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gbghg
L.O.T.I.S. Legacy Rising
395
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Posted - 2013.02.26 22:46:00 -
[151] - Quote
Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets. |
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CCP FoxFour
C C P C C P Alliance
685
|
Posted - 2013.02.26 22:46:00 -
[152] - Quote
Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x.
Why? We can look at planets as a unit or districts as a unit. Both are just units. Want to own a system own all the planets versus want to own a planet own all the districts. Six of one half a dozen of the other. Except if we do districts planets, solar systems, constellations, and regions are all bigger achievements. It really comes down to what do we want the first achievement to be, a district or a planet? |
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Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 22:47:00 -
[153] - Quote
gbghg wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets.
You sure you want this?
24players x14 districts.... |
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CCP FoxFour
C C P C C P Alliance
685
|
Posted - 2013.02.26 22:47:00 -
[154] - Quote
Iron Wolf Saber wrote:CCP FoxFour wrote:General Tiberius1 wrote:a way to counter the above is to make defending pay more.
the more you own the more you make. the attackers don't make much initially, but if they manage to take control of the area, once they start getting attacked, they make the iskies(if they can hold it) To be honest I would rather like to see it get harder and harder to take more space. Maybe even exponentially harder. Each district should represent something and none should feel entirely irrelevant. People new and small should feel like they are earning and single organizations shouldn't hold large swaths of space. That being said at every chance we get I want us to show who owns what. If someone owns a planet, or all the planets in a solar system, or all the systems in a constellation I want their logo EVERYWHERE. The corporations are so vitally important to the social nature of this game. Few random thoughts.... I have a theory that this is the initial cause of the nap fests.
Would love if you elaborated. :) |
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CCP FoxFour
C C P C C P Alliance
699
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Posted - 2013.02.26 22:49:00 -
[155] - Quote
Telcontar Dunedain wrote:gbghg wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets. You sure you want this? 24players x14 districts....
Again though, if you just own planets owning 14 planets is the same as owning 14 districts instead. |
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gbghg
L.O.T.I.S. Legacy Rising
395
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Posted - 2013.02.26 22:49:00 -
[156] - Quote
CCP FoxFour wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. Why? We can look at planets as a unit or districts as a unit. Both are just units. Want to own a system own all the planets versus want to own a planet own all the districts. Six of one half a dozen of the other. Except if we do districts planets, solar systems, constellations, and regions are all bigger achievements. It really comes down to what do we want the first achievement to be, a district or a planet? Actually when you think about it, you could get multiple small corps attacking the same planet in an effort to overwhelm a larger corp, the district system could be fantastic if implemented properly. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 22:52:00 -
[157] - Quote
CCP FoxFour wrote:Telcontar Dunedain wrote:gbghg wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets. You sure you want this? 24players x14 districts.... Again though, if you just own planets owning 14 planets is the same as owning 14 districts instead.
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
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gbghg
L.O.T.I.S. Legacy Rising
395
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Posted - 2013.02.26 22:53:00 -
[158] - Quote
Telcontar Dunedain wrote:gbghg wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets. You sure you want this? 24players x14 districts.... It would force dust alliances to actually work together to hold territory, rather than having each corp trying to control it's own little empire, and imagine the scale things would reach if you tried to hit an entire system in one go, thinking about it gets me reaaly excited about what this game could become. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 22:54:00 -
[159] - Quote
gbghg wrote:Telcontar Dunedain wrote:gbghg wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets. You sure you want this? 24players x14 districts.... It would force dust alliances to actually work together to hold territory, rather than having each corp trying to control it's own little empire, and imagine the scale things would reach if you tried to hit an entire system in one go, thinking about it gets me reaaly excited about what this game could become.
24x14 = 336 players already to go into matches simultaneously.
Sounds...idiotic |
Kain Spero
Imperfects Negative-Feedback
922
|
Posted - 2013.02.26 22:56:00 -
[160] - Quote
Telcontar Dunedain wrote:
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
I think the progression idea is fine but only getting benefits if you own the entire planet doesn't work for me at all. |
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gbghg
L.O.T.I.S. Legacy Rising
395
|
Posted - 2013.02.26 22:56:00 -
[161] - Quote
Telcontar Dunedain wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:gbghg wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets. You sure you want this? 24players x14 districts.... Again though, if you just own planets owning 14 planets is the same as owning 14 districts instead. No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned. When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?).... But why would you be restricted to one landing point? why can't you drop multiple teams to try and establish several different beach heads on opposite sides of the planet simultaneously? because as far as I can see this would be a system that puts small corps at a disadvantage if they try to stand alone and would force them to band together so they would have the necessary numbers to hold a planet. |
Vance Alken
Subdreddit Test Alliance Please Ignore
95
|
Posted - 2013.02.26 22:57:00 -
[162] - Quote
Telcontar Dunedain wrote:gbghg wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets. You sure you want this? 24players x14 districts....
You're assuming that 24 players are required for every battle, that the corp even has enough material to spread out around 14 districts at once (We only have 1000 clones, 8 CRUs, and 3 backup MCCs that can only carry 200 clones each, as well as some of our most common equipment. We lost the rest in space on the way here, where do we put what we have? Do we even try?) and that the defenders will be able to field for all 14 districts as well.
That isn't required, war isn't fair, and if it is, someone, somewhere, ****** up. (and someone, somewhere, probably screwed up if it isn't as well) |
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CCP FoxFour
C C P C C P Alliance
706
|
Posted - 2013.02.26 23:00:00 -
[163] - Quote
Telcontar Dunedain wrote:gbghg wrote:Telcontar Dunedain wrote:gbghg wrote:Telcontar Dunedain wrote:One thing -
Talking about districts is a failure.
It's either you own the whole planet or its nothing.
Having to fight 14 simultaneous districts at a time to take or hold a planet would be complete crap.
In other words there needs to be a battlefront such that you can only attack one district at a time and you lose the right to keep attacking at some point after losing 1-3x. have you forgotten that we will be dropping from orbit, there is no reason why we can't hit multiple districts simultaneously, and it will make things vastly more interesting as some districts will fall and others will be held leading to a patchwork of control across a planet. It will also prevent corps from deploying their a-teams in every battle and ensure much wider participation of players in battles over planets. You sure you want this? 24players x14 districts.... It would force dust alliances to actually work together to hold territory, rather than having each corp trying to control it's own little empire, and imagine the scale things would reach if you tried to hit an entire system in one go, thinking about it gets me reaaly excited about what this game could become. 24x14 = 336 players already to go into matches simultaneously. Sounds...idiotic
If all of those matches started at the exact same time, pretty sure our server guys would stab me in the face. >.<
I see what you mean now about multiple districts to a planet, owning a planet, and all that.
Keep in mind though that we don't want to limit this to just large organizations. If a small corporation owns just one district they should be able to make some money off of it. Or have the potential to any ways.
Bonuses and other rewards for owning a whole planet, system, and more I would love to see; but we shouldn't cut out the small guy just because he can't take a whole planet.
Please keep this discussion going. I will read it in the morning. I am off now to go paint some Warhammer models, watch some TV (stupid Castle just HAD to have a cliffhanger last week), and probably find some sleep.
Take care guys! Been a fun evening. :D |
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Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.26 23:01:00 -
[164] - Quote
Free Beers wrote: My thoughts:
1) Using the gear/vehicle loses from the tourney teams I could easily forecast each side losing over 100mill isk in gear per match when we hit 24v24....
What about MCCs being destroyed each match? That's going to have to be a big cost of losing. |
Raze Minhaven
Caffeine Commodities Company
0
|
Posted - 2013.02.26 23:04:00 -
[165] - Quote
Kain Spero wrote:Telcontar Dunedain wrote:
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
I think the progression idea is fine but only getting benefits if you own the entire planet doesn't work for me at all.
This.
If someone wants to take out America (without nukes) they would pick a landing zone or two on the same coast and hit them at the same time. They may take LAX and maybe PHX. They would gain the benifits fo the ports / harbors in LAX and well theres nothing to gain for PHX but you need to take it to move westward. You obviously cant drop right in on Dallas or Chicago and except to take the country from us silly well-armed Americans.
There should be key districts that could be wealth / resource centers that net the holding faction some sort of bonus. The bonus could be actual bonus or a determinant bonus. Using the example above if someone takes out DC well the military might be in a bit of a disarray for a bit which may make it easier to take some of the other coast line cities.
Bigger / more valuable planets would have more districts. You cant say every planet would have 14 districts, because that would assume every planet is the same and well nothing is the same in eve or in life. I think figuring out what benefits and district sizes is the start to really implementing them properly. After that progression is easy.
my .02 isk |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 23:08:00 -
[166] - Quote
Raze Minhaven wrote:Kain Spero wrote:Telcontar Dunedain wrote:
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
I think the progression idea is fine but only getting benefits if you own the entire planet doesn't work for me at all. This. If someone wants to take out America (without nukes) they would pick a landing zone or two on the same coast and hit them at the same time. They may take LAX and maybe PHX. They would gain the benifits fo the ports / harbors in LAX and well theres nothing to gain for PHX but you need to take it to move westward. You obviously cant drop right in on Dallas or Chicago and except to take the country from us silly well-armed Americans. There should be key districts that could be wealth / resource centers that net the holding faction some sort of bonus. The bonus could be actual bonus or a determinant bonus. Using the example above if someone takes out DC well the military might be in a bit of a disarray for a bit which may make it easier to take some of the other coast line cities. Bigger / more valuable planets would have more districts. You cant say every planet would have 14 districts, because that would assume every planet is the same and well nothing is the same in eve or in life. I think figuring out what benefits and district sizes is the start to really implementing them properly. After that progression is easy. my .02 isk
My point being that as a planet is taken that there is some sense of progression or strategy as we pick maps and districts moving across.
Having the entire map open constantly for idiots to zerg it would pretty much ruin the game.
A corp or alliance should be able to succeed in taking and holding a planet without having to "blue" half of dust514.
This is the big problem in nullsec in Eve and replicating that stupidity in this game would be a huge failure.
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Vance Alken
Subdreddit Test Alliance Please Ignore
96
|
Posted - 2013.02.26 23:13:00 -
[167] - Quote
Raze Minhaven wrote:Kain Spero wrote:Telcontar Dunedain wrote:
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
I think the progression idea is fine but only getting benefits if you own the entire planet doesn't work for me at all. This. If someone wants to take out America (without nukes) they would pick a landing zone or two on the same coast and hit them at the same time. They may take LAX and maybe PHX. They would gain the benifits fo the ports / harbors in LAX and well theres nothing to gain for PHX but you need to take it to move westward. You obviously cant drop right in on Dallas or Chicago and except to take the country from us silly well-armed Americans. There should be key districts that could be wealth / resource centers that net the holding faction some sort of bonus. The bonus could be actual bonus or a determinant bonus. Using the example above if someone takes out DC well the military might be in a bit of a disarray for a bit which may make it easier to take some of the other coast line cities. Bigger / more valuable planets would have more districts. You cant say every planet would have 14 districts, because that would assume every planet is the same and well nothing is the same in eve or in life. I think figuring out what benefits and district sizes is the start to really implementing them properly. After that progression is easy. my .02 isk
I think the best district to start the attack from should arise from what the owners have done with the land. Say a massive fortified deposit of *rare mineral for important good*, you want it, but it has so many orbital cannons and ground defenses that it's suicide to drop on it at first, instead you drop on their weaker district that still has a nice stockpile of materiel. You capture that (they didn't raze it before you got there) and get their materiel (and other loot) to put towards your war effort, and now since you're on ground you can cross that to get to the next district, avoiding orbital cannons in the super-fortified position.
Planets don't have edges like continents do :p
Also, district count should be based purely on planet size, a small planet might only have 4-6, while a very large might have 18-20. |
gbghg
L.O.T.I.S. Legacy Rising
397
|
Posted - 2013.02.26 23:14:00 -
[168] - Quote
Raze Minhaven wrote:Kain Spero wrote:Telcontar Dunedain wrote:
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
I think the progression idea is fine but only getting benefits if you own the entire planet doesn't work for me at all. This. If someone wants to take out America (without nukes) they would pick a landing zone or two on the same coast and hit them at the same time. They may take LAX and maybe PHX. They would gain the benifits fo the ports / harbors in LAX and well theres nothing to gain for PHX but you need to take it to move westward. You obviously cant drop right in on Dallas or Chicago and except to take the country from us silly well-armed Americans. There should be key districts that could be wealth / resource centers that net the holding faction some sort of bonus. The bonus could be actual bonus or a determinant bonus. Using the example above if someone takes out DC well the military might be in a bit of a disarray for a bit which may make it easier to take some of the other coast line cities. Bigger / more valuable planets would have more districts. You cant say every planet would have 14 districts, because that would assume every planet is the same and well nothing is the same in eve or in life. I think figuring out what benefits and district sizes is the start to really implementing them properly. After that progression is easy. my .02 isk But what could stop an enemy from dropping troops behind enemy lines to cause confusion and weaken any response to the main landings, we need more than a couple of districts available to fight on at any time or we're just going to see the same names keep popping up battle after battle as each corp consistently sends its best players into the same matches, i personally think we should have at least 3-5 districts open to attack at any time, and that can apply to both sides, so while you might have just secured one district the enemy could retake another. |
Free Beers
Internal Error. Negative-Feedback
1068
|
Posted - 2013.02.26 23:14:00 -
[169] - Quote
CCP FoxFour wrote:Free Beers wrote:PLEASE LET US TRANSFER DISTRICTS TOO!!!! I would love to be able to buy/sell districts but there needs to be a actual build in contract tranfers and there needs to be roles/8 hour window for it Not sure I would put much effort into this for any kind of first pass at this kind of thing when we do get around to it. I can see the need for it, but I can also see the need for so many other things of higher priority. Free Beers wrote:I fully support corps owning districts and planets and having rewards for maintaining them but the economy needs to function outside that. If you make is that all the isk/reward in controlling a district and it takes time to convert that district (I'm assuming again its not a win it, flip it model) then large corps/alliance will do to lowsec when we have done to nullsec. You are correct and we are already thinking about this kind of stuff. It makes ones head spin though. I have said in a few other places how hard this kind of thing is. At least it is for me. Trying to find any kind of reference or example for this kind of stuff is just impossible. Gotta love having a research and statistics department though. Love those guys.
I really think transfer/selling district should be a part of space. From a mercs perspective it gives us inititive while offering up a much bigger meta game. I know there are many important things but I would even take a simple :ceo only transfer with no contract involved: type deal for a first shot. Can use thrid party from eve to handle transactions.
Another thought
Allegiance model to counter size (numbers below is average except for district)
to control a district you need rating of 60 to control a planet you need a rating of 70 to control a system you need a rating of 76 to control a constallation you need ration of 84 to control a region you need a rating of 90
If you can maintain it you have stable control but if you can't keep your average their for the size then you have negatives (don't have details because I jsut thought it up). In a nutshell you can control that but you have to have that over all rating based on your size or can get ugly.
Also the bigger the control and higher the over all allegiance rating is for a district the higher the npc rewards are for the attacker (lp, loot, isk)
This make organizations that try to grow big a juicy target on their own. If they can maintain it they should be rewarded though. This is build in risk vs reward too. |
Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.26 23:14:00 -
[170] - Quote
Telcontar Dunedain wrote:Raze Minhaven wrote:Kain Spero wrote:Telcontar Dunedain wrote:
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
I think the progression idea is fine but only getting benefits if you own the entire planet doesn't work for me at all. This. If someone wants to take out America (without nukes) they would pick a landing zone or two on the same coast and hit them at the same time. They may take LAX and maybe PHX. They would gain the benifits fo the ports / harbors in LAX and well theres nothing to gain for PHX but you need to take it to move westward. You obviously cant drop right in on Dallas or Chicago and except to take the country from us silly well-armed Americans. There should be key districts that could be wealth / resource centers that net the holding faction some sort of bonus. The bonus could be actual bonus or a determinant bonus. Using the example above if someone takes out DC well the military might be in a bit of a disarray for a bit which may make it easier to take some of the other coast line cities. Bigger / more valuable planets would have more districts. You cant say every planet would have 14 districts, because that would assume every planet is the same and well nothing is the same in eve or in life. I think figuring out what benefits and district sizes is the start to really implementing them properly. After that progression is easy. my .02 isk My point being that as a planet is taken that there is some sense of progression or strategy as we pick maps and districts moving across. Having the entire map open constantly for idiots to zerg it would pretty much ruin the game. A corp or alliance should be able to succeed in taking and holding a planet without having to "blue" half of dust514. This is the big problem in nullsec in Eve and replicating that stupidity in this game would be a huge failure. Your wrong, that prevent you to control everything if you want a district you need to protect it, that help small corp to stay alive in their district |
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Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 23:16:00 -
[171] - Quote
Morathi III wrote:Telcontar Dunedain wrote:Raze Minhaven wrote:Kain Spero wrote:Telcontar Dunedain wrote:
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
I think the progression idea is fine but only getting benefits if you own the entire planet doesn't work for me at all. This. If someone wants to take out America (without nukes) they would pick a landing zone or two on the same coast and hit them at the same time. They may take LAX and maybe PHX. They would gain the benifits fo the ports / harbors in LAX and well theres nothing to gain for PHX but you need to take it to move westward. You obviously cant drop right in on Dallas or Chicago and except to take the country from us silly well-armed Americans. There should be key districts that could be wealth / resource centers that net the holding faction some sort of bonus. The bonus could be actual bonus or a determinant bonus. Using the example above if someone takes out DC well the military might be in a bit of a disarray for a bit which may make it easier to take some of the other coast line cities. Bigger / more valuable planets would have more districts. You cant say every planet would have 14 districts, because that would assume every planet is the same and well nothing is the same in eve or in life. I think figuring out what benefits and district sizes is the start to really implementing them properly. After that progression is easy. my .02 isk My point being that as a planet is taken that there is some sense of progression or strategy as we pick maps and districts moving across. Having the entire map open constantly for idiots to zerg it would pretty much ruin the game. A corp or alliance should be able to succeed in taking and holding a planet without having to "blue" half of dust514. This is the big problem in nullsec in Eve and replicating that stupidity in this game would be a huge failure. Your wrong, that prevent you to control everything if you want a district you need to protect it, that help small corp to stay alive in their district
So you want to be able to only hold 1 district at a time because you don't have 500 people online all at once? |
Raze Minhaven
Caffeine Commodities Company
1
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Posted - 2013.02.26 23:22:00 -
[172] - Quote
gbghg wrote:Raze Minhaven wrote:Kain Spero wrote:Telcontar Dunedain wrote:
No, I meant that planets should be taken district by district until the entire planet is either owned or not. No income until the whole thing is owned.
When the planet is attacked its at one point ie a "landing" point. Ideally as the fight progresses across the surface multiple maps might open for a fight at the same time (2-3?)....
I think the progression idea is fine but only getting benefits if you own the entire planet doesn't work for me at all. This. If someone wants to take out America (without nukes) they would pick a landing zone or two on the same coast and hit them at the same time. They may take LAX and maybe PHX. They would gain the benifits fo the ports / harbors in LAX and well theres nothing to gain for PHX but you need to take it to move westward. You obviously cant drop right in on Dallas or Chicago and except to take the country from us silly well-armed Americans. There should be key districts that could be wealth / resource centers that net the holding faction some sort of bonus. The bonus could be actual bonus or a determinant bonus. Using the example above if someone takes out DC well the military might be in a bit of a disarray for a bit which may make it easier to take some of the other coast line cities. Bigger / more valuable planets would have more districts. You cant say every planet would have 14 districts, because that would assume every planet is the same and well nothing is the same in eve or in life. I think figuring out what benefits and district sizes is the start to really implementing them properly. After that progression is easy. my .02 isk But what could stop an enemy from dropping troops behind enemy lines to cause confusion and weaken any response to the main landings, we need more than a couple of districts available to fight on at any time or we're just going to see the same names keep popping up battle after battle as each corp consistently sends its best players into the same matches, i personally think we should have at least 3-5 districts open to attack at any time, and that can apply to both sides, so while you might have just secured one district the enemy could retake another.
Well, sure you should be able to drop troops everywhere, but thats where the bonus's come in. Attacking someone in the middle of the planet (yes planets have edges too, there are oceans or vast inhabitable zones) should be possible but the likely hood of success would be pretty low imho. Being completely surrounded by a hostile civilian force is a huge drain on resources.
Maybe districts have isk upkeeps and isk earnings as well as other things. The more connected your control is, the lower operating costs of things is and the happier the people are. We cant just really ignore the civvies can we? |
Kain Spero
Imperfects Negative-Feedback
923
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Posted - 2013.02.26 23:24:00 -
[173] - Quote
CCP FoxFour wrote: My apologies, I did miss understand that. You are correct though that not all DUST corporations will want to participate in owning districts when that eventually does come around.
We are aware of that. The really nice thing about corporation battles right now is that they allow two corporations just to set up an arena type match. If you remove the FW bit of them they can be fun with limited to no risks and rewards or extremely competitive with lots of ISK on the line. This is something we are aware of and are actively thinking about.
As for the null sec NAP fest: The problem with null sec in EVE as I see it is that an organization (corporation, alliance, coalition, whatever) will expand and take as much territory as they can hold, or think they can hold. Once they have reached that limit they stop. Then they start adding friends on so they they are even safer. There is no point in attacking anything except for the explosions (which I think are awesome) or for taking it. If you are extended to the limit though taking it is not really an option.
Stop for a moment, this is just random chit chat and discussion here, even though I know some of you will still run off as if this is all done and done, this is just me discussing stuff because discussion is fun.
Anyways, what if once you own whatever you think you can you still wanted to attack. Not because you want more stuff, but because after an attack the winner walks away with more than they would have if they sat there and did nothing. So you can sit there and just make money, but attacking without the intention to take ownership gives you the chance to make more money.
Thoughts?
Again, random discussion.
Being to attack without the intention to take ownership? That sounds awesome (like a raiding party or something simliar). I think that could go a long way to helping foster mercenaries, but I don't think the ability to raid should be limited to people who own territory already.
Maybe a friendly organization allows you to attack using their territory as a staging area (think of how countries get permission to fly over a certain country or base troops out of a region that they don't own). I think there should be the option of an attacking force razing the district's structures as well, but maybe they have to have held the area for a certain amount of time to do so.
I still think if you want true emergent behavior with districts you HAVE to have the ability to transfer ownership of districts without fights. This opens up HUGE avenues of gameplay including having districts being used as diplomatic chips (as a sign of our growing ties I'll give you District 5 on Planet X), parts of business arrangements (I'll give you District 3 on Planet Y for this amount of ISK and those Capital components), etc.
It may not seem like a big deal at first, CCP FoxFour, but being able to transfer ownership using out-of-battle mechanics is vital to fostering the mercenary side of the game. This also opens up the door for very small organizations to get involved even more so.
On a side note, what army do you play? |
Morathi III
Rebelles A Quebec
57
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Posted - 2013.02.26 23:29:00 -
[174] - Quote
To Mr. dunedain:
Dont need to have 500 lol, but i dont want 500 imp waiting near my district when i finally make one, the game is not only for big corp is for everyone if you cant defend the district you just conquer ok fine... But you lose it immediatly its comon sense for me , you can be attack by anywhere its planet not country for each district you need to put a team like 16 or 24 |
Iron Wolf Saber
BetaMax.
2867
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Posted - 2013.02.26 23:29:00 -
[175] - Quote
CCP FoxFour wrote:Iron Wolf Saber wrote:
I have a theory that this is the initial cause of the nap fests.
Would love if you elaborated. :)
I have a theory that this is the initial cause of the nap fests. [/quote]
Would love if you elaborated. :)[/quote]
Very well Ill try in the short time I have.
With the onset of higher costs, alliances and mega-alliances ergo player 'empires' are still seeking the bottom dollar for the best bang. The eventual cap income per resource source is not going to overcome the uncapped restrictions of holding those resources. So to combat the ever expanding costs the empire artificially fragments the pieces in the same contained bucket and organization and same equatable power. By meta-game means and all intents and purposes its the same empire, loyal unto it self and not as likely to break apart as theorized, in matter of factually it increases security as its compartmentalizes any potential internal damage from anything. So any coup de dat, rogue director, or spy can only sabotage or poison so much.
Now I am not saying to uncap the faucet either that would lead to having large alliances becoming too powerful.
In the attempt to make holding resources harder further disenfranchises smaller organizations as they are not able to make the most of the limited resource income as the larger organizations can and eventually they teeter on taking more than they can handle or not enough to make the best of it resulting in getting walled off from ever becoming bigger.
So I put forth that any system that just arbitrarily get more expensive in resource, money or time is not a decisive deterrent of conquering the galaxy. However a system that creates more PROBLEMS in attempting to hold onto more space than it solves which then forces the requirement to not fracture to deal with the issues that crop up would a bit more ideal provided the problems also do not have their own cap and can exceed beyond the capabilities of the organization's ability to handle in order to maintain profits.
While I don't recommend the whole read or even my idea as a possibility as I havent sat down to take a read of eve in a while https://forums.eveonline.com/default.aspx?g=posts&t=6625&find=unread I suggest a problem that could be scaled with ever expanding sizes of empires. Empires that control many territories or develop the territories well generate metric tonns of trash. Trash removal even with the suggestion of the profession of a salvager is not profitable and even worse cuts into profits much more. While a small underdeveloped nation could maintain their systems relativity clean and profitable with small effort. Larger nations who use their space would have a difficult time from combating their problem without larger organizational tools or just more presence overall. Adding system decay to trash unused systems out would further make it disadvantage to own said systems if they ever had to fall back those systems are utterly useless in a time of war until cleaned up.
This would help solve some problems of systems being used, systems not being used, add world shaping warfare into space, it will ultimately not fix the problem. Players are extraordinarily creative creatures as well as fickle, make the system too hard to maintain and they may just outright quit. Make it not strong enough and they're going to game it for all its worth. May it be use of fragmented nap fests or flexing the largest muscle there is going to be a flaw with any system I can or could purpose.
Overall I want to see tools that benefits organizations that get larger in numerical strength and I want to see systems get more difficult to control by its own nature. Unused systems become harrowing to use, travel though, and ever increasingly a venerability for the owners while hostiles could potentially take advantage as jammers cease to function. Local offline because nobody been by so long. The tools would help a larger alliance combat the decay to at least keep up somewhat in their
While I would like to talk/elaborate/arrange my thoughts better, I have a party to celebrate my successful trip around sol in one piece. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.02.26 23:32:00 -
[176] - Quote
Morathi III wrote:To Mr. dunedain:
Dont need to have 500 lol, but i dont want 500 imp waiting near my district when i finally make one, the game is not only for big corp is for everyone if you cant defend the district you just conquer ok fine... But you lose it immediatly its comon sense for me , you can be attack by anywhere its planet not country for each district you need to put a team like 16 or 24
We don't have 500 at all.
I think we are closer to your size.
I'm arguing for a system that allows a small/medium force to be able to take and hold territory and not require 500.
It should be 24 most of the time and 48 sometimes. |
Morathi III
Rebelles A Quebec
57
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Posted - 2013.02.26 23:40:00 -
[177] - Quote
Telcontar Dunedain wrote:Morathi III wrote:To Mr. dunedain:
Dont need to have 500 lol, but i dont want 500 imp waiting near my district when i finally make one, the game is not only for big corp is for everyone if you cant defend the district you just conquer ok fine... But you lose it immediatly its comon sense for me , you can be attack by anywhere its planet not country for each district you need to put a team like 16 or 24 We don't have 500 at all. I think we are closer to your size. I'm arguing for a system that allows a small/medium force to be able to take and hold territory and not require 500. It should be 24 most of the time and 48 sometimes. I understand your point of view but you cant hold a solar system with 24 clone lol, if you want this envergure like zion and seraphim its easy... Only 1 corp and not 3 |
Arken Sarum
IMPSwarm Negative-Feedback
4
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Posted - 2013.02.26 23:41:00 -
[178] - Quote
Telcontar Dunedain wrote:Morathi III wrote:To Mr. dunedain:
Dont need to have 500 lol, but i dont want 500 imp waiting near my district when i finally make one, the game is not only for big corp is for everyone if you cant defend the district you just conquer ok fine... But you lose it immediatly its comon sense for me , you can be attack by anywhere its planet not country for each district you need to put a team like 16 or 24 We don't have 500 at all. I think we are closer to your size. I'm arguing for a system that allows a small/medium force to be able to take and hold territory and not require 500. It should be 24 most of the time and 48 sometimes.
I think the fact that only certain districts can be attacked depending on the ground situation also gives a logistical dynamic to the way we take planets.
As one of my favorite sayings goes: "Tatics wins battles, but logistics wins wars."
I DO think that you should be able to deep strike troops tactically behind enemy lines (maybe this is where the attacking with no intent to own can come in). |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.02.26 23:43:00 -
[179] - Quote
Arken Sarum wrote:Telcontar Dunedain wrote:Morathi III wrote:To Mr. dunedain:
Dont need to have 500 lol, but i dont want 500 imp waiting near my district when i finally make one, the game is not only for big corp is for everyone if you cant defend the district you just conquer ok fine... But you lose it immediatly its comon sense for me , you can be attack by anywhere its planet not country for each district you need to put a team like 16 or 24 We don't have 500 at all. I think we are closer to your size. I'm arguing for a system that allows a small/medium force to be able to take and hold territory and not require 500. It should be 24 most of the time and 48 sometimes. I think the fact that only certain districts can be attacked depending on the ground situation also gives a logistical dynamic to the way we take planets. As one of my favorite sayings goes: "Tatics wins battles, but logistics wins wars." I DO think that you should be able to deep strike troops tactically behind enemy lines (maybe this is where the attacking with no intent to own can come in).
The non-sov raids can bleed the enemy.
You reduce his ISK income and you cause him to lose gear/clones as you kick his ass. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.02.26 23:44:00 -
[180] - Quote
Morathi III wrote:Telcontar Dunedain wrote:Morathi III wrote:To Mr. dunedain:
Dont need to have 500 lol, but i dont want 500 imp waiting near my district when i finally make one, the game is not only for big corp is for everyone if you cant defend the district you just conquer ok fine... But you lose it immediatly its comon sense for me , you can be attack by anywhere its planet not country for each district you need to put a team like 16 or 24 We don't have 500 at all. I think we are closer to your size. I'm arguing for a system that allows a small/medium force to be able to take and hold territory and not require 500. It should be 24 most of the time and 48 sometimes. I understand your point of view but you cant hold a solar system with 24 clone lol, if you want this envergure like zion and seraphim its easy... Only 1 corp and not 3
If they cannot win a fight against us why should they hold things? |
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