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Thread Statistics | Show CCP posts - 69 post(s) |
Free Beers
Internal Error. Negative-Feedback
1086
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Posted - 2013.02.27 17:48:00 -
[301] - Quote
CCP FoxFour wrote:
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
Corp B's loyalty would increase while depleting Corp A's loyalty. Corp A would schedule an attack on the district (after the 8 hour cooling off period when corp B took district) Corp B has X hour notice (say 4 hours for simplicity- I agree there needs to be a a warning a head of time) Corp B chooses to fight and fields a team. ( Corp A wins battle and takes back district Corp A's Loyalty would increase while depleting Corp B's loyalty ( As long as corp A's loyaltiy is above 50 they are in control not just occupying it) |
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CCP FoxFour
C C P C C P Alliance
830
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Posted - 2013.02.27 17:51:00 -
[302] - Quote
Free Beers wrote:CCP FoxFour wrote: /me just wants to have a discussion about random stuff :'(
"Perhaps you think you're being treated unfairly? Good. You know it would be unfortunate if I had to leave a garrison here."
Mmmm Star Wars.
There was a really nice picture posted on r/EVE earlier today comparing ship sizes between EVE, Star Wars, and Star Trek. Unfortunately the host of said image is dead right now. :( |
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CCP FoxFour
C C P C C P Alliance
830
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Posted - 2013.02.27 17:55:00 -
[303] - Quote
Free Beers wrote:CCP FoxFour wrote:
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
Corp B's loyalty would increase while depleting Corp A's loyalty. Corp A would schedule an attack on the district (after the 8 hour cooling off period when corp B took district) Corp B has X hour notice (say 4 hours for simplicity- I agree there needs to be a a warning a head of time) Corp B chooses to fight and fields a team. ( Corp A wins battle and takes back district Corp A's Loyalty would increase while depleting Corp B's loyalty ( As long as corp A's loyaltiy is above 50 they are in control not just occupying it)
The attacking corporation gets it's foothold for free (meaning no fight) but has to fight to keep it and the fights that do happen are still behind timers, 4 hour timers instead of 24 but still timers.
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General Tiberius1
ZionTCD Legacy Rising
219
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Posted - 2013.02.27 18:02:00 -
[304] - Quote
clearly i am not allowed to sleep or i miss Fox posts |
Vrain Matari
ZionTCD Legacy Rising
408
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Posted - 2013.02.27 18:04:00 -
[305] - Quote
A'Real Fury wrote:A few quicks thoughts. Sorry if it has been mentioned before as this is a pretty long thread.
Outside of ideological reasons I think a lot of wars are fought over resources i.e you lack something you need or want something somebody else has.
Now to avoid nap fests going on too long you can limit the amount of resources that can be derived from a given district by gradually reducing the amount of it available until you hit a minimum baseline. This would result in a weakness that others can exploit, particularly if you link resource consumption to battles. The more fights in your district, even if you win, will result in repairs needing to be made and disruption to production. This could allow small corps or even individuals into Sovereign wars as they could be used for hit and run tactics, smash and grabs, and espionage to test out or even create instability into the system.
Also resource reduction will result in these static corps moving onto greener pastures. Once this district has changed hands the new corp could use new "methods" to gradually increase production to where it was before it gradually declines again.
With large corps employing small, deniable asset, corps in a low intensity war with sovereign nations will eventually lead to all out large scale conflicts because those nations will only see their resources being depleted through equipment loss etc. These small corps could also use low cost militia gear attacks with the intent to damage production and equipment with little Isk cost to them. This way the small corps can stay profitable because their costs are very limited and the big corp/nation can employ lots of them to attack districts etc.
Within district attacks you could even reduce it to attacking specific building e.g the building where the corp stores some or a lot of their tanks which could then be destroyed or even stolen, though more likely to steal dropsuits, weapons , modules or even the resource being produced.
I think it would be interesting to have specific skills available that would allow a player to increase resources that could be derived from that district making them particulary valuable to corps who want to hold districts even to the point of hiring them away from their current corps or skills like sabotage/high explosives to allow players to create a disproportionate amount of damage in sneak or hit and run campaigns.
Hopefully these possibilities would result in a more fluid battle environment. ^ This is the point exactly. +1.
It's the underlying resource politics that need to inform the discussion of mechanics. This is how you build a system for longevity and playability. These systems need to be built fron the bottom up if they are to have any kind of coherent structure to them.
If you make the design error of trying to paste an arbitrary set of mechanics onto an underlying set of resource mechanics what I'd expecty you to end up with is a system with inherent pathologies.
Done right, player actions are driven and connected to real politics and hence other players, and not merely driven by max/min-ing a ruleset. |
Telcontar Dunedain
Imperfects Negative-Feedback
330
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Posted - 2013.02.27 18:05:00 -
[306] - Quote
Regarding Zergs versus Skilled smaller corps.
So Corp A has 2-3 teams of 24 that almost never lose.
Corp B has 5-10 teams of 24 that almost never win.
Who should hold more territory?
The answer for me is Corp A in a properly designed system.
How to get there?
I think it's somewhere in the area of being able to lock a planet down district by district until the planet is "held" in which case it can't be attacked except at one point.
In turn I'd like to see that ability extended to other temperate planets in that system so that, in turn, that system could be held.
I would suggest as well that there be the concept of "vulnerability window" which is instead of a timer based on when something was taken at first is simply a window that MUST occur every x hours/days in which the system CAN be attacked.
Ie Defending corp selects a particular 4 hours every 3 days for example.
I do not think that one corp should really be able to use that window more then 1-2x BUT more then 1 corp can use that window to attack. |
Free Beers
Internal Error. Negative-Feedback
1086
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Posted - 2013.02.27 18:05:00 -
[307] - Quote
CCP FoxFour wrote:Free Beers wrote:CCP FoxFour wrote:
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
Corp B's loyalty would increase while depleting Corp A's loyalty. Correction (after the 8 hour cooling off period when corp B took district) <---------- that goes there Corp A would schedule an attack on the district Corp B has X hour notice (say 4 hours for simplicity- I agree there needs to be a a warning a head of time) Corp B chooses to fight and fields a team. ( Corp A wins battle and takes back district Corp A's Loyalty would increase while depleting Corp B's loyalty ( As long as corp A's loyaltiy is above 50 they are in control not just occupying it) The attacking corporation gets it's foothold for free (meaning no fight) but has to fight to keep it and the fights that do happen are still behind timers, 4 hour timers instead of 24 but still timers.
In this example I assume the attackers are from the UK and attacked my district while I was sleeping. So yeah they won without a fight from us. The loyalty standing and tick down acts as a timer not its not a firm one. It doesn't just give us a 24 hour timer where they will simply get to take/own the district at 3 am my time 24 hours later. If it goes that way its becomes dustwhileyouweresleeping514. Districts and planets need to be battled for not just flipped over night like the old FW system. At the same time it can't be a grind like nullsec sov
Taking a district when the defender doesn't put up a fight needs to have much less reward nor loot.
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CCP FoxFour
C C P C C P Alliance
837
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Posted - 2013.02.27 18:06:00 -
[308] - Quote
General Tiberius1 wrote:clearly i am not allowed to sleep or i miss Fox posts
This page helps: https://forums.dust514.com/default.aspx?g=search&devbadge=1&gmbadge=1 |
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CCP FoxFour
C C P C C P Alliance
837
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Posted - 2013.02.27 18:07:00 -
[309] - Quote
Vrain Matari wrote:A'Real Fury wrote:A few quicks thoughts. Sorry if it has been mentioned before as this is a pretty long thread.
Outside of ideological reasons I think a lot of wars are fought over resources i.e you lack something you need or want something somebody else has.
Now to avoid nap fests going on too long you can limit the amount of resources that can be derived from a given district by gradually reducing the amount of it available until you hit a minimum baseline. This would result in a weakness that others can exploit, particularly if you link resource consumption to battles. The more fights in your district, even if you win, will result in repairs needing to be made and disruption to production. This could allow small corps or even individuals into Sovereign wars as they could be used for hit and run tactics, smash and grabs, and espionage to test out or even create instability into the system.
Also resource reduction will result in these static corps moving onto greener pastures. Once this district has changed hands the new corp could use new "methods" to gradually increase production to where it was before it gradually declines again.
With large corps employing small, deniable asset, corps in a low intensity war with sovereign nations will eventually lead to all out large scale conflicts because those nations will only see their resources being depleted through equipment loss etc. These small corps could also use low cost militia gear attacks with the intent to damage production and equipment with little Isk cost to them. This way the small corps can stay profitable because their costs are very limited and the big corp/nation can employ lots of them to attack districts etc.
Within district attacks you could even reduce it to attacking specific building e.g the building where the corp stores some or a lot of their tanks which could then be destroyed or even stolen, though more likely to steal dropsuits, weapons , modules or even the resource being produced.
I think it would be interesting to have specific skills available that would allow a player to increase resources that could be derived from that district making them particulary valuable to corps who want to hold districts even to the point of hiring them away from their current corps or skills like sabotage/high explosives to allow players to create a disproportionate amount of damage in sneak or hit and run campaigns.
Hopefully these possibilities would result in a more fluid battle environment. ^ This is the point exactly. +1. It's the underlying resource politics that need to inform the discussion of mechanics. This is how you build a system for longevity and playability. These systems need to be built fron the bottom up if they are to have any kind of coherent structure to them. If you make the design error of trying to paste an arbitrary set of mechanics onto an underlying set of resource mechanics what I'd expecty you to end up with is a system with inherent pathologies. Done right, player actions are driven and connected to real politics and hence other players, and not merely driven by max/min-ing a ruleset.
It is a decent sized post with several points. Are you +1ing the whole thing or something specific? |
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Mad Rambo
Red and Silver Hand Amarr Empire
19
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Posted - 2013.02.27 18:08:00 -
[310] - Quote
CCP FoxFour wrote:
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something in the and come back if somebody notices it. |
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martinofski
Rebelles A Quebec
14
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Posted - 2013.02.27 18:08:00 -
[311] - Quote
It's the only page I follow actually. |
Cyn Bruin
Imperfects Negative-Feedback
656
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Posted - 2013.02.27 18:17:00 -
[312] - Quote
Iron Wolf Saber wrote:How to sell district via sandbox without built in tools UI.
The concept is easy enough to comprehend IWS. Just sell it, dont show up for a battle, done. Not the point.
As someone mentioned earlier an alliance/corporation market for these districts could then be formed if they were for sale. How nice would it be if Betamax could just buy a territory and occupy it for the "loot" instead of fighting for it?
I would definitely love to see a "District Market" at some point.
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CCP FoxFour
C C P C C P Alliance
843
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Posted - 2013.02.27 18:20:00 -
[313] - Quote
Free Beers wrote:In this example I assume the attackers are from the UK and attacked my district while I was sleeping. So yeah they won without a fight from us.
Losing anything while you are asleep and there was nothing you could do kind of really sucks. Why have scheduling for the second battle but not the first?
Free Beers wrote:Districts and planets need to be battled for not just flipped over night like the old FW system. At the same time it can't be a grind like nullsec sov
Could not agree more, but they also can't become a huge grind. If it takes you 3 weeks to grind down a single district that would kind of suck.
Free Beers wrote:Taking a district when the defender doesn't put up a fight needs to have much less reward nor loot.
Agreed. We also need to incentivise defending corporations to show up to fights and fight even when they know they are going to lose.
I didn't really answer much or respond to much in this post, sorry. It is going to be hard for me to be convinced against having the defender set a time when districts can be attacked, like POCOs in EVE. |
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CCP FoxFour
C C P C C P Alliance
843
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Posted - 2013.02.27 18:24:00 -
[314] - Quote
Just as a heads up guys I will be heading home and calling it an early night tonight. I stayed up way to late watching House of Cards last night. REALLY good show.
Please keep this discussion going though, really good stuff here. I will come back and give it a read tomorrow. :) |
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Vaerana Myshtana
Bojo's School of the Trades
218
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Posted - 2013.02.27 18:41:00 -
[315] - Quote
A'Real Fury wrote:Now to avoid nap fests going on too long you can limit the amount of resources that can be derived from a given district by gradually reducing the amount of it available until you hit a minimum baseline. This would result in a weakness that others can exploit, particularly if you link resource consumption to battles. The more fights in your district, even if you win, will result in repairs needing to be made and disruption to production. This could allow small corps or even individuals into Sovereign wars as they could be used for hit and run tactics, smash and grabs, and espionage to test out or even create instability into the system.
Also resource reduction will result in these static corps moving onto greener pastures. Once this district has changed hands the new corp could use new "methods" to gradually increase production to where it was before it gradually declines again.
I totally agree. https://forums.dust514.com/default.aspx?g=posts&m=582470#post582470
A'Real Fury wrote:Within district attacks you could even reduce it to attacking specific building e.g the building where the corp stores some or a lot of their tanks which could then be destroyed or even stolen, though more likely to steal dropsuits, weapons , modules or even the resource being produced.
This is an interesting thought. As I would love to see new battle types, in addition to the poorly-named "Ambush" and "Skirmish", I think this is a good idea.
For my examples, I'm using OGC to mean contracts in which a merc corp is under a standing contract to provide defense of an area and that corp has enough members online at the time to meet the deployment requirements. If not enough people are online, the remainder will fill from Instant Battle folks, with contracted corpies (if any) leading the squads. The defender pays the OGC peeps at a default contract rate.
We could have, for instance:
Raid: 6/6 (30 Clones) {No Warning, OGC only} - The Attackers attempt to fight their way to an objective, hack the objective to get into a base, hack a main door to get trucks out, hack the trucks, and then drive them back to their deployment zone. Defenders win by cloning the Attackers, Attackers keep any loot in the trucks that they get back to their deployment zone, or all of it if they clone the Defenders. This is limited to 10% of the resources or equipment stored in a district.
Pillage: 12/12 (60 Clones) {No Warning, OGC only} - The Attackers attempt to disable a particular structure, either a resource harvester, a factory, a spaceport, or a Skyfire battery. They do this by hacking X number of things for a certain time (like Skirmish 2.0) but not always with NULL cannons. Defenders win by cloning the Attackers, Attackers win by disabling the building or cloning the Defenders. The building is disabled for ((10 + (1/2 Attacker Clones Remaining)) / (Defenders' Average Field Mechanics Skill)) days.
Piracy: 18/18 (80 Clones) {24-Hour Warning, Contracts or OGC} - The Attackers moving a large cargo dropship into orbit alerts the Defenders as to what's coming. The Attackers attempt to capture a landing field by hacking two of three control beacons. Once captured and held for 30 seconds, the cargo dropship lands. Then the Attackers must hack at least one of three automated loaders and hold them for three (3 hacked) to nine (1 hacked) minutes to load the dropship, which then departs. The Defenders win by cloning the Attackers or destroying the dropship. The Attackers win by loading the dropship and allowing it to safely depart the map. Attackers get ALL of the resources and equipment from the district. Note that an active S
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
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Posted - 2013.02.27 18:44:00 -
[316] - Quote
I do believe a timer system needs to exist. Similar to the POCO reinforcement, where a defender sets a vulnerability time that attackers can pounce on.
I believe these timers should have an EXACT time a planet owner can set and the match will occur at that time when the attackers move in. However, I believe this time should gain more and more fluctuation depending on planetary control.
For example, if my corp owns Seyllin VII, all of its districts, and set the "vulnerable" timer at 0200 evetime, any attack MUST be made at that time. If we lose this match, the attack timer can be shifted depending on the timer installed on the neighboring district. So if Corp A attack and claim a district, then set their timer to 1200 evetime, it could shift the vulnerable timer to 0100 (and the attacker's district will be shifted towards 0200 depending on how "surrounded" the system is. Sure they can game the system to try to make it so the shift factor moves their vulnerable timer exactly where they want it, but that also ends up shifting their hostile territories in the wrong direction.
The key point is: it's easier to defend an established planet, but as districts fall, it eventually begins to favor the attacker as they grab more land.
As far as how many districts can be simultaneously attacked, I think that that is a whole different can of worms. If you limit it to one attacker, the system can be gamed and you can have an alt corp constantly "attack" your districts... so no one else can. This is where I believe some sort of ISK sink needs to be involved with the attack/defense contracts, and the attack contracts should be able to be outbid. This will make it so defenders that try to defend themselves using fake alt corps to attack during vulnerable times will lose ISK every time, but also allows for an attacker to outbid the attack bid if they REALLY want that piece of land.
Also, limiting the amount of times a corporation can attack a specific district a week could help the curb the buddy system. |
Free Beers
Internal Error. Negative-Feedback
1087
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Posted - 2013.02.27 18:45:00 -
[317] - Quote
CCP FoxFour wrote:Free Beers wrote:In this example I assume the attackers are from the UK and attacked my district while I was sleeping. So yeah they won without a fight from us. Losing anything while you are asleep and there was nothing you could do kind of really sucks. Why have scheduling for the second battle but not the first? Free Beers wrote:Districts and planets need to be battled for not just flipped over night like the old FW system. At the same time it can't be a grind like nullsec sov Could not agree more, but they also can't become a huge grind. If it takes you 3 weeks to grind down a single district that would kind of suck. Free Beers wrote:Taking a district when the defender doesn't put up a fight needs to have much less reward nor loot. Agreed. We also need to incentivise defending corporations to show up to fights and fight even when they know they are going to lose. I didn't really answer much or respond to much in this post, sorry. It is going to be hard for me to be convinced against having the defender set a time when districts can be attacked, like POCOs in EVE.
Ill write up a the Pros and Cons as I see on this and give you a novel to read when you get in tomorrow |
Head xXCaseXx
Helion Production Labs Mildly Sober
0
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Posted - 2013.02.27 19:11:00 -
[318] - Quote
General Tiberius1 wrote:don't they already have PI without us mercs? ssooooo....... mercs with PI, without eve capsuleers.....
I just keep picturing this in my head... its kind of hilarious. I know I'm an immortal soldier rampaging across the battlefield in a tank... but what I really wanted to do with my life was get a job at a coolant plant making radiator fluid.
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Vrain Matari
ZionTCD Legacy Rising
408
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Posted - 2013.02.27 19:24:00 -
[319] - Quote
CCP FoxFour wrote:It is a decent sized post with several points. Are you +1ing the whole thing or something specific? I'm really +1ing something general but important when trying to design for complex systems.
A'Real Fury's post is a perfect illustration of how if one implements a resource model that supports the kind of player dynamics you're looking for re: District conquest/ownership, mechanics naturally evolve out of that resource model.
We can see from the ideas developed in his post how naturally they flow once his resource model is set, and how fertile having a model is in terms of content development.
Now imagine trying to design the same kind of rich player behavior from a top-down Ruleset for District/Planet conquest and development. It's the back-engineering project from hell. And if anything needs to be changed later, god help you. Whereas a change to the resouce model propogates changes organically through your whole system.
And apologies if this is perfectly obvious to all concerned - i was getting worried with all the discussion about mechanics not grounded to anything. Maybe it's assumed in the discission and I'm just not seeing it. Better safe than sorry, though, so i'm making a point out of it. |
Iron Wolf Saber
BetaMax.
2871
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Posted - 2013.02.27 19:33:00 -
[320] - Quote
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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CCP FoxFour
C C P C C P Alliance
854
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Posted - 2013.02.27 19:34:00 -
[321] - Quote
Free Beers wrote:CCP FoxFour wrote:Free Beers wrote:In this example I assume the attackers are from the UK and attacked my district while I was sleeping. So yeah they won without a fight from us. Losing anything while you are asleep and there was nothing you could do kind of really sucks. Why have scheduling for the second battle but not the first? Free Beers wrote:Districts and planets need to be battled for not just flipped over night like the old FW system. At the same time it can't be a grind like nullsec sov Could not agree more, but they also can't become a huge grind. If it takes you 3 weeks to grind down a single district that would kind of suck. Free Beers wrote:Taking a district when the defender doesn't put up a fight needs to have much less reward nor loot. Agreed. We also need to incentivise defending corporations to show up to fights and fight even when they know they are going to lose. I didn't really answer much or respond to much in this post, sorry. It is going to be hard for me to be convinced against having the defender set a time when districts can be attacked, like POCOs in EVE. Ill write up a the Pros and Cons as I see on this and give you a novel to read when you get in tomorrow
Mmmmm novel. I look forward to reading it. :) |
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Bones McGavins
TacoCat Industries
24
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Posted - 2013.02.27 19:42:00 -
[322] - Quote
It seems like a lot of the concepts being tossed around for how this should work are imagining rules for a different game that has a more persistant world.
In DUST, the actual gameplay isnt persistant, each battle is a stand alone instance. That battle absolutely 100% has to be scheduled when it comes to taking districts, because it has a start and a flow to it. It isnt just "hey lets attack and watch as people reinforce like an open world persistant game would allow"
To me, this is DUSTs strength, its what sets it above Planetside or other PvP games. The battle an be won, decisively, and you cant just wait until the enemy is bored to try and win the fight. If you want my district, you have to fight me for it. And when we fight, it isnt until one side sort of gets bored, theres a GAME in place to determine a winner and a loser.
To me thats the key here. You need to stop looking at it from EVE and start looking at it from how the game is actually played. Stuff like building defensive structures, or attacking when nobody is around all makes sense for a persistant open world. But for DUST? No.
Im a bit surprised nobody has discussed the contract system I laid out on the last page. I believe something similar to that would have to be how this game plays out. You need scheduled matches.
Look at it from the DUST corp that just wants to be a gun for hire. You need them to have a chance to negotiate a contract (possibly), accept a contract, and then gather their team to execute it.
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CCP FoxFour
C C P C C P Alliance
854
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Posted - 2013.02.27 19:44:00 -
[323] - Quote
Vrain Matari wrote:CCP FoxFour wrote:It is a decent sized post with several points. Are you +1ing the whole thing or something specific? I'm really +1ing something general but important when trying to design for complex systems. A'Real Fury's post is a perfect illustration of how if one implements a resource model that supports the kind of player dynamics you're looking for re: District conquest/ownership, mechanics naturally evolve out of that resource model. We can see from the ideas developed in his post how naturally they flow once his resource model is set, and how fertile having a model is in terms of content development. Now imagine trying to design the same kind of rich player behavior from a top-down Ruleset for District/Planet conquest and development. It's the back-engineering project from hell. And if anything needs to be changed later, god help you. Whereas a change to the resouce model propogates changes organically through your whole system. And apologies if this is perfectly obvious to all concerned - i was getting worried with all the discussion about mechanics not grounded to anything. Maybe it's assumed in the discussion and I'm just not seeing it. Better safe than sorry, though, so i'm making a point out of it.
This is good stuff to keep in mind. :) |
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gbghg
L.O.T.I.S. Legacy Rising
416
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Posted - 2013.02.27 19:52:00 -
[324] - Quote
CCP FoxFour wrote:
This is good stuff to keep in mind. :)
We love seeing you around and answering posts Fox but aren't you up past your bedtime?
CCP FoxFour wrote:Just as a heads up guys I will be heading home and calling it an early night tonight. I stayed up way to late watching House of Cards last night. REALLY good show.
Please keep this discussion going though, really good stuff here. I will come back and give it a read tomorrow. :)
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CCP FoxFour
C C P C C P Alliance
855
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Posted - 2013.02.27 20:11:00 -
[325] - Quote
gbghg wrote:CCP FoxFour wrote:
This is good stuff to keep in mind. :)
We love seeing you around and answering posts Fox but aren't you up past your bedtime? CCP FoxFour wrote:Just as a heads up guys I will be heading home and calling it an early night tonight. I stayed up way to late watching House of Cards last night. REALLY good show.
Please keep this discussion going though, really good stuff here. I will come back and give it a read tomorrow. :)
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :( |
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gbghg
L.O.T.I.S. Legacy Rising
416
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Posted - 2013.02.27 20:29:00 -
[326] - Quote
CCP FoxFour wrote:gbghg wrote:CCP FoxFour wrote:
This is good stuff to keep in mind. :)
We love seeing you around and answering posts Fox but aren't you up past your bedtime? CCP FoxFour wrote:Just as a heads up guys I will be heading home and calling it an early night tonight. I stayed up way to late watching House of Cards last night. REALLY good show.
Please keep this discussion going though, really good stuff here. I will come back and give it a read tomorrow. :) Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :( Know what you mean, these forums are a good way to kill time and relieve boredom. |
iceyburnz
Crux Special Tasks Group Gallente Federation
285
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Posted - 2013.02.27 21:20:00 -
[327] - Quote
CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play?
I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM.
So many cool models, so little time :(
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CCP FoxFour
C C P C C P Alliance
865
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Posted - 2013.02.27 21:45:00 -
[328] - Quote
iceyburnz wrote:CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play? I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM. So many cool models, so little time :(
While I would love to discuss this, I would rather keep (and it is tough to say this) keep this thread on topic. :) |
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Aeon Amadi
Maverick Conflict Solutions
1013
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Posted - 2013.02.27 21:48:00 -
[329] - Quote
CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? |
gbghg
L.O.T.I.S. Legacy Rising
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Posted - 2013.02.27 22:02:00 -
[330] - Quote
CCP FoxFour wrote:iceyburnz wrote:CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play? I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM. So many cool models, so little time :( While I would love to discuss this, I would rather keep (and it is tough to say this) keep this thread on topic. :) c'mon who do you play tau? eldar? space marines, imperial guard?
and bones the gameplay isn't persistent you're right but the meta game is, and there's no reason why you shouldn't be able to go "hey lets hit this district tonight" and be able to attack it, if we went with your idea you could end up with a situation where you have enough players to attack the district now but you can't launch an attack for 12+ hours. the same is also true of the defending corp. |
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