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Thread Statistics | Show CCP posts - 69 post(s) |
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
34
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Posted - 2013.03.04 07:09:00 -
[421] - Quote
Free Beers wrote: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.
that is not what CCP says;
Quote: [CCP]CmdrWang: Q: After a period of transition will DUST economy be 100% player driven? or will there always be the NPC seed for all items ? [CCP]Hellmar: like with EVE our desire is you build a truly player driven experience but what taken decades years for EVE will also take time for dust, we have learned a lot but most importantly we have learned to be careful on this front and measure our progress as we go along [CCP]Praetorian: We want the economy to eventually move towards being player driven, but this will be an iterative process. We can't really say to what extent and when this will be. [CCP]Jian: of course, there so much we can do along these lines with the EVE/DUST connection, and we want to take full advantage of it. like everything else, we're going to do it in steps
from the CCP interview on IRC a while ago: https://forums.dust514.com/default.aspx?g=posts&m=327837 |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 08:50:00 -
[422] - Quote
the siege idea is actually a really good one, have an upkeep for the district, and allow the attackers to destroy defenses on the outlying territories of the district and take control of them. The more they hold the less the corp can import/export from the district the faster the upkeep reserves deplete, once reserves are depleted the territory is open to attack without a defending force present.
The defending force because of their inability to make isk off the territory, the dwindling time to fight on their terms, and the increased strategic advantage the attack forces gains by holding more of the out skirts territory, are encouraged to rebuff the attackers ASAP.
The defending team rebuffs the attack by scheduling a fight for the captured outlying territory, if the attackers do not chose to defend they lose the outlying territory and the structures placed to hold it but no MCC, if they chose to defend and do not show up or lose the fight they lose the structure placed to hold the territory and a MCC.
Upon accepting the battle the attacking forces then chose the path from that outlying territory to the facilities they want to attack, and a skirmish 1.0 map is generated from this, and if victorious, the attacking team takes that territory.
I'm thinking like 4-6 inner territories that have to be fought for separately(in parallel or series) and must always be fought upon battle lines every battle leading to the loss or gain of a new territory for each side.
there is no limitation on attacks to the outlying territories other then the cost of war dec(in low sec only) and the cost of MCCs.(read how much a corp is willing to spend on a war.) as the defending corp has the home field advantage they do not require MCCs to attack/defend the outlying territories.
corp war coffer is also a great idea to rebuff minor and trolling attacks on out lying territories(im not a big fan of the drone idea, either they are OP or completely ineffective).
This rewards prompt defensive action, while not requiring it. Allows territory to be captured with minimal grinding and without defensive action. It discourages trolling and harassment as the cost is placed on the attacking team and on the larger scale allows for a near constant state of war with out the weight of that war making territory holding infeasible. Adds tactical side to the way in which the district(s?) is attacked as well as a meaningful progress indicator instead of a string of unconnected battles and a progress bar.
In the long run players of the corp holding the district could PVE and possibly other things in the outlying territories and be ambushed while doing so.
Also controlling districts that border each other could prevent attacks along those borders, requiring the capture of bordering districts before attacking central ones, rewarding larger holdings.
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fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 09:12:00 -
[423] - Quote
Vaerana Myshtana wrote:Regarding off-hours attacks: I talked a little about this here ( https://forums.dust514.com/default.aspx?g=posts&m=583770#post583770 ), but it was pretty bland. There are two potential sources of defenders aside from the holding corp (DefCorp). One is an Ongoing Guard Contract (OGC)- a negotiated contract in which another merc company agrees to defend your district for X fee per merc per battle, plus Y bonus per merc per battle if they win. The other is Instant Battle folks, paid at a generic X per merc per battle divided up like the current pub match payouts. So, if your district is attacked (with no timer), all of your corpies online at the time and all of your OGC mercs online at the time get a BIG FLASHING ALERT that there is a Corp Battle imminent. From that moment, a 15-minute timer starts. This is to allow potential defenders time to get out of matches, call their friends, etc. The attackers and defenders can deploy into their War Barges and get ready. Periodically, more BIG FLASHING ALERTS appear to any member of the DefCorp or OGC who aren't in the War Barge. At the 13-minute mark, the battle floats into the Instant Battle rotation. Any unfilled slots get populated from the Instant Battle people and the battle starts at the 15-minute mark. They fight. At the end, the Instant Battle people get Instant Battle type payouts from the DefCorp. The DefCorp pays the OGC based on the contract. The DefCorp members get nada, but hopefully their bosses will pay them later.
not a bad idea. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 09:33:00 -
[424] - Quote
Aeon Amadi wrote:CCP FoxFour wrote:ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! Not going to lie, this kind of makes me want to do it more, not less. ..... What about reinforcement timers that can be influenced by the actions of smaller groups? Like with what happens currently in Faction Warfare and the "dust influence" affecting the percentages on how easy/hard a system is to capture? So we take a 12 hour reinforcement timer and for every 8v8 corp battle... shave off thirty minutes? This way we have more collateral damage and generally more combat out of sovereignty conflicts?
gotta say this is a nice easy way to implement this and one of the best ive seen. Tho i would like to see something with more of a territory control aspect to it in the long run. I mean we have these HUGE districts for a reason I assume. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 09:41:00 -
[425] - Quote
Himiko Kuronaga wrote:If I am an EVE player, and If I have control of multiple systems.... and my planet can only be invaded by a system that is contested or otherwise not under full sov... then that means that my only planets not making money under the worst case scenario are on the front line.
Because... they are my shield planets. They are shielding the rest of my income, which isn't being taxed by constant contracts and battles from mercs. You could even say that the majority of their resources goes to defense, whereas all the planets behind them (in the currently uncontested systems) go straight to my pocket.
Certainly, if we only figured in the income from a front-line tech moon during a war, an alliance would go broke in no time flat. But it doesn't work that way. They have many, many, many tech moons deep inside their space which do not go under attack every week. Why should planets operate differently?
For FW, don't let districts be invaded unless they are on the front -- in a contested system. For nullsec, reality will sort out itself out the same way it does for POS warfare. Someone should probably have to physically fly a war barge over a planet to even begin an invasion campaign and that isn't going to happen deep into enemy territory with much degree of success on the long term. So that solves the profitability problem there, as well.
Am I missing something else?
Because it seems to me that a war-torn world probably shouldn't be making much income, except for the ones doing the fighting and the looting. This problem kind of solves itself.
This is exactly right, and why I want a district combat based around a system that relies on actual battle lines both on district and sub-district levels. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1163
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Posted - 2013.03.04 09:55:00 -
[426] - Quote
=> I very much like the idea of attack capabilities being limited to the number of MCC a corp owns. Would avoid brainless spam of district attacks.
=> I very much like the idea of a corp attacking a district taking ownership of it over time if the defender never makes a move. And looting ISK from the wealth it generates. Mechanics of losing\not losing MCC though shouldnt be that strict. A corp should always have the opportunity to back out its MCC, just fleeing the field. (No ISK at all if fleeing)
=> I very much like the idea of standings for defensive contracts. Pretty much like devs already mentionned a long while back. Give standing requirement to districts so only specific folks can defend it when you decide to actually fight back the intruders.
=> Wardec, meh il like that less. Merc corps shouldnt need to declare war. THey're mercs, they fight. period.
Overall, those ideas are a good way to go i believe.
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fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 10:21:00 -
[427] - Quote
Laurent Cazaderon wrote:=> I very much like the idea of attack capabilities being limited to the number of MCC a corp owns. Would avoid brainless spam of district attacks.
=> I very much like the idea of a corp attacking a district taking ownership of it over time if the defender never makes a move. And looting ISK from the wealth it generates. Mechanics of losing\not losing MCC though shouldnt be that strict. A corp should always have the opportunity to back out its MCC, just fleeing the field. (No ISK at all if fleeing)
=> I very much like the idea of standings for defensive contracts. Pretty much like devs already mentionned a long while back. Give standing requirement to districts so only specific folks can defend it when you decide to actually fight back the intruders.
=> Wardec, meh il like that less. Merc corps shouldnt need to declare war. THey're mercs, they fight. period.
Overall, those ideas are a good way to go i believe.
Actualy I was thinking further on the whole mcc thing and while I dont think you should be able to easily, if at all, back an mcc out of battle the times you should have to use it should be reduced. Basicsly it should act as a red line spawn point that either team can bring in to give them more redline spawn options making it harder to red line them. The attackers would have to bring one in for the initial outlying territory invation but could spawn from non red line CRUs after that. For the inner territory to inner territory fights both sides would have a redline spawn plus the optional redline MCC.
This allows corps to chose how much they are willing to risk for that particular fight. Altough ot also means that MCC less fights would have to go to clones which is problematic with red lines. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 10:39:00 -
[428] - Quote
Beren Hurin wrote:CCP FoxFour wrote:just thinking more randomness here, what if timers were publicly known things? So if Friday comes around, you know you want to have a bunch of fights for your corp, so you attack different places spreading the attacks out over the time you know your corp will be online?
Just a thought, what do you guys think? Timers could be connected to the 'orbit' of your warbarge. Additionally, types of orbits that you choose ahead of time (or are even able to choose) would be based on other hostile district defenses, type of invading war barge, and location of the district on the planet. Geosynchronous/solar synchronous - period of orbit corresponds to rotation of planet, mainly equatorial in inclination. Advantage: low energy, easy to predict timing, more distance covered. Disadvantage: shorter windows of time in each time zone, move distance (threats) covered. Geostationary - no period of orbit, remains over one location. Time of attack could occur at any moment, vulnerable from district attack at all times. Polar orbit - can be used to remain in one hemisphere all day and in half the time zones 2x each day. Inclination is perpendicular to equator. Halo orbit - using other nearby objects along with organic propulsion for a customised orbit. Higher energy, but useful to precisely time exposure to a specific time zone. Minimal exposure to planetary counter attack. Then you have other degrees of inclination and eccentricity, closed and escape orbits etc. That 'could' be an aspect of designing an attack; creating an approach for your warbarge that makes it least vulnerable to attack while it is stationing. You could justify a 'stationing' orbital approach as required due to the sensitive nature of nanite equipment and consciousness transferral synchronicity. Most attacks could occur with a geostationary approach directly over a district, but if you had to stage a minimum of 3 hours ahead of time, that would mean your barge would have 3 hours it could be attacked from the district. Alternatively, you could choose from a customized variety of others to reduce your time over hostile districts, or the time your barge spends in outer-space vs. 'orbital/atmospheric space' vulnerable to eve pilots.
This is a really cool idea actualy, I dont know how feasible it is, and is definitely a little more long term, but its avery organic system for a timer and adds to the tactics of planetary defense and attack which I really like. |
fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 11:06:00 -
[429] - Quote
Some one here said it best, if you create an economic system game play develops around it, its easier to change and tweak then an arbitrary set of rules, and you get truly emergent game play from it.
I paraphrase and the other person said it better, but I would like to see a more organic system driven by economic forces tgat encurages tactics over spaming.
A'real furry, tho I disagree with his point of veiw and the direction he took his idea, had an awsome idea of of invaders taking an increasing amount of the rewards of the distict the longer they remained unopposed. Now the majority of the risk and the cost should stay with the attackers, but the idea of a parasitic pirate corp feeding off the inactivity of others is a really cool idea. |
fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 11:42:00 -
[430] - Quote
Yosef Autaal wrote: The control % is great idea but I donGÇÖt like the idea of having to be on for 48 hour to make sure the other side doesnt fight back while youGÇÖre asleep pushing you out.
My idea is we have the reinforcement timer as we do in eve but take advantage of the short match turn around that we have in dust and have a battle window where multiple battles occur.
the battle window is from when the first match starts eg 3 hour window and as many matches as possible are done within this window. Only one battle window (campaign) is open per day and opens around district owners X time the following day.
here is an example of my idea using current match types and a single battle window.
Corp A declares invasion on Corp D at a cost depending on how many other invasions they have active at the time. Corp D has set a timer on their district of x and the first battle is scheduled for a time +-1/2 hours around x
1st battle is 8v8 ambush map Corp A are attackers Corp D defenders- If defenders win Corp A are pushed off the planet and the invasion fails quickly If Attackers win they gain 5% control bonus to district (cbd) and progress to 2nd battle
2nd battle is 12v12 ambush OMS with Corp A attackers again Corp D defenders - if Attackers win they gain 15% cpd but if defenders win no one gains cpd.
3rd battle varies on previous match result
if Attack won 2nd battle : 3rd round is 16v16 skirmish with Corp A attackers again and Corp D defenders- attackers win means they gain 30% cpd defender wins no CPD is gained either side
if defender won 2nd battle : 3rd round is 8v8 ambush with Corp A defenders and Corp D now the attackers - if Corp D attackers win the gain 5% cpd and push Corp A the defenders off the planet.
With every match attackers win the battles will scale up offering more player spaces and cpd rewards a loss will scale the match down in size and switch the attacker defender roles.
4th battle if the battle window is still open a 4 match can occur following the rule above.
with this system no one Corp can gain full control of a district in one day and no one loss can cancel out all the work (which is currently possible in eve)
District facilities and isk generated from districts can only be earned if a Corp has 60% control or higher meaning with this system it is possible to have long drawn out stalemates where neither Corp can gain advantage and cannot gain benefits of the district promoting important decisions to keep the war going or withdraw and give all control over to the other corp.
with good pushes control of a district will take a couple of days at best and in case of stalemates may cause district to never be won be either side.
Rewards after each battle are in the form of salvage of battlefield winner gaining majority. Isk is only rewared when a merc contract is issued either per match, per battle window (reward split between number of matches and rewarded depending on how many of those one and is given out when window closes), pre district and is only earned once the district is finally captured.
Corp A and Corp D can issue defend/attack contracts to allies corp B/C to fight on there behalf or be issues to them selves to reward there own corp members participating in the battle if they win.
When the battle window is closed corp A or B can choose to withdraw from the district which for a cost gives up control of the district ending the invasion.
this is a great starting place, but I would like to see parallel fights and actual fights over territory in the district fought over borders. the window by defenders and actual match time by attackers is a nice touch. |
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fred orpaul
Tritan-Industries Legacy Rising
220
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Posted - 2013.03.04 11:52:00 -
[431] - Quote
CCP FoxFour wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? OMG OMG OMG OMG YES! And corpses...
ok NOW you are my favorite dev as well. yes please I want to ship station containers of corpses up the orbital elevator to my family so I can show them what a great merc ive become |
Beren Hurin
OMNI Endeavors
198
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Posted - 2013.03.04 15:04:00 -
[432] - Quote
Has anyone suggested a sort of slow going mode kind of like 'slay' from the PS Home game of the week?
There would be significant amounts of open land between the main money making districts, and moving would sort of be turn/timer based...? |
Free Beers
Internal Error. Negative-Feedback
1139
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Posted - 2013.03.04 17:07:00 -
[433] - Quote
Karl Koekwaus wrote:Free Beers wrote: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. that is not what CCP says; Quote: [CCP]CmdrWang: Q: After a period of transition will DUST economy be 100% player driven? or will there always be the NPC seed for all items ? [CCP]Hellmar: like with EVE our desire is you build a truly player driven experience but what taken decades years for EVE will also take time for dust, we have learned a lot but most importantly we have learned to be careful on this front and measure our progress as we go along [CCP]Praetorian: We want the economy to eventually move towards being player driven, but this will be an iterative process. We can't really say to what extent and when this will be. [CCP]Jian: of course, there so much we can do along these lines with the EVE/DUST connection, and we want to take full advantage of it. like everything else, we're going to do it in steps
from the CCP interview on IRC a while ago: https://forums.dust514.com/default.aspx?g=posts&m=327837
Thats just what they would like. Even I would love for it to be fully players made. There are a lot of factors involved for it to eventually get to that point. After many discussions with them regarding this issue I see a lot of difficulties getting to this point with most basic gear.
STuff like MCC and Warbarge of course but stuff like standard assualt suits just dont seem like they would ever be worth the effort.
Dust has a fragile balance of isk in and costs. In EvE prices tend to only go up over time. Sometimes this happens this happens quickly and doesn't go back down. Example: Caldari assualt suit type 2 requires x of y mineral. Y mineral goes up in price almost over night. Now the type 2 costs more then b series suits. This could make the type 2 to expensive to run for a suits for average players.
There always will be risk vs reward in dust but the fact that someone can loose 5 suits in 10 minutes in dust is a different then losing 1 ship in eve a month.
I could go on but there is a difference between what we all want to happen and what realistcally can and will. |
Mad Rambo
Red and Silver Hand Amarr Empire
20
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Posted - 2013.03.14 21:07:00 -
[434] - 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.
(had to remove the quote stack since it reached the limit, but the consensus was basically this won't work)
John Xulu wrote: 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.
its actually quite simple. The problem is very common in computer science. Its basically asynchronous communication. You can't be sure that the other party is ready when you want to fight. So you have to send something and force the other party to respond once they are ready. Now the question is what happens when you are not there at the time of the reply?
eve has this structure shooting with reinforcement timers. If you shoot the structure you send the message. If the other party is not there... the reinforcement starts till it is there. If there is still not "reply", the aggressor can blow up the structure and wins. If there is a reply the fight happens.
This makes sure that both parties have a chance to fight at a time they are at home (system little bit biased to the defender). Now where is the problem? The problem is that sending the message (shooting structure) is very boring and time intensive. Having a "siege vehicle" doing the job for you would suite dust much better. The same asynchronous communication happens. Defender can decide when the fight happens. If the attacker is not there the "siege vehicle" is lost and thats it. No playtime is wasted like we have it in eve right now. |
Beren Hurin
OMNI Endeavors Reverberation Project
497
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Posted - 2013.05.30 19:24:00 -
[435] - Quote
I'm still concerned about how important it is to make FW relevant. The current added value of FW right now is 85% Eve side and the 15% Dust side is mostly social. The longer queue times and battle lengths and odds of getting into a battle you want means that you end up making less if you plan on stringing FW battles together.
You could make the argument that what you lose in isk efficiency you can make up in coordination experience.
Either way, I think a large group of people are looking for an update or at least a sign from the CPM that this is something that is going to be iterated on soon. |
Schalac 17
Isuuaya Tactical Caldari State
182
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Posted - 2013.05.30 19:41:00 -
[436] - Quote
Beren Hurin wrote:
You could make the argument that what you lose in isk efficiency you can make up in coordination experience.
This is what my corp does when we have 2 full squads online, queue up together. We mostly have lower SP players so if we are able to get into a FW match on one side then we are able to see how we work together. We look at FW as a practice for when we all are eventually able to do PC without getting protostomped.
What CCP needs to implement though is a function where we can build and entire team and then deploy them all at once so that we are able to get the full team into the battle. Then FW would be the best place to practice for PC when we eventually have all of our members into proto gear and have the proper skill points to not get stomped right off the bat.
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