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Thread Statistics | Show CCP posts - 69 post(s) |
Evicer
Holdfast Syndicate Amarr Empire
13
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Posted - 2013.03.01 00:59:00 -
[391] - Quote
D Roc43 wrote:Free Beers wrote:slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone. think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do. I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to. thus our differeing philosophy I believe more mercs would play for all sides and be "true" immortal mercenaries playing for the highest bidder if they offered some sort of faction specific rewards, be it through LP or added monetary incentives. I think, setting monetary aspect on a back burner, they need to first fully sync our FW system with Eve's by allowing eve corporations to host contracts on particular planets then picking which corp they want to go take the contract. This will remove the shotgun approach to FW that our current system takes and will allow corps to strategically pick which planet to take as well as the corp they want to hire to go take it. Hopefully if they just take baby steps fixing this, one step at a time, we will see a fully functional, worthwhile FW system.
you lost me at the part where you said eve side picks the merc corp>what if none of your corp is on or not even aware that youve been chossen by this EVE corp/player to attack/defend said district.
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John Xulu
Tritan-Industries Legacy Rising
3
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Posted - 2013.03.01 01:06:00 -
[392] - Quote
Morathi III wrote: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
The thing is, that's how it's supposed to work. Have you ever seen any EvE gameplay? Things can be attacked at any time, whether you're at work, on the toilet or in the land of make believe. It has to be constant warfare, and setting up time zones is way inconsistent with the way things are done in New Eden, that would mean that the PvP was still consensual and...Well...Let's face it, that's a CoD thing. Not a New Eden thing.
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Morathi III
Rebelles A Quebec
61
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Posted - 2013.03.01 01:19:00 -
[393] - Quote
The thing is, that's how it's supposed to work. Have you ever seen any EvE gameplay? Things can be attacked at any time, whether you're at work, on the toilet or in the land of make believe. It has to be constant warfare, and setting up time zones is way inconsistent with the way things are done in New Eden, that would mean that the PvP was still consensual and...Well...Let's face it, that's a CoD thing. Not a New Eden thing. [/quote] True, but this game is called dust514, yes we are in EVE universe but we can have our own mechanic system, i have absolutly nothing against eve or is player but if i want his mechanic i play eve and not dust |
John Xulu
Tritan-Industries Legacy Rising
3
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Posted - 2013.03.01 01:32:00 -
[394] - Quote
Morathi III wrote:The thing is, that's how it's supposed to work. Have you ever seen any EvE gameplay? Things can be attacked at any time, whether you're at work, on the toilet or in the land of make believe. It has to be constant warfare, and setting up time zones is way inconsistent with the way things are done in New Eden, that would mean that the PvP was still consensual and...Well...Let's face it, that's a CoD thing. Not a New Eden thing.
True, but this game is called dust514, yes we are in EVE universe but we can have our own mechanic system, i have absolutly nothing against eve or is player but if i want his mechanic i play eve and not dust[/quote]
I say you make a fair point, but lets look at it from a different perspective. Soon, we're going to be working with EvE Pilots, who can attack whom or whatever they feel like at any point in time (CONCORD intervention in high-sec aside) and they're going to need mercs who can fight alongside them, and use their support when they're available to give it. Having mercs wait to attack would in turn, slow down EVE FW and in turn, their player run economy. Something CCP wants, and needs, to avoid. Which is why I cast doubts on the who "Waiting to Attack thing" not that your idea wasn't good and fair. Because it was, it just would make the dual game integration a whole lot more of a hassle to be a part of.
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Morathi III
Rebelles A Quebec
61
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Posted - 2013.03.01 01:46:00 -
[395] - Quote
John Xulu wrote:Morathi III wrote:The thing is, that's how it's supposed to work. Have you ever seen any EvE gameplay? Things can be attacked at any time, whether you're at work, on the toilet or in the land of make believe. It has to be constant warfare, and setting up time zones is way inconsistent with the way things are done in New Eden, that would mean that the PvP was still consensual and...Well...Let's face it, that's a CoD thing. Not a New Eden thing.
True, but this game is called dust514, yes we are in EVE universe but we can have our own mechanic system, i have absolutly nothing against eve or is player but if i want his mechanic i play eve and not dust
I say you make a fair point, but lets look at it from a different perspective. Soon, we're going to be working with EvE Pilots, who can attack whom or whatever they feel like at any point in time (CONCORD intervention in high-sec aside) and they're going to need mercs who can fight alongside them, and use their support when they're available to give it. Having mercs wait to attack would in turn, slow down EVE FW and in turn, their player run economy. Something CCP wants, and needs, to avoid. Which is why I cast doubts on the who "Waiting to Attack thing" not that your idea wasn't good and fair. Because it was, it just would make the dual game integration a whole lot more of a hassle to be a part of. [/quote] Yes i agree in the EVE FW you need to in the eve mood, but in our war district perhaps we can make our own |
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CCP FoxFour
C C P C C P Alliance
1052
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Posted - 2013.03.01 11:45:00 -
[396] - 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!
Not going to lie, this kind of makes me want to do it more, not less. |
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Aeon Amadi
Maverick Conflict Solutions
1038
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Posted - 2013.03.01 11:52:00 -
[397] - Quote
CCP FoxFour wrote:ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! Not going to lie, this kind of makes me want to do it more, not less.
..... What about reinforcement timers that can be influenced by the actions of smaller groups?
Like with what happens currently in Faction Warfare and the "dust influence" affecting the percentages on how easy/hard a system is to capture?
So we take a 12 hour reinforcement timer and for every 8v8 corp battle... shave off thirty minutes? This way we have more collateral damage and generally more combat out of sovereignty conflicts? |
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CCP FoxFour
C C P C C P Alliance
1052
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Posted - 2013.03.01 11:58:00 -
[398] - Quote
Just reading over the discussion going on and there is a bit of talk about how in EVE you can be shot at any time and how you should be able to attack a district at any time.
It is important to notice the difference though within EVE of when we add timers and when we don't.
We don't add reinforcement timers to shooting peoples ships, because if you are shooting their ship they are logged in. Or have ejected from it so whatever.
We do add timers though to structures, things that are not tied to them being logged in.
Losing something while you were logged in and playing is perfectly acceptable and as proven by suicide ganking in high sec is something we allow anytime everywhere.
Structures however persist while you are not logged in. Waking up to find you have lost your POS would suck. You should be given the chance to defend it.
The same goes DUST. If someone is online and leaves the station (joins a battle) they are fair game. You should not however be able to take someones district if they are not online. This would be no fun for either side and it would encourage the development of very large corporations. If you had to have enough members online at all times to defend a district there would be no small corporations around owning just one or two districts.
I cannot see a situation where we find that acceptable. We want both small and large organizations to be able to have at the least the ability to participate in district gameplay when we get to it. |
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CCP FoxFour
C C P C C P Alliance
1052
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Posted - 2013.03.01 12:03:00 -
[399] - Quote
Aeon Amadi wrote:CCP FoxFour wrote:ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! Not going to lie, this kind of makes me want to do it more, not less. ..... What about reinforcement timers that can be influenced by the actions of smaller groups? Like with what happens currently in Faction Warfare and the "dust influence" affecting the percentages on how easy/hard a system is to capture? So we take a 12 hour reinforcement timer and for every 8v8 corp battle... shave off thirty minutes? This way we have more collateral damage and generally more combat out of sovereignty conflicts?
I do like the idea of influencing the reinforcement timer... |
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Himiko Kuronaga
Greatness Achieved Through Training
7
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Posted - 2013.03.01 12:38:00 -
[400] - Quote
If I am an EVE player, and If I have control of multiple systems.... and my planet can only be invaded by a system that is contested or otherwise not under full sov... then that means that my only planets not making money under the worst case scenario are on the front line.
Because... they are my shield planets. They are shielding the rest of my income, which isn't being taxed by constant contracts and battles from mercs. You could even say that the majority of their resources goes to defense, whereas all the planets behind them (in the currently uncontested systems) go straight to my pocket.
Certainly, if we only figured in the income from a front-line tech moon during a war, an alliance would go broke in no time flat. But it doesn't work that way. They have many, many, many tech moons deep inside their space which do not go under attack every week. Why should planets operate differently?
For FW, don't let districts be invaded unless they are on the front -- in a contested system. For nullsec, reality will sort out itself out the same way it does for POS warfare. Someone should probably have to physically fly a war barge over a planet to even begin an invasion campaign and that isn't going to happen deep into enemy territory with much degree of success on the long term. So that solves the profitability problem there, as well.
Am I missing something else?
Because it seems to me that a war-torn world probably shouldn't be making much income, except for the ones doing the fighting and the looting. This problem kind of solves itself. |
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A'Real Fury
The Silver Falcon Federation
7
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Posted - 2013.03.01 14:19:00 -
[401] - Quote
CCP FoxFour wrote: The same goes DUST. If someone is online and leaves the station (joins a battle) they are fair game. You should not however be able to take someones district if they are not online. This would be no fun for either side and it would encourage the development of very large corporations. If you had to have enough members online at all times to defend a district there would be no small corporations around owning just one or two districts.
I cannot see a situation where we find that acceptable. We want both small and large organizations to be able to have at the least the ability to participate in district gameplay when we get to it.
While that can certainly be justified I do believe that a limit should be placed on the length of time the district can be protected while the corp is offline. Mainly because you may end up with a situation where a new corp comes in claims a district, actively defends it for awhile, and then doesn't log on for weeks or months or more effectively taking that district off the market permanently. |
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CCP FoxFour
C C P C C P Alliance
1053
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Posted - 2013.03.01 14:30:00 -
[402] - Quote
A'Real Fury wrote:CCP FoxFour wrote: The same goes DUST. If someone is online and leaves the station (joins a battle) they are fair game. You should not however be able to take someones district if they are not online. This would be no fun for either side and it would encourage the development of very large corporations. If you had to have enough members online at all times to defend a district there would be no small corporations around owning just one or two districts.
I cannot see a situation where we find that acceptable. We want both small and large organizations to be able to have at the least the ability to participate in district gameplay when we get to it.
While that can certainly be justified I do believe that a limit should be placed on the length of time the district can be protected while the corp is offline. Mainly because you may end up with a situation where a new corp comes in claims a district, actively defends it for awhile, and then doesn't log on for weeks or months or more effectively taking that district off the market permanently.
Oh yes, completely agree. |
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S Park Finner
BetaMax.
89
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Posted - 2013.03.01 15:04:00 -
[403] - Quote
Thinking of the objectives of the system...
- Provide engaging game play for DUST 514 players
- Tie into motivators in DUST 514 and EVE.
Some motivators for corporations / EVE players
- Territory
- Resources
- ISK
- Battles in space
- Nuke them from orbit
and for DUST 514
While trying to maintain mechanisms that don't exclude smaller corporations and individuals from participation.
So I'm suggesting a package of mechanisms
- Adopt the sovereignty mechanics tying districts to sovereignty suggested so far
- (Eventually) have districts (planets / systems / whatever) represent resources significant to player activity
- (Eventually) create mechanisms for district owners to add drone defenses to fight along side defending players GÇô but at a price in Skill Points and ISK
- Do not allow territory change unless attackers or defenders field an entire team from a single corporation
- Do not allow territory change unless the GÇ£Loyalty PointsGÇ¥ of a district have dropped below a threshold for the defender and risen to a threshold for an attacker.
- Any corporation can set an attack order on a district at any time but for a price proportional to the investment the defender has in the district. If the loyalty point thresholds have not been met the attack can not result in ownership change but...
- For the defender, successful attacks will result in lost loyalty points and ISK
- For the contracting attacker, successful attacks will result in gained loyalty points and ISK
- For the attacker, successful attacks will result in loot, and ISK proportional to the contract on the district
- For the defender, unsuccessful attacks will result in gained loyalty points, ISK and loot
- For the contracting attacker, unsuccessful attacks will result in lost loyalty point and ISK
- For the attackers, unsuccessful attacks will result in lost equipment and ISK
- Where a contracting corporation does not field the team themselves (or to a contracted third party) the battle is open to the public
- In corporation battles WP for kills are proportional to the difference in the skill levels of the killer and the killed with higher killing lower getting less than the standard and lower killing higher getting more.
How it would play out...
- A new district might have just Rogue Drones and any corporation that sets a contract and fields a team can take it if they kill off the drones
- Once held, a corporation can invest in drone defenses to help defend it and may improve the district with various facilities. They start out with 100% loyalty
- A contracting attacker can set a contract with any value but it's impact on loyalty if won will be less than if the value is too low
- The attacker can not field a team an take the district until it's loyalty points have dropped to some threshold
- Contract battles GÇô either with public players, contracted third parties and/or the contracting attacker whittle down and build up loyalty points until the threshold is reached
- At that time the GÇ£killing blowGÇ¥ contract can be scheduled and the owner must accept and schedule the battle within some time frame or the district is forfeit
- Note that multiple corporations could be building up loyalty points attacking a district and if they achieved an attacker's threshold when the defender's threshold was reached multiple attackers might be vying for the same district. It could open up the possibility for multi-way battles in the future
- Winning a district gives the new owner 100% loyalty but the attackers (if there are several) get to keep (some or all of) their loyalty points so pressure is kept on and battles continue to be fought.
Knobs and dials on the system...
- The ratio of cost of attacking contract to investment
- The cost (In specialized skills and drone installations ISK) to the defender
- The rate of loyalty point loss / gain
- The thresholds for the final attack
- The loyalty point reset amounts
- The rate of WP penalty / bonus for player kills
- The amount / nature of loot from battles
- The nature and value of resources in the districts
- The relationship between district ownership and system ownership.
Benefits
- Defenders can see the final attack coming
- Attackers can wear down powerful defenders
- Plenty of opportunity for back room deals
- Lots of battles for all kinds of players
- With the exception of the final battle, no timers / appointments
- Lots of opportunities for new skills / equipment / NPC play / NPC - live co-op play
- Lots of ways to tweak the system without having to re-build it
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Elles Wils
Shaolin Legacy Preatoriani
1
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Posted - 2013.03.01 15:40:00 -
[404] - Quote
So, in short this thread goes about 1) how to create an incentive to fight, and 2) how to organise the fights
Mostly, we have some good mechanics in place in Eve which grew over time. And in my opnion, most of these mechanics can be translated into dust.
1) Make every district generate a passive cop income. the lower the sec status of the solar system, the higher the income. If a corp owns an entire planet, multiply the income by a factor, is the entire constellation owned, an even bigger factor. You own a region? Well done, payday has arrived ;) I'm deliberately not suggesting specific amounts and factors, because this obviously would have to be tweaked.
2) How to set up fights? Now this is more challenging. In Eve we got a couple of really nice mechanics, which could be adopted for Dust. War Declaration, Bounties, Fleet Adverts and FW System Control.
So, you want to take over a district? First, you have to declare war on the owning corp. After 24 hours, fighting can legally occur, and you can order your war barges into orbit arround their planets. The more barges you got, the more planets you can assault simultaneously. The more MCC's you got, the more districts you can assault simmultaneously.
Now, how to make sure there are ppl willing to fight? Allow the owning corp to set up a Battle Advert for each district that is being attacked. They can decide who can join in on the battle based on standing and membership (no standing, light blue, blue, corp or alliance). Warring factions are automatically excluded from these Battle Adverts, negative standing is by default excluded, but can be allowed. These adverts could be set up in advance, and automatically activate once a war starts.
Any team eligible to act on the advert, can enter the battle. At that point, a match is set up which will start once both sides have a full team, or once a timer runs out. Depending on which side wins the battle, district control will shift. Once control has shifted completely to the agressing side, ownership will change. The beauty is, that timers are built into this system. Let's say you need 12 consecutive wins to flip the system. A match will start a 2 hour timer, so it will take a minimum of 24 hours to flip a system in the case noone shows up.
But what about pay-out?
Let both sides put up a contract pool on the district. Teams are payed out from this pool, based upon win/loss and value destroyed.
My 5 cents on the topic ;) |
trollsroyce
Seraphim Initiative. CRONOS.
170
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Posted - 2013.03.01 16:03:00 -
[405] - Quote
ISSUE: large corp can attack a planet 23/7, making small corp defense impossible because of continued deployment.
SOLUTION: planets have values like they do for PI. This makes the most coveted planets worth dozens of regular ones. A small elite corp holding such a planet makes an insane split profit. Thus, being able to hold such a planet for a week makes more earnings than holding a bad planet for a year. As the fights are player capped, it favors quality instead of numbers.
If more consistency is needed, add a logistical requirement: mercs have to be hauled through null. Hauler brings 100 clones, freighter 1000. |
Bones McGavins
TacoCat Industries
28
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Posted - 2013.03.01 16:05:00 -
[406] - Quote
A lot of these systems sound pretty decent, but they lose the initial concern from the OP:
What is the incentive for corps to actually own these districts?
A corp v corp match in DUST, 24v24 (or possibly higher in the future?) is going to cost a TON of ISK. Realistically with 24 people on a team, each fitting suits and tanks in the hundreds of thousands, possibly millions range, you are talking 100s of millions of ISK destroyed in a conflict per battle.
If you have tons of battles over a single district going on in a day, one district could easily cost billions of ISK out of EVE and DUST in the war over it. Almost half of that will be on the owner of the district to fork up. So a district would have to put out BILLIONS of ISK PER DAY to be profitable to hold. Why would anyone want to do that? |
Tex Mex Aztec
Deadly Blue Dots RISE of LEGION
1
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Posted - 2013.03.01 16:13:00 -
[407] - Quote
Free Beers wrote:Soght Toi wrote:Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build. Please go back to eating crayons then. If you actually read what I wrote and understand my concerns you would see that there is no economic motivation under current model for FW militia corps to actually want to pay mercs to take or defend districts. TL:DR No merc contracts You telling him to go back to eating crayons made me laugh. I don't know why it tickled me so much. |
Severus Smith
ZionTCD Legacy Rising
169
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Posted - 2013.03.01 16:38:00 -
[408] - Quote
Elles Wils wrote:So, in short this thread goes about 1) how to create an incentive to fight, and 2) how to organise the fights
Mostly, we have some good mechanics in place in Eve which grew over time. And in my opnion, most of these mechanics can be translated into dust.
1) Make every district generate a passive cop income. the lower the sec status of the solar system, the higher the income. If a corp owns an entire planet, multiply the income by a factor, is the entire constellation owned, an even bigger factor. You own a region? Well done, payday has arrived ;) I'm deliberately not suggesting specific amounts and factors, because this obviously would have to be tweaked.
2) How to set up fights? Now this is more challenging. In Eve we got a couple of really nice mechanics, which could be adopted for Dust. War Declaration, Bounties, Fleet Adverts and FW System Control.
So, you want to take over a district? First, you have to declare war on the owning corp. After 24 hours, fighting can legally occur, and you can order your war barges into orbit arround their planets. The more barges you got, the more planets you can assault simultaneously. The more MCC's you got, the more districts you can assault simmultaneously.
Now, how to make sure there are ppl willing to fight? Allow the owning corp to set up a Battle Advert for each district that is being attacked. They can decide who can join in on the battle based on standing and membership (no standing, light blue, blue, corp or alliance). Warring factions are automatically excluded from these Battle Adverts, negative standing is by default excluded, but can be allowed. These adverts could be set up in advance, and automatically activate once a war starts.
Any team eligible to act on the advert, can enter the battle. At that point, a match is set up which will start once both sides have a full team, or once a timer runs out. Depending on which side wins the battle, district control will shift. Once control has shifted completely to the agressing side, ownership will change. The beauty is, that timers are built into this system. Let's say you need 12 consecutive wins to flip the system. A match will start a 2 hour timer, so it will take a minimum of 24 hours to flip a system in the case noone shows up.
But what about pay-out?
Let both sides put up a contract pool on the district. Teams are payed out from this pool, based upon win/loss and value destroyed.
My 5 cents on the topic ;) I really like this. Great idea.
- The wardec is a great idea. It ensures that a defender has at least 24 hours notice that their Districts are pending attack.
- The attacker being limited by Warbarges / MCC's is another great idea. It keeps corps from spamming attacks on planets and means that they need to commit to an engagement.
- The Battle Adverts (Assault Advert / Defend Advert) would provide a nice way to control who fights on your side.
- The 12 wins (2 hour timer) part is good. I'd implement it based on points. Each District has 50 "control points" (or somesuch). Winning a match increased your CP by 1 and reduces the losers by 1. If a corp has 35+ CP then they own the District. If none of the corps fighting over the District have 35 then its contested (no one gets the benefits). This allows multiple corps to fight over the District.
Example:
- District A is owned by Corp A.
- District A is attacked by Corp B who manages over two days to win 25 matches, and lose 8. Corp A now has 33 CP, Corp B has 17. District A is now contested.
- Corp C decides to attack District A as well; they quickly overwhelm Corp A (who is stuck in a stalemate with Corp B) and win the first 16 matches. Corp A now has 17 CP, Corp B has 17 and Corp C has 16. District A is still contested.
- Corp A concedes, sells their remaining CP to Corp B and leaves. Corp A is out, Corp B has 34 CP and Corp C has 16. District A is still contested.
- Corp B wins 7 matches and loses 3 against Corp C. Corp B now has 38 CP and Corp C has 12. District A is now owned by Corp B (who has more than 35 CP).
- Fighting between Corp B and Corp C continues until Corp B wins back the remaining 12 CP or Corp C concedes.
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Bones McGavins
TacoCat Industries
28
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Posted - 2013.03.01 16:52:00 -
[409] - Quote
I thought of multiple corps fighting over one district. Opens the door for some shannaigans which is nice. But the question there becomes, does CORP C get to choose if they want to attack CORP A or CORP B when attacking the district? I would assume so.
I would expand it a bit, make it so if you have over 35 points you get the full benefits of owning the district. If you own less than 35 but stll have the most, you get a percent of the benefits based on percentage compared to the 35. So in a situation where A owns 30, B owns 25 and C owns 15, A would still "own" the "contested' district and get 85% of the benefit.
This would be interesting because it could actually be in Bs best interest for C to take more points from A. B could actually hire C to take some districts. If B takes 2 more from A, and they fund C taking 2 more as well, suddenly now its
B at 27, A and 26 and C at 17, now it shifts to A getting 0% and B getting 77%. Thanks to B manipulating C into attacking A. |
Senor XIII
Subdreddit Test Alliance Please Ignore
1
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Posted - 2013.03.01 17:17:00 -
[410] - Quote
CCP FoxFour wrote: While that can certainly be justified I do believe that a limit should be placed on the length of time the district can be protected while the corp is offline. Mainly because you may end up with a situation where a new corp comes in claims a district, actively defends it for awhile, and then doesn't log on for weeks or months or more effectively taking that district off the market permanently.
Problem with Timers
A defending corp needs to have the advantage of choosing when they want to defend while allowing the attacker some ability to overcome that advantage.
The problem with timers in EVE is that the defender's only defense in owning the space is in setting the time the station is vulnerable (within a certain range). But the aggressor can simply "claim the field" hours before and the defender then must become the aggressor to dislodge the attacker from their own territory. Its stupid. I still remember when the goons hellcamped 6VDT for a week straight (it was fun on my end because I helped with the camping but it must of sucked for IT who had owned the space for a while and essentially was locked in their own bedroom closet). The impact of timers in DUST are not presently known but I imagine that it will become as formulaic as it has become in EVE.
I posted my solution a few pages back that dealt with districts having a point system that must be eroded by the attacker. However, any system designed by CCP should do several things:
1) Initially benefit the defender. Timers do this but in reality they merely break the defense into several static predictable battles. Attacking then becomes formulaic. Attackers will aggress on Thursday night in their timezone and plan for the timers over the weekend. Attacks will follow the same procedure every time as it does in EVE.
2) Encourage Defender and attacker to fight. Obviously
3) Spread the defense over a period of time.
4) Ultimately benefit the better team.
A hypothetical solution/scenario:
Team UD's (a U.S. based Defender) district is attacked by AA (Australian attacker. In EVE, U.S. and Australian timezones have the hardest compatibility, I assume DUST will suffer the same problems).
UD's district has 100,000 points. Based on the proximity of the district to UD's corp hangar (I assume these will exist in some form), and adjoining owned territory there is maximum amount of LP that AA can claim in a single battle.
UD has also had to funded 100 million ISK into their merc coffer.
AA decides to attack the district at their most favorable time. They post the time they plan on engaging their assault (they choose either an ambush that reduces LP or a skirmish that increases passive LP gain). Based on the amount of notice, the maximum amount of LP they can earn is increased. However, in this case they give no notice and schedule it for a half hour out and just want to shoot people.
Since UD doesnt show up for the fight, mercs fight the battle for them receiving the contracted amount from the merc coffer the UD already funded. (I assume that they will be able to select the quality of mercs at some point, so they arent paying blood money to noobs)
AA is incredibly successful agains the hired mercs, they go 17 for 20. Each battle has awarded them the maximum LP (although not that much because there was no real notice), however, their consecutive successes has added to their passive reduction to the total LP.
UD receives a notification of the battles posted by AA and realizes that if AA keeps up their tempo the districts total LP will be reduced within 36 hours.
UD can only get together as a corp for two hours in the next day and realize that if they are unable to make any headway during those two hours, they will lose just based on the passive reduction.
They post 5 battles each right after each other giving 24 hour notice to AA. Notice that far in advance allows for the stakes to be as high as possible. If AA doesnt show, UD might win and be able to reclaim a significant portion of the lost LP. However, there is an upper limit that they can reclaim based on the notice given, and proximity of AA's corp hangar and AA's owned adjoining territories.
AA shows up. UD now has a minimum LP and maximum LP that might be waged in the 5 battles. UD uses the minimum in the first two battles to feel out AA. They go 1 for 1. They then divide the remaining LP over the remaining 3 battles.
Result:
UD has been able to choose the defense of their space on their terms and encouraged the attacker and defender to meet in open battle as it resolves the conflict quicker.
Alternate Scenario:
1. UD is on a honeymoon for 3 weeks. AA fights mercs for several days and depletes the merc coffers funded by the UD and eventually win all the LP. Its their territory.
2. AA attacks and then gets sidetracked and never finishes the assault. UD grinds back the remaining LP against AA's mercs winning back a limited amount of LP in each battle with that amount increasing based on the notice given to AA.
3. AA owns the entire planet and UD is an island. This would mean that the potential gain and passive LP reduction of AA is greatly enhanced. However, UD is superior in organization and skills. UD has a significant disadvantage but if they continue to win they continue to hold the district. So long as they meet AA at the scheduled attacks and win, they remain an island.
4. AA attacks UD at the same time that OG (other guy, original gangster) attacks UD. Makes no difference. Whoever has all the LP at the end owns the district. OG can win some LP and AA can win the rest and then turn to the OG to finally seize the territory.
Bonus points for allowing defenders and attackers to upgrade districts to affect passive LP reduction. |
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CCP FoxFour
C C P C C P Alliance
1053
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Posted - 2013.03.01 17:54:00 -
[411] - Quote
O_O Oh wow there are a few really long posts. Shall spend some time later reading them. I am out of town this weekend so I probably won't post anything again until Monday though.
As always though, keep up the awesome discussion! :D |
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Free Beers
Internal Error. Negative-Feedback
1114
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Posted - 2013.03.01 18:01:00 -
[412] - Quote
CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel |
Telcontar Dunedain
Imperfects Negative-Feedback
347
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Posted - 2013.03.02 00:54:00 -
[413] - Quote
Free Beers wrote:CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel
I like the combination.
Attacking during the vulnerability = siege.
Attacking outside the window is a raid with ISK impact on the corp but it's not an attempt to take the district.
Being able to take districts and sell them on the secondary market somehow, is pretty key.
This implies that eve side contracts for defense be available so that subcontracting can occur. |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
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Posted - 2013.03.02 12:41:00 -
[414] - Quote
Telcontar Dunedain wrote:Free Beers wrote:CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel I like the combination. Attacking during the vulnerability = siege. Attacking outside the window is a raid with ISK impact on the corp but it's not an attempt to take the district. Being able to take districts and sell them on the secondary market somehow, is pretty key. This implies that eve side contracts for defense be available so that subcontracting can occur.
Some sort of item or fixed price to attack before the timer expires could add an "oh s*** " element to the game. but to be fair to those who are not all filthy rich maybe some sort of negative impact on the attacking side like a smaller squad, defenses are tougher, smarter, lack of orbital support, or MCC/warbarge commander. sorta like a black ops mission. would be good for those with CTA's in place.
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Mavado V Noriega
SyNergy Gaming
2310
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Posted - 2013.03.02 15:01:00 -
[415] - Quote
Free Beers wrote:CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel
Good post beers i like it, Once enemies arent able to take the district outside the reinforcement window thats good, make the impact be a slight reduction in w/e passive resources come in.
Also i like ur global allegiance system. Makes it harder for corps to keep expanding and maintaining districts/planets/systems bonuses which would make numbers matter. Am i gettin that right?
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Free Beers
Internal Error. Negative-Feedback
1123
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Posted - 2013.03.02 16:43:00 -
[416] - Quote
Mavado V Noriega wrote:Free Beers wrote:CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel Good post beers i like it, Once enemies arent able to take the district outside the reinforcement window thats good, make the impact be a slight reduction in w/e passive resources come in. Also i like ur global allegiance system. Makes it harder for corps to keep expanding and maintaining districts/planets/systems bonuses which would make numbers matter. Am i gettin that right?
pretty much
just forgot to tell CCP foxfour that the ability to transfer districts is a high priority
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A'Real Fury
The Silver Falcon Federation
13
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Posted - 2013.03.03 21:33:00 -
[417] - Quote
Guess we are running out of steam here. While it was enjoyable putting our views across we will need more info from CCP before we can progress. |
General Tiberius1
ZionTCD Legacy Rising
229
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Posted - 2013.03.04 04:20:00 -
[418] - Quote
+1 to get this thread going again, CCP fox made the threads fun again |
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
34
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Posted - 2013.03.04 06:45:00 -
[419] - Quote
I have a question that interesting (I think) regarding the Dust/EVE economy link. When people have to produce weapons before they're able to being used, how do the AUR weapons fit in?
In eve there was a major riot when it became known that you could get a ship skin by using only AUR to pay for it, instead of the original Item + aur. The problem was that the way CCP wanted to do it skipped the production and industry side completely, spawning items out of thin air. To me it seems AUR items in Dust are the same, they skip the isk(produced) item completely as it stands now.
How is CCP going to change AUR items, to not make the same mistake twice? |
Free Beers
Internal Error. Negative-Feedback
1139
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Posted - 2013.03.04 06:55:00 -
[420] - Quote
Karl Koekwaus wrote:I have a question that interesting (I think) regarding the Dust/EVE economy link. When people have to produce weapons before they're able to being used, how do the AUR weapons fit in?
In eve there was a major riot when it became known that you could get a ship skin by using only AUR to pay for it, instead of the original Item + aur. The problem was that the way CCP wanted to do it skipped the production and industry side completely, spawning items out of thin air. To me it seems AUR items in Dust are the same, they skip the isk(produced) item completely as it stands now.
How is CCP going to change AUR items, to not make the same mistake twice?
In dust the majority of gear/vehicles will be npc and not eve side built (there is a super long explaination but you will have to take my word for it). Lots of economic and logistical reasons to many to list is why.
Aurum items will also be npc so there wont be an issue. |
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