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Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.26 23:47:00 -
[181] - Quote
Telcontar Dunedain wrote: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? Alexander the great win all and hold nothing at the end |
gbghg
L.O.T.I.S. Legacy Rising
397
|
Posted - 2013.02.26 23:48:00 -
[182] - Quote
Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 23:53:00 -
[183] - Quote
gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers.
This is what is happening in Eve.
Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing.
How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? |
Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.26 23:57:00 -
[184] - Quote
Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then? |
gbghg
L.O.T.I.S. Legacy Rising
397
|
Posted - 2013.02.27 00:00:00 -
[185] - Quote
Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then? But if we go by that logic PRO will win everything because they have the numbers to throw at districts repeatedly until they finally take them over. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.27 00:00:00 -
[186] - Quote
Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then?
Maybe you should just go join Goons or Dreddit now then? |
Marston VC
SVER True Blood Unclaimed.
92
|
Posted - 2013.02.27 00:03:00 -
[187] - Quote
Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then?
i like the idea of having an undermanned corp hiring an elite corp of 50 guys, these guys are essential to holding a certain district and they wont budge at all no matter how many people are flung at them. Kind of like the whole "300" deal with spartans vs persians ect ect.....
Im also really interested in the qaulity of gear that'll be used in this game during sov warfare. Will EVERYONE have proto gear, or will corps just be too big for that sort of thing??? i remember the games that i played two days before the last wipe, and EVERYONE was using their proto suits, Those days were amazingly fun because it really came down to skill in a lot of situations. |
Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.27 00:04:00 -
[188] - Quote
Telcontar Dunedain wrote:Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then? Maybe you should just go join Goons or Dreddit now then? I dont play eve and i have nothing against you, i just bring a different point of view, i can understand you dont like it, my goal is to have a healthy game |
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CCP Nullarbor
C C P C C P Alliance
545
|
Posted - 2013.02.27 00:05:00 -
[189] - Quote
The really nice thing about our design is that (hopefully) it will let small corps hold a small part of space and big corps can own a big part and better corps will own more for their size.
This is in contrast to EVE which allows massive force projection, so the bigger alliances just own everything. Smaller entities do exist but only because they are allowed to, not because they legitimately took it and defend their territory against overwhelming numbers.
It's exciting stuff, more details are on the way. |
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Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.27 00:09:00 -
[190] - Quote
Morathi III wrote:Telcontar Dunedain wrote:Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then? Maybe you should just go join Goons or Dreddit now then? I dont play eve and i have nothing against you, i just bring a different point of view, i can understand you dont like it, my goal is to have a healthy game
Same.
My point is that if you force good players to only win in big clans/corps this game will die.
They wont like it, they will tell other players that it's not a skilled game and then this game will not succeed. |
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Delirium Inferno
Chernova Industries
35
|
Posted - 2013.02.27 00:11:00 -
[191] - Quote
CCP Nullarbor wrote:The really nice thing about our design is that (hopefully) it will let small corps hold a small part of space and big corps can own a big part and better corps will own more for their size.
This is in contrast to EVE which allows massive force projection, so the bigger alliances just own everything. Smaller entities do exist but only because they are allowed to, not because they legitimately took it and defend their territory against overwhelming numbers.
It's exciting stuff, more details are on the way. Very glad to hear this! I like the concept of the corporations and owning districts but I'd rather stay in a smaller corporation with a handful of buddies than join some mega-corporation and be just another pawn.
|
Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.27 00:11:00 -
[192] - Quote
Marston VC wrote:Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then? i like the idea of having an undermanned corp hiring an elite corp of 50 guys, these guys are essential to holding a certain district and they wont budge at all no matter how many people are flung at them. Kind of like the whole "300" deal with spartans vs persians ect ect..... Im also really interested in the qaulity of gear that'll be used in this game during sov warfare. Will EVERYONE have proto gear, or will corps just be too big for that sort of thing??? i remember the games that i played two days before the last wipe, and EVERYONE was using their proto suits, Those days were amazingly fun because it really came down to skill in a lot of situations. Spartan conquer nothing they only kept their district because they are few, argument denied, imp still conquer more district than they have soldier? If you hit the country with soldier on you lose... And you have to fight tem because they want you to pay for this |
Free Beers
Internal Error. Negative-Feedback
1072
|
Posted - 2013.02.27 00:17:00 -
[193] - Quote
CCP Nullarbor wrote:The really nice thing about our design is that (hopefully) it will let small corps hold a small part of space and big corps can own a big part and better corps will own more for their size.
This is in contrast to EVE which allows massive force projection, so the bigger alliances just own everything. Smaller entities do exist but only because they are allowed to, not because they legitimately took it and defend their territory against overwhelming numbers.
It's exciting stuff, more details are on the way.
Just make sure you put in district transfer in dust ASAP.
-districts can be taken and sold off. Just like mercs can be paid to take a planet. There isn't 100% chance they will. Selling a district afterward is just another market for stuff. Dust needs this economy function
|
Vance Alken
Subdreddit Test Alliance Please Ignore
96
|
Posted - 2013.02.27 00:17:00 -
[194] - Quote
gbghg wrote:Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then? But if we go by that logic PRO will win everything because they have the numbers to throw at districts repeatedly until they finally take them over.
Red tides to win means resource cost.
Most obviously in clones, if your 24 cheapo fit militia players are up against my 12 (2 squads) of prototype fit players, you're gonna be spending big on clones. If we're also taking down your cheap equipment as soon as it lands and shooting down your cheap MCCs as soon as possible, you're gonna be fighting resource loss. Not to mention the home field advantage, knowing the good spots (say, a mass driver resupply-drop uplink-revive logi and a sniper/scanner fit scout on a roof locking down a primary chokepoint built in PI mode that your cheapo militia snipers can't even reach). Sure, one of my men is worth thousands of yours, but each one of them might go through multiple battles without even going into armor.
If you field a full 336 man deployment to tackle all 14 of my districts at once, I can pick and choose what is most important (probably, in this case, clone and equipment stockpiles), defend that, and wait for reinforcements. |
Baal Roo
Subdreddit Test Alliance Please Ignore
821
|
Posted - 2013.02.27 00:33:00 -
[195] - Quote
Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic?
If you're winning all your matches, but LOSING at the larger metagame, that's your own fault as a corp. |
gbghg
L.O.T.I.S. Legacy Rising
397
|
Posted - 2013.02.27 00:37:00 -
[196] - Quote
Vance Alken wrote:gbghg wrote:Morathi III wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? Like you said adapt or die.... Find more recruit , yes that bring your elitism a bit lower but if you want more you need to have more clone, and you dont need to be more than your opponent because your corp is the best, so whats your point hold anything in 3 month? Why playing then? But if we go by that logic PRO will win everything because they have the numbers to throw at districts repeatedly until they finally take them over. Red tides to win means resource cost. Most obviously in clones, if your 24 cheapo fit militia players are up against my 12 (2 squads) of prototype fit players, you're gonna be spending big on clones (our (implant-less) meatsacks all cost the same, but you have to have more to have a chance at winning). If we're also taking down your cheap equipment as soon as it lands and shooting down your cheap MCCs as soon as possible, you're gonna be fighting resource loss. Not to mention the home field advantage, knowing the good spots (say, a mass driver resupply-drop uplink-revive logi and a sniper/scanner fit scout on a roof locking down a primary chokepoint built in PI mode that your cheapo militia snipers can't even reach). Sure, one of my men is worth thousands of yours, but each one of them might go through multiple battles without even going into armor. If you field a full 336 man deployment to tackle all 14 of my districts at once, I can pick and choose what is most important (probably, in this case, clone and equipment stockpiles), defend that, and wait for reinforcements. But i can see large corps like PRO mounting wave attacks if they have to. So if you successfully defend a district they can instantly field a new team and basically repeat the process until they finally take control. part of me worries that taking districts will just end up as a game of attrition. |
Baal Roo
Subdreddit Test Alliance Please Ignore
821
|
Posted - 2013.02.27 00:40:00 -
[197] - Quote
I see no reason why attrition shouldn't be a viable tactic. It's just important to make sure it's not the ONLY viable tactic. |
Morathi III
Rebelles A Quebec
58
|
Posted - 2013.02.27 00:45:00 -
[198] - Quote
To gbghg Good point in a case of a lost of the offensive team, the offensive team cant attack for a delay of time, a serious delay in a case of trying to enter on a planet and lesser for district on a planet owned by the two faction at war |
gbghg
L.O.T.I.S. Legacy Rising
398
|
Posted - 2013.02.27 00:47:00 -
[199] - Quote
Baal Roo wrote:I see no reason why attrition shouldn't be a viable tactic. It's just important to make sure it's not the ONLY viable tactic. That's what concerned me, because I can't really see any others at this point without knowing more about how CCP intends the system to work |
Skihids
Tritan-Industries Legacy Rising
973
|
Posted - 2013.02.27 00:50:00 -
[200] - Quote
Planets don't have natural edges, but you could create artificial edges by building orbital defense systems that would make attacks from space prohibitively expensive or impossible. That would force an attacker to start in an adjacent district and attack by land and air.
Of course that could be a problem if a defender established orbital defenses in every district. Perhaps it would be prohibitively expensive to do that. Maybe it would cost a certain amount for maintenance/upkeep of the defenses so it would be too much of a drain to guard an entire planet that way. |
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Morathi III
Rebelles A Quebec
58
|
Posted - 2013.02.27 00:50:00 -
[201] - Quote
Free Beers wrote:CCP Nullarbor wrote:The really nice thing about our design is that (hopefully) it will let small corps hold a small part of space and big corps can own a big part and better corps will own more for their size.
This is in contrast to EVE which allows massive force projection, so the bigger alliances just own everything. Smaller entities do exist but only because they are allowed to, not because they legitimately took it and defend their territory against overwhelming numbers.
It's exciting stuff, more details are on the way. Just make sure you put in district transfer in dust ASAP. -districts can be taken and sold off. Just like mercs can be paid to take a planet. There isn't 100% chance they will. Selling a district afterward is just another market for stuff. Dust needs this economy function Sounds great |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.27 00:55:00 -
[202] - Quote
Baal Roo wrote:Telcontar Dunedain wrote:gbghg wrote:Its a difficult system to balance because if you go too far one way you will see small corps with most if not all of their members getting into fights regularly while the larger corps will have large groups of people who only get in 1 or 2 battles while everyone else lazes about doing nothing. But if you go to the other extreme larger corps will just zerg the smaller ones meaning that we will end up with a system where the largest corp wins through numbers. This is what is happening in Eve. Nullsec is a big zerg of idiots, making that same thing occur in Dust514 would be a really bad thing. How many skilled players would continue to play if they win every match yet lose the war because of a poorly designed mechanic? If you're winning all your matches, but LOSING at the larger metagame, that's your own fault as a corp.
Whatever zergling. |
Mavado V Noriega
SyNergy Gaming
2294
|
Posted - 2013.02.27 01:00:00 -
[203] - Quote
pretty sure Nullarbor just confirmed on IRC that zergin is indeed a terrible tactic in how sov will work for DUST lol |
Free Beers
Internal Error. Negative-Feedback
1073
|
Posted - 2013.02.27 01:03:00 -
[204] - Quote
Mavado V Noriega wrote:pretty sure Nullarbor just confirmed on IRC that zergin is indeed a terrible tactic in how sov will work for DUST lol
You know I am going to attack the district next to your home base just so we can be neighbors pinky promise |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2013.02.27 01:06:00 -
[205] - Quote
Telcontar Dunedain wrote: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.
I would be interested in seeing a "defense bonus" based on bordering districts. So you'd be inclined to start with an edge district with lower defense, and you'd only try to zerg the middle of the map if you were trying to show off. How that "bonus" would show itself, I'm not sure. More defense-favorable positions or installations, maybe?
You could also it so that the districts that are surrounded would be "red zoned" so you couldn't land without dying. This would require you to attack an edge district before going into the middle, instead of just making it harder. |
Free Beers
Internal Error. Negative-Feedback
1073
|
Posted - 2013.02.27 01:20:00 -
[206] - Quote
Mavado V Noriega wrote:pretty sure Nullarbor just confirmed on IRC that zergin is indeed a terrible tactic in how sov will work for DUST lol
Well at least ContraScrubJoe will have lots of scrubs to choose from to fill their 24 man roster |
HowDidThatTaste
Imperfects Negative-Feedback
2245
|
Posted - 2013.02.27 01:55:00 -
[207] - Quote
I always thought taking a planet was going to be like playing Risk. We look over a map ahead of time in the war barge.
a guy sits in the mcc overlooking all the districts like a world map and distributes the needed equipment into strategic locations. Just like risk but instead of a roll of the dice the soldiers on the ground determine the outcome.
This would give rise to some grand master tactians calling the larger picture, but the individual batles by district are handled by the core of 24 mercs on the ground with there leaders by squad platoon etc.
So if 14 districts are needed to hold the planet a batlle could start in any of the 14 depending on location resources to nab, or other strategic needs, then a battle unfolds to the next district that it touches like we see when we zoom out on the maps( Game play similar to the original map in the first build.) After all the null cannons are flipped and helled simultaneously for a certain amount of time or clones depleted the battle moves to the next district.
Now the null cannons are out of the way the mcc can move up keeping us supplied. If not drop ships will need to be used to get troops further in with up links until the mcc can drop more crus and turret defenses, etc.
These battles become wars of attrition |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.27 02:04:00 -
[208] - Quote
HowDidThatTaste wrote:I always thought taking a planet was going to be like playing Risk. We look over a map ahead of time in the war barge.
a guy sits in the mcc overlooking all the districts like a world map and distributes the needed equipment into strategic locations. Just like risk but instead of a roll of the dice the soldiers on the ground determine the outcome.
This would give rise to some grand master tactians calling the larger picture, but the individual batles by district are handled by the core of 24 mercs on the ground with there leaders by squad platoon etc.
So if 14 districts are needed to hold the planet a batlle could start in any of the 14 depending on location resources to nab, or other strategic needs, then a battle unfolds to the next district that it touches like we see when we zoom out on the maps( Game play similar to the original map in the first build.) After all the null cannons are flipped and helled simultaneously for a certain amount of time or clones depleted the battle moves to the next district.
Now the null cannons are out of the way the mcc can move up keeping us supplied. If not drop ships will need to be used to get troops further in with up links until the mcc can drop more crus and turret defenses, etc.
These battles become wars of attrition
from IRC today
[CCP]Nullarbor: its a really good start on what will become quite an intricate strategy game I think [CCP]Nullarbor: it already has so many little interesting edge gameplay
Sounds promising at least... |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 02:31:00 -
[209] - Quote
HowDidThatTaste wrote:I always thought taking a planet was going to be like playing Risk. We look over a map ahead of time in the war barge.
a guy sits in the mcc overlooking all the districts like a world map and distributes the needed equipment into strategic locations. Just like risk but instead of a roll of the dice the soldiers on the ground determine the outcome.
This would give rise to some grand master tactians calling the larger picture, but the individual batles by district are handled by the core of 24 mercs on the ground with there leaders by squad platoon etc.
So if 14 districts are needed to hold the planet a batlle could start in any of the 14 depending on location resources to nab, or other strategic needs, then a battle unfolds to the next district that it touches like we see when we zoom out on the maps( Game play similar to the original map in the first build.) After all the null cannons are flipped and helled simultaneously for a certain amount of time or clones depleted the battle moves to the next district.
Now the null cannons are out of the way the mcc can move up keeping us supplied. If not drop ships will need to be used to get troops further in with up links until the mcc can drop more crus and turret defenses, etc.
These battles become wars of attrition
Still the whole quick to call zerg strategy should not be lauded at.
A mercenary corp that wants to do the land grab game is not going to be able to hold off a 2000-3000 player alliance without similar manning. Now mind you having a 2000-3000 player alliance and fielding operations every day for all of them WILL BE expensive. Something the small 24 man clan wont have to worry about. Hell they don't have to worry about buying a warbarge. The 2000-3000 needs the warbarges to be able to force project. |
HowDidThatTaste
Imperfects Negative-Feedback
2245
|
Posted - 2013.02.27 02:42:00 -
[210] - Quote
Iron Wolf Saber wrote:HowDidThatTaste wrote:I always thought taking a planet was going to be like playing Risk. We look over a map ahead of time in the war barge.
a guy sits in the mcc overlooking all the districts like a world map and distributes the needed equipment into strategic locations. Just like risk but instead of a roll of the dice the soldiers on the ground determine the outcome.
This would give rise to some grand master tactians calling the larger picture, but the individual batles by district are handled by the core of 24 mercs on the ground with there leaders by squad platoon etc.
So if 14 districts are needed to hold the planet a batlle could start in any of the 14 depending on location resources to nab, or other strategic needs, then a battle unfolds to the next district that it touches like we see when we zoom out on the maps( Game play similar to the original map in the first build.) After all the null cannons are flipped and helled simultaneously for a certain amount of time or clones depleted the battle moves to the next district.
Now the null cannons are out of the way the mcc can move up keeping us supplied. If not drop ships will need to be used to get troops further in with up links until the mcc can drop more crus and turret defenses, etc.
These battles become wars of attrition Still the whole quick to call zerg strategy should not be lauded at. A mercenary corp that wants to do the land grab game is not going to be able to hold off a 2000-3000 player alliance without similar manning. Now mind you having a 2000-3000 player alliance and fielding operations every day for all of them WILL BE expensive. Something the small 24 man clan wont have to worry about. Hell they don't have to worry about buying a warbarge. The 2000-3000 needs the warbarges to be able to force project.
As I understand it they don't want to make it zerg and alienate the smaller corps.
But I still don't understand how it will work, if larger corps do just attack over and over, I don't see that being an advantage if it is still only 24 vs 24 battles I'll put my 24 up against those corps all day the outcome won't change until we have to eat or go to bed. Matter of fact the more people keep coming at us the better we will get at holding our maps, what people keep forgetting is this is an fps first, you have to win your individual gun fights, and if the mechanic only allows 24 vs 24 numbers don't mean much per individual battle. So it will be interesting to see how this plays out
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