights taking out the tank factory would hurt, but so would the mineral mines that fuel that same factory or the reactor power plant that powers both facilities or the fire base that over watches the factor and can shell all 6 faculties. |
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Posted - 2013.02.27 03:34:00 -
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Mavado V Noriega wrote:Iron Wolf Saber wrote:Mavado V Noriega wrote:There is no way defending territory will be a 24/7 job Reinforcement timers will have to be involved so still zergin is limited Reinforcement timers are not free, 100 star bases getting triggered could have a massive impact on a smaller corp's wallet. Disrupts their focus and makes it harder to predict which one is the actual target. Means Corp B gets the real pick of what toys they want to break on that district (for example if they feel corp's A overuse of tanks to save their split fights taking out the tank factory would hurt, but so would the mineral mines that fuel that same factory or the reactor power plant that powers both facilities or the fire base that over watches the factor and can shell all 6 faculties. depends on how complicated CCP makes FW either way the majority of fps corps will be small and i think we all can agree pure zerg tactics will not make this game last numbers has to play a part but not a decisive reason as to why u win a district/planet. Strategy and skill should be #1 Null needs to get the devblog out tbh, speculating on stuff makes me more impatient
Of course, I have my theories though but overall skillless zerg vs a better numbered corp should be a fair Sun Tzu styled fight. |
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Posted - 2013.02.27 03:35:00 -
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Severus Smith wrote:Will the defenders be able to place defensive structures (walls, turrets, shields, CRU's, etc) in their Districts? If so, you technically don't need to show up en-masse to defend if your defense is good enough.
Example: Me and 23 buddies take a nice lucrative District on Planet X. We invest a billion ISK into putting in AA Turrets, Blaster Turrets, high reinforced walls, multiple Skyfire batteries and a host of other fun defensive structures throughout the District. It is an attacker's nightmare (The Crown from Planetside 2). So when an enemy lands 24 guys to come take it we only need a few guys to defend it - our automated turrets and walls do most of the dirty work.
What's more fun is that, if we lose our District, the attacker now holds it. Some Districts will become well known for being difficult to take.
Except the problem is you have 0 people show up to defend a place, because your limited numbers are protecting what you think are the most important of all the targets. |
Iron Wolf Saber
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Posted - 2013.02.27 04:42:00 -
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Severus Smith wrote:Iron Wolf Saber wrote:Severus Smith wrote:Will the defenders be able to place defensive structures (walls, turrets, shields, CRU's, etc) in their Districts? If so, you technically don't need to show up en-masse to defend if your defense is good enough.
Example: Me and 23 buddies take a nice lucrative District on Planet X. We invest a billion ISK into putting in AA Turrets, Blaster Turrets, high reinforced walls, multiple Skyfire batteries and a host of other fun defensive structures throughout the District. It is an attacker's nightmare (The Crown from Planetside 2). So when an enemy lands 24 guys to come take it we only need a few guys to defend it - our automated turrets and walls do most of the dirty work.
What's more fun is that, if we lose our District, the attacker now holds it. Some Districts will become well known for being difficult to take. Except the problem is you have 0 people show up to defend a place, because your limited numbers are protecting what you think are the most important of all the targets. Wait what? Sorry, I think I missed your point. If I am in a Corp of 24 guys and we own 2-3 Districts (which we make into bastion fortresses) why wouldn't we show up to defend them if they are attacked (8 defenders per District if all three were attacked simultaneously)? I know in your examples your talking about a 24 man corp holding 100 Districts, which I think is grossly unrealistic. 24 guys can hold a handful, especially with defenses, but not 100. A small focused corp should be a pain to a large corp. It's like the Battle of Thermopylae where 300 Spartans held off thousands of Persians because they were forced to fight on a battlefield that eliminated their numerical superiority. 24 focused, supplied, and skilled players should be able to hold a District against a 3000 player Corp because every battle will be 24 vs 24.
And had the navy in the battle of thermoplae able to land those 300 spartans and 10,000 greek regulars would have been slaughtered. luckily unlike the movie, the greek navy was just as intelligent, stalemating the hostile navy in a narrow striaght and attacking near dusk limiting the engagement time. The second Persian navy was however like the movie and got smashed by a storm.
What has changed between now and then? We have MCCs, Warbarges and can nearly drop soldiers anywhere we have a CRU in control at.
Also there are talks about allowing eve players to eventually use the doomsday weapon to scorch a planet's districts of all facilities and soldiers. Get too dug in and well.... boom? Those fortresses become a tomb.
Another war you should look to in where numbers vs quality is end of ww2 with russia and the german's and possibly the rest of the allies had market garden not sucked all the fuel for patton's armor column.
A far more accurate war to portray the scenario of large vs small would be the romance of the three kingdoms in china where the infamous Sun Tzu wrote his manuscripts on warfighting, after all the kingdom he served was by far the smallest of the three and managed to hold out very well. Unluckily there were not convenient passes, choke-points, or magical shields (in eve's case) that would have stopped the larger enemy from crushing the smaller nation. It was a various sets of delaying tactics division and conquering and many other nice tricks that focused more on doing the most with the least amount. |
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Posted - 2013.02.27 04:46:00 -
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0 Try Harder wrote:Also, there's a very good chance that those 300 spartans did nothing to stop the invasion and just got shot by a ton of arrows. A story was made up about how heroic they were because... their side won =]
Well they fought there for three days to get King Lyonidas' head back (which they did), he died on the first day of the battles.
Similar to how King Richard the Lionheart died near the start of his crusade and they buried him in a river and never to return to england as so many robin hood stories go. (and btw robin was a real person he died in jersulem by poisoning) |
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Posted - 2013.02.27 05:39:00 -
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Severus Smith wrote:Iron Wolf Saber wrote:And had the navy in the battle of thermoplae able to land those 300 spartans and 10,000 greek regulars would have been slaughtered. luckily unlike the movie, the greek navy was just as intelligent, stalemating the hostile navy in a narrow striaght and attacking near dusk limiting the engagement time. The second Persian navy was however like the movie and got smashed by a storm.
Another war you should look to in where numbers vs quality is end of ww2 with russia and the german's and possibly the rest of the allies had market garden not sucked all the fuel for patton's armor column.
...
A far more accurate war to portray the scenario of large vs small would be the romance of the three kingdoms in china where the infamous Sun Tzu wrote his manuscripts on warfighting, after all the kingdom he served was by far the smallest of the three and managed to hold out very well. Unluckily there were not convenient passes, choke-points, or magical shields (in eve's case) that would have stopped the larger enemy from crushing the smaller nation. It was a various sets of delaying tactics division and conquering and many other nice tricks that focused more on doing the most with the least amount. Interesting, I like it. But I was going for more the spirit of these historical events, not the defacto letter. A small focused force can repel a larger force if the larger forces numerical superiority cannot be fielded. Realistically a 3000 player corp should be able to deploy all of their players at once to overwhelm a smaller defense. But, due to game mechanics our matches only allowing 24 vs 24 then a small corp can repel a larger force for a prolonged time. Either way you have a system where a single, or small amount, of Districts can be defended by a small corp. Which, in my opinion, is a good thing. A small focused corp should be able to take and defend single Districts from larger, more spread out, corps. Iron Wolf Saber wrote:What has changed between now and then? We have MCCs, Warbarges and can nearly drop soldiers anywhere we have a CRU in control at.
Also there are talks about allowing eve players to eventually use the doomsday weapon to scorch a planet's districts of all facilities and soldiers. Get too dug in and well.... boom? Those fortresses become a tomb. Doomsdays are only usable by Titans which cannot be used in Lowsec (where DUST sov is happening). So this will apply to Nullsec and the solution will be for Nullsec corps to not allow an enemy Titan to get in orbit above their planets. Also, once a Titan fires it's Doomsday it's unable to warp for 10+ minutes, it's essentially stuck there, so it's a very risky thing to do. So a Titan may decimate a District, but then get destroyed because it couldn't warp out. I think most people would trade a District loss for a Titan kill any day. As for the MCC's Warbarges and such... yah. You got me there. The game limits it to 24 vs 24 due to the PS3's processing power. But it could be explained in game with bandwidth limits (like drones) or somesuch that restrict the maximum amount DUST mercs being fielded to 24 on a side..? Either way, we can't field all 3000 players at once to take a District. Only 24 per match.
Well we can go back and forth all day though. Just do know that it is possible that a war may have more than 1 24vs24 match being timed up at the same time and that defenders that don't show are more likely to get punished for having a 0v24 match pitted against them. There may be mechanics that would bottle neck it out but over multiple month war I dont see a 24 man corp holding out against a force that large in maintain the same lands when the fight first started.
Also null sec is where aboslute player conquest mode will happen, low sec (FW) will be npc hand holding conquest. There will be a special wedge of low where players can still conquer but as to what level is uncertain.
I am however throwing my bet towards that there will be no shield timers but more of a sovereignty flip timer. That districts will be 'raidable' and can be ransacked and disabled thus making it very possible to go out of 'alphabetical' order in destroying a target corp's bases. IE taking out the power plant that's powering the shield generator protecting the tank factory that you oh so hate your opponents for.
Until the blog comes out however we wont know the full or even partial details on how its all going to go down. |
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Posted - 2013.02.27 13:25:00 -
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CCP FoxFour wrote:Iron Wolf Saber wrote:HowDidThatTaste wrote:
As I understand it they don't want to make it zerg and alienate the smaller corps.
But I still don't understand how it will work, if larger corps do just attack over and over, I don't see that being an advantage if it is still only 24 vs 24 battles I'll put my 24 up against those corps all day the outcome won't change until we have to eat or go to bed. Matter of fact the more people keep coming at us the better we will get at holding our maps, what people keep forgetting is this is an fps first, you have to win your individual gun fights, and if the mechanic only allows 24 vs 24 numbers don't mean much per individual battle. So it will be interesting to see how this plays out
Corp A has 24 People Corp B has 2400 people Corp A has 100 Territories Corp B wants them. Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go. If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust. Numbers are going to help protect you player empire while you sleep, while you work, while you are logged off, and in more places than you can possibly be at any given time. Now granted corp A can call in reinforcements and Corps C - Infinity could interfere with corp B's activities as well but who says they can't screw over corp A more. After all most corp gankbears are vultures they will pick at a wounded beast until it dies. You're forgetting the simple fact that with more people a larger corp can cover far more ground, doesn't matter how small the battlefield is, you must know that there are MORE THAN ONE BATTLEFIELD to fight. You may call this zerging, but corps that cannot match invaders per battle will be losing most of their ground no matter how good those 24 are, if anything they're going to get skill farmed and resource the farmed the heck out of while heckling the 24 guys to give up and join or quit that corp though morale warfare. After all the only thing more deadlier than a HAV is a propaganda machine that crushes your corp under its treads. More man power usually will equal more freedom to respond, attack, defend, and resource, one team of 24 guys may be their best deal and the rest are cannon fodder or non combatants part of the logistics, supply, and command chains. If those 24 players can win the majority of their matches why shouldn't they be allowed to keep their district? Possibly even expand? One of the problems EVE has is that we don't limit (aside from server performance) the number if people allowed in a fight or how often the fights happen. The only thing we do is use reinforcement timers to help offset losing stuff when not online. DUST on the other hand strictly limits the number of people allowed in a match. I will never be able to say this enough, dear god I can't say it enough, but this is just discussion, nothing done or decided. If the winners of a match won more than they lost through things like loot, ISK, and other things, and the small corporation won more matches than they lost, I think they should hold onto their piece of land. I hope we can find a nice balance when we do this type of gameplay to get us there, not sure we will on the first try, but iteration is good. :D
Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner. |
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Posted - 2013.02.27 13:45:00 -
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Rasatsu wrote:Iron Wolf Saber wrote:Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner. Thing is if you got something akin to reinforcement timers (scheduled matches), you only need to adjust the number of battles per-district needed to conquer it. If a 24-man corp has 100 planets, with total of 1000 districts, and defending a district is 20 matches over a week (I'd go for a more dynamic value where the more you lose in a row the quicker the thing is taken), then they'd be fighting 20,000 battles over a week. Not going to happen. If they fight 10 battles per day, then they can keep fighting for control over 4 or so districts, where matches are (mostly) in their timezones. Some penalty would obviously be applied to their performance when they have less than 24/7 coverage, however that could be compensated by being very good at shooting people in the face.
^ I think he's the first poster that understood what I have been trying to say. |
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Posted - 2013.02.27 16:55:00 -
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How to sell district via sandbox without built in tools UI.
Corp A - Seller Corp B - Buyer Corp C - Middle Man
Corp A has a piece of dirt for sale and they are very good players that can back hand anyone else in a match usually. They use the forums to sell the territory, advertise it as safe guarded and surrounded by corp A and rich in scientific resources. Corp B shows interest in buying the territory as they got some very good researchers able to make most use of it however they're not the best foot soldiers around.
So Corp B and Corp A with Corp C negotiates the transfer of the district via attack contract. Corp A by whatever means ensures that they lose control of the district though 'traditional' in game means such as a pre-arraged battle contract in where A purposely loses to B at the state time. Corp C holds onto the agree'd isk until the land transfer is complete legally. Corp B gains control and Corp C completes the transfer of isk to corp A. that way if corp a backs out or purposely wins the fight corp c refunds corp b the purchase and corp a just trolled corp be for a short fight.
Now there is very little in stopping corp D from showing up and screwing the whole thing over or that corp D is an alt corp of Corp A that double dips but you get the idea. |
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Posted - 2013.02.27 19:33:00 -
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In the end though I do want one thing that the cost of ever increasing control should be in the form increasing membership required to make use, defend, fortify, and claim territory. |
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