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Thread Statistics | Show CCP posts - 69 post(s) |
fred orpaul
Tritan-Industries Legacy Rising
215
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Posted - 2013.02.28 01:16:00 -
[1] - Quote
Skihids wrote:I'm new to the discussion, but as I see it the devs are going to have to make planetary ownership more expensive overall if they want DUST to be an ISK sink for EVE.
My reasoning;
It has to be cheaper for an EVE corp to employ DUST mercs than to just use their own ships to battle it out.
It there is no economic incentive it won't happen, and if there is an economic incentive it will be a net ISK gain for EVE.
So if no economic incentive curretnly exists to encourage hiring mercs, CCP has to add one.
They could increase the total cost of taking a planet with EVE resources only, or they could outright make it impossible if the other side hired mercs to defend it.
Then hiring mercs would end up costing EVE corps more than they spent in the past, but not as much as not hiring mercs.
ty you skihids this is a good jump in point for me, what if orbital cannons could hit objects surrounding moons? this would affect POSes and SOV structures, that means that attacking corps would use this to weaken defending corps SOV and ISK gain with out risking ships. the defending team then has to spend isk to fight back and your standard battle evolves or not. where it turns into an isk sink is that the cost of starting a fight is much lower and potentially untraceable(for nulsec) so small assaults on the back bone of major corps could cost large financial losses. I mean a few hundred mill has the potential to stop POSs from making large amounts of isk and if left destroy the investment of the POS its self.
another thing tho is that EVE battle line tend to be drawn by galactic features much like resources mountains rivers and seas have shaped our world. In dust there is no land scape to to drawn territory and battle lines over, no seizing land, to increase the defensibility of your land, or as a foot hold for your attack. Granted war-barges may change this but that means an eve pilot is required for any territory ownership, fine for the end game(nulsec), but problematic for anything FW related.
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fred orpaul
Tritan-Industries Legacy Rising
215
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Posted - 2013.02.28 01:46:00 -
[2] - Quote
ohhhhhh how about this you attack the outlining areas of a district and set up installations to take out the defenses set up by the defending team in advance. This would take 8-24 hours after which you can commence the attack on the rest of the territory. The defending team can put the attacking installations into a 2-6 hour reenforced at any point, the attacking team would have those 2-6 to take their installations out of reenforced before the defenders could completely destroy them, and force the attacking team to start from scratch.
Im mot happy with that Idea workish but needs some polish/ballance.
realistically assaulting a territory should be a huge time investment. the fight for each district should be on the order of 1-2 hours for each match, with multiple matches going on at once. Invasions should not be something you do because you and a couple of friends are bored, but as an organized attack by you and your corp/alliance. |
fred orpaul
Tritan-Industries Legacy Rising
216
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Posted - 2013.02.28 01:51:00 -
[3] - Quote
Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition?
oh god yes
and swarm! |
fred orpaul
Tritan-Industries Legacy Rising
216
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Posted - 2013.02.28 02:08:00 -
[4] - Quote
some one mentioned mentioned economic models being the best place to start, and I Kinda like the idea.
so how about eve pilots can do PI on any planet but if dust mercs control the districts/planet they get to tax the buildings/import/export of PI.
although this kinda falls apart with out the other planet types in dust. |
fred orpaul
Tritan-Industries Legacy Rising
216
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Posted - 2013.02.28 02:17:00 -
[5] - Quote
I've always had this image in my head of:
-Insta battle being pub stomps -Merc battles being actual contracts akin to eve missions(tiered, loyalty rewarded, NPC financed, you pick the exact faction and mission you want to work for), but pvp and have impact on FW -Corp battles being purely corp owned teritory and assualts on corp owned teritory(corp business) |
fred orpaul
Tritan-Industries Legacy Rising
216
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Posted - 2013.02.28 02:20:00 -
[6] - Quote
CCP Nullarbor wrote:Thog A Kuma wrote:fred orpaul wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? oh god yes and swarm! My MD too, oh please! 4meter snow blizzard splash ! What about this? http://www.youtube.com/watch?v=uEx_7PapY_c
YES! with SMG and HMG varient! and the bubbles explode rainbows when shot with lasers!
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fred orpaul
Tritan-Industries Legacy Rising
216
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Posted - 2013.02.28 02:25:00 -
[7] - Quote
Jeremiad R Doomprofit wrote:CCP FoxFour wrote:A lot of talk about mercs owning districts versus capsuleers owning districts. Speaking of which, mercs and capsuleers are both not part of my browsers dictionary and so have red lines... should add them...
Anyways, back to the topic at hand. DUST versus EVE ownership. STOP IT! Corporations own things. Corporations are in both games. Corporations can have DUST and EVE players. So yea, the question that needs to be asked is how do we get DUST players and EVE players to care about both sides of this. DUST players should care about things in space, and EVE players about things on the ground.
I came here to say something, forget what now because I saw this and had to respond to it. Bah, next time. This warms my heart. I know it has been said many times, because it is important and a good point, that Dust and EVE must take baby steps into integration to maintain the stability of both games. I fully admit to being overzealous when it comes to wanting a stronger connection between the two games. I also understand CCP has to be very careful when merging the two to make sure that each can stand on it's own in the catastrophic event that one of the other dies. That being said... I want all the things! I try not to approach it from an EVE-centric, or a Dust-centric viewpoint. I try to have a more New Eden-centric viewpoint. I don't think either game is in danger of failscading into non-existence, but I DO think that the interaction between the two is probably the most fascinating selling point for both titles. If I had it my way, all Dust characters could do everything EVE characters could do, and vise verse. I want to be able to buy and place CRUs in EVE, and station trade in Dust. I know this is what's being worked towards, and is probably a big part of the "10 Year Plan," so I am working on my patience skill (injected, still not trained). I think district ownership is one of those areas of both games where CCP can start "testing the waters," if you will, on interfaces that effect both the EVE, and the Dust client (and thus New Eden as a whole). Personally, I'd love to see all new features added into both games take into consideration their respective counterparts. I imagine this will become more important as time goes on and both games become more fully connected. ...Still super excited for this next update
^this |
fred orpaul
Tritan-Industries Legacy Rising
216
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Posted - 2013.02.28 04:09:00 -
[8] - Quote
steadyhand amarr wrote:just as idea to throw out, while not simply allow corps to steal stuff from other corps, this gives other corps an incentive to fight and defend.
this could be achieved by limiting how much stuff a dust player can acquire and must rent out space in a warehouse or something.so if you want lots of gear best get into a corp, want some shiny new toys without paying for it, steal it from someone.
just a base idea but taking something that does not belong to you, is the base cause for most of human conflict
+1 but this is really fed into by corporate owner ship, and combat salvage. |
fred orpaul
Tritan-Industries Legacy Rising
218
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Posted - 2013.02.28 10:20:00 -
[9] - Quote
first you have to luander the plex
http://youtu.be/KNugG_Su3PU bump |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 08:50:00 -
[10] - Quote
the siege idea is actually a really good one, have an upkeep for the district, and allow the attackers to destroy defenses on the outlying territories of the district and take control of them. The more they hold the less the corp can import/export from the district the faster the upkeep reserves deplete, once reserves are depleted the territory is open to attack without a defending force present.
The defending force because of their inability to make isk off the territory, the dwindling time to fight on their terms, and the increased strategic advantage the attack forces gains by holding more of the out skirts territory, are encouraged to rebuff the attackers ASAP.
The defending team rebuffs the attack by scheduling a fight for the captured outlying territory, if the attackers do not chose to defend they lose the outlying territory and the structures placed to hold it but no MCC, if they chose to defend and do not show up or lose the fight they lose the structure placed to hold the territory and a MCC.
Upon accepting the battle the attacking forces then chose the path from that outlying territory to the facilities they want to attack, and a skirmish 1.0 map is generated from this, and if victorious, the attacking team takes that territory.
I'm thinking like 4-6 inner territories that have to be fought for separately(in parallel or series) and must always be fought upon battle lines every battle leading to the loss or gain of a new territory for each side.
there is no limitation on attacks to the outlying territories other then the cost of war dec(in low sec only) and the cost of MCCs.(read how much a corp is willing to spend on a war.) as the defending corp has the home field advantage they do not require MCCs to attack/defend the outlying territories.
corp war coffer is also a great idea to rebuff minor and trolling attacks on out lying territories(im not a big fan of the drone idea, either they are OP or completely ineffective).
This rewards prompt defensive action, while not requiring it. Allows territory to be captured with minimal grinding and without defensive action. It discourages trolling and harassment as the cost is placed on the attacking team and on the larger scale allows for a near constant state of war with out the weight of that war making territory holding infeasible. Adds tactical side to the way in which the district(s?) is attacked as well as a meaningful progress indicator instead of a string of unconnected battles and a progress bar.
In the long run players of the corp holding the district could PVE and possibly other things in the outlying territories and be ambushed while doing so.
Also controlling districts that border each other could prevent attacks along those borders, requiring the capture of bordering districts before attacking central ones, rewarding larger holdings.
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fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 09:12:00 -
[11] - Quote
Vaerana Myshtana wrote:Regarding off-hours attacks: I talked a little about this here ( https://forums.dust514.com/default.aspx?g=posts&m=583770#post583770 ), but it was pretty bland. There are two potential sources of defenders aside from the holding corp (DefCorp). One is an Ongoing Guard Contract (OGC)- a negotiated contract in which another merc company agrees to defend your district for X fee per merc per battle, plus Y bonus per merc per battle if they win. The other is Instant Battle folks, paid at a generic X per merc per battle divided up like the current pub match payouts. So, if your district is attacked (with no timer), all of your corpies online at the time and all of your OGC mercs online at the time get a BIG FLASHING ALERT that there is a Corp Battle imminent. From that moment, a 15-minute timer starts. This is to allow potential defenders time to get out of matches, call their friends, etc. The attackers and defenders can deploy into their War Barges and get ready. Periodically, more BIG FLASHING ALERTS appear to any member of the DefCorp or OGC who aren't in the War Barge. At the 13-minute mark, the battle floats into the Instant Battle rotation. Any unfilled slots get populated from the Instant Battle people and the battle starts at the 15-minute mark. They fight. At the end, the Instant Battle people get Instant Battle type payouts from the DefCorp. The DefCorp pays the OGC based on the contract. The DefCorp members get nada, but hopefully their bosses will pay them later.
not a bad idea. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 09:33:00 -
[12] - Quote
Aeon Amadi wrote:CCP FoxFour wrote:ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! Not going to lie, this kind of makes me want to do it more, not less. ..... What about reinforcement timers that can be influenced by the actions of smaller groups? Like with what happens currently in Faction Warfare and the "dust influence" affecting the percentages on how easy/hard a system is to capture? So we take a 12 hour reinforcement timer and for every 8v8 corp battle... shave off thirty minutes? This way we have more collateral damage and generally more combat out of sovereignty conflicts?
gotta say this is a nice easy way to implement this and one of the best ive seen. Tho i would like to see something with more of a territory control aspect to it in the long run. I mean we have these HUGE districts for a reason I assume. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 09:41:00 -
[13] - Quote
Himiko Kuronaga wrote:If I am an EVE player, and If I have control of multiple systems.... and my planet can only be invaded by a system that is contested or otherwise not under full sov... then that means that my only planets not making money under the worst case scenario are on the front line.
Because... they are my shield planets. They are shielding the rest of my income, which isn't being taxed by constant contracts and battles from mercs. You could even say that the majority of their resources goes to defense, whereas all the planets behind them (in the currently uncontested systems) go straight to my pocket.
Certainly, if we only figured in the income from a front-line tech moon during a war, an alliance would go broke in no time flat. But it doesn't work that way. They have many, many, many tech moons deep inside their space which do not go under attack every week. Why should planets operate differently?
For FW, don't let districts be invaded unless they are on the front -- in a contested system. For nullsec, reality will sort out itself out the same way it does for POS warfare. Someone should probably have to physically fly a war barge over a planet to even begin an invasion campaign and that isn't going to happen deep into enemy territory with much degree of success on the long term. So that solves the profitability problem there, as well.
Am I missing something else?
Because it seems to me that a war-torn world probably shouldn't be making much income, except for the ones doing the fighting and the looting. This problem kind of solves itself.
This is exactly right, and why I want a district combat based around a system that relies on actual battle lines both on district and sub-district levels. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 10:21:00 -
[14] - Quote
Laurent Cazaderon wrote:=> I very much like the idea of attack capabilities being limited to the number of MCC a corp owns. Would avoid brainless spam of district attacks.
=> I very much like the idea of a corp attacking a district taking ownership of it over time if the defender never makes a move. And looting ISK from the wealth it generates. Mechanics of losing\not losing MCC though shouldnt be that strict. A corp should always have the opportunity to back out its MCC, just fleeing the field. (No ISK at all if fleeing)
=> I very much like the idea of standings for defensive contracts. Pretty much like devs already mentionned a long while back. Give standing requirement to districts so only specific folks can defend it when you decide to actually fight back the intruders.
=> Wardec, meh il like that less. Merc corps shouldnt need to declare war. THey're mercs, they fight. period.
Overall, those ideas are a good way to go i believe.
Actualy I was thinking further on the whole mcc thing and while I dont think you should be able to easily, if at all, back an mcc out of battle the times you should have to use it should be reduced. Basicsly it should act as a red line spawn point that either team can bring in to give them more redline spawn options making it harder to red line them. The attackers would have to bring one in for the initial outlying territory invation but could spawn from non red line CRUs after that. For the inner territory to inner territory fights both sides would have a redline spawn plus the optional redline MCC.
This allows corps to chose how much they are willing to risk for that particular fight. Altough ot also means that MCC less fights would have to go to clones which is problematic with red lines. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 10:39:00 -
[15] - Quote
Beren Hurin wrote:CCP FoxFour wrote:just thinking more randomness here, what if timers were publicly known things? So if Friday comes around, you know you want to have a bunch of fights for your corp, so you attack different places spreading the attacks out over the time you know your corp will be online?
Just a thought, what do you guys think? Timers could be connected to the 'orbit' of your warbarge. Additionally, types of orbits that you choose ahead of time (or are even able to choose) would be based on other hostile district defenses, type of invading war barge, and location of the district on the planet. Geosynchronous/solar synchronous - period of orbit corresponds to rotation of planet, mainly equatorial in inclination. Advantage: low energy, easy to predict timing, more distance covered. Disadvantage: shorter windows of time in each time zone, move distance (threats) covered. Geostationary - no period of orbit, remains over one location. Time of attack could occur at any moment, vulnerable from district attack at all times. Polar orbit - can be used to remain in one hemisphere all day and in half the time zones 2x each day. Inclination is perpendicular to equator. Halo orbit - using other nearby objects along with organic propulsion for a customised orbit. Higher energy, but useful to precisely time exposure to a specific time zone. Minimal exposure to planetary counter attack. Then you have other degrees of inclination and eccentricity, closed and escape orbits etc. That 'could' be an aspect of designing an attack; creating an approach for your warbarge that makes it least vulnerable to attack while it is stationing. You could justify a 'stationing' orbital approach as required due to the sensitive nature of nanite equipment and consciousness transferral synchronicity. Most attacks could occur with a geostationary approach directly over a district, but if you had to stage a minimum of 3 hours ahead of time, that would mean your barge would have 3 hours it could be attacked from the district. Alternatively, you could choose from a customized variety of others to reduce your time over hostile districts, or the time your barge spends in outer-space vs. 'orbital/atmospheric space' vulnerable to eve pilots.
This is a really cool idea actualy, I dont know how feasible it is, and is definitely a little more long term, but its avery organic system for a timer and adds to the tactics of planetary defense and attack which I really like. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 11:06:00 -
[16] - Quote
Some one here said it best, if you create an economic system game play develops around it, its easier to change and tweak then an arbitrary set of rules, and you get truly emergent game play from it.
I paraphrase and the other person said it better, but I would like to see a more organic system driven by economic forces tgat encurages tactics over spaming.
A'real furry, tho I disagree with his point of veiw and the direction he took his idea, had an awsome idea of of invaders taking an increasing amount of the rewards of the distict the longer they remained unopposed. Now the majority of the risk and the cost should stay with the attackers, but the idea of a parasitic pirate corp feeding off the inactivity of others is a really cool idea. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 11:42:00 -
[17] - Quote
Yosef Autaal wrote: The control % is great idea but I donGÇÖt like the idea of having to be on for 48 hour to make sure the other side doesnt fight back while youGÇÖre asleep pushing you out.
My idea is we have the reinforcement timer as we do in eve but take advantage of the short match turn around that we have in dust and have a battle window where multiple battles occur.
the battle window is from when the first match starts eg 3 hour window and as many matches as possible are done within this window. Only one battle window (campaign) is open per day and opens around district owners X time the following day.
here is an example of my idea using current match types and a single battle window.
Corp A declares invasion on Corp D at a cost depending on how many other invasions they have active at the time. Corp D has set a timer on their district of x and the first battle is scheduled for a time +-1/2 hours around x
1st battle is 8v8 ambush map Corp A are attackers Corp D defenders- If defenders win Corp A are pushed off the planet and the invasion fails quickly If Attackers win they gain 5% control bonus to district (cbd) and progress to 2nd battle
2nd battle is 12v12 ambush OMS with Corp A attackers again Corp D defenders - if Attackers win they gain 15% cpd but if defenders win no one gains cpd.
3rd battle varies on previous match result
if Attack won 2nd battle : 3rd round is 16v16 skirmish with Corp A attackers again and Corp D defenders- attackers win means they gain 30% cpd defender wins no CPD is gained either side
if defender won 2nd battle : 3rd round is 8v8 ambush with Corp A defenders and Corp D now the attackers - if Corp D attackers win the gain 5% cpd and push Corp A the defenders off the planet.
With every match attackers win the battles will scale up offering more player spaces and cpd rewards a loss will scale the match down in size and switch the attacker defender roles.
4th battle if the battle window is still open a 4 match can occur following the rule above.
with this system no one Corp can gain full control of a district in one day and no one loss can cancel out all the work (which is currently possible in eve)
District facilities and isk generated from districts can only be earned if a Corp has 60% control or higher meaning with this system it is possible to have long drawn out stalemates where neither Corp can gain advantage and cannot gain benefits of the district promoting important decisions to keep the war going or withdraw and give all control over to the other corp.
with good pushes control of a district will take a couple of days at best and in case of stalemates may cause district to never be won be either side.
Rewards after each battle are in the form of salvage of battlefield winner gaining majority. Isk is only rewared when a merc contract is issued either per match, per battle window (reward split between number of matches and rewarded depending on how many of those one and is given out when window closes), pre district and is only earned once the district is finally captured.
Corp A and Corp D can issue defend/attack contracts to allies corp B/C to fight on there behalf or be issues to them selves to reward there own corp members participating in the battle if they win.
When the battle window is closed corp A or B can choose to withdraw from the district which for a cost gives up control of the district ending the invasion.
this is a great starting place, but I would like to see parallel fights and actual fights over territory in the district fought over borders. the window by defenders and actual match time by attackers is a nice touch. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 11:52:00 -
[18] - Quote
CCP FoxFour wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? OMG OMG OMG OMG YES! And corpses...
ok NOW you are my favorite dev as well. yes please I want to ship station containers of corpses up the orbital elevator to my family so I can show them what a great merc ive become |
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