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Thread Statistics | Show CCP posts - 69 post(s) |
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CCP FoxFour
C C P C C P Alliance
948
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Posted - 2013.02.28 10:49:00 -
[361] - Quote
gbghg wrote: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.
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it? |
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Yosef Autaal
SONS of LEGION RISE of LEGION
20
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Posted - 2013.02.28 10:51:00 -
[362] - 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...
O yes please corpses give us the corpse of the person we killed the most in a game as salvage, i know all the corpses burn up and disappear but awell i want corpses and a way to display them all \o/
At end of each match could also have it give info on who killed you the most so people know who has there corpse after the match. |
ChromeBreaker
SVER True Blood Unclaimed.
205
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Posted - 2013.02.28 11:01:00 -
[363] - Quote
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! |
Yosef Autaal
SONS of LEGION RISE of LEGION
20
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Posted - 2013.02.28 11:05:00 -
[364] - Quote
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!
Reinforcement timers will be in the game, CCP said many many times they do not want situations where you loose space because you slept.
Its annoying but a necessary evil to stop people from only attacking corps with known timezones (like targeting uk corps at 4am gmt on monday) |
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CCP FoxFour
C C P C C P Alliance
951
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Posted - 2013.02.28 11:28:00 -
[365] - Quote
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? |
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Yosef Autaal
SONS of LEGION RISE of LEGION
22
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Posted - 2013.02.28 11:35:00 -
[366] - Quote
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?
Interesting idea but it might mean that corps will only ever attack corps that are in there main timezones (unless they really want a pacific district) which might split timezones up as corps will only be looking for those spefic timezones rather then choosing a target then finding out its out there timezone and having to make a desicion then if they want to commit to alarm clock fights. |
A'Real Fury
The Silver Falcon Federation
5
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Posted - 2013.02.28 13:21:00 -
[367] - Quote
A few more thoughts. Some of this has been said before.
So to the mechanics of sovereignty. A lot has been mentioned about times and attacking districts when the owners are asleep and loyalty points. I think that all of these factors should be included rather than one or the other. I believe you should be able to attack a district when the defenders (actual players are asleep) and while the attackers hold the district they should be able to claim a percentage of the income of that district until such time as they are kicked out or until it is determined that they are the new owners of that district. This will allow for the idea of piracy so corps can attack and effectively loot a district with no real intention of holding it.
Now I do not think it should be as easy as just turning up and walking in. I like the idea of corps being able to set up auto and npc drone defenses so it isn't a cake walk. I also like the idea that a corp can set up defense contracts that automatically kick in if their district is attacked. For an example a corp could set up a contract that automatically goes onto the public saying if you defend this district with a timer set, like at the 30 minute or 1 hour mark, then you will get a share of a 2, 5, 10, 100 million isk bounty depending on the value of the district. The loyalty programme would work as follows:
1. Attacker takes district and get 20% of the income the district as a base line (due to some looting) but this will increase the longer they hold it and all income to the owners ceases while their district is occupied 2. With a starting point of 3%, there are always collaborators, the attacker earns loyalty points at 1% an hour until they hit 51% i.e. in 48 hours time. I think if you can hold a district etc for 48 hours it should be yours. 3. Income should derived from the district should increase at 2% an hour as you become more entrenched. 4. If the defender comes back an attacks, even if the new guys are asleep, then it all shifts back to the original owners. Say the attackers held the district for 24 hours and so had a loyalty standing of 27% then this should reduce at 2% an hour in favour of the original owners until it eventually reaches 100%. However, in terms of income it should automatically be restored at the original rate less the cost of damages.
Now a timer would come into effect if an active battle takes place in the district for sovereignty. If the attacker win this battle they get to hold the district for a minimum of 2 hours and if the defenders win they get to hold the district for a min of 4 to 8 hours.
Now the reason the time should be short is because we do not know how many districts will be available in the short term. If there are only a 100 to 200 districts, or less, released to start with and 4000 to 10000 corps actively fighting for them and you have cool off periods of 12, 24 or more hours then you will have very limited activity in this environment.
If you have all districts, or parts of it, always available for attack then you will have a more dynamic and active involvement from the corps instead of players just waiting for a district to become available for attack, getting bored, in the future. Now the timer could be adjusted as more districts become available i.e. once you have many thousands of them. The timer will become more important depending whether you are in a Hi Sec, Low Sec, Null sec etc area. The more distant you are from the home sectors the less time you have to respond to attacks and the shorter the timer is.
Now to the question of small corps and large corps my view is tough luck. If you are too small to hold a district long term 23/7 then you should loose it. I do not think you should have protected status via timers. Instead I think you should start looking for alliances with other corps in other time zones to defend the district while you are away. You could have alliance agreements that result that income from a district is shared equally or a fee is paid to the other corps for each time they successfully defend your district as well as all the variations of possible contracts that are out there.
With the option to always be able to attack other districts set out above would mean that yes you loose your district but when your corp mates are all online you can go take back that district or go attack another.
Yes we want the ability to set up matches between corps as you do for skirmish but it should not all be about this. However, active battles between corps for districts have greater value and costs of winning or holding the district than just simply moving in and taking out the npc set to guard your district.
Now to more long term goals. I do not play Eve but I understand that there are alliances that are so big that they are effectively unbeatable and untouchable. What I would like to see based on the fact that mercs from Dust will hold resource districts is the ability to restrict or even stop the supply of necessary resources to Eve corps as well as the opposite also being true. For example a Dust Megacorp could restrict the supply of fuel to eve pilots basically making their vessels defenseless to attack from other eve pilots. But the opposite will also be true as Eve pilots control the movement of resources between planets they can restrict resources e.g. critical components for making tanks going to specific districts and planets, making the the production costs of this tank astronomical. That 1 million isk tank now costs 5 million isk to produce.
Why this would be a good idea is that it allows smaller Eve Corps the ability to indirectly take out larger megacorps via paying a few large or numerous small Dust corps to take over the districts supplying fuel etc to the Eve Megacorp and then cutting them off reducing the abilities of those large fleets and more vulnerable to attack. |
A'Real Fury
The Silver Falcon Federation
5
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Posted - 2013.02.28 13:44:00 -
[368] - Quote
Ran out of room in my previous post.
In addition to allowing the dust and eve corps greater scope to interact it will also allow new ways of playing the game e.g. with the dust corp stopping supplies to the Eve corps and the Eve corp stopping or even attacking the ground installations, at least until they run out of the resources needed to fight their ships, the allied Eve corp could run supply runs into the Dust Corp so that they could maintain the fight.
You would also have an effect on trade i.e. if a number of Eve corps ally with a Dust corp they could run in massive suppiies of resources to that Dust corp who's production would go down enormously so that they can now produce items at half the usual costs.
Finally you have the idea of betrayal. Eventually you will have large Eve Corps allying with the large Dust Corps resulting in deadlock. However, out of shear boredom you could have a Dust "Merc" corp offered a massive bounty to betray their Eve ally's resulting in the stopping of all resources to the Eve Pilots making then easier pickings for smaller corps as their ships drift around planets without the power to run them.
Now the ultimate means of ending a deadlock or napfest is the introduction of a new enemy or an existing enemy who has been waiting quietly to attack. Now these attackers could be there for conquest or for some really alien reason and just end up destroying stuff all over the place. If you were an eve player or even a dust player and you saw a massive fleet and ground troops grinding through your region of space what would you do? Now the players should have the ability to defeat this enemy and if they do they should be rewarded with new and unknown tech but only those who choose to fight and win.
Either way this should result in massive destruction and change. The attackers could even come through a wormhole from the Milky Way or another universe. |
Beren Hurin
OMNI Endeavors
190
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Posted - 2013.02.28 14:23:00 -
[369] - Quote
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. |
Beren Hurin
OMNI Endeavors
190
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Posted - 2013.02.28 14:25:00 -
[370] - Quote
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!
Isn't it structure grinding that makes timers annoying in Eve? Not the timers themselves? |
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Skihids
Tritan-Industries Legacy Rising
978
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Posted - 2013.02.28 14:31:00 -
[371] - Quote
How much time does it require to move a war barge into place and launch an MCC, and at what point would that be detectable by the defenders?
It would seem to me that defines a minimum attack timer because you can't just drop from an empty sky.
I'm not an EVE player, but it's also logical to assume that you can keep track of how many of what kinds of ships are moving through the gates, perhaps even employing spies to keep tabs on enemy war barges. That would result in a greater warning. |
Odiain Suliis
ZionTCD Legacy Rising
117
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Posted - 2013.02.28 14:35:00 -
[372] - Quote
Beren Hurin 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! Isn't it structure grinding that makes timers annoying in Eve? Not the timers themselves?
Yep. The The structure grind is the annoying part.
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
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Posted - 2013.02.28 14:35:00 -
[373] - Quote
After posting a few pages back, I sat down and talked over the finer points of my plan with corpmates that punched holes in some of my ideas and reminded me that people will try to exploit any weakness in any planned system, and the more complex the system, the more exploits will be found that have to be patch, and this makes things more complicated. Look at the monster the old Crimewatch system eventually became.
But anyway, I tried to stick to a defense "vulnerability" timer concept that is set by defenders, but wanted to allow for manipulation of this timer by the attackers once they begin to take a planet. The details of such are a bit lengthy for the forums, so I wrote it up in my Alliance's blog:
http://3xxxd.blogspot.com/2013/02/the-future-of-dust-corp-battles.html |
Beren Hurin
OMNI Endeavors
190
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Posted - 2013.02.28 14:47:00 -
[374] - Quote
Skihids wrote:How much time does it require to move a war barge into place and launch an MCC, and at what point would that be detectable by the defenders?
It would seem to me that defines a minimum attack timer because you can't just drop from an empty sky.
I'm not an EVE player, but it's also logical to assume that you can keep track of how many of what kinds of ships are moving through the gates, perhaps even employing spies to keep tabs on enemy war barges. That would result in a greater warning.
I'm hoping they would work this way:
War barges have one of many states they could be in at any moment:
Reserve (invulnerable): orbiting around someplace benign or friendly (a moon w/o a POS, or an unsettled barren planet). Detectable if scanned down or on planetary/moon grid. In route (invulnerable): traveling to its next location based on the type of war barge and distance this takes a predefined time, automatic, detectable, and no pilot is needed. Outer orbital approach: (Eve-vulnerable only): A narrow window of time (minutes) that the barge will give a warning to planetary district owners. It will also appear on grid over the planet. Once in this phase, barge owners cannot change it's flight plan.
Stationing orbit (Dust vulnerable only): period of time before a barge is only in planetary orbit. It can only be targetted above districts with planetary defenses. Would have a minimum stationing orbit period. Owning multiple districts with defenses would make this more difficult depending on the orbit of approach. A barge could be in this mode for as long as it could survive the planetary defenses it is over. The strongest planetary defenses would barely allow for an average war barge to last much longer than an hour over its district, which would mean a corp would have to enter stationing obit just out side of the districts range, do a 23 hour orbit, and then get a single chance to attack. Weaker defenses would be able to kill barges after multiple passes. Barges could only be healed in freindly districts.
Stationed (Dust vulnerable only): The barge is active and in the window where it can launch an attack on its intended district. Its possible to make an orbit over multiple districts where multiple stationed timers could occur. |
Yosef Autaal
SONS of LEGION RISE of LEGION
27
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Posted - 2013.02.28 15:14:00 -
[375] - Quote
A'Real Fury wrote:A few more thoughts. Some of this has been said before.
1. Attacker takes district and get 20% of the income the district as a base line (due to some looting) but this will increase the longer they hold it and all income to the owners ceases while their district is occupied 2. With a starting point of 3%, there are always collaborators, the attacker earns loyalty points at 1% an hour until they hit 51% i.e. in 48 hours time. I think if you can hold a district etc for 48 hours it should be yours. 3. Income should derived from the district should increase at 2% an hour as you become more entrenched. 4. If the defender comes back an attacks, even if the new guys are asleep, then it all shifts back to the original owners. Say the attackers held the district for 24 hours and so had a loyalty standing of 27% then this should reduce at 2% an hour in favour of the original owners until it eventually reaches 100%. However, in terms of income it should automatically be restored at the original rate less the cost of damages.
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. |
Vrain Matari
ZionTCD Legacy Rising
409
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Posted - 2013.02.28 17:13:00 -
[376] - 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. Real physics-based orbital mechanics would add a hella lot to EVE & DUST on several different levels. We need it.
There are a couple of issues.
First & foremost is that the oldest legacy code in EVE is the pyhsucs/celestial mechanics engine, and it is entangled in a hideous cthulonic fashion(mmmmm.....tekspeak) with just about every other piece of EVE code. Please jump in Devs, been awhile since i've heard anyone speak directly to this.
The refactoring project required to fix this is huge, essentially a complete rewrite of the core EVE code. I like to think of it as the programming equivalent of the CCP viking-entity stripping naked, greasing itself up with seal fat, holding its knife between its teeth and wedging itself down through a wee fissure in the rocks so they can drop down onto the back of a primaeval cave-bear that has been terrorizing the village. Or something like that. Things could get messy.
Secondly, there is a valid concern that if this is done it would completely mess with the bookmark system in EVE. This is true, but i say tough cookies. The moral of the story is don't pick a fight with Issac Newton re celestial mechanics. Sooner or later, you'll loose. Time to bow your knee to the master, CCP. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
249
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Posted - 2013.02.28 18:33:00 -
[377] - Quote
Bones McGavins wrote: . .
First off, it is key to limit the amount of possible attacks on a district. This is needed or it will almost never be profitable to own a district and they will change hands like hot potatos. If a corp can successfully defend their district it should LIKELY be profitable for them to do so. You could "attrition" the corp by dumping tons of money into your contracts, forcing them to spend a ton to pay for defense. But it shouldnt be possible to just hit them over and over and over forcing them to keep paying for defense. So with that in mind, lets say for the sake of discussion a District can be attacked 10 times per month.
Each attack on a district will have 4 parties.
1) CORP A- The Attack Sponser Corp 2) CORP B- The Defense Sponser Corp 3) CORP C- The Attack Merc Corp 4) CORP D- The Defense Merc Corp
Now, CORPs A and C, and CORPs B and D may be the SAME corps. You may defend your own district, or lead your own attack, but you may also contract it out to a 3rd party.
So, what happens, how does this all actually work out? Right now, who knows, but you don't want gameplay to NOT occur, and you dont want the problem of timezones messing with getting good matchups.
So here is how I imagine it will happen.
CORP A puts out a 20 mil ISK contract for an attack on CORP B. This contract has a specified time for the attack, and this time is a anywhere from 12-24 hours out from when it is created. All contracts can either be public or private. Meaning I can set a contract that is available to ALL DUST corps, or just specific ones. This allows me to use connections to get a good DUST corp to lead my attack or defense, or just put something out there for attrition or desperation.
Once CORP A puts out the contract, two things happen.
1) A listing appears for the contract, allowing DUST Corps to accept it. They can see when the match will take place so they can be prepared. 2) CORP B is notified and they must put out a defense contract.
So CORP B now has 12-24 hours to put out a matching contract. They can talk to some of their allies, or contact some famous corps, or they can just post a public contract to everyone. Either way, corp B ends up posting a contract for the defense.
So now both contracts are up and available. Depending on if they are private or public, some or all DUST corps can accept.
Now one of 4 things happens.
1) Neither contract is accepted before the scheduled attack - Both corp A and corp B are refunded and nothing happens. 2) Both contracts are accepted before the scheduled attack by CORP C and CORP D and a game of DUST is played. 3) The attacking contract is accepted by CORP C and the defending is not. CORP A pays CORP C the contract, CORP B is refunded, but the district changes hands. 4) The defending contract is accepted by CORP D and the attacking contract is not. CORP B pays CORP D the contract, corp A is refunded but an attack is used up.
In the case of 2, CORP C and CORP D play a match. Depending on the district this may be 16v16 or 24v24 or whatever. It is up to the corps to fill those teams, if they do not you can see 24v8.
The winning team gets the ISK of both the attacking contract and the defense contact and all the salvaged loot from the battle. The losing corp gets nothing. This prevents crappy corps from accepting contracts and getting the money and just losing. At the end, all 4 corps get a report of the battle. This allows CORPS A and B to review CORPS C and D and see if they made a legit effort and put up a good fight. If not, they can blacklist them from future public contracts, possibly even review them for other corps to see.
I think this system keeps DUST acting as a money sink for both DUST and EVE while providing incentive for both universes to participate as long as they win.
I strongly disagree on the underlined part. That would be so disheartening for the weaker corps as it would hamper their abilities to try to rise and even the motivation to try to attack.
A good solution would be to have complex enough contract system: Basic minimum payout for accepting a contract (?) 5% of total contract value. Standard wage for showing up in battle and trying. 20% of total value. Bonus for winning. 75% of total value.
How about? |
Beren Hurin
OMNI Endeavors
193
|
Posted - 2013.02.28 18:49:00 -
[378] - Quote
Vrain Matari wrote: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. Real physics-based orbital mechanics would add a hella lot to EVE & DUST on several different levels. We need it. There are a couple of issues. First & foremost is that the oldest legacy code in EVE is the pyhsucs/celestial mechanics engine, and it is entangled in a hideous cthulonic fashion(mmmmm.....tekspeak) with just about every other piece of EVE code. Please jump in Devs, been awhile since i've heard anyone speak directly to this. The refactoring project required to fix this is huge, essentially a complete rewrite of the core EVE code. I like to think of it as the programming equivalent of the CCP viking-entity stripping naked, greasing itself up with seal fat, holding its knife between its teeth and wedging itself down through a wee fissure in the rocks so they can drop down onto the back of a primaeval cave-bear that has been terrorizing the village. Or something like that. Things could get messy. Secondly, there is a valid concern that if this is done it would completely mess with the bookmark system in EVE. This is true, but i say tough cookies. The moral of the story is don't pick a fight with Issac Newton re celestial mechanics. Sooner or later, you'll loose. Time to bow your knee to the master, CCP.
I don't think you have to mess with Eve physics. I currently don't know how you get to the districts in Eve, but it'd work the same way for finding war barges. The barges wouldn't appear on their paths in Eve, but only through a HUD in Dust. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
249
|
Posted - 2013.02.28 19:21:00 -
[379] - Quote
Mad Rambo wrote: 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. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it.
Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight?
That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary.
[SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. |
Morathi III
Rebelles A Quebec
60
|
Posted - 2013.02.28 19:26:00 -
[380] - Quote
KEROSIINI-TERO wrote:Mad Rambo wrote: 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. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone |
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Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
|
Posted - 2013.02.28 19:53:00 -
[381] - Quote
Morathi III wrote:KEROSIINI-TERO wrote:Mad Rambo wrote: 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. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone
the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time.
timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless. |
Morathi III
Rebelles A Quebec
60
|
Posted - 2013.02.28 20:00:00 -
[382] - Quote
Kaeralli Sturmovos wrote:Morathi III wrote:KEROSIINI-TERO wrote:Mad Rambo wrote: 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. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time. timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless. I understand your point of view but what happen for corp where the majority of player worked? + we need time to sleep, your idea is good for week end but not in the week, personnaly |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
|
Posted - 2013.02.28 20:12:00 -
[383] - Quote
Kaeralli Sturmovos wrote:Morathi III wrote:KEROSIINI-TERO wrote:Mad Rambo wrote: 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. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time. timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless.
What if no one shows up at all, for any battle, ever? In reality, catching an enemy unawares makes all the tactical sense in the world, but this is a game, and should be fun.
That being said, this is the EVE universe and unfairness is what it is, so I think if you can't field all 16 guys and they field all 16, you are S.O.L. but other than that, the defender should have say over the vulnerability of their system. This timer should be able to be shifted as enemies claim a planet, but, in general, a district owner should be able to dictate the time of the fight to keep the game interesting and balanced. Otherwise the whole galaxy will change hands every 6 hours.
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Vaerana Myshtana
Bojo's School of the Trades
232
|
Posted - 2013.02.28 20:28:00 -
[384] - Quote
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. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
249
|
Posted - 2013.02.28 21:19:00 -
[385] - Quote
Kaeralli Sturmovos wrote:
the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time.
timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless.
In general, A good way to set up good fights >> feel of mystery
Now, One might imagine that the initial attack must be made in that timeframe set by district holders.
However, they might lose control of later timers. Meaning if attackers managed to get a beach head they might set a timer of their own, or hasten or delay the districts own set timer times. Or something.
As we are tossing wild ideas, how about - structures which allow you to widen/narrow the possible attack window onto district? - Structures which give you a longer time to prepare for an incoming invasion? - Structures which create a greater time gap between fights on that district? - Structures which affect merc numbers on each side? - Structures which affect available Supply (war?) Points or max amount of vehicles on each side? |
Malcolm Melvin
BurgezzE.T.F Orion Empire
10
|
Posted - 2013.02.28 22:12:00 -
[386] - Quote
I have an idea for everyone.
Sleeping while you're districts are under attack
Eve Corp A can defend their planets by having at least 5 defending contract slots.Those 5 defending slots are for timezones, IF eve corp A districts are going to be attacked WHILE they are asleep. They can search dust corps online history to determine WHAT dust corp (only 5 dust corps) is available around a specific time if they ever need their districts defended.
If eve corp B wants to deploy a big dust corp to take control of the whole eve corps A planet, then there is way for eve corp A to have 3 primary districts contract slots mechanic where they can select 3 out of 5 defender corps to protect them while their asleep.
Drones Game Mode called Reconnaissance for 6-16 players
Before the showdown can start there will be a gamemode that can hire ONLY SMALL DUST (corps with only 10-100 members) corps to recon a district that eve corp b or a dust corp (that is attacking) put a contract on.The small corps mission is to scan the districts environment to know where are the enemies CRU'S,turrets etc.Be warned that there will be drones all over the disctrict.Once mission is complete, the small dust corp can transfer a data disc of what is there on the battlefield.Be warned they can send that information to ANYBODY in new eden.Only squad leaders can transfer the data (only 1 data from that match)
Drones Game Mode 2 called BREACH for 10 players ONLY (game mode is available to only 3 primary districts in a plantet)
This game mode is for corps that are attacking and defending (ONLY) the 3 primary districts.The game mode is 6 vs 4 mercs + Drones. The attackers(6 players) must find the command center in each of the 3 primary districts and hack into the system for information then must return to the dropship.Defenders (4 mercs + drones) must kill the squad leader cause he/she is the only 1 to know how to hack the command center.
Information for attackers if they win
If the attackers win 1 breach game mode, they can have access to codes for a OB in EACH of the 15-20 districts in that 1 planet.
If the attackers win 2 breach game modes, (same planet) they have access codes to destroy eve ships.
If the attackers win all 3 breach game modes, (same planet) they have access to viewing Eve corp A's most valuable planet they own in new eden. And ONLY the ceo or director of the merc corp can sell that information to ANYBODY in new eden
Information for defenders if they win.
If the defenders win 1 breach game mode, they have access to view WHAT corp is going to attack the planet.
If the defenders win 2 breach game modes, they have access to shut down enemy corps warbarges shield (for a limited time) so eve ships can destroy it.
If the defenders win all 3 breach game modes, they have access to view the enemy corps most valuable planet they have in control or sold to a eve corp.
MCC's & Warbarges Information
Mcc's are allowed to attack a district at a time.If an attacking merc team has won a battle,the mcc can move to another district on the same planet.If a mcc is destroyed, NO warbarge is allowed to deploy another mcc to that same district.Players that moved another or NEW mcc to the same district will have a pop up screen saying "Cannot move to district 12 due to lost of a previous mcc lost,We should just take 1 for a defeat we'll get them next time." Then it will show 24hours cooldown mechanic for us to know when that district is available to attack again.
Warbares are allowed to have 10 mcc's ready for battle.
Make warbarges hard to purchase for the purpose of only 10 mcc's can fit in 1 warbarge. EXAMPLE 1 BILLION ISK Make mcc's a good price EXAMPLE 100 MILLION ISK.
Mcc's cannot go to a different planet they need a warbarge to transfer to another planet.
While drone game modes is happening, both attackers and defenders are allowed to hangout in the warbarge and look at the hologram table where you see the map of the district/districts.CEO'S, directors and squad leaders can use the hologram table to strategies a plan while others can just view the maps on the table.Defenders has access to look at what is on each of the maps with clear view of what is there.While the attackers cannot see whats on the districts until they have the data discs from the small corps that has FINISHED completing at least 1 drone reconnaissance gamemode.The attackers need 1 data disc to know what is there on 1 district. Have 16-20 data disc = 16-20 maps you can upload to the hologram table to view,draw circles,lines etc with for plans.
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Bones McGavins
TacoCat Industries
28
|
Posted - 2013.02.28 22:55:00 -
[387] - 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.
Having ongoing contracts paid out per battle could work, and it would help reduce the need for a longer delay to have the corps make a deal for a contract.
However, here is the problem that might be minor to some, or major to others. You want your corp's success to be based on your corp as a whole, not 3 dudes from your corp + 5 dudes from another +8 from the contracting corp.
One of the best ways to tell if a corp is worth contracting will be their wins/losses, how will that work in a mixed corp situation? Would the corp get a win or loss for EVERY member participating in the battle? Or just one? To really show the skills of the corp fairly, i would think it would have to be 1 for every member, so the more members a corp has involved, the more it sways their standing. Losing a match where you had 1 corp member in it shouldnt ding your corp the same as one where you had 16.
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Bones McGavins
TacoCat Industries
28
|
Posted - 2013.02.28 23:06:00 -
[388] - Quote
KEROSIINI-TERO wrote:
I strongly disagree on the underlined part. That would be so disheartening for the weaker corps as it would hamper their abilities to try to rise and even the motivation to try to attack.
A good solution would be to have complex enough contract system: Basic minimum payout for accepting a contract (?) 5% of total contract value. Standard wage for showing up in battle and trying. 20% of total value. Bonus for winning. 75% of total value.
How about?
---
EDIT: About 'using up an attack', there lies a danger that a sister corp will have a dummy merc team attack the district, using up all of the allowed attacks. Thereby making the district invulnerable to real attacks.
You bring up valuable points. Personally I prefer the all or nothing approach as it makes matches mean a ton for the corps but I see how it could be a turn off. Perhaps the payout to the loser is based on the security of the system? Null sec would be 100% to the winner, but higher security gets more and more to the loser?
As for the sister corp issue, I thought about that. A way to negate that would be if the cost of deploying an MCC is weighed in. Like a mimumum amount of ISK is lost no matter what. Sister corps could still do such a thing, but it would cost them money. Or limit the amount of failed attacks one can do on a district?
Its tricky to get right, but I dont think you can have unlimited attacks or the game simply doesn't work. There would be no incentive to really hold districts unless they paid godloads of money, in which case the economy would go to heck.
However, an alternative solution. The "limit" for defenses isnt based on winning or losing, but on ISK destroyed. In order to lock your district you have to destroy 100 million dollars in enemy equipment or so. Make this amount nearly equal to the amount gained by a district. Add in a much smaller minimum fee for launching an attack, but one that along side the closing threshold would make it worthless to launch sister corp to attack a district to close it. |
Vaerana Myshtana
Bojo's School of the Trades
234
|
Posted - 2013.03.01 00:35:00 -
[389] - Quote
Bones McGavins wrote: Having ongoing contracts paid out per battle could work, and it would help reduce the need for a longer delay to have the corps make a deal for a contract.
However, here is the problem that might be minor to some, or major to others. You want your corp's success to be based on your corp as a whole, not 3 dudes from your corp + 5 dudes from another +8 from the contracting corp.
One of the best ways to tell if a corp is worth contracting will be their wins/losses, how will that work in a mixed corp situation? Would the corp get a win or loss for EVERY member participating in the battle? Or just one? To really show the skills of the corp fairly, i would think it would have to be 1 for every member, so the more members a corp has involved, the more it sways their standing. Losing a match where you had 1 corp member in it shouldnt ding your corp the same as one where you had 16.
Well, I think it comes down to relationships. If your corp builds a strong relationship with a large, multi-time zoned corp and negotiates an OGC with them, then you're rarely going to have Instant Battle Blueberries (IBBs). In addition, i think it would be helpful if the people in the War Barge could organize players into Squads and Observers. That way, if your corp has enough players online at the time, you could handle it yourselves and the OGCs could stay and watch or go do something else.
I only suggest putting in the IBBs as a way to make sure that no battlefield is ever totally undefended.
Of course, I would think that since multiple battles are needed to take a district, your would rarely need outsiders except for surprise attacks and raids. |
Icy Tiger
Universal Allies Inc.
1029
|
Posted - 2013.03.01 00:52:00 -
[390] - Quote
Vaerana Myshtana wrote:Bones McGavins wrote: Having ongoing contracts paid out per battle could work, and it would help reduce the need for a longer delay to have the corps make a deal for a contract.
However, here is the problem that might be minor to some, or major to others. You want your corp's success to be based on your corp as a whole, not 3 dudes from your corp + 5 dudes from another +8 from the contracting corp.
One of the best ways to tell if a corp is worth contracting will be their wins/losses, how will that work in a mixed corp situation? Would the corp get a win or loss for EVERY member participating in the battle? Or just one? To really show the skills of the corp fairly, i would think it would have to be 1 for every member, so the more members a corp has involved, the more it sways their standing. Losing a match where you had 1 corp member in it shouldnt ding your corp the same as one where you had 16.
Well, I think it comes down to relationships. If your corp builds a strong relationship with a large, multi-time zoned corp and negotiates an OGC with them, then you're rarely going to have Instant Battle Blueberries (IBBs). In addition, i think it would be helpful if the people in the War Barge could organize players into Squads and Observers. That way, if your corp has enough players online at the time, you could handle it yourselves and the OGCs could stay and watch or go do something else. I only suggest putting in the IBBs as a way to make sure that no battlefield is ever totally undefended. Of course, I would think that since multiple battles are needed to take a district, your would rarely need outsiders except for surprise attacks and raids.
Actually, surprise attacks would be pretty beneficial. Could be combatted through Corp funds. You set up a contract for defenders for your district, defenders can join through Mercenary Battles Tab, or Corp Battles Tab, and then defend for you, recieve contract ISK at end of match.
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