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Mavado V Noriega
SyNergy Gaming
2294
|
Posted - 2013.02.27 02:51:00 -
[211] - Quote
Free Beers wrote: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
awesome |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 03:00:00 -
[212] - Quote
HowDidThatTaste wrote:
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
Corp A has 24 People Corp B has 2400 people
Corp A has 100 Territories Corp B wants them.
Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go.
If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust. Numbers are going to help protect you player empire while you sleep, while you work, while you are logged off, and in more places than you can possibly be at any given time.
Now granted corp A can call in reinforcements and Corps C - Infinity could interfere with corp B's activities as well but who says they can't screw over corp A more. After all most corp gankbears are vultures they will pick at a wounded beast until it dies.
You're forgetting the simple fact that with more people a larger corp can cover far more ground, doesn't matter how small the battlefield is, you must know that there are MORE THAN ONE BATTLEFIELD to fight.
You may call this zerging, but corps that cannot match invaders per battle will be losing most of their ground no matter how good those 24 are, if anything they're going to get skill farmed and resource the farmed the heck out of while heckling the 24 guys to give up and join or quit that corp though morale warfare. After all the only thing more deadlier than a HAV is a propaganda machine that crushes your corp under its treads.
More man power usually will equal more freedom to respond, attack, defend, and resource, one team of 24 guys may be their best deal and the rest are cannon fodder or non combatants part of the logistics, supply, and command chains. |
Veritas Vitae
Pink Fluffy Bounty Hunterz RISE of LEGION
34
|
Posted - 2013.02.27 03:03:00 -
[213] - Quote
@Taste: I would assume that FW will require a mix of skill and numbers. Multiple districts on a planet I assume will be able to be hit simultaneously, requiring you to field more than just 24 people. The number of districts on a planet that can be hit simultaneously will be the determining factor if that is the case, so being able to effectively defend multiple fronts is where skill corps and zerg corps will hopefully find a balance. |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.02.27 03:03:00 -
[214] - Quote
gbghg wrote: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. Have mounting an assault on a District requires a MCC. So if a corp like PRO wants to assault all 14 Districts on Planet X they need to field 14 MCC's. So long as MCC"s have a decently high ISK price like 250 mil ISK + (and something not ISK based like LP to keep them more scarce - don't do Titans again) should help limit zerging a bit.
This would make the risk of attacking a District very high. Win and you get a District and / or plunder. Lose and you're out a MCC, a lot of suits / gear, and have nothing to show for it. This will entice corps to send in their 2 or 3 Elite Assault Squads with the MCC's to take a few districts, then once taken the B Team squads defend while the Elites go take other Districts.
Free Beers wrote: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 100% agree. This opens up a huge meta game for DUST corps. Corp A owns Planet X but you want it? Hire us! We'll take it and transfer all 14 Districts to you, for a fee. Or maybe Corp B takes Planet Z knowing it will become more lucrative in the future, selling it off for profit.
Its a good market tool that will benefit DUST greatly. |
HowDidThatTaste
Imperfects Negative-Feedback
2245
|
Posted - 2013.02.27 03:07:00 -
[215] - Quote
Iron Wolf Saber wrote:HowDidThatTaste wrote:
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
Corp A has 24 People Corp B has 2400 people Corp A has 100 Territories Corp B wants them. Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go. If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust. Numbers are going to help protect you player empire while you sleep, while you work, while you are logged off, and in more places than you can possibly be at any given time. Now granted corp A can call in reinforcements and Corps C - Infinity could interfere with corp B's activities as well but who says they can't screw over corp A more. After all most corp gankbears are vultures they will pick at a wounded beast until it dies. You're forgetting the simple fact that with more people a larger corp can cover far more ground, doesn't matter how small the battlefield is, you must know that there are MORE THAN ONE BATTLEFIELD to fight.
It depends on if actually holding territory is more profitable than attacking. As the dev was saying it makes more sense to pay more to attack than to defend. I think that is what this thread is trying to define. The real problem is making an fps game dependant on strictly numbers to win. I can only Imagine long waits in the merc quarters for battles to be sorted out and squads to be made, I thought the may lobbies were long and loud imagine the prep work to get 1000 mercs fighting simultaneously in the same evening good luck with that. |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 03:13:00 -
[216] - Quote
HowDidThatTaste wrote:Iron Wolf Saber wrote:HowDidThatTaste wrote:
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
Corp A has 24 People Corp B has 2400 people Corp A has 100 Territories Corp B wants them. Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go. If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust. Numbers are going to help protect you player empire while you sleep, while you work, while you are logged off, and in more places than you can possibly be at any given time. Now granted corp A can call in reinforcements and Corps C - Infinity could interfere with corp B's activities as well but who says they can't screw over corp A more. After all most corp gankbears are vultures they will pick at a wounded beast until it dies. You're forgetting the simple fact that with more people a larger corp can cover far more ground, doesn't matter how small the battlefield is, you must know that there are MORE THAN ONE BATTLEFIELD to fight. It depends on if actually holding territory is more profitable than attacking. As the dev was saying it makes more sense to pay more to attack than to defend. I think that is what this thread is trying to define. The real problem is making an fps game dependant on strictly numbers to win. I can only Imagine long waits in the merc quarters for battles to be sorted out and squads to be made, I thought the MAG lobbies were long and loud imagine the prep work to get 1000 mercs fighting simultaneously in the same evening good luck with that.
True, I am estimating planetary invasions are going to cost in the ball park of 4 billion+ once the npc training wheels are no longer involved. However that is the other thing about the 1000+ merc corndiation, Corp B in the example has the luxury of attacking when ever, however, way ever. Because all they have to do is show up in more places corp a could ever show up at. Corp A could split their 24 guys up into 4 man squads and fight off six battlefields at once, but this is going to start straining their members, their resources and their play times. Corp A will not have time on their side, Corp B could have those thousand players scattered though out the day seiging nearly 24 hours a day. Corp A has to sleep eventually. |
Mavado V Noriega
SyNergy Gaming
2294
|
Posted - 2013.02.27 03:15:00 -
[217] - Quote
There is no way defending territory will be a 24/7 job Reinforcement timers will have to be involved so still zergin is limited |
Veritas Vitae
Pink Fluffy Bounty Hunterz RISE of LEGION
34
|
Posted - 2013.02.27 03:18:00 -
[218] - Quote
Mavado V Noriega wrote:There is no way defending territory will be a 24/7 job Reinforcement timers will have to be involved so still zergin is limited
This is another limiter on zerging, as well. |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 03:19:00 -
[219] - Quote
Mavado V Noriega wrote:There is no way defending territory will be a 24/7 job Reinforcement timers will have to be involved so still zergin is limited
Reinforcement timers are not free, 100 star bases getting triggered could have a massive impact on a smaller corp's wallet. Disrupts their focus and makes it harder to predict which one is the actual target. Means Corp B gets the real pick of what toys they want to break on that district (for example if they feel corp's A overuse of tanks to save their split fights taking out the tank factory would hurt, but so would the mineral mines that fuel that same factory or the reactor power plant that powers both facilities or the fire base that over watches the factor and can shell all 6 faculties. |
Mavado V Noriega
SyNergy Gaming
2294
|
Posted - 2013.02.27 03:28:00 -
[220] - Quote
Iron Wolf Saber wrote:Mavado V Noriega wrote:There is no way defending territory will be a 24/7 job Reinforcement timers will have to be involved so still zergin is limited Reinforcement timers are not free, 100 star bases getting triggered could have a massive impact on a smaller corp's wallet. Disrupts their focus and makes it harder to predict which one is the actual target. Means Corp B gets the real pick of what toys they want to break on that district (for example if they feel corp's A overuse of tanks to save their split fights taking out the tank factory would hurt, but so would the mineral mines that fuel that same factory or the reactor power plant that powers both facilities or the fire base that over watches the factor and can shell all 6 faculties.
depends on how complicated CCP makes FW either way the majority of fps corps will be small and i think we all can agree pure zerg tactics will not make this game last numbers has to play a part but not a decisive reason as to why u win a district/planet.
Strategy and skill should be #1
Null needs to get the devblog out tbh, speculating on stuff makes me more impatient |
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Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.02.27 03:33:00 -
[221] - Quote
Will the defenders be able to place defensive structures (walls, turrets, shields, CRU's, etc) in their Districts? If so, you technically don't need to show up en-masse to defend if your defense is good enough.
Example: Me and 23 buddies take a nice lucrative District on Planet X. We invest a billion ISK into putting in AA Turrets, Blaster Turrets, high reinforced walls, multiple Skyfire batteries and a host of other fun defensive structures throughout the District. It is an attacker's nightmare (The Crown from Planetside 2). So when an enemy lands 24 guys to come take it we only need a few guys to defend it - our automated turrets and walls do most of the dirty work.
What's more fun is that, if we lose our District, the attacker now holds it. Some Districts will become well known for being difficult to take. |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 03:34:00 -
[222] - Quote
Mavado V Noriega wrote:Iron Wolf Saber wrote:Mavado V Noriega wrote:There is no way defending territory will be a 24/7 job Reinforcement timers will have to be involved so still zergin is limited Reinforcement timers are not free, 100 star bases getting triggered could have a massive impact on a smaller corp's wallet. Disrupts their focus and makes it harder to predict which one is the actual target. Means Corp B gets the real pick of what toys they want to break on that district (for example if they feel corp's A overuse of tanks to save their split fights taking out the tank factory would hurt, but so would the mineral mines that fuel that same factory or the reactor power plant that powers both facilities or the fire base that over watches the factor and can shell all 6 faculties. depends on how complicated CCP makes FW either way the majority of fps corps will be small and i think we all can agree pure zerg tactics will not make this game last numbers has to play a part but not a decisive reason as to why u win a district/planet. Strategy and skill should be #1 Null needs to get the devblog out tbh, speculating on stuff makes me more impatient
Of course, I have my theories though but overall skillless zerg vs a better numbered corp should be a fair Sun Tzu styled fight. |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 03:35:00 -
[223] - Quote
Severus Smith wrote:Will the defenders be able to place defensive structures (walls, turrets, shields, CRU's, etc) in their Districts? If so, you technically don't need to show up en-masse to defend if your defense is good enough.
Example: Me and 23 buddies take a nice lucrative District on Planet X. We invest a billion ISK into putting in AA Turrets, Blaster Turrets, high reinforced walls, multiple Skyfire batteries and a host of other fun defensive structures throughout the District. It is an attacker's nightmare (The Crown from Planetside 2). So when an enemy lands 24 guys to come take it we only need a few guys to defend it - our automated turrets and walls do most of the dirty work.
What's more fun is that, if we lose our District, the attacker now holds it. Some Districts will become well known for being difficult to take.
Except the problem is you have 0 people show up to defend a place, because your limited numbers are protecting what you think are the most important of all the targets. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.27 03:52:00 -
[224] - Quote
Iron Wolf Saber wrote: Corp A has 24 People Corp B has 2400 people
Corp A has 100 Territories Corp B wants them.
Corp A can only fight one battle a time, Corp B can simultaneously attack everything A has in one go.
If pure anti Zerg methoods where instated then 1 man corps would ruin most of dust.
...
You may call this zerging ....
If a corp with 2400 people is so bad it cannot find 24 shooters within its ranks to beat those 24...
Yah that terribad zerg shouldn't win much of anything. |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.02.27 04:12:00 -
[225] - Quote
Iron Wolf Saber wrote:Severus Smith wrote:Will the defenders be able to place defensive structures (walls, turrets, shields, CRU's, etc) in their Districts? If so, you technically don't need to show up en-masse to defend if your defense is good enough.
Example: Me and 23 buddies take a nice lucrative District on Planet X. We invest a billion ISK into putting in AA Turrets, Blaster Turrets, high reinforced walls, multiple Skyfire batteries and a host of other fun defensive structures throughout the District. It is an attacker's nightmare (The Crown from Planetside 2). So when an enemy lands 24 guys to come take it we only need a few guys to defend it - our automated turrets and walls do most of the dirty work.
What's more fun is that, if we lose our District, the attacker now holds it. Some Districts will become well known for being difficult to take. Except the problem is you have 0 people show up to defend a place, because your limited numbers are protecting what you think are the most important of all the targets. Wait what? Sorry, I think I missed your point.
If I am in a Corp of 24 guys and we own 2-3 Districts (which we make into bastion fortresses) why wouldn't we show up to defend them if they are attacked (8 defenders per District if all three were attacked simultaneously)? I know in your examples your talking about a 24 man corp holding 100 Districts, which I think is grossly unrealistic. 24 guys can hold a handful, especially with defenses, but not 100.
A small focused corp should be a pain to a large corp. It's like the Battle of Thermopylae where 300 Spartans held off thousands of Persians because they were forced to fight on a battlefield that eliminated their numerical superiority. 24 focused, supplied, and skilled players should be able to hold a District against a 3000 player Corp because every battle will be 24 vs 24. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
123
|
Posted - 2013.02.27 04:20:00 -
[226] - Quote
Oh wow.
My earlier posts would have been better if I hadn't skipped to the dev comments on Page 3 w/o reading the rest of the thread.
LOL! |
Vaerana Myshtana
Bojo's School of the Trades
215
|
Posted - 2013.02.27 04:32:00 -
[227] - Quote
Laurent Cazaderon wrote: Also, having randoms being part of the FW fights means the Player Owned Districts (POD from now on) can't be tied to FW as i, and many other people i talked with, suspect.
Okay, it's official CCP- you can't call them "Districts" because some people can't use the Shift Key.
Person in Chat: "so i gotz to defind my corps pod an i get podded cuz i got ganked in orbit over my pod an so i tryed to get out of lowsec in my pod an sum dude pods me"
I recommend "Province", "Region", or "Territory" which would give us the following acronyms:
POP: What our antiship cannons will eventually do to eggers. POR: How we feel after fighting to defend our land. POT: *Ahem* {Forum Rules}
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Iron Wolf Saber
BetaMax.
2868
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Posted - 2013.02.27 04:42:00 -
[228] - Quote
Severus Smith wrote:Iron Wolf Saber wrote:Severus Smith wrote:Will the defenders be able to place defensive structures (walls, turrets, shields, CRU's, etc) in their Districts? If so, you technically don't need to show up en-masse to defend if your defense is good enough.
Example: Me and 23 buddies take a nice lucrative District on Planet X. We invest a billion ISK into putting in AA Turrets, Blaster Turrets, high reinforced walls, multiple Skyfire batteries and a host of other fun defensive structures throughout the District. It is an attacker's nightmare (The Crown from Planetside 2). So when an enemy lands 24 guys to come take it we only need a few guys to defend it - our automated turrets and walls do most of the dirty work.
What's more fun is that, if we lose our District, the attacker now holds it. Some Districts will become well known for being difficult to take. Except the problem is you have 0 people show up to defend a place, because your limited numbers are protecting what you think are the most important of all the targets. Wait what? Sorry, I think I missed your point. If I am in a Corp of 24 guys and we own 2-3 Districts (which we make into bastion fortresses) why wouldn't we show up to defend them if they are attacked (8 defenders per District if all three were attacked simultaneously)? I know in your examples your talking about a 24 man corp holding 100 Districts, which I think is grossly unrealistic. 24 guys can hold a handful, especially with defenses, but not 100. A small focused corp should be a pain to a large corp. It's like the Battle of Thermopylae where 300 Spartans held off thousands of Persians because they were forced to fight on a battlefield that eliminated their numerical superiority. 24 focused, supplied, and skilled players should be able to hold a District against a 3000 player Corp because every battle will be 24 vs 24.
And had the navy in the battle of thermoplae able to land those 300 spartans and 10,000 greek regulars would have been slaughtered. luckily unlike the movie, the greek navy was just as intelligent, stalemating the hostile navy in a narrow striaght and attacking near dusk limiting the engagement time. The second Persian navy was however like the movie and got smashed by a storm.
What has changed between now and then? We have MCCs, Warbarges and can nearly drop soldiers anywhere we have a CRU in control at.
Also there are talks about allowing eve players to eventually use the doomsday weapon to scorch a planet's districts of all facilities and soldiers. Get too dug in and well.... boom? Those fortresses become a tomb.
Another war you should look to in where numbers vs quality is end of ww2 with russia and the german's and possibly the rest of the allies had market garden not sucked all the fuel for patton's armor column.
A far more accurate war to portray the scenario of large vs small would be the romance of the three kingdoms in china where the infamous Sun Tzu wrote his manuscripts on warfighting, after all the kingdom he served was by far the smallest of the three and managed to hold out very well. Unluckily there were not convenient passes, choke-points, or magical shields (in eve's case) that would have stopped the larger enemy from crushing the smaller nation. It was a various sets of delaying tactics division and conquering and many other nice tricks that focused more on doing the most with the least amount. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
123
|
Posted - 2013.02.27 04:44:00 -
[229] - Quote
Also, there's a very good chance that those 300 spartans did nothing to stop the invasion and just got shot by a ton of arrows. A story was made up about how heroic they were because... their side won =] |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 04:46:00 -
[230] - Quote
0 Try Harder wrote:Also, there's a very good chance that those 300 spartans did nothing to stop the invasion and just got shot by a ton of arrows. A story was made up about how heroic they were because... their side won =]
Well they fought there for three days to get King Lyonidas' head back (which they did), he died on the first day of the battles.
Similar to how King Richard the Lionheart died near the start of his crusade and they buried him in a river and never to return to england as so many robin hood stories go. (and btw robin was a real person he died in jersulem by poisoning) |
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Vaerana Myshtana
Bojo's School of the Trades
215
|
Posted - 2013.02.27 04:53:00 -
[231] - Quote
CCP FoxFour wrote: You bring up something that has been really hard for us to figure out. There are so many factors that go into it and finding other examples to base ideas off is really hard because almost no one has done this before.
That something is how much will districts change hands once corporations can own them?
I think that depends on a number of factors-
Transport: In EVE, there are distinct routes one must travel to attack systems with say, Tech moons. This does not seem to be an issue in Dust. That can actually help promote conflict as getting there isn't an issue.
Abundance: With 4,000? temperate worlds yielding ~40,000 districts... Not much incentive for conflict unless there are 10,000 or more active corps.
Profitability: If the potential profits from a planet are too high, EVE Alliances will get back-flooded with ISK from their ground pounder members and only TEST and Goon will own anything after a bit. If the profits are too low, nobody will fight for anything except as a last resort.
Diversity: If districts produce a variety of resources, that can be a conflict driver. Requiring player corps to control a wide variety of resource types to achieve optimal profitability or manufacturing efficiency is another factor. For instance, if Magazinium and Lumaminium are both needed to make Assault Rifles, then corps would want to control two districts instead of one.
My solution- Resource depletion and renewal. Make districts "play out" after awhile and require expensive retooling or an annoyingly long cool down period. That makes districts profitable, but only if you keep conquering fresh ones or are patient enough to wait for refreshment. The crummy districts would also make a good source of PVE- from Rogue Drones to scavenging materials. They are also less likely to be well defended, giving newer corps a shot at taking them.
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kyan west
D3ath D3alers RISE of LEGION
8
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Posted - 2013.02.27 05:10:00 -
[232] - Quote
im bored and going to bump this
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Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1597
|
Posted - 2013.02.27 05:22:00 -
[233] - Quote
CCP FoxFour wrote:Jeremiad R Doomprofit wrote:CCP FoxFour wrote:
... O_O
I may have talked to much... Back to work for me.
Oow, I love it when y'all talk too much. Speaking of talking... This topic of player owned districts was heavily discussed on the recent Boots on the Ground episode. I noticed we got a few hits from Iceland on my blog, so I'm guessing a few of you folks at CCP have listened to / read of our musings on the subject. Are we close? Will planetary districts ever be opened as "free roam" areas, where we can spawn as long as our corp / alliance owns the district and we haven't reached a defender limit (e.g. even if a battle isn't happening)? Will EVE PI dudes ever be able to build the maps the Dust Bunnies fight over? Can we just make war barges capitals? (Yeah, that one is really out there, I know... I quiver in anticipation for this new Dev blog. Also the next patch. *twiddles thumbs and whistles*
*throws a smoke grenade into the room* *knocks out FoxFour with his fist* *FoxFour wakes up in a dark room with a single hanging light bulb over his head that is barely working* *sees a shadowy man sitting behind a table with a nova knife carving the words 'there is no fate but what we make' on the table*
[Maken Tosch] - I know you are wondering why you are here. I can assure you that it will be much less painful if you cooperate. Now, what does the dev blog say?
*voice from the distance*
[old woman] - Honey! Your cookies are ready! [Maken] - Ma! I'm in the middle of an interrogation! [old woman] - Don't talk like that to me. Now come here and get your cookies! I made them into dinosaur shapes like you asked! [Maken] - *sigh* I'll be right back. |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.02.27 05:23:00 -
[234] - Quote
Iron Wolf Saber wrote:And had the navy in the battle of thermoplae able to land those 300 spartans and 10,000 greek regulars would have been slaughtered. luckily unlike the movie, the greek navy was just as intelligent, stalemating the hostile navy in a narrow striaght and attacking near dusk limiting the engagement time. The second Persian navy was however like the movie and got smashed by a storm.
Another war you should look to in where numbers vs quality is end of ww2 with russia and the german's and possibly the rest of the allies had market garden not sucked all the fuel for patton's armor column.
...
A far more accurate war to portray the scenario of large vs small would be the romance of the three kingdoms in china where the infamous Sun Tzu wrote his manuscripts on warfighting, after all the kingdom he served was by far the smallest of the three and managed to hold out very well. Unluckily there were not convenient passes, choke-points, or magical shields (in eve's case) that would have stopped the larger enemy from crushing the smaller nation. It was a various sets of delaying tactics division and conquering and many other nice tricks that focused more on doing the most with the least amount. Interesting, I like it. But I was going for more the spirit of these historical events, not the defacto letter. A small focused force can repel a larger force if the larger forces numerical superiority cannot be fielded. Realistically a 3000 player corp should be able to deploy all of their players at once to overwhelm a smaller defense. But, due to game mechanics our matches only allowing 24 vs 24 then a small corp can repel a larger force for a prolonged time.
Either way you have a system where a single, or small amount, of Districts can be defended by a small corp. Which, in my opinion, is a good thing. A small focused corp should be able to take and defend single Districts from larger, more spread out, corps.
Iron Wolf Saber wrote:What has changed between now and then? We have MCCs, Warbarges and can nearly drop soldiers anywhere we have a CRU in control at.
Also there are talks about allowing eve players to eventually use the doomsday weapon to scorch a planet's districts of all facilities and soldiers. Get too dug in and well.... boom? Those fortresses become a tomb. Doomsdays are only usable by Titans which cannot be used in Lowsec (where DUST sov is happening). So this will apply to Nullsec and the solution will be for Nullsec corps to not allow an enemy Titan to get in orbit above their planets. Also, once a Titan fires it's Doomsday it's unable to warp for 10+ minutes, it's essentially stuck there, so it's a very risky thing to do. So a Titan may decimate a District, but then get destroyed because it couldn't warp out. I think most people would trade a District loss for a Titan kill any day.
As for the MCC's Warbarges and such... yah. You got me there. The game limits it to 24 vs 24 due to the PS3's processing power. But it could be explained in game with bandwidth limits (like drones) or somesuch that restrict the maximum amount DUST mercs being fielded to 24 on a side..? Either way, we can't field all 3000 players at once to take a District. Only 24 per match.
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Iron Wolf Saber
BetaMax.
2868
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Posted - 2013.02.27 05:39:00 -
[235] - Quote
Severus Smith wrote:Iron Wolf Saber wrote:And had the navy in the battle of thermoplae able to land those 300 spartans and 10,000 greek regulars would have been slaughtered. luckily unlike the movie, the greek navy was just as intelligent, stalemating the hostile navy in a narrow striaght and attacking near dusk limiting the engagement time. The second Persian navy was however like the movie and got smashed by a storm.
Another war you should look to in where numbers vs quality is end of ww2 with russia and the german's and possibly the rest of the allies had market garden not sucked all the fuel for patton's armor column.
...
A far more accurate war to portray the scenario of large vs small would be the romance of the three kingdoms in china where the infamous Sun Tzu wrote his manuscripts on warfighting, after all the kingdom he served was by far the smallest of the three and managed to hold out very well. Unluckily there were not convenient passes, choke-points, or magical shields (in eve's case) that would have stopped the larger enemy from crushing the smaller nation. It was a various sets of delaying tactics division and conquering and many other nice tricks that focused more on doing the most with the least amount. Interesting, I like it. But I was going for more the spirit of these historical events, not the defacto letter. A small focused force can repel a larger force if the larger forces numerical superiority cannot be fielded. Realistically a 3000 player corp should be able to deploy all of their players at once to overwhelm a smaller defense. But, due to game mechanics our matches only allowing 24 vs 24 then a small corp can repel a larger force for a prolonged time. Either way you have a system where a single, or small amount, of Districts can be defended by a small corp. Which, in my opinion, is a good thing. A small focused corp should be able to take and defend single Districts from larger, more spread out, corps. Iron Wolf Saber wrote:What has changed between now and then? We have MCCs, Warbarges and can nearly drop soldiers anywhere we have a CRU in control at.
Also there are talks about allowing eve players to eventually use the doomsday weapon to scorch a planet's districts of all facilities and soldiers. Get too dug in and well.... boom? Those fortresses become a tomb. Doomsdays are only usable by Titans which cannot be used in Lowsec (where DUST sov is happening). So this will apply to Nullsec and the solution will be for Nullsec corps to not allow an enemy Titan to get in orbit above their planets. Also, once a Titan fires it's Doomsday it's unable to warp for 10+ minutes, it's essentially stuck there, so it's a very risky thing to do. So a Titan may decimate a District, but then get destroyed because it couldn't warp out. I think most people would trade a District loss for a Titan kill any day. As for the MCC's Warbarges and such... yah. You got me there. The game limits it to 24 vs 24 due to the PS3's processing power. But it could be explained in game with bandwidth limits (like drones) or somesuch that restrict the maximum amount DUST mercs being fielded to 24 on a side..? Either way, we can't field all 3000 players at once to take a District. Only 24 per match.
Well we can go back and forth all day though. Just do know that it is possible that a war may have more than 1 24vs24 match being timed up at the same time and that defenders that don't show are more likely to get punished for having a 0v24 match pitted against them. There may be mechanics that would bottle neck it out but over multiple month war I dont see a 24 man corp holding out against a force that large in maintain the same lands when the fight first started.
Also null sec is where aboslute player conquest mode will happen, low sec (FW) will be npc hand holding conquest. There will be a special wedge of low where players can still conquer but as to what level is uncertain.
I am however throwing my bet towards that there will be no shield timers but more of a sovereignty flip timer. That districts will be 'raidable' and can be ransacked and disabled thus making it very possible to go out of 'alphabetical' order in destroying a target corp's bases. IE taking out the power plant that's powering the shield generator protecting the tank factory that you oh so hate your opponents for.
Until the blog comes out however we wont know the full or even partial details on how its all going to go down. |
Severus Smith
ZionTCD Legacy Rising
163
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Posted - 2013.02.27 05:56:00 -
[236] - Quote
Iron Wolf Saber wrote:Well we can go back and forth all day though. Just do know that it is possible that a war may have more than 1 24vs24 match being timed up at the same time and that defenders that don't show are more likely to get punished for having a 0v24 match pitted against them. There may be mechanics that would bottle neck it out but over multiple month war I dont see a 24 man corp holding out against a force that large in maintain the same lands when the fight first started.
Also null sec is where aboslute player conquest mode will happen, low sec (FW) will be npc hand holding conquest. There will be a special wedge of low where players can still conquer but as to what level is uncertain.
I am however throwing my bet towards that there will be no shield timers but more of a sovereignty flip timer. That districts will be 'raidable' and can be ransacked and disabled thus making it very possible to go out of 'alphabetical' order in destroying a target corp's bases. IE taking out the power plant that's powering the shield generator protecting the tank factory that you oh so hate your opponents for.
Until the blog comes out however we wont know the full or even partial details on how its all going to go down. Truthfully, I think we're both saying the same thing. I completely agree that a war will have more than 1 battle happen at a time. And that a 24 man corp holding more than one District may have to field 12 men in two battles or 8 men in three (and so on). And again, complete agreement that a 3000 man corp will eventually win out against a 24 man corp if the siege goes on for weeks.
I am just trying to emphasize that the DUST sov mechanics should allow small corps to defend themselves somewhat against large corps. In current EVE nullsec a small corp can do nothing if Goonswarm of TEST decide to take them out. 10,000 ships vs 100 ships is a slaughter no matter how skilled you are. This leads to giant mega-alliances and stagnation where power is in the number of ships you can field. With engagements limited to 24 vs 24 then numerical superiority isn't everything. You can have 24 Elite players holding off wave after wave of attacks on their 1 or 2 Districts for a few days / weeks. Eventually they will lose, but it won't be like EVE nullsec - the small corp can hold them off for a bit and possibly win through attrition.
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Etero Narciss
Seraphim Initiative. CRONOS.
112
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Posted - 2013.02.27 06:08:00 -
[237] - 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?).... I completely disagree with this notion. If 14 different corps own fourteen different districts in the same planet, they should all the have the ability to make money from their districts. If they want more they can move to another planet, attack the adjacent district, or negotiate with each other.
Also, the "landing point" idea is completely unnecessary, The need for numbers alone will limit the offensive potential of all but the largest corps, and even then that doesn't guarantee them multiple victories.
Sure, that one thousand man corp might be able to hit the whole planet at once, but it only takes half that to defend every district at the same time. |
Free Beers
Internal Error. Negative-Feedback
1081
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Posted - 2013.02.27 06:17:00 -
[238] - Quote
I go and play dust and of course IWS ruins the most epic awesome thread of the year by posting in it
Also no reinforcement timers will be here. CCP can give up dust if they do that and they wont they learned from nullsec already
As I said before it will have to be a persistant control model where by districts have a loyalty or alligiance factor the ticks up for whose in control of it. while ticking down for everyone else.
if not ccp is fail if they learned nothing from they way old fw was
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Vrain Matari
ZionTCD Legacy Rising
407
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Posted - 2013.02.27 06:42:00 -
[239] - Quote
Free Beers wrote:I go and play dust and of course IWS ruins the most epic awesome thread of the year by posting in it Also no reinforcement timers will be here. CCP can give up dust if they do that and they wont they learned from nullsec already As I said before it will have to be a persistant control model where by districts have a loyalty or alligiance factor the ticks up for whose in control of it. while ticking down for everyone else. if not ccp is fail if they learned nothing from they way old fw was Lots of great material here for the devs.
Mechanics can vary and can be tweaked until we find a system that works, that stays dynamic and that can't be over-sploited. But unless the Districts are tied to relevant strategic resources, etc., it's all a paper tiger.
The motivations for district ownership have to be real, with repercussions felt by DUST and EVE corps/alliances.
It's the bones of the thing, and the single most important thing CCP needs to get right in this whole process. The rest can be adjusted later. |
Tiluvo
Digital Mercs
10
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Posted - 2013.02.27 06:54:00 -
[240] - Quote
Vaerana Myshtana wrote: My solution- Resource depletion and renewal. Make districts "play out" after awhile and require expensive retooling or an annoyingly long cool down period. That makes districts profitable, but only if you keep conquering fresh ones or are patient enough to wait for refreshment. The crummy districts would also make a good source of PVE- from Rogue Drones to scavenging materials. They are also less likely to be well defended, giving newer corps a shot at taking them.
+1 to this |
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