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Free Beers
Internal Error. Negative-Feedback
1029
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Posted - 2013.02.25 19:01:00 -
[1] - Quote
CCP Nothin GÇô I admit I have no idea what changes are coming but I have real concerns about the FW economics model as it exists now. I donGÇÖt envy your tasks here.
While the mechanics should be there in the next build I donGÇÖt see the isk or the motivation in it. IGÇÖll explain, but I am only focused on NPC and direct isk (and value of LP) to dust mercs and isk value to FW corps. The indirect benefits such as PI bonuses and LP for FW pilots are irrelevant since they are individual and do not benefit the actual corps controlling a district or planet.
-I understand that corp battles were intended to be isk sinks for eve pilots. I am having a hard time seeing how that is going to actually be possible though.
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.
2) I know the npc isk rewards at end of the of the corp battle helps cover some cost of the battle but not a significant amount.
3) From the merc stand point their payment is 3 fold. NPC rewards, LP, and their cut from the corp contract. So 2 of these are isk in from npc sources and 1 from the FW militia corp
4) There is LP coming for individuals (and corps?) that participates in corp battles for FW but it would have to be worth a lot of isk to matter. If the value of LP and faction gear is high then the majority of the cost for battles will be covered by npc rewards and not FW militia corps. So more isk into the system in dust via corp battles
5) To put the 100 mill isk gear cost in perspective IGÇÖll use the most valuable item in EvE a tech moon. Right now it is worth about 11 bill isk a month to its owners. If ONE FW planet was worth 11 bill a month here is the break down
-11 bill/14 districts = ~785 mill isk a month per district (wow lots of isk right?)
-That means the owners can pay to have the district defended 7 times and still make a small amount of profit for their troubles.
6) In reality CCP wouldnGÇÖt make a FW planet worth a tech moon. So let me try a more reasonable number of say a planet is worth 2 bill a month to the FW Militia corp.
-2 bill/14 districts = ~142 mill isk a month per district (so enough to pay a merc corp to defend the planet once and make a profit) It has to be more profitable to hold a district then it would be to take it and I donGÇÖt see that. Here is why
Beers guide to abuse FW mechanics vol 1
Minmatar FW Corp Scrub1 holds district 4 on a planet. An Amarr FW corp pays Zion TCD to attack district. Zion TCD fails to take it but the defense of the district cost 100 mill isk. Next day a different Amarr FW corp is paid to attack the district. Win or lose for Scrub1 corp then have now lost isk on the district that month. Say Scrub1 corp still hold district. Day 3 and a different Amarr FW corp pays PFBHz to take the district and are successful. Day 4 Scrub2 and different Minmatar corp pays PFBHz to take district 4 for them. Every one of the FW corps get abused and lose isk on the deal. Merc corps profit slightly but why would FW corps want to be bothered with it
To be continuedGǪ
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Soght Toi
Tritan-Industries Legacy Rising
14
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Posted - 2013.02.25 19:05:00 -
[2] - Quote
Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build. |
Free Beers
Internal Error. Negative-Feedback
1029
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Posted - 2013.02.25 19:09:00 -
[3] - Quote
Soght Toi wrote:Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build.
Please go back to eating crayons then. If you actually read what I wrote and understand my concerns you would see that there is no economic motivation under current model for FW militia corps to actually want to pay mercs to take or defend districts.
TL:DR No merc contracts |
calisk galern
KILL-EM-QUICK RISE of LEGION
9
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Posted - 2013.02.25 19:11:00 -
[4] - Quote
your math hinges that you hire a ground force that loses 100mil per match no matter the opponent.
not exactly reliable when some will hire some of the strongest corps available that would probably lose less and actually work as a deterrent for attacking the planet. |
Kain Spero
Imperfects Negative-Feedback
893
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Posted - 2013.02.25 19:19:00 -
[5] - Quote
Soght Toi wrote:Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build.
You should care. If the economic incentive isn't addressed properly there won't be FW contracts from Eve to drive Dusters to fight. Without the proper economic drivers in place Dust could very well die in the crib.
No business arrangement can hope to continue to exist if the parties involved end up operating at a loss. The interaction between Dust and Eve MUST be mutually beneficial to both games.
My hope is that the changes that CCP are working on take this into account and Beers is worrying over nothing, but hoping for the best does no good if we don't get the results that are needed to ensure Dust's growth and success. |
Free Beers
Internal Error. Negative-Feedback
1029
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Posted - 2013.02.25 19:19:00 -
[6] - Quote
calisk galern wrote:your math hinges that you hire a ground force that loses 100mil per match no matter the opponent.
not exactly reliable when some will hire some of the strongest corps available that would probably lose less and actually work as a deterrent for attacking the planet.
I was being very simplistic in my discussion. In reality better corps will get higher fees and will be more profitable playing against average opponents. My concern wasn't towards merc corp but the FW corp footing the actual bill.
If you are a FW corp and having to put out isk to defend a district? Would you just want to pay 40 mill to bad corp a hope they protect you or pay 100 mill and know you will keep your district.
There are a lot of average corps at best in dust only a hand full of very good ones that can win consistantly |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
460
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Posted - 2013.02.25 19:32:00 -
[7] - Quote
Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping |
Kain Spero
Imperfects Negative-Feedback
893
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Posted - 2013.02.25 19:37:00 -
[8] - Quote
slap26 wrote:I just hope FW gets implemented in a way that we can just fight those battles over pubstomping
+ Infinity
The system should work to where if corps decide they never want to set foot in a pub match they should be able to do so and remain economically viable. This is key to making sure that Vets and New players are segregated in a thoughtful way to minimize pub stomping (it'll happen to some extent no matter what). |
Free Beers
Internal Error. Negative-Feedback
1029
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Posted - 2013.02.25 19:43:00 -
[9] - Quote
slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping
Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone.
think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do.
I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to.
thus our differeing philosophy |
slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
460
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Posted - 2013.02.25 19:51:00 -
[10] - Quote
Free Beers wrote:slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone. think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do. I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to. thus our differeing philosophy
I just don't want to fight for the Caldari Corporate Dogs, or those deep south Amarr Slavers |
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Free Beers
Internal Error. Negative-Feedback
1029
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Posted - 2013.02.25 19:57:00 -
[11] - Quote
slap26 wrote:Free Beers wrote:slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone. think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do. I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to. thus our differeing philosophy I just don't want to fight for the Caldari Corporate Dogs, or those deep south Amarr Slavers
Role playing aspect aside slap.
By picking a side you reduce what you get paid because you don't have the option to work for a differen't faction. If gallente controls all the planets there wont be contracts or very few. Lastly, you will have to defend planets when its required not when you want too. So if caldari likes to attack gallente during day or late at night are you going to always be on?
Sorry but being a highly skill merc and corp I don't get why you would want to be dictated what your paid and when you fight.
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slap26
Pink Fluffy Bounty Hunterz RISE of LEGION
460
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Posted - 2013.02.25 20:28:00 -
[12] - Quote
Free Beers wrote:slap26 wrote:Free Beers wrote:slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone. think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do. I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to. thus our differeing philosophy I just don't want to fight for the Caldari Corporate Dogs, or those deep south Amarr Slavers Role playing aspect aside slap. By picking a side you reduce what you get paid because you don't have the option to work for a differen't faction. If gallente controls all the planets there wont be contracts or very few. Lastly, you will have to defend planets when its required not when you want too. So if caldari likes to attack gallente during day or late at night are you going to always be on? Sorry but being a highly skill merc and corp I don't get why you would want to be dictated what your paid and when you fight.
Role playing aside, I completely agree.
They need to allow orbital strikes without being tied to a Faction. The main non roleplaying reason why we like to fight for Gallente is that we know we will have support in space. Be it a lone guy to blap people on the planet, or an entire fleet to make sure our guy stays alive. |
iceyburnz
Crux Special Tasks Group Gallente Federation
282
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Posted - 2013.02.25 20:29:00 -
[13] - Quote
Soght Toi wrote:Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build.
Did I miss something?
Post a link if possible.
EDIT: Nevermind found it. |
D Roc43
L.O.T.I.S. Legacy Rising
4
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Posted - 2013.02.25 21:04:00 -
[14] - Quote
Free Beers wrote:slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone. think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do. I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to. thus our differeing philosophy
I believe more mercs would play for all sides and be "true" immortal mercenaries playing for the highest bidder if they offered some sort of faction specific rewards, be it through LP or added monetary incentives. I think, setting monetary aspect on a back burner, they need to first fully sync our FW system with Eve's by allowing eve corporations to host contracts on particular planets then picking which corp they want to go take the contract. This will remove the shotgun approach to FW that our current system takes and will allow corps to strategically pick which planet to take as well as the corp they want to hire to go take it. Hopefully if they just take baby steps fixing this, one step at a time, we will see a fully functional, worthwhile FW system. |
iceyburnz
Crux Special Tasks Group Gallente Federation
282
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Posted - 2013.02.25 21:09:00 -
[15] - Quote
I don't see why Capsuleers can't just set up merc contracts to attack or defend districts, they put up the money, that way no new money is entering into the system, its just flowing from eve to Dust. And they could put a hard cap for the maximum amount "imposed by concord". |
Kain Spero
Imperfects Negative-Feedback
908
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Posted - 2013.02.25 21:38:00 -
[16] - Quote
iceyburnz wrote:I don't see why Capsuleers can't just set up merc contracts to attack or defend districts, they put up the money, that way no new money is entering into the system, its just flowing from eve to Dust. And they could put a hard cap for the maximum amount "imposed by concord".
The thing is there has to be an ISK answer to the "why" of the Capsuleer putting up the contract. An Eve pilot isn't going to sink money into Dust corps fighting over districts out of the goodness of his heart.
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Free Beers
Internal Error. Negative-Feedback
1044
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Posted - 2013.02.25 22:08:00 -
[17] - Quote
D Roc43 wrote:Free Beers wrote:slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone. think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do. I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to. thus our differeing philosophy I believe more mercs would play for all sides and be "true" immortal mercenaries playing for the highest bidder if they offered some sort of faction specific rewards, be it through LP or added monetary incentives. I think, setting monetary aspect on a back burner, they need to first fully sync our FW system with Eve's by allowing eve corporations to host contracts on particular planets then picking which corp they want to go take the contract. This will remove the shotgun approach to FW that our current system takes and will allow corps to strategically pick which planet to take as well as the corp they want to hire to go take it. Hopefully if they just take baby steps fixing this, one step at a time, we will see a fully functional, worthwhile FW system.
Mechanics is not my concern ccp is fully aware of what they need to do. What we have now is a "tech demo" (to steal hans line).
The issue is that ccp has stated time and time again that corp battles are isk sinks to them. Problem is that is they are isk sinks for dust mercs and eve pilots they where is the motivation to play?
Trust me I play pubs to get sp and thats it. why would I pub stomp to earn isk to just corp battle. I mean thats basically the corp battle system we have now that everyone hates. |
Dr Debo Galaxy
GunFall Mobilization Covert Intervention
201
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Posted - 2013.02.25 22:15:00 -
[18] - Quote
Isn't roullette a money sink, but there is the incentive to play that you could get the big pay out? I saw the term of isk sink as you can dump money into it but you only have a chance for the pay out. Like gambaling. |
Free Beers
Internal Error. Negative-Feedback
1044
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Posted - 2013.02.25 22:23:00 -
[19] - Quote
Dr Debo Galaxy wrote:Isn't roullette a money sink, but there is the incentive to play that you could get the big pay out? I saw the term of isk sink as you can dump money into it but you only have a chance for the pay out. Like gambaling.
Isk sink in ccp terms is isk out of the eve/dust universe. In corp battles its dust merc burning thru gear and vehicles. Yes there is some npc money, lp, and fw isk coming in but the net is intended to decrease isk in new eden between the 2. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.02.25 22:40:00 -
[20] - Quote
So I think longer term this is an issue.
However I think you are mixing some issues in.
1 - I would lean towards thinking the Dust "sov" that we are getting in the short term isn't in fact in the FW systems but instead other parts of lowsec.
2 - The payouts will be in Dust ISK not Eve ISK
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Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
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Posted - 2013.02.25 22:43:00 -
[21] - Quote
Yea I can also see the trouble here.
If dust battle is suppose to be EVE isk sink then Capsuleers won't do it because it won't benefit them. If there is some benefit in hiring dust mercs then Dust isn't EVE isk sink but it will inflat EVE economic even more.
CCP concept of Dust is simply contradict itself |
Free Beers
Internal Error. Negative-Feedback
1044
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Posted - 2013.02.25 22:46:00 -
[22] - Quote
Telcontar Dunedain wrote:So I think longer term this is an issue.
However I think you are mixing some issues in.
1 - I would lean towards thinking the Dust "sov" that we are getting in the short term isn't in fact in the FW systems but instead other parts of lowsec.
2 - The payouts will be in Dust ISK not Eve ISK
1-Telc my concern is isk for the eve side FW corps. It has to be worth it to the corp to employ mercs. I know you and I and many many others are tired of pubs and want to do corp battles and take other peoples stuff. th
I tried to stay general because it gets real cloudly on how/if dust based or non FW corps can actually own districts. Just a lot of unknow questions and concerns.
I have no idea how nonFW lowsec will work or what value will be had.
2-isk will be generated eve side to the owners of districts and we will be paid by them (isk sinks) to take or defend said districts. |
Free Beers
Internal Error. Negative-Feedback
1044
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Posted - 2013.02.25 22:48:00 -
[23] - Quote
Talruum Tezztarozza wrote:Yea I can also see the trouble here. If dust battle is suppose to be EVE isk sink then Capsuleers won't do it because it won't benefit them. If there is some benefit in hiring dust mercs then Dust isn't EVE isk sink but it will inflat EVE economic even more. CCP concept of Dust is simply contradict itself
FINALLY!!!!!
You are now my forum friend if you like it or not |
Icy Tiger
Universal Allies Inc.
1027
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Posted - 2013.02.25 22:49:00 -
[24] - Quote
If capsuleers don't care, that's half the game gone right there. And we all know that gameplay alone will never hold it up as it is right now. |
Icy Tiger
Universal Allies Inc.
1027
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Posted - 2013.02.25 22:50:00 -
[25] - Quote
Capsuleers should get something special for the FW battles. Mercs can be bought over with officer gear for example. |
Disturbingly Bored
Universal Allies Inc.
93
|
Posted - 2013.02.25 22:53:00 -
[26] - Quote
iceyburnz wrote:Did I miss something?
Post a link if possible.
EDIT: Nevermind found it.
Do share please. This is all intriguing and confusing at the same time. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.02.25 22:53:00 -
[27] - Quote
Free Beers wrote:Telcontar Dunedain wrote:So I think longer term this is an issue.
However I think you are mixing some issues in.
1 - I would lean towards thinking the Dust "sov" that we are getting in the short term isn't in fact in the FW systems but instead other parts of lowsec.
2 - The payouts will be in Dust ISK not Eve ISK
1-Telc my concern is isk for the eve side FW corps. It has to be worth it to the corp to employ mercs. I know you and I and many many others are tired of pubs and want to do corp battles and take other peoples stuff. th I tried to stay general because it gets real cloudly on how/if dust based or non FW corps can actually own districts. Just a lot of unknow questions and concerns. I have no idea how nonFW lowsec will work or what value will be had. 2-isk will be generated eve side to the owners of districts and we will be paid by them (isk sinks) to take or defend said districts.
So to me the correct question is -
Is getting a 25% bonus to the capture status of a FW system worth giving dust mercs eve side ISK to do the capture work?
I don't know how worth it this really is. |
Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.25 22:58:00 -
[28] - Quote
Not a bad idea free beers but beta i guess is here to make new emerging corp and solidify foundation of other. Yes you have right corp battle system is terrible right now so why dont give 2xSP and 2x isk 3xsalvage more than pub in the next build, other corp will be more interested and the challenge and the diversification for corp will be better, you have absolutly right with the district system but i maintain my opinion, its too close , i want ccp talk about district come soon in the next build so that fix every dust player what is the kind of game ccp want to bring |
Free Beers
Internal Error. Negative-Feedback
1044
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Posted - 2013.02.25 22:59:00 -
[29] - Quote
Telcontar Dunedain wrote:Free Beers wrote:Telcontar Dunedain wrote:So I think longer term this is an issue.
However I think you are mixing some issues in.
1 - I would lean towards thinking the Dust "sov" that we are getting in the short term isn't in fact in the FW systems but instead other parts of lowsec.
2 - The payouts will be in Dust ISK not Eve ISK
1-Telc my concern is isk for the eve side FW corps. It has to be worth it to the corp to employ mercs. I know you and I and many many others are tired of pubs and want to do corp battles and take other peoples stuff. th I tried to stay general because it gets real cloudly on how/if dust based or non FW corps can actually own districts. Just a lot of unknow questions and concerns. I have no idea how nonFW lowsec will work or what value will be had. 2-isk will be generated eve side to the owners of districts and we will be paid by them (isk sinks) to take or defend said districts. So to me the correct question is - Is getting a 25% bonus to the capture status of a FW system worth giving dust mercs eve side ISK to do the capture work? I don't know how worth it this really is.
So that is indirect benefits really telc. Indirect benefits such as PI bonus or higher LP conversion is for individuals not acutal corps in the militia. There needs to be direct benefits to the corp that owns or wants to own the district/planets for mercs to be employable on a consistant basis.
again so many unknows to work with but the fundamental philosophy of beind and isk sink to eve seems counter productive and broken now
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Free Beers
Internal Error. Negative-Feedback
1044
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Posted - 2013.02.25 23:03:00 -
[30] - Quote
Morathi III wrote:Not a bad idea free beers but beta i guess is here to make new emerging corp and solidify foundation of other. Yes you have right corp battle system is terrible right now so why dont give 2xSP and 2x isk 3xsalvage more than pub in the next build, other corp will be more interested and the challenge and the diversification for corp will be better, you have absolutly right with the district system but i maintain my opinion, its too close , i want ccp talk about district come soon in the next build so that fix every dust player what is the kind of game ccp want to bring
Morathi I agree with the added bonus to dust mercs to play in the corp battles. That is a way to entice and reward with out more isk going to into eve. It just can't be all npc dust side rewards. There needs to be a balance and relationship between pilots/mercs
I know ccp is focused hard to deliver the best mechanics they can. However, if the econmic part isn't there worked out a head of time we could have the best faction warfare system possible and nobody will care. |
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Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.02.25 23:04:00 -
[31] - Quote
Free Beers wrote:Telcontar Dunedain wrote:Free Beers wrote:Telcontar Dunedain wrote:So I think longer term this is an issue.
However I think you are mixing some issues in.
1 - I would lean towards thinking the Dust "sov" that we are getting in the short term isn't in fact in the FW systems but instead other parts of lowsec.
2 - The payouts will be in Dust ISK not Eve ISK
1-Telc my concern is isk for the eve side FW corps. It has to be worth it to the corp to employ mercs. I know you and I and many many others are tired of pubs and want to do corp battles and take other peoples stuff. th I tried to stay general because it gets real cloudly on how/if dust based or non FW corps can actually own districts. Just a lot of unknow questions and concerns. I have no idea how nonFW lowsec will work or what value will be had. 2-isk will be generated eve side to the owners of districts and we will be paid by them (isk sinks) to take or defend said districts. So to me the correct question is - Is getting a 25% bonus to the capture status of a FW system worth giving dust mercs eve side ISK to do the capture work? I don't know how worth it this really is. So that is indirect benefits really telc. Indirect benefits such as PI bonus or higher LP conversion is for individuals not acutal corps in the militia. There needs to be direct benefits to the corp that owns or wants to own the district/planets for mercs to be employable on a consistant basis. again so many unknows to work with but the fundamental philosophy of beind and isk sink to eve seems counter productive and broken now
This suddenly announced lowsec SOV for Dust mercs seems like CCP deciding that FW was too broken for us to even participate in.
ie with the broken state of it Eve side, there isn't enough passion to make Eve FW corps pay us to help them win.
Big problem for everyone.
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Morathi III
Rebelles A Quebec
57
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Posted - 2013.02.25 23:11:00 -
[32] - Quote
Free Beers wrote:Morathi III wrote:Not a bad idea free beers but beta i guess is here to make new emerging corp and solidify foundation of other. Yes you have right corp battle system is terrible right now so why dont give 2xSP and 2x isk 3xsalvage more than pub in the next build, other corp will be more interested and the challenge and the diversification for corp will be better, you have absolutly right with the district system but i maintain my opinion, its too close , i want ccp talk about district come soon in the next build so that fix every dust player what is the kind of game ccp want to bring Morathi I agree with the added bonus to dust mercs to play in the corp battles. That is a way to entice and reward with out more isk going to into eve. It just can't be all npc dust side rewards. There needs to be a balance and relationship between pilots/mercs I know ccp is focused hard to deliver the best mechanics they can. However, if the econmic part isn't there worked out a head of time we could have the best faction warfare system possible and nobody will care. You have right on this point, i agree with the pilot merc and the add of contract from eve, but district control even in eve and dust are not ready yet, step by step make the adaptation easier and prevent unbalanced things. Player need to know in what kind of game they invest and play, im sure your side know no doubt about it, but other really not |
Mavado V Noriega
SyNergy Gaming
2286
|
Posted - 2013.02.25 23:18:00 -
[33] - Quote
slap26 wrote:Free Beers wrote:slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone. think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do. I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to. thus our differeing philosophy I just don't want to fight for the Caldari Corporate Dogs, or those deep south Amarr Slavers
**** THE FROGS! |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
74
|
Posted - 2013.02.25 23:30:00 -
[34] - Quote
Morathi III wrote:Not a bad idea free beers but beta i guess is here to make new emerging corp and solidify foundation of other. Yes you have right corp battle system is terrible right now so why dont give 2xSP and 2x isk 3xsalvage more than pub in the next build, other corp will be more interested and the challenge and the diversification for corp will be better, you have absolutly right with the district system but i maintain my opinion, its too close , i want ccp talk about district come soon in the next build so that fix every dust player what is the kind of game ccp want to bring
Sound good at first but it's actually the worst idea ever :p
Two sister corps will just sit there and farm the hell out of each other ^^"
No offense meant |
Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.25 23:38:00 -
[35] - Quote
Talruum Tezztarozza wrote:Morathi III wrote:Not a bad idea free beers but beta i guess is here to make new emerging corp and solidify foundation of other. Yes you have right corp battle system is terrible right now so why dont give 2xSP and 2x isk 3xsalvage more than pub in the next build, other corp will be more interested and the challenge and the diversification for corp will be better, you have absolutly right with the district system but i maintain my opinion, its too close , i want ccp talk about district come soon in the next build so that fix every dust player what is the kind of game ccp want to bring Sound good at first but it's actually the worst idea ever :p Two sister corps will just sit there and farm the hell out of each other ^^" No offense meant Grrrr, yes its true, i dont see it at first sight, thanks |
Free Beers
Internal Error. Negative-Feedback
1044
|
Posted - 2013.02.25 23:39:00 -
[36] - Quote
Talruum Tezztarozza wrote:Morathi III wrote:Not a bad idea free beers but beta i guess is here to make new emerging corp and solidify foundation of other. Yes you have right corp battle system is terrible right now so why dont give 2xSP and 2x isk 3xsalvage more than pub in the next build, other corp will be more interested and the challenge and the diversification for corp will be better, you have absolutly right with the district system but i maintain my opinion, its too close , i want ccp talk about district come soon in the next build so that fix every dust player what is the kind of game ccp want to bring Sound good at first but it's actually the worst idea ever :p Two sister corps will just sit there and farm the hell out of each other ^^" No offense meant
Hence why there isn't an easy solution to this all. As I see it now every way can be abused and or used to grief corps. With lowsec sov coming what if dust mercs have no interest in FW because there is no isk in it.
So much awesome but so much bad is coming. |
Morathi III
Rebelles A Quebec
57
|
Posted - 2013.02.26 00:00:00 -
[37] - Quote
Very tough situation there, perhaps if they open the door to eve contract without allowing district, good reward and no SP cap for the contract with a bit more of salvage, i know good corp need a big bone in the next build but we cant allowed they take a strong advantage before the end of beta or that kill medium and small corp before they can organize. All depend on your point of you free beers but i want a strong competition with a lot of corp and player when the game come out of beta |
Deadly Mitauchi
SONS of LEGION RISE of LEGION
143
|
Posted - 2013.02.26 00:01:00 -
[38] - Quote
I truly appreciate Free Beers bringing up this topic because I feel it can not be discussed enough.
Some members of CCP did discuss that one of the purposes of Dust is to act as a type of ISK sink, however this is not its only role. Dust, like many things will have the proper incentives to motivation pilots to take part in it if they have "potential benefits" similar to what CCP has discussed previously. The key word here is "potential."
Like all things in Eve there has to be risk involved. Those successful and well coordinated should be able to profit while allowing those disorganized or overconfident to bite off more than they can chew. Right now CCP has only presented us with future ideas or potential benefits. FW is just the beginning and so harbors very small (if any) examples of this.
People not involved in FW in Eve may not truly understand what the purpose of FW truly is in Eve Online. FW is a place for unorganized groups to form-up, it is a place for small group pvp, it is a place of little risk and little reward. FW is only the beginning levels of true PvP and in no way represents the true combat of Eve Online nor will it be the primary gauge of combat for Dust 514 future. It is just what we have right now.
Make no mistake that FW when it comes to DUST/Eve interaction is little more than a test bed of what the future holds.
In the beginning I know there will be organization that will dump billion into Dust if for no other reason than just to say they own Planet A or completely Destroyed Planet B. That being said unless CCP comes forward with the true, tangible benefits and risks of planetry ownership then msot of us will jsut continue to speculate until we bore each other to death.
Theory crafting is great, but when there is a time for what-ifs and a time for substance. The time for real solid info and decision making is now. The whole don't worry it will be cool stuff won't cut it for much longer. |
Free Beers
Internal Error. Negative-Feedback
1044
|
Posted - 2013.02.26 01:26:00 -
[39] - Quote
Deadly Mitauchi wrote:I truly appreciate Free Beers bringing up this topic because I feel it can not be discussed enough.
Some members of CCP did discuss that one of the purposes of Dust is to act as a type of ISK sink, however this is not its only role. Dust, like many things will have the proper incentives to motivation pilots to take part in it if they have "potential benefits" similar to what CCP has discussed previously. The key word here is "potential."
Like all things in Eve there has to be risk involved. Those successful and well coordinated should be able to profit while allowing those disorganized or overconfident to bite off more than they can chew. Right now CCP has only presented us with future ideas or potential benefits. FW is just the beginning and so harbors very small (if any) examples of this.
People not involved in FW in Eve may not truly understand what the purpose of FW truly is in Eve Online. FW is a place for unorganized groups to form-up, it is a place for small group pvp, it is a place of little risk and little reward. FW is only the beginning levels of true PvP and in no way represents the true combat of Eve Online nor will it be the primary gauge of combat for Dust 514 future. It is just what we have right now.
Make no mistake that FW when it comes to DUST/Eve interaction is little more than a test bed of what the future holds.
In the beginning I know there will be organization that will dump billion into Dust if for no other reason than just to say they own Planet A or completely Destroyed Planet B. That being said unless CCP comes forward with the true, tangible benefits and risks of planetry ownership then msot of us will jsut continue to speculate until we bore each other to death.
Theory crafting is great, but when there is a time for what-ifs and a time for substance. The time for real solid info and decision making is now. The whole don't worry it will be cool stuff won't cut it for much longer.
Well said. There has to be more then mechanics to motivate both players bases. |
Kymo Carr
DUST University Ivy League
0
|
Posted - 2013.02.26 02:07:00 -
[40] - Quote
So...I'm guessing the main point is to:
A) Give Dust Mercs and EVE Pilots a good reason to get involved in FW (Territory etc.) B) Synchronize the economy so that DUST ISK = EVE ISK.
So it seems like what they need to do is find a balance between ISK in EVE and DUST so that there is a proportional amount between both, and then synchronize payouts between the games. This means that either DUST mercs start earning more for their actions around New Eden, or EVE pilots start earning less. |
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Vaerana Myshtana
Bojo's School of the Trades
206
|
Posted - 2013.02.26 03:06:00 -
[41] - Quote
Kain Spero wrote:iceyburnz wrote:I don't see why Capsuleers can't just set up merc contracts to attack or defend districts, they put up the money, that way no new money is entering into the system, its just flowing from eve to Dust. And they could put a hard cap for the maximum amount "imposed by concord". The thing is there has to be an ISK answer to the "why" of the Capsuleer putting up the contract. An Eve pilot isn't going to sink money into Dust corps fighting over districts out of the goodness of his heart.
District control affects FW capture status of the system.
I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp. |
Free Beers
Internal Error. Negative-Feedback
1044
|
Posted - 2013.02.26 03:12:00 -
[42] - Quote
Vaerana Myshtana wrote:Kain Spero wrote:iceyburnz wrote:I don't see why Capsuleers can't just set up merc contracts to attack or defend districts, they put up the money, that way no new money is entering into the system, its just flowing from eve to Dust. And they could put a hard cap for the maximum amount "imposed by concord". The thing is there has to be an ISK answer to the "why" of the Capsuleer putting up the contract. An Eve pilot isn't going to sink money into Dust corps fighting over districts out of the goodness of his heart. District control affects FW capture status of the system. I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp.
Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district.
its not really about which corp its about any corp |
Disturbingly Bored
Universal Allies Inc.
93
|
Posted - 2013.02.26 03:25:00 -
[43] - Quote
Free Beers wrote:Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district.
its not really about which corp its about any corp
I'm digging all the logic, Beers, but one question for you:
Are you assuming that every district of every planet will be fought over every month?
Do we even have a rough estimate on the total planets/districts?
From what I remember of my FW days, there were a whole hell of a lot of planets. If there's more than can be reasonably fought over (yes, there will always be hotspots, but speaking macroscopically, some planets will get more attention than others) there's going to be profit in it somewhere.
I imagine that battle hotspots will happen like a roving, incredibly hot spotlight. |
Free Beers
Internal Error. Negative-Feedback
1044
|
Posted - 2013.02.26 03:53:00 -
[44] - Quote
Disturbingly Bored wrote:Free Beers wrote:Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district.
its not really about which corp its about any corp I'm digging all the logic, Beers, but one question for you: Are you assuming that every district of every planet will be fought over every month? Do we even have a rough estimate on the total planets/districts? From what I remember of my FW days, there were a whole hell of a lot of planets. If there's more than can be reasonably fought over (yes, there will always be hotspots, but speaking macroscopically, some planets will get more attention than others) there's going to be profit in it somewhere. I imagine that battle hotspots will happen like a roving, incredibly hot spotlight.
You bring up really good points.
At the moment its all temperate planets in FW space and each planet is suppose to have 10-14 districts on them (not to mention the rest of lowsec will have dust sov on planets). I assume just like now districts will be able to be attacked when the attacker chooses. Which means you could have tons of corps laying seige to 1 district on 1 planet all in the same day.
I'm one of those eve nerds with all the spreadsheets so I always calculate the time, effort, reward in anything I do. Thus my concern
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Disturbingly Bored
Universal Allies Inc.
93
|
Posted - 2013.02.26 04:11:00 -
[45] - Quote
Free Beers wrote:I assume just like now districts will be able to be attacked when the attacker chooses. Which means you could have tons of corps laying seige to 1 district on 1 planet all in the same day.
Exactly my thinking. Which lead me to believe that most planets will be profitable most of the time, but when one system starts getting all the fighting, the profitability will drop deep into the negative for a while until the heat is off. That's when DUST bunnies make profit and podders lose it.
Just thought I'd play devil's advocate for a moment.
Though I imagine you're entirely correct that if most people lose profit most of the time, it's bound to fizzle sooner or later, and that if most people are at least mildly profiting, then DUST isn't serving as an ISK sink at all and inflation increases again.
Quote:I'm one of those eve nerds with all the spreadsheets so I always calculate the time, effort, reward in anything I do. Thus my concern
I was too. Was on the ground floor of the projectile rebalance waging spreadsheet warfare about falloff with Laing a few years ago. There's just something about EVE that logically leads to Excel documents. (Methinks it's the menu interface.)
ED: Just had a thought about isk sinks.
The only way it would work is if paying DUST Mercs to hold a planet is unprofitable, but the consequences of not doing it are so severe that people do it anyway. I image we'd be seeing a whole lot of rage floating around in the void of space in that case, but hey, they're both CCP's games. CCP's servers run on tears. |
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CCP FoxFour
C C P C C P Alliance
69
|
Posted - 2013.02.26 15:32:00 -
[46] - Quote
BLARGITY!
Hey guys,
Been reading this thread and really want to respond. First and foremost thank you for this thread. These types of discussions are really awesome and help us a lot.
You guys make a lot of really valid points about FW corporation battles; unfortunately, or fortunately depending how you look at it, they won't apply to FW battles much longer. One of the design goals we have right now when it comes to battles that are not the instant battles is that the corporation paying for the fight should be the ones owning the district and controlling who gets in.
I am not going to go into much detail here because I and CCP Nullabor are writing a dev blog on it, but I want you guys to know that we agree with a lot of what you have said and are working on a lot of improvements.
I will also note that your estimate for how much a planet should generate is pretty close to what I have listed in my documentation right here... No matter how much a district makes though, we want to encourage people to attack other districts because giant NAP fests are terrible.
No promise on when the dev blog will be out though. |
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CCP FoxFour
C C P C C P Alliance
69
|
Posted - 2013.02.26 15:34:00 -
[47] - Quote
Free Beers wrote:Disturbingly Bored wrote:Free Beers wrote:Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district.
its not really about which corp its about any corp I'm digging all the logic, Beers, but one question for you: Are you assuming that every district of every planet will be fought over every month? Do we even have a rough estimate on the total planets/districts? From what I remember of my FW days, there were a whole hell of a lot of planets. If there's more than can be reasonably fought over (yes, there will always be hotspots, but speaking macroscopically, some planets will get more attention than others) there's going to be profit in it somewhere. I imagine that battle hotspots will happen like a roving, incredibly hot spotlight. You bring up really good points. At the moment its all temperate planets in FW space and each planet is suppose to have 10-14 districts on them (not to mention the rest of lowsec will have dust sov on planets). I assume just like now districts will be able to be attacked when the attacker chooses. Which means you could have tons of corps laying seige to 1 district on 1 planet all in the same day. I'm one of those eve nerds with all the spreadsheets so I always calculate the time, effort, reward in anything I do. Thus my concern
Keep in mind we also limit it to temperate planets. Dotlan has a nice view to show temperate planets, here is the Amarr/Minmatar warzone and temperate planets: http://evemaps.dotlan.net/map/Amarr_vs_Minmatar#temperate |
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CCP FoxFour
C C P C C P Alliance
69
|
Posted - 2013.02.26 15:37:00 -
[48] - Quote
Free Beers wrote:Vaerana Myshtana wrote:Kain Spero wrote:iceyburnz wrote:I don't see why Capsuleers can't just set up merc contracts to attack or defend districts, they put up the money, that way no new money is entering into the system, its just flowing from eve to Dust. And they could put a hard cap for the maximum amount "imposed by concord". The thing is there has to be an ISK answer to the "why" of the Capsuleer putting up the contract. An Eve pilot isn't going to sink money into Dust corps fighting over districts out of the goodness of his heart. District control affects FW capture status of the system. I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp. Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district. its not really about which corp its about any corp
You guys are assuming, and maybe correctly so based on how things currently work, that corporation battles are only ISK sinks. Nice thing about EVE is the winner gets the losers loot... mmmmm loot. |
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CCP FoxFour
C C P C C P Alliance
69
|
Posted - 2013.02.26 15:42:00 -
[49] - Quote
Telcontar Dunedain wrote:This suddenly announced lowsec SOV for Dust mercs seems like CCP deciding that FW was too broken for us to even participate in.
ie with the broken state of it Eve side, there isn't enough passion to make Eve FW corps pay us to help them win.
Big problem for everyone.
Or it could be we have different ideas for FW battles. If FW battles and those for control of SOV were identical in all aspects it would be a bit redundant. We want them both to offer something different and to be different than the instant battles. More on this soon. |
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Disturbingly Bored
Universal Allies Inc.
95
|
Posted - 2013.02.26 16:02:00 -
[50] - Quote
Epic Dev posting. Thanks FoxFour! Looking forward to that blog post. |
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RuckingFetard
Better Hide R Die
22
|
Posted - 2013.02.26 16:05:00 -
[51] - Quote
The next build will be ..... Interesting |
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CCP FoxFour
C C P C C P Alliance
71
|
Posted - 2013.02.26 16:15:00 -
[52] - Quote
RuckingFetard wrote:The next build will be ..... Interesting
You have no idea. The number of things we have sat around here saying "well, this should work... I hope..." The things we are doing don't have many other examples to compare to. Even deciding simple things like how many districts there should be, how much they should generate, and those type of things just make any day a very long day. |
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1157
|
Posted - 2013.02.26 16:16:00 -
[53] - Quote
CCP FoxFour wrote:Telcontar Dunedain wrote:This suddenly announced lowsec SOV for Dust mercs seems like CCP deciding that FW was too broken for us to even participate in.
ie with the broken state of it Eve side, there isn't enough passion to make Eve FW corps pay us to help them win.
Big problem for everyone.
Or it could be we have different ideas for FW battles. If FW battles and those for control of SOV were identical in all aspects it would be a bit redundant. We want them both to offer something different and to be different than the instant battles. More on this soon.
So you are kinda giving confirmation that FW battles and player owned districts in low-sec are two very different things right ? I wasnt there when the thread started but i had a few thoughts on how it could end up working based on the CSM minutes and the recent interviews and other podcasts.
FW fights : Opened to both corps and blueberries according to last CAST 514 with Null and Praetorian. This obviously implies a change in how the whole system works as randoms can't possibly pay 10 Mil to accept a contract. Or a corp that decides to pay a 10 Mil collateral to try and get a specific district will probably not like the idea of seeing blueberries get in the fight on their side (i know i wouldnt like it.)
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.
So that leaves us with all the economics and mechanics question marks.
=> The way i see it : EVE side already has incentives to use mercs to fight in FW as it can help attacking\defending systems faster. Then, the profit comes from usual FW revenue. The main question is how to push players in diving into those fights as EVE corps wont be able to add any money to the mix to avoid massive flows of ISK being transfered from EVE to Dust that way.
So yeah, that pretty much leaves NPC ISK being added to the mix and with more interesting payouts that usual pub games. In the end, i'm picturing FW as an evolved pub game.
Eve dude sets contracts for districts for free (or with a fixed broker fee). Those appears in mercenary tabs and then it's randoms and or teams diving in and fighting for more money than a classic pub game. Then district goes into some kind of reinforced state to avoid constant switching from side to side.
POD fights: Like many people said. Would happen in other low-sec systems. Probably not all of those available to avoid corps owning too quickly a vast territory and to make sure that fights happens and actually have a meaning. The scale of how many PO planets are available will be critical on that matter as there aint enough corps with real capabilities to own all of it and maintain enough frictions so that fights happen.
Then comes a bunch of questions : - Revenue : probably a "get X amount of ISK in X time" for every district. "Get bonus Isk for owning the entire planet" etc... - Attacking\defending Mechanics : The main question there is regarding the first attack on a possible POD. Will it be "i saw it first, i got it" ? Will it require two corps to challenge each other so the POD can be owned the first time ?
Then, i guess it's pretty simple : - attack district - reinforced timer then battle opens - fight fight fight (or not if there aint no ennemies) - district (doesnt) switch - Goes into a longer reinforced timer so cannot be attacked again for a X amount of time.
The only part that should involve EVE on those POD fights in the first place are OB. Perhaps some PI bonuses regarding taxes or extraction rates for pilots of the alliance\corp but not much more. Then, when adding orbital artillery and other stuff in a later expansion, the interest for pilots that dont PI will rise. Pretty much like the vision of the 0.0 discussed in cast 514 where dusters are seen as a tool of war just like any other ship rather than another component of system SOV.
So yeah, i freakin can't wait to see that devblog !! Hurry up dudes, we're waiting !! |
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CCP FoxFour
C C P C C P Alliance
75
|
Posted - 2013.02.26 16:40:00 -
[54] - Quote
Laurent Cazaderon wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:This suddenly announced lowsec SOV for Dust mercs seems like CCP deciding that FW was too broken for us to even participate in.
ie with the broken state of it Eve side, there isn't enough passion to make Eve FW corps pay us to help them win.
Big problem for everyone.
Or it could be we have different ideas for FW battles. If FW battles and those for control of SOV were identical in all aspects it would be a bit redundant. We want them both to offer something different and to be different than the instant battles. More on this soon. So you are kinda giving confirmation that FW battles and player owned districts in low-sec are two very different things right ? I wasnt there when the thread started but i had a few thoughts on how it could end up working based on the CSM minutes and the recent interviews and other podcasts. FW fights : Opened to both corps and blueberries according to last CAST 514 with Null and Praetorian. This obviously implies a change in how the whole system works as randoms can't possibly pay 10 Mil to accept a contract. Or a corp that decides to pay a 10 Mil collateral to try and get a specific district will probably not like the idea of seeing blueberries get in the fight on their side (i know i wouldnt like it.) 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. So that leaves us with all the economics and mechanics question marks. => The way i see it : EVE side already has incentives to use mercs to fight in FW as it can help attacking\defending systems faster. Then, the profit comes from usual FW revenue. The main question is how to push players in diving into those fights as EVE corps wont be able to add any money to the mix to avoid massive flows of ISK being transfered from EVE to Dust that way. So yeah, that pretty much leaves NPC ISK being added to the mix and with more interesting payouts that usual pub games. In the end, i'm picturing FW as an evolved pub game. Eve dude sets contracts for districts for free (or with a fixed broker fee). Those appears in mercenary tabs and then it's randoms and or teams diving in and fighting for more money than a classic pub game. Then district goes into some kind of reinforced state to avoid constant switching from side to side. POD fights: Like many people said. Would happen in other low-sec systems. Probably not all of those available to avoid corps owning too quickly a vast territory and to make sure that fights happens and actually have a meaning. The scale of how many PO planets are available will be critical on that matter as there aint enough corps with real capabilities to own all of it and maintain enough frictions so that fights happen. You all know that wars (good ol wars, not crazy assed wars) happen when there's only a few of something everybody wants. Either space, or ressources. Or both to make it worse. Then comes a bunch of questions : - Revenue : probably a "get X amount of ISK in X time" for every district. "Get bonus Isk for owning the entire planet" etc... - Attacking\defending Mechanics : The main question there is regarding the first attack on a possible POD. Will it be "i saw it first, i got it" ? Will it require two corps to challenge each other so the POD can be owned the first time ? Then, i guess it's pretty simple : - attack district - reinforced timer then battle opens - fight fight fight (or not if there aint no ennemies) - district (doesnt) switch - Goes into a longer reinforced timer so cannot be attacked again for a X amount of time. The only part that should involve EVE on those POD fights in the first place are OB. Perhaps some PI bonuses regarding taxes or extraction rates for pilots of the alliance\corp but not much more. Then, when adding orbital artillery and other stuff in a later expansion, the interest for pilots that dont PI will rise. Pretty much like the vision of the 0.0 discussed in cast 514 where dusters are seen as a tool of war just like any other ship rather than another component of system SOV. So yeah, i freakin can't wait to see that devblog !! Hurry up dudes, we're waiting !!
... O_O
I may have talked to much... Back to work for me.
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Mobius Wyvern
BetaMax.
1217
|
Posted - 2013.02.26 16:55:00 -
[55] - Quote
CCP FoxFour wrote:Laurent Cazaderon wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:This suddenly announced lowsec SOV for Dust mercs seems like CCP deciding that FW was too broken for us to even participate in.
ie with the broken state of it Eve side, there isn't enough passion to make Eve FW corps pay us to help them win.
Big problem for everyone.
Or it could be we have different ideas for FW battles. If FW battles and those for control of SOV were identical in all aspects it would be a bit redundant. We want them both to offer something different and to be different than the instant battles. More on this soon. So you are kinda giving confirmation that FW battles and player owned districts in low-sec are two very different things right ? I wasnt there when the thread started but i had a few thoughts on how it could end up working based on the CSM minutes and the recent interviews and other podcasts. FW fights : Opened to both corps and blueberries according to last CAST 514 with Null and Praetorian. This obviously implies a change in how the whole system works as randoms can't possibly pay 10 Mil to accept a contract. Or a corp that decides to pay a 10 Mil collateral to try and get a specific district will probably not like the idea of seeing blueberries get in the fight on their side (i know i wouldnt like it.) 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. So that leaves us with all the economics and mechanics question marks. => The way i see it : EVE side already has incentives to use mercs to fight in FW as it can help attacking\defending systems faster. Then, the profit comes from usual FW revenue. The main question is how to push players in diving into those fights as EVE corps wont be able to add any money to the mix to avoid massive flows of ISK being transfered from EVE to Dust that way. So yeah, that pretty much leaves NPC ISK being added to the mix and with more interesting payouts that usual pub games. In the end, i'm picturing FW as an evolved pub game. Eve dude sets contracts for districts for free (or with a fixed broker fee). Those appears in mercenary tabs and then it's randoms and or teams diving in and fighting for more money than a classic pub game. Then district goes into some kind of reinforced state to avoid constant switching from side to side. POD fights: Like many people said. Would happen in other low-sec systems. Probably not all of those available to avoid corps owning too quickly a vast territory and to make sure that fights happens and actually have a meaning. The scale of how many PO planets are available will be critical on that matter as there aint enough corps with real capabilities to own all of it and maintain enough frictions so that fights happen. You all know that wars (good ol wars, not crazy assed wars) happen when there's only a few of something everybody wants. Either space, or ressources. Or both to make it worse. Then comes a bunch of questions : - Revenue : probably a "get X amount of ISK in X time" for every district. "Get bonus Isk for owning the entire planet" etc... - Attacking\defending Mechanics : The main question there is regarding the first attack on a possible POD. Will it be "i saw it first, i got it" ? Will it require two corps to challenge each other so the POD can be owned the first time ? Then, i guess it's pretty simple : - attack district - reinforced timer then battle opens - fight fight fight (or not if there aint no ennemies) - district (doesnt) switch - Goes into a longer reinforced timer so cannot be attacked again for a X amount of time. The only part that should involve EVE on those POD fights in the first place are OB. Perhaps some PI bonuses regarding taxes or extraction rates for pilots of the alliance\corp but not much more. Then, when adding orbital artillery and other stuff in a later expansion, the interest for pilots that dont PI will rise. Pretty much like the vision of the 0.0 discussed in cast 514 where dusters are seen as a tool of war just like any other ship rather than another component of system SOV. So yeah, i freakin can't wait to see that devblog !! Hurry up dudes, we're waiting !! ... O_O I may have talked to much... Back to work for me. I know that feeling, Fox Four. Did it myself with a few info releases on the MechWarrior Living Legends forums while we were still developing. |
Alcare Xavier Golden
DUST University Ivy League
32
|
Posted - 2013.02.26 16:59:00 -
[56] - Quote
CCP FoxFour wrote:... O_O
I may have talked to much... Back to work for me.
Lets keep this thread up at the top until we can get FoxFour to talk MORE! |
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CCP FoxFour
C C P C C P Alliance
76
|
Posted - 2013.02.26 17:00:00 -
[57] - Quote
Mobius Wyvern wrote:I know that feeling, Fox Four. Did it myself with a few info releases on the MechWarrior Living Legends forums while we were still developing.
It is a fun feeling. |
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Free Beers
Internal Error. Negative-Feedback
1046
|
Posted - 2013.02.26 17:07:00 -
[58] - Quote
CCP FoxFour wrote:BLARGITY!
Hey guys,
Been reading this thread and really want to respond. First and foremost thank you for this thread. These types of discussions are really awesome and help us a lot.
You guys make a lot of really valid points about FW corporation battles; unfortunately, or fortunately depending how you look at it, they won't apply to FW battles much longer. One of the design goals we have right now when it comes to battles that are not the instant battles is that the corporation paying for the fight should be the ones owning the district and controlling who gets in.
I am not going to go into much detail here because I and CCP Nullabor are writing a dev blog on it, but I want you guys to know that we agree with a lot of what you have said and are working on a lot of improvements.
I will also note that your estimate for how much a planet should generate is pretty close to what I have listed in my documentation right here... No matter how much a district makes though, we want to encourage people to attack other districts because giant NAP fests are terrible.
No promise on when the dev blog will be out though.
Thanks for the response FoxFour. I feel a whole lot better now knowing that you guys have really thought this out. The Dust-EvE link needs to be so much more then mechanics.
Also we need to ability to transfer districts to other corps/alliances just like we do Custom Offices now in EvE. |
Vrain Matari
ZionTCD Legacy Rising
405
|
Posted - 2013.02.26 17:11:00 -
[59] - Quote
Fantastic discussion peeps. I luuuuuuv to see the game mechanics discussions spanning EVE/DUST and making it obvious that we are really talking about life in New Eden.
It sounds like our erstwhile devs and designers have plans for Faction Warfare, which is very good news.
What follows is not a critisism, but more a 'New Eden is always evolving' kind of argument.
FW was brought out as a response to the questions:
'How do we motivate peeps to get out of hisec, engage in pvp, and maybe use that experience as a springboard to end up out in nullsec, where tbh we have invested a disproportionate amount of devtime?' and 'What the hell do we do with losec?'.
It's had its successes and failures, it provides LP rewards, can have standings repercussions, provides small-group pvp, gets peeps into losec, etc. FW has seen a couple of passes and various tweaks, and it does serve a role in the game to a not-insignificant group of players.
Imo it fails because it is arbitrary. It is not tied in to any larger political picture(even though some nullsec alliances have a FW presence), doesn't have much of an influence on resource extraction/manufacturing/research etc. Atm, it is basically unconnected to hi and nullsec. It was a solution to a game-design problem, and not integrated into the bones of New Eden in any meaninful way.
I can go on about this at length, but will spare you all the wall of text.
The short and sweet version of my proposal for the cure to this is geopolitics. This means tangible strategic resources and structures and also intangible benefits to logistic considerations(eg. the transport of minerals between hi and losec is problematic atm). And these resources/benefits should tie into both the null and hisec game, resulting in a more integrated New Eden ripe for emergent behaviours.
Lastly, the ultimate value of taking these planets should be synergistic - mutual co-development of terrestrial(by Mercs) and orbital resources(by Pilots) should increase the benefits of planetery ownership/losec sov by a strategically valuable amount. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1158
|
Posted - 2013.02.26 17:11:00 -
[60] - Quote
Quote:
... O_O
I may have talked to much... Back to work for me.
Dont worry you merely just confirm a few ideas. I ve been thinking of this for a long time now. ^^ And come on. Talking is good for the soul ;)
Or at least, just tell me if i m seeing all this the right way or if some stuff are very far from what you guyd are planning. Nullarbor woild be totally ok with you doing that i promess :D |
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Vaerana Myshtana
Bojo's School of the Trades
211
|
Posted - 2013.02.26 17:19:00 -
[61] - Quote
Free Beers wrote:Vaerana Myshtana wrote: I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp.
Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district. its not really about which corp its about any corp
Well, again, I think your point as regards highly contested districts is valid- some districts will just not be worth fighting over.
On the other hand, I think MOST districts (after perhaps an initial flurry of activity) will be relatively stable, just like star systems in nullsec.
So, while a capsuleer might have to drop 175M ISK to defend District 4 on Intaki V, most will rarely have to do so.
Indeed, I talked with some capsuleer relatives (RP) and they said that they'd probably use the lowest bidder they could find to do jobs.
That suggests to me that if Corp A is expending 25M ISK in a battle and Corp B is expending 10M ISK, then Corp B is likely to win in the end because they can just keep pummeling Corp A until they go broke.
In my mind, this is how it's supposed to work. Corp battles and/or Merc Contracts should be about expending as little ISK as possible to do the job. |
Kain Spero
Imperfects Negative-Feedback
910
|
Posted - 2013.02.26 17:22:00 -
[62] - Quote
Free Beers wrote:Also we need to ability to transfer districts to other corps/alliances just like we do Custom Offices now in EvE.
YES! I think this may be addressed in that corporations can be allowed to take a district FOR you, but not own the district at the end of the battle.
I expect us to be very busy soon (and hopefully with no TM).
|
Vaerana Myshtana
Bojo's School of the Trades
211
|
Posted - 2013.02.26 17:25:00 -
[63] - Quote
Kain Spero wrote:Free Beers wrote:Also we need to ability to transfer districts to other corps/alliances just like we do Custom Offices now in EvE. YES! I think this may be addressed in that corporations can be allowed to take a district FOR you, but not own the district at the end of the battle. I expect us to be very busy soon (and hopefully with no TM).
ALTHOUGH... I seem to remember one of the devs saying in the podcast that merc corps could own districts themselves.
Food for thought. |
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CCP FoxFour
C C P C C P Alliance
92
|
Posted - 2013.02.26 17:25:00 -
[64] - Quote
Laurent Cazaderon wrote:Quote:
... O_O
I may have talked to much... Back to work for me.
Dont worry you merely just confirm a few ideas. I ve been thinking of this for a long time now. ^^ And come on. Talking is good for the soul ;) Or at least, just tell me if i m seeing all this the right way or if some stuff are very far from what you guyd are planning. Nullarbor woild be totally ok with you doing that i promess :D
Nullabor sits right beside me, so I would rather keep my life for now thank you. Plus I already have something going with Nova that potentially puts my life in danger with Nullabor. |
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Free Beers
Internal Error. Negative-Feedback
1046
|
Posted - 2013.02.26 17:26:00 -
[65] - Quote
CCP FoxFour wrote:BLARGITY!
... No matter how much a district makes though, we want to encourage people to attack other districts because giant NAP fests are terrible.
Encouraging people to attack other districts is good but you can't stop multiple corps from just seiging a planet until the owner gives up. I'm a baddie and if somone want to pay me to make you give up your district/planets it will happen.
Thus is the way in EvE thus will it be in Dust
PS dust really needs a test server set up. It's best to let me break the game before it goes live
|
|
CCP FoxFour
C C P C C P Alliance
102
|
Posted - 2013.02.26 17:29:00 -
[66] - Quote
Vaerana Myshtana wrote:Free Beers wrote:Vaerana Myshtana wrote: I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp.
Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district. its not really about which corp its about any corp Well, again, I think your point as regards highly contested districts is valid- some districts will just not be worth fighting over. On the other hand, I think MOST districts (after perhaps an initial flurry of activity) will be relatively stable, just like star systems in nullsec. So, while a capsuleer might have to drop 175M ISK to defend District 4 on Intaki V, most will rarely have to do so. Indeed, I talked with some capsuleer relatives (RP) and they said that they'd probably use the lowest bidder they could find to do jobs. That suggests to me that if Corp A is expending 25M ISK in a battle and Corp B is expending 10M ISK, then Corp B is likely to win in the end because they can just keep pummeling Corp A until they go broke. In my mind, this is how it's supposed to work. Corp battles and/or Merc Contracts should be about expending as little ISK as possible to do the job.
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? |
|
Jeremiad R Doomprofit
Subdreddit Test Alliance Please Ignore
59
|
Posted - 2013.02.26 17:30:00 -
[67] - Quote
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. |
|
CCP FoxFour
C C P C C P Alliance
102
|
Posted - 2013.02.26 17:31:00 -
[68] - Quote
Free Beers wrote:CCP FoxFour wrote:BLARGITY!
... No matter how much a district makes though, we want to encourage people to attack other districts because giant NAP fests are terrible.
Encouraging people to attack other districts is good but you can't stop multiple corps from just seiging a planet until the owner gives up. I'm a baddie and if somone want to pay me to make you give up your district/planets it will happen. Thus is the way in EvE thus will it be in Dust PS dust really needs a test server set up. It's best to let me break the game before it goes live
Yes we know we can't stop multiple people ganging up, but can we make attacking more profitable than sitting there doing nothing? |
|
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CCP FoxFour
C C P C C P Alliance
102
|
Posted - 2013.02.26 17:32:00 -
[69] - Quote
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* |
|
Free Beers
Internal Error. Negative-Feedback
1046
|
Posted - 2013.02.26 17:36:00 -
[70] - Quote
Vaerana Myshtana wrote:Free Beers wrote:Vaerana Myshtana wrote: I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp.
Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district. its not really about which corp its about any corp Well, again, I think your point as regards highly contested districts is valid- some districts will just not be worth fighting over. On the other hand, I think MOST districts (after perhaps an initial flurry of activity) will be relatively stable, just like star systems in nullsec. So, while a capsuleer might have to drop 175M ISK to defend District 4 on Intaki V, most will rarely have to do so. Indeed, I talked with some capsuleer relatives (RP) and they said that they'd probably use the lowest bidder they could find to do jobs. That suggests to me that if Corp A is expending 25M ISK in a battle and Corp B is expending 10M ISK, then Corp B is likely to win in the end because they can just keep pummeling Corp A until they go broke. In my mind, this is how it's supposed to work. Corp battles and/or Merc Contracts should be about expending as little ISK as possible to do the job.
Dust as in EvE you will have to always way the econmics of what you are taking or defending. Based on the number of players in dust most of the corp battle contracts will be scrub corps vs scrub corps.
I will stop you there though because after the novalty of corp battles wears off you wont have guys wanting to work for free or a loss. The idea of paying 24 mercs 10 million total to take or defend a planet is obsured in the long run. Remember corps that can't win battles aren't going to have a good rep and will find it harder to be hired.
If you were a FW corp and wanted a district taken for you. Would you choose corp A for 10 mill that has a 20% win rate or Corp B for 25 mill that had a 75% win rate.
I think economic warfare will be a big part of districts and planets but you can't stop a planet that just gets seiged by numerous corps at once. I actually see it a dust greifing 101 |
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Jeremiad R Doomprofit
Subdreddit Test Alliance Please Ignore
59
|
Posted - 2013.02.26 17:36:00 -
[71] - Quote
Ooooh, yooooou... |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.26 17:37:00 -
[72] - 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?
Wouldn't the upper limit there be something like, "As much as your composite/aggregate corp forces are determined to fight...?"
That is first a manpower question, then it is will have other constraints just like SOV warfare.
-What % of people want to participate in flipping districts/ how easy is it to participate?
O wouldn't be suprised if numbers here are similar to Eve demographics in terms of nullsec vs. highsec participation.
-What will be the incentive threshold that pushes people out of the PvE content toward PvP POD warfare? -How much can people participate before burnout sets in? -How many people does it take to flip a district/vs defend your own? The more you flip the more vulnerable you are... -How do the mechanics being built help to constrain/enhance corporations' efforts in the above? |
Magnus Victor Ardishapur
Bragian Order Amarr Empire
1
|
Posted - 2013.02.26 17:39:00 -
[73] - Quote
Hello and greeting fellow Amarrians... and other... scum.
I am here to submit a couple formal requests:
1.) Please allow for districts to be renamed. For example, District 0ne would be called, All Minmatar scum and sympathizers will burn in the holy fire of purification and No minmatar is safe from God
2.) Source of labor, I would love to import my numerous slaves to help keep production high and cost low. Possible benefit for daily
3.) District/ planetary policy, I would love for pilots who are flying by to see little description about what this planet stands for.
Thank you faithful followers, and may rest of you scum burn in hell |
Baal Omniscient
L.O.T.I.S. Legacy Rising
254
|
Posted - 2013.02.26 17:41:00 -
[74] - Quote
A relatively easy solution:
Make a corp battle/pub 16vs16 match hybrid for players who are willing to fight REAL matches. Increased rewards and salvage.
NPC corps can set a constant locked bounty, and player corps can set a varied bounty with the NPC locked bounty as a minimum baseline.
You choose in the battle finder the faction you wish to fight for, and it automatically sets up a match for that faction vs the first enemy faction that has enough players waiting for a battle to start a match. In this way the better players can come here to truly fight for a faction they want while against other players who are bringing their A game who are willing to spend more ISK for fighting for their faction.
Alternatively they could set it up like current merc battles where the player count in a match is listed so you could have 16 members of your corp join the same empty battle at the same time, thus allowing the full corp team dynamic that many people want.
This would also leave newer players to the basic game modes to play, skill up, practice, what have you. And our current form of corp battles can be kept for matches against specific rivals or training matches against friendly corps.
I think this would solve the dilemma to an extent. |
Free Beers
Internal Error. Negative-Feedback
1048
|
Posted - 2013.02.26 17:44:00 -
[75] - Quote
CCP FoxFour wrote:Vaerana Myshtana wrote:Free Beers wrote:Vaerana Myshtana wrote: I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp.
Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district. its not really about which corp its about any corp Well, again, I think your point as regards highly contested districts is valid- some districts will just not be worth fighting over. On the other hand, I think MOST districts (after perhaps an initial flurry of activity) will be relatively stable, just like star systems in nullsec. So, while a capsuleer might have to drop 175M ISK to defend District 4 on Intaki V, most will rarely have to do so. Indeed, I talked with some capsuleer relatives (RP) and they said that they'd probably use the lowest bidder they could find to do jobs. That suggests to me that if Corp A is expending 25M ISK in a battle and Corp B is expending 10M ISK, then Corp B is likely to win in the end because they can just keep pummeling Corp A until they go broke. In my mind, this is how it's supposed to work. Corp battles and/or Merc Contracts should be about expending as little ISK as possible to do the job. 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 hope you are using a persistant control model and not a "attack it, win it, own it" model.
To be specific ill use my idea example
A district has a loyalty rating towards a corp from 0 to 100. You have to have a 60 to actually control it and make changes to it. The higher the number the more its worth.
corp A owns district and is attacked middle of night by corp B for UKland. They win by default since no one is on to defend. There is an 8 hour cooling off period after its been taken where the loyalty number doesn't change. After the 8 hours is up the current holders get a .5 increase per hour. All other corps loyalty will go down .5 per hour.
So it takes days of control to flip the district over. I would say make a corp only able to attack once per day but with the current mechanics of mercs in corp battles you could easily circumvent that by running multiple shell corps. Trust me if there is a way to freif I have planned for it
|
Free Beers
Internal Error. Negative-Feedback
1048
|
Posted - 2013.02.26 17:49:00 -
[76] - Quote
CCP FoxFour wrote:Free Beers wrote:CCP FoxFour wrote:BLARGITY!
... No matter how much a district makes though, we want to encourage people to attack other districts because giant NAP fests are terrible.
Encouraging people to attack other districts is good but you can't stop multiple corps from just seiging a planet until the owner gives up. I'm a baddie and if somone want to pay me to make you give up your district/planets it will happen. Thus is the way in EvE thus will it be in Dust PS dust really needs a test server set up. It's best to let me break the game before it goes live Yes we know we can't stop multiple people ganging up, but can we make attacking more profitable than sitting there doing nothing?
This is where I see lp coming into play. To get LP and sweet gear/loot you need to do corp battles and such. Those wanting it will have to attack a district or planet.
Also I know I put this out last summer but I think mercs need FW and NPC corp tick down. Meaning every day they lose standing. So this means if they want to continue to have high standings and buy sweet loot for a cheaper price they need to fight.
If there is NPC reward/lp/isk/loot for corp battles then the corp paying for it will have ot play less. Thus the concern over dust corp battles being isk sinks that started this whole thread |
Baal Omniscient
L.O.T.I.S. Legacy Rising
255
|
Posted - 2013.02.26 17:53:00 -
[77] - Quote
Free Beers wrote:CCP FoxFour wrote:Free Beers wrote:CCP FoxFour wrote:BLARGITY!
... No matter how much a district makes though, we want to encourage people to attack other districts because giant NAP fests are terrible.
Encouraging people to attack other districts is good but you can't stop multiple corps from just seiging a planet until the owner gives up. I'm a baddie and if somone want to pay me to make you give up your district/planets it will happen. Thus is the way in EvE thus will it be in Dust PS dust really needs a test server set up. It's best to let me break the game before it goes live Yes we know we can't stop multiple people ganging up, but can we make attacking more profitable than sitting there doing nothing? This is where I see lp coming into play. To get LP and sweet gear/loot you need to do corp battles and such. Those wanting it will have to attack a district or planet. Also I know I put this out last summer but I think mercs need FW and NPC corp tick down. Meaning every day they lose standing. So this means if they want to continue to have high standings and buy sweet loot for a cheaper price they need to fight. If there is NPC reward/lp/isk/loot for corp battles then the corp paying for it will have ot play less. Thus the concern over dust corp battles being isk sinks that started this whole thread I like the idea, apart from implementing that system it would only require we add a new section or two for the leaderboards. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1159
|
Posted - 2013.02.26 18:12:00 -
[78] - Quote
What strikes me is that you guys are stuck on the question of EVE corp hiring dust corps through an ISK wage. But, it has been made clear that the flow of ISK going from EVE to Dust will remain blocked until they know the two side can be balanced economy wise.
So, talking about EVE corps hiring Dust corps for 20M or 75M is in my opinion useless at this time. As then, what would prevent an EVE corp to set a 10 Billions wage for a bogus district and sync with a Dust corp so it plays both sides and take that massive amount of money without trouble. Dont be delusional, if EVE corp can set contract and the reward that goes with it, it will be exploited and the Dust economy will be flooded with ISK. At least for big corps with actual support.
Thus why i think the next version of FW wont be even close to that model. Especially since we know randoms will become a part of it.
If you listen to the last CAST 514 once more, you'll hear that CCP plans to add a function so that EVE pilots engaged in FW can pinpoint the location they'd rather see mercs fighting for. If there were an actual contracting system planned, i dont think they would have said something like that.
Thus why i was saying earlier (and please do check my post, i'd like to have some feedback on how i see it) that FW rewards will still be mainly NPC ISK. Collateral is also something i dont see last much longer with the blueberries getting in. Or you'd suddenly pay the collateral as an individual and rewards would be paid individually as well.
Another question mark related to blueberries is about deploying a full corp in a FW team. How would that work ? Maybe by syncing squads on the same battle ? My guess is full corp fights will shift to planetary conquest.
Please go back to my previous post. Page 3 if i remember correctly. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1159
|
Posted - 2013.02.26 18:15:00 -
[79] - Quote
Free Beers wrote:CCP FoxFour wrote:Vaerana Myshtana wrote:Free Beers wrote:Vaerana Myshtana wrote: I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp.
Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district. its not really about which corp its about any corp Well, again, I think your point as regards highly contested districts is valid- some districts will just not be worth fighting over. On the other hand, I think MOST districts (after perhaps an initial flurry of activity) will be relatively stable, just like star systems in nullsec. So, while a capsuleer might have to drop 175M ISK to defend District 4 on Intaki V, most will rarely have to do so. Indeed, I talked with some capsuleer relatives (RP) and they said that they'd probably use the lowest bidder they could find to do jobs. That suggests to me that if Corp A is expending 25M ISK in a battle and Corp B is expending 10M ISK, then Corp B is likely to win in the end because they can just keep pummeling Corp A until they go broke. In my mind, this is how it's supposed to work. Corp battles and/or Merc Contracts should be about expending as little ISK as possible to do the job. 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 hope you are using a persistant control model and not a "attack it, win it, own it" model. To be specific ill use my idea example A district has a loyalty rating towards a corp from 0 to 100. You have to have a 60 to actually control it and make changes to it. The higher the number the more its worth. corp A owns district and is attacked middle of night by corp B for UKland. They win by default since no one is on to defend. There is an 8 hour cooling off period after its been taken where the loyalty number doesn't change. After the 8 hours is up the current holders get a .5 increase per hour. All other corps loyalty will go down .5 per hour. So it takes days of control to flip the district over. I would say make a corp only able to attack once per day but with the current mechanics of mercs in corp battles you could easily circumvent that by running multiple shell corps. Trust me if there is a way to freif I have planned for it
Couldnt a system like that be exploited ? I mean : Create a bogus corp, attack your district and thus "lock it". Or fight the bogus fight and get a bonus to your district "loyalty" as you put it.
that question of the defense\attack mechanics for Player Owned District and planets is probably the thing that occupies my mind the most since i first started to study dust 2 years back. |
Free Beers
Internal Error. Negative-Feedback
1048
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Posted - 2013.02.26 18:26:00 -
[80] - Quote
Laurent Cazaderon wrote:
Couldnt a system like that be exploited ? I mean : Create a bogus corp, attack your district and thus "lock it". Or fight the bogus fight and get a bonus to your district "loyalty" as you put it.
that question of the defense\attack mechanics for Player Owned District and planets is probably the thing that occupies my mind the most since i first started to study dust 2 years back.
Lots of ways to break everything and all this stuff has been in my head for years too.
the attacker would have to win the district and it would stop any rewards to the other corp. It wouldn't be locked either. Its just a x hour window that there is no change in loyalty but combat isn't prevented. During that time anyone can attack the district even a 3rd corp that wants it.
When the x hour timer of over the corp in control of the district starts getting .5 per hour loyalty. Any other corp that doesn't have control will lose .5 an hour. thus taking 2+ days to gain control of the district if you are starting from zero.
There are lots of issues that can arise but my idea is better than the alternative of "flips while sleeping like the old FW system" |
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Kain Spero
Imperfects Negative-Feedback
911
|
Posted - 2013.02.26 18:32:00 -
[81] - Quote
Beers, I think that the Distric and Planet Loyalty system (call it Allegiance so it doesn't get confused with LP) would solve tons of the exploitation issues. |
Free Beers
Internal Error. Negative-Feedback
1048
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Posted - 2013.02.26 18:36:00 -
[82] - Quote
Kain Spero wrote:Beers, I think that the Distric and Planet Loyalty system (call it Allegiance so it doesn't get confused with LP) would solve tons of the exploitation issues.
Duh, I thought of it way back last summer scrub.
Plus it still allows for my to greif corps I want too for the troll of it. The benefit of being eve baller is being able to pay for sustained corp bashing myself. |
Kain Spero
Imperfects Negative-Feedback
912
|
Posted - 2013.02.26 18:45:00 -
[83] - Quote
Free Beers wrote: Duh, I thought of it way back last summer scrub.
It's cause you got all the good ideas. One of these days I'll get you on a blog or something.
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Telcontar Dunedain
Imperfects Negative-Feedback
328
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Posted - 2013.02.26 18:50:00 -
[84] - Quote
CCP confirms that Telc is right again.
GG newb |
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CCP FoxFour
C C P C C P Alliance
133
|
Posted - 2013.02.26 18:52:00 -
[85] - Quote
Telcontar Dunedain wrote:CCP confirms that Telc is right again.
GG newb
CCP confirmed something? Where! O_O |
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Baal Omniscient
L.O.T.I.S. Legacy Rising
259
|
Posted - 2013.02.26 18:56:00 -
[86] - Quote
CCP FoxFour wrote:Telcontar Dunedain wrote:CCP confirms that Telc is right again.
GG newb CCP confirmed something? Where! O_O lol@CCP troll |
Free Beers
Internal Error. Negative-Feedback
1050
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Posted - 2013.02.26 19:08:00 -
[87] - Quote
CCP FoxFour wrote:Telcontar Dunedain wrote:CCP confirms that Telc is right again.
GG newb CCP confirmed something? Where! O_O
its best to "Let the wookiee win" |
Skihids
Tritan-Industries Legacy Rising
972
|
Posted - 2013.02.26 19:25:00 -
[88] - Quote
I'm new to the discussion, but as I see it the devs are going to have to make planetary ownership more expensive overall if they want DUST to be an ISK sink for EVE.
My reasoning;
It has to be cheaper for an EVE corp to employ DUST mercs than to just use their own ships to battle it out.
It there is no economic incentive it won't happen, and if there is an economic incentive it will be a net ISK gain for EVE.
So if no economic incentive curretnly exists to encourage hiring mercs, CCP has to add one.
They could increase the total cost of taking a planet with EVE resources only, or they could outright make it impossible if the other side hired mercs to defend it.
Then hiring mercs would end up costing EVE corps more than they spent in the past, but not as much as not hiring mercs. |
Jeremiad R Doomprofit
Subdreddit Test Alliance Please Ignore
61
|
Posted - 2013.02.26 19:33:00 -
[89] - Quote
Skihids wrote:I'm new to the discussion, but as I see it the devs are going to have to make planetary ownership more expensive overall if they want DUST to be an ISK sink for EVE.
My reasoning;
It has to be cheaper for an EVE corp to employ DUST mercs than to just use their own ships to battle it out.
It there is no economic incentive it won't happen, and if there is an economic incentive it will be a net ISK gain for EVE.
So if no economic incentive curretnly exists to encourage hiring mercs, CCP has to add one.
They could increase the total cost of taking a planet with EVE resources only, or they could outright make it impossible if the other side hired mercs to defend it.
Then hiring mercs would end up costing EVE corps more than they spent in the past, but not as much as not hiring mercs.
There's a nail with a headache in here...
I think the key part you mentioned is EVE players not being able to take a district at all if enemy mercs are on the ground. If that were the case, then it would be a HUGE incentive to employ Dust mercs in any invasion, AND I think it has the added benefit of not having to add in any extra financial trickery with regards to increasing incentive. Doing so may break other things in the delicately balanced economy EVE's got right now.
So, an ISK incentive without an ISK faucet sounds like a pretty good plan to me. No mercs in the district you want? Cool, zoom your destroyer over the district and plant your flag (maybe a quick 10 to 15 min process?).
But if you do this, then whoever owns the district will get a distress message saying your district is under attack, and they have those 10 to 15 minutes to spawn their corp guys on the district and stop you. No Dust mercs logged on? Time to put up a contract and cross your fingers. Don't take space you can't keep. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
120
|
Posted - 2013.02.26 19:36:00 -
[90] - Quote
Hi! I'll add my part in sort of a story.
So (fairly) recently there were merc battles between caldari and something else. I forget, but I'm sure someone remembers. It was for story stuff, there were unfortunately no rewards.
Player: Ok, if we are fighting for Caldari we have to AFK in the back Me: wtf no Player: come on, everyone is going to be doing it [insert wall of text here] Me: Don't care. Player: [i ]But you have to care! It's [insert more text here][/i] Me: Nope, still don't care. I'm here to shoot people in the face. Player: But it's an important part of the story! Me: Don't care about the story.
at this point the player became angry
Player: How can you play this game and not care about the story? There's so much going on. You shouldn't be playing it if you're not into the story (or something like that, forgot) Me: Look, I just put over 1.5 mil ISK into play on the field, and I don't have unlimited time so I want to earn as much SP and ISK as I can per match. This stuff doesn't pay for itself. Player: Look, if it's ISK you care about I'll reimburse you for your tank and give you 5mil if you run around killing blue dots and making it as easy as possible for the red dots to win. Me: Oh? How much do I get if we still lose? Player: I'll reimburse you for your tank and pay you 1mil. Me: ok, NOW I care. **** these calamari bitches! DEATH TO ALL BLUE DOTS!
Anyways, I hope that you, the devs, will be able to make the fac war stuff not lose the merc aspect. I was extremely happy that this was happening, because (for me) this is how the game should be. I'm mercing stuff, idc for who or why.
The difficulty might be for corps that do stuff EVE side too. I'm in a corp and alliance that I'm pretty sure is in fac warfare. From what I've heard, they have to do a bunch of work to get on a side or something and fight for it, but once they are there it's hard to switch. I don't want this to happen with DUST. Sure, the corps can tell the Dust players what to do (and pay them!) but I would be very unhappy if the game did not allow me to merc for other sides/people, or made it hard to do so.
So please, do the stuff for peeps who care about Eve and lore. Hopefully you can also make it so that the people who care more about the $ and killing other mercs can enjoy fac warfare or whatever w/o getting forced (by the game) to care about lore and factions.
I'm not against corps choosing what they want their peeps to do, I just want to have the freedom for them to choose.
I got a bit worried about this because I saw stuff from Eve players (it was a meeting or something?) They said they were afraid that Dust mercs wouldn't care about who they were fighting for and why. I just don't want to be forced to care, unless of course, I'm getting as much ISK as I can from the highest bidder. =] |
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Free Beers
Internal Error. Negative-Feedback
1056
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Posted - 2013.02.26 19:38:00 -
[91] - Quote
Jeremiad R Doomprofit wrote:Skihids wrote:I'm new to the discussion, but as I see it the devs are going to have to make planetary ownership more expensive overall if they want DUST to be an ISK sink for EVE.
My reasoning;
It has to be cheaper for an EVE corp to employ DUST mercs than to just use their own ships to battle it out.
It there is no economic incentive it won't happen, and if there is an economic incentive it will be a net ISK gain for EVE.
So if no economic incentive curretnly exists to encourage hiring mercs, CCP has to add one.
They could increase the total cost of taking a planet with EVE resources only, or they could outright make it impossible if the other side hired mercs to defend it.
Then hiring mercs would end up costing EVE corps more than they spent in the past, but not as much as not hiring mercs. There's a nail with a headache in here... I think the key part you mentioned is EVE players not being able to take a district at all if enemy mercs are on the ground. If that were the case, then it would be a HUGE incentive to employ Dust mercs in any invasion, AND I think it has the added benefit of not having to add in any extra financial trickery with regards to increasing incentive. Doing so may break other things in the delicately balanced economy EVE's got right now. So, an ISK incentive without an ISK faucet sounds like a pretty good plan to me. No mercs in the district you want? Cool, zoom your destroyer over the district and plant your flag (maybe a quick 10 to 15 min process?). But if you do this, then whoever owns the district will get a distress message saying your district is under attack, and they have those 10 to 15 minutes to spawn their corp guys on the district and stop you. No Dust mercs logged on? Time to put up a contract and cross your fingers. Don't take space you can't keep.
Sorry but districts are for merc battles not eve pilots planting flags and will never happen. CCP nullarbor already said this will be asyncronus warfare just like in eve. so corps will put up contracts to take districts and then attack. if the defender doesn't field team then they lose by default.
the eve/dust economy will slowly merge and stuff in eve will change as things move along. CCP can't **** over dust mercs to appease eve pilots. |
Free Beers
Internal Error. Negative-Feedback
1056
|
Posted - 2013.02.26 19:44:00 -
[92] - Quote
0 Try Harder wrote:Hi! I'll add my part in sort of a story.
So (fairly) recently there were merc battles between caldari and something else. I forget, but I'm sure someone remembers. It was for story stuff, there were unfortunately no rewards.
Player: Ok, if we are fighting for Caldari we have to AFK in the back Me: wtf no Player: come on, everyone is going to be doing it (insert wall of text here) Me: Don't care. Player: [i ]But you have to care! It's (insert more text here)[/i] Me: Nope, still don't care. I'm here to shoot people in the face. Player: But it's an important part of the story! Me: Don't care about the story.
at this point the player became angry
Player: How can you play this game and not care about the story? There's so much going on. You shouldn't be playing it if you're not into the story (or something like that, forgot) Me: Look, I just put over 1.5 mil ISK into play on the field, and I don't have unlimited time so I want to earn as much SP and ISK as I can per match. This stuff doesn't pay for itself. Player: Look, if it's ISK you care about I'll reimburse you for your tank and give you 5mil if you run around killing blue dots and making it as easy as possible for the red dots to win. Me: Oh? How much do I get if we still lose? Player: I'll reimburse you for your tank and pay you 1mil. Me: ok, NOW I care. **** the Calamari! DEATH TO ALL BLUE DOTS!
Anyways, I hope that you, the devs, will be able to make the fac war stuff not lose the merc aspect. I was extremely happy that this was happening, because (for me) this is how the game should be. I'm mercing stuff, idc for who or why.
The difficulty might be for corps that do stuff EVE side too. I'm in a corp and alliance that I'm pretty sure is in fac warfare. From what I've heard, they have to do a bunch of work to get on a side or something and fight for it, but once they are there it's hard to switch. I don't want this to happen with DUST. Sure, the corps can tell the Dust players what to do (and pay them!) but I would be very unhappy if the game did not allow me to merc for other sides/people, or made it hard to do so.
So please, do the stuff for peeps who care about Eve and lore. Hopefully you can also make it so that the people who care more about the $ and killing other mercs can enjoy fac warfare or whatever w/o getting forced (by the game) to care about lore and factions.
I'm not against corps choosing what they want their peeps to do, I just want to have the freedom for them to choose.
I got a bit worried about this because I saw stuff from Eve players (it was a meeting or something?) They said they were afraid that Dust mercs wouldn't care about who they were fighting for and why. I just don't want to be forced to care, unless of course, I'm getting as much ISK as I can from the highest bidder. =]
Well being part of ROFL you get to fight for gallente only.
You fight when they tell you. You take what little money they pay you and be happy with it. You may want to fight but have no one to fight so you get to pub stomp
Basically what we call in the south plantation mercs.
Sorry man truth hurts
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
120
|
Posted - 2013.02.26 19:48:00 -
[93] - Quote
Also, 15 to 25 mil ISK is the break-even point against a good team. (This includes tanks, gear, etc., etc.)
50m is where you start to make a good profit in 8 v 8. "Good profit" as in it's worth it for the players to go all out, and if they win they'll make enough money to pay for gear lost and additional gear for the next fight. Given 50 mil isk contracts, I feel like I would make enough ISK from proto vs proto battles against skilled players than I would from Pub stomping.
Sagaris and Surya (well fitted) are between 2mil and 3mil isk each. Lose three, and that's six to nine mil in tank alone. The good dropsuits (proto load out) seem to be around 200k ISK each. If each player dies five times, that's one mil isk lost for each player. For eight man teams, that's 8mil isk.
That also doesn't include other vehicles (like LAVs, dropships, etc., etc.)
The large contracts are unusual, but this is just what I've seen from the few large contracts that I have participated in. |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
121
|
Posted - 2013.02.26 19:51:00 -
[94] - Quote
Free Beers wrote:You may want to fight but have no one to fight so you get to pub stomp
=[ I thought we agreed that we'd be on different sides of fac warfare. I don't want to spend my whole life destroying noob corps and pub stomping!
Maybe we'll have to go talk to What the French. Hopefully they can take your place xD.
edit: Hopefully it doesn't seem like I'm insulting WTF. They are a good corp. We are excited and hopeful that we can get some dedicated corp battle servers so there's almost no lag on both sides. ^.^ |
Free Beers
Internal Error. Negative-Feedback
1056
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Posted - 2013.02.26 19:52:00 -
[95] - Quote
0 Try Harder wrote:Also, 15 to 25 mil ISK is the break-even point against a good team. (This includes tanks, gear, etc., etc.)
50m is where you start to make a good profit in 8 v 8. "Good profit" as in it's worth it for the players to go all out, and if they win they'll make enough money to pay for gear lost and additional gear for the next fight. Given 50 mil isk contracts, I feel like I would make enough ISK from proto vs proto battles against skilled players than I would from Pub stomping.
Sagaris and Surya (well fitted) are between 2mil and 3mil isk each. Lose three, and that's six to nine mil in tank alone. The good dropsuits (proto load out) seem to be around 200k ISK each. If each player dies five times, that's one mil isk lost for each player. For eight man teams, that's 8mil isk.
That also doesn't include other vehicles (like LAVs, dropships, etc., etc.)
The large contracts are unusual, but this is just what I've seen from the few large contracts that I have participated in.
Now take that 8v8 and push it to 24 v 24 and you see my concern with it. I know what we lostvs teams in the tourny with 15 v 15 and its gets expensive quick.
I really think the only way for corp battles to important to mercs is if there is a lot of npc direct and indirect compensation. if the districts if only think of value then it will force dust mercs to have to hold/own districts to make a profit and frankly thats a horrid idea. |
Free Beers
Internal Error. Negative-Feedback
1056
|
Posted - 2013.02.26 19:54:00 -
[96] - Quote
0 Try Harder wrote:Free Beers wrote:You may want to fight but have no one to fight so you get to pub stomp =[ I thought we agreed that we'd be on different sides of fac warfare. I don't want to spend my whole life destroying noob corps and pub stomping! Maybe we'll have to go talk to What the French. Hopefully they can take your place xD.
We aren't plantation mercs. We work for who pays us.
At the moment corps from all 4 militas are willing to do so. Maybe if we take a caldari contract we can let you know so you can be on the other side |
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CCP FoxFour
C C P C C P Alliance
192
|
Posted - 2013.02.26 19:59:00 -
[97] - Quote
A lot of talk about mercs owning districts versus capsuleers owning districts. Speaking of which, mercs and capsuleers are both not part of my browsers dictionary and so have red lines... should add them...
Anyways, back to the topic at hand. DUST versus EVE ownership. STOP IT! Corporations own things. Corporations are in both games. Corporations can have DUST and EVE players. So yea, the question that needs to be asked is how do we get DUST players and EVE players to care about both sides of this. DUST players should care about things in space, and EVE players about things on the ground.
I came here to say something, forget what now because I saw this and had to respond to it. Bah, next time. |
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General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.02.26 20:01:00 -
[98] - Quote
CCP FoxFour wrote:A lot of talk about mercs owning districts versus capsuleers owning districts. Speaking of which, mercs and capsuleers are both not part of my browsers dictionary and so have red lines... should add them...
Anyways, back to the topic at hand. DUST versus EVE ownership. STOP IT! Corporations own things. Corporations are in both games. Corporations can have DUST and EVE players. So yea, the question that needs to be asked is how do we get DUST players and EVE players to care about both sides of this. DUST players should care about things in space, and EVE players about things on the ground.
I came here to say something, forget what now because I saw this and had to respond to it. Bah, next time.
lol, but what if the corporation is pure dust side? still need a way to control the system |
General Tiberius1
ZionTCD Legacy Rising
206
|
Posted - 2013.02.26 20:02:00 -
[99] - Quote
Free Beers wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:CCP confirms that Telc is right again.
GG newb CCP confirmed something? Where! O_O Quote:its best to "Let the wookiee win "
LMAO |
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CCP FoxFour
C C P C C P Alliance
192
|
Posted - 2013.02.26 20:05:00 -
[100] - Quote
General Tiberius1 wrote:CCP FoxFour wrote:A lot of talk about mercs owning districts versus capsuleers owning districts. Speaking of which, mercs and capsuleers are both not part of my browsers dictionary and so have red lines... should add them...
Anyways, back to the topic at hand. DUST versus EVE ownership. STOP IT! Corporations own things. Corporations are in both games. Corporations can have DUST and EVE players. So yea, the question that needs to be asked is how do we get DUST players and EVE players to care about both sides of this. DUST players should care about things in space, and EVE players about things on the ground.
I came here to say something, forget what now because I saw this and had to respond to it. Bah, next time. lol, but what if the corporation is pure dust side? still need a way to control the system
Not sure I follow what you mean. I mean, I know you mean DUST players need to control the system. If they want to do that get to know people in EVE. DUST players should not be able to control space without friends in space. Right? Just as EVE players should not own planets without DUST players on them. Right?
I think anyways... |
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
121
|
Posted - 2013.02.26 20:08:00 -
[101] - Quote
Free Beers wrote:Now take that 8v8 and push it to 24 v 24 and you see my concern with it. I know what we lostvs teams in the tourny with 15 v 15 and its gets expensive quick.
Yah, that's why I put it down there! There are few corp battles who battle where both sides go all out in proto and both sides suffer heavy losses. I think a large part of the problem is that there's not enough of a reward for corps to do so. I have no idea how to fix this problem, but I hope that the game will be balanced around hard corp battles, and not the pub-stompy type.
Free Beers wrote:I really think the only way for corp battles to important to mercs is if there is a lot of npc direct and indirect compensation. if the districts if only think of value then it will force dust mercs to have to hold/own districts to make a profit and frankly thats a horrid idea.
I have no clue what the EVE side is like. I don't know if this is reasonable, or done, or thought about, so I might sound a little insane, but...
It'd be cool if Eve corps made $ from holding planets? If they have an income stream there'd be some incentive to hold the planet. Lore-wise, just say there's a valuable resource like oil on the planet, so mercs have to fight over who controls the oil (and the pilots don't want to blow up the planet because they want the oil) or something like that...
That might make it so mercs can fight over districts of a planet too. More than one corp could claim a district on a planet. Make a few locations net the same profit as maybe even a hundred of the other locations. That way there'll be something for large corps to zerg, but there's also something that quality mercs can be hired to fight for. |
General Tiberius1
ZionTCD Legacy Rising
207
|
Posted - 2013.02.26 20:09:00 -
[102] - Quote
CCP FoxFour wrote:General Tiberius1 wrote:CCP FoxFour wrote:A lot of talk about mercs owning districts versus capsuleers owning districts. Speaking of which, mercs and capsuleers are both not part of my browsers dictionary and so have red lines... should add them...
Anyways, back to the topic at hand. DUST versus EVE ownership. STOP IT! Corporations own things. Corporations are in both games. Corporations can have DUST and EVE players. So yea, the question that needs to be asked is how do we get DUST players and EVE players to care about both sides of this. DUST players should care about things in space, and EVE players about things on the ground.
I came here to say something, forget what now because I saw this and had to respond to it. Bah, next time. lol, but what if the corporation is pure dust side? still need a way to control the system Not sure I follow what you mean. I mean, I know you mean DUST players need to control the system. If they want to do that get to know people in EVE. DUST players should not be able to control space without friends in space. Right? Quote:Just as EVE players should not own planets without DUST players on them . Right? I think anyways...
don't they already have PI without us mercs?
ssooooo.......
mercs with PI, without eve capsuleers.....
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Jeremiad R Doomprofit
Subdreddit Test Alliance Please Ignore
61
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Posted - 2013.02.26 20:22:00 -
[103] - Quote
CCP FoxFour wrote:A lot of talk about mercs owning districts versus capsuleers owning districts. Speaking of which, mercs and capsuleers are both not part of my browsers dictionary and so have red lines... should add them...
Anyways, back to the topic at hand. DUST versus EVE ownership. STOP IT! Corporations own things. Corporations are in both games. Corporations can have DUST and EVE players. So yea, the question that needs to be asked is how do we get DUST players and EVE players to care about both sides of this. DUST players should care about things in space, and EVE players about things on the ground.
I came here to say something, forget what now because I saw this and had to respond to it. Bah, next time.
This warms my heart.
I know it has been said many times, because it is important and a good point, that Dust and EVE must take baby steps into integration to maintain the stability of both games.
I fully admit to being overzealous when it comes to wanting a stronger connection between the two games. I also understand CCP has to be very careful when merging the two to make sure that each can stand on it's own in the catastrophic event that one of the other dies.
That being said...
I want all the things!
I try not to approach it from an EVE-centric, or a Dust-centric viewpoint. I try to have a more New Eden-centric viewpoint. I don't think either game is in danger of failscading into non-existence, but I DO think that the interaction between the two is probably the most fascinating selling point for both titles.
If I had it my way, all Dust characters could do everything EVE characters could do, and vise verse. I want to be able to buy and place CRUs in EVE, and station trade in Dust. I know this is what's being worked towards, and is probably a big part of the "10 Year Plan," so I am working on my patience skill (injected, still not trained).
I think district ownership is one of those areas of both games where CCP can start "testing the waters," if you will, on interfaces that effect both the EVE, and the Dust client (and thus New Eden as a whole).
Personally, I'd love to see all new features added into both games take into consideration their respective counterparts. I imagine this will become more important as time goes on and both games become more fully connected.
...Still super excited for this next update |
LXicon
Sanmatar Kelkoons Minmatar Republic
55
|
Posted - 2013.02.26 20:27:00 -
[104] - Quote
0 Try Harder wrote:...So (fairly) recently there were merc battles between caldari and something else. I forget, but I'm sure someone remembers. It was for story stuff, there were unfortunately no rewards.
is was Caldari vs. MorduGÇÖs Legion. there were a few battlegrounds in the Uprising : https://forums.dust514.com/default.aspx?g=posts&t=54725&find=unread |
Delirium Inferno
Chernova Industries
35
|
Posted - 2013.02.26 20:32:00 -
[105] - Quote
In regards to FW and corp battles not being profitable, has anyone considered that maybe, just maybe, you guys are investing too much funds into the battle?
I did some corp matches with my buddies and the first thing I thought was "Well, if we win this we'll gain about 1 million ISK so we shouldn't put any more than that into our battle or else it will be pointless." What happens? We go into battle against several corps running all proto gear and I am convinced at the end of they day even though we lost the contract they lost more ISK. It's silly.
Dust 514 is my first experience with something like this, never played EVE so I may be missing something here, but it really makes no sense how much corps are willing to spend to secure a contract victory. Yes I know most of you want that type of stuff where you go all out with the most expensive stuff, but shouldn't you hold out until there are battles available that can support such a war effort?
In my ideal world once we can win over districts there will be districts that have large payouts over time and some that have small payouts, sort of like a high roller and low roller. That way all the people who want to go all out can do so, but those corps that don't yet have all those high end skills unlocked or a massive stockpile of ISK still have a place to compete and feel part of the universe. Sure the big corps could still attack these districts with all their high end gear but they'd have no motivation to since they'd likely lose ISK. If everything were higher-roller there'd be no room for new corps to grow and you'd get pressured to join one of the existing mega-corps. Just my opinion. |
crazy space 1
ZionTCD Legacy Rising
885
|
Posted - 2013.02.26 20:33:00 -
[106] - Quote
CCP FoxFour wrote:Free Beers wrote:Vaerana Myshtana wrote:Kain Spero wrote:iceyburnz wrote:I don't see why Capsuleers can't just set up merc contracts to attack or defend districts, they put up the money, that way no new money is entering into the system, its just flowing from eve to Dust. And they could put a hard cap for the maximum amount "imposed by concord". The thing is there has to be an ISK answer to the "why" of the Capsuleer putting up the contract. An Eve pilot isn't going to sink money into Dust corps fighting over districts out of the goodness of his heart. District control affects FW capture status of the system. I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp. Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district. its not really about which corp its about any corp You guys are assuming, and maybe correctly so based on how things currently work, that corporation battles are only ISK sinks. Nice thing about EVE is the winner gets the losers loot... mmmmm loot.
Yes please also include getting back 10% of your own lost gear if you are on the winning side, just like in eve online. |
Soraya Xel
Gentlemen's Foreign Legion Gentlemen's Agreement
6
|
Posted - 2013.02.26 20:35:00 -
[107] - Quote
The question I'm having a philosophical debate about is this, and maybe CCP FoxFour will put it to bed for me, at least a little.
I view there being a tangible future benefit to DUST mercs being allied with specific corporations and alliances, in order to have a home, infrastructure, industry, etc. Meanwhile, a friend says that as "mercenaries", DUST players should be responsible to no one, not ally with any specific EVE forces, and work for the highest bidder, in whatever realm of space that might be. |
crazy space 1
ZionTCD Legacy Rising
885
|
Posted - 2013.02.26 20:35:00 -
[108] - Quote
General Tiberius1 wrote:CCP FoxFour wrote:General Tiberius1 wrote:CCP FoxFour wrote:A lot of talk about mercs owning districts versus capsuleers owning districts. Speaking of which, mercs and capsuleers are both not part of my browsers dictionary and so have red lines... should add them...
Anyways, back to the topic at hand. DUST versus EVE ownership. STOP IT! Corporations own things. Corporations are in both games. Corporations can have DUST and EVE players. So yea, the question that needs to be asked is how do we get DUST players and EVE players to care about both sides of this. DUST players should care about things in space, and EVE players about things on the ground.
I came here to say something, forget what now because I saw this and had to respond to it. Bah, next time. lol, but what if the corporation is pure dust side? still need a way to control the system Not sure I follow what you mean. I mean, I know you mean DUST players need to control the system. If they want to do that get to know people in EVE. DUST players should not be able to control space without friends in space. Right? Quote:Just as EVE players should not own planets without DUST players on them . Right? I think anyways... don't they already have PI without us mercs? ssooooo....... mercs with PI, without eve capsuleers.....
PI is trash and is likely to be removed fro eve online soon.
This is something new both dust and eve players can build on temperate planets if they own them. Not random planet mining. Btw it's not planetary interaction, the features promised were never delivered, at ALL.
Finally eve players will be able to build outposts on planets to build tanks for dust players, which then feed into the real time market. If an area is at war so long it produces less tanks, the price goes up, wars are turned.
|
Isarian Menoptra
Subdreddit Test Alliance Please Ignore
86
|
Posted - 2013.02.26 20:37:00 -
[109] - Quote
crazy space 1 wrote:PI is trash and is likely to be removed fro eve online soon.
This is something new both dust and eve players can build on temperate planets if they own them. Not random planet mining. Btw it's not planetary interaction, the features promised were never delivered, at ALL.
Finally eve players will be able to build outposts on planets to build tanks for dust players, which then feed into the real time market. If an area is at war so long it produces less tanks, the price goes up, wars are turned.
Who says PI is going to be removed? It's a major source of income for many pilots, myself included, and is responsible for producing important items like POS fuels. |
Zahle Undt
Tritan-Industries Legacy Rising
19
|
Posted - 2013.02.26 20:37:00 -
[110] - Quote
Laurent Cazaderon wrote: The only part that should involve EVE on those POD fights in the first place are OB. Perhaps some PI bonuses regarding taxes or extraction rates for pilots of the alliance\corp but not much more. Then, when adding orbital artillery and other stuff in a later expansion, the interest for pilots that dont PI will rise. Pretty much like the vision of the 0.0 discussed in cast 514 where dusters are seen as a tool of war just like any other ship rather than another component of system SOV.
So yeah, i freakin can't wait to see that devblog !! Hurry up dudes, we're waiting !!
Forgive my EVE ignorance as I've never played it, nor do I have much of an idea as to how our games will merge effectively, but would not a role for EVE pilots be to actually get Dust mercs to a planet in order to attack a rival Dust corp's district or planet? I know I have heard a bunch about EVE pilots needing mercs to take districts and planets, but I have heard about Dust mercs (possibly?) needing EVE pilots for orbitals. However, I haven't heard much about the mechanics of how we Dust bunnies will get to planets for conquest. I guess up until now I assumed there would be "NPC" ships that always successfully transport us mercs to our desired location. Thus, how we always start in our warbarge waiting to assault the planet in our MCC.
It would be alot more interesting, though, if we had have or contract our own EVE pilots to get us to attack destination safely and if there was a chance we didn't always make it due to intercepting spacecraft or planetary defenses. |
|
|
CCP FoxFour
C C P C C P Alliance
256
|
Posted - 2013.02.26 20:37:00 -
[111] - Quote
crazy space 1 wrote:CCP FoxFour wrote:Free Beers wrote:Vaerana Myshtana wrote:Kain Spero wrote:iceyburnz wrote:I don't see why Capsuleers can't just set up merc contracts to attack or defend districts, they put up the money, that way no new money is entering into the system, its just flowing from eve to Dust. And they could put a hard cap for the maximum amount "imposed by concord". The thing is there has to be an ISK answer to the "why" of the Capsuleer putting up the contract. An Eve pilot isn't going to sink money into Dust corps fighting over districts out of the goodness of his heart. District control affects FW capture status of the system. I get Beers' point about the cost of a serious battle, but I suspect most district battles will be happy fun fun time with Zion vs. ScIdama or some other no name carebear corp. Even if both corps are paid 25 mill for a 24v24 match the match is still bad when you add in vehicle/gear costs. Just using the planet being worth 2 bill a month makes district worth about 175 mill a month in isk. At that rate if the owner is attacked and forced to defend 7 times in a month there goes all the value of the district. its not really about which corp its about any corp You guys are assuming, and maybe correctly so based on how things currently work, that corporation battles are only ISK sinks. Nice thing about EVE is the winner gets the losers loot... mmmmm loot. Yes please also include getting back 10% of your own lost gear if you are on the winning side, just like in eve online.
Why just your stuff? If you hold the field why not loot the whole field? Honest question. |
|
crazy space 1
ZionTCD Legacy Rising
885
|
Posted - 2013.02.26 20:38:00 -
[112] - Quote
Oh so here is one idea for the devs. Let corporations work for gaining a homebase district. This would require upkeep and large investment in building and player count. Say you need 200 mercs to start.
Then make it so your home system can not be taken. Untill you drop below 200 members. Meaning once you push a corp back to one district, you can only win the war by convincing them it's too expensive to stay in the corp and they bail, leaving the district open. |
|
CCP FoxFour
C C P C C P Alliance
256
|
Posted - 2013.02.26 20:41:00 -
[113] - Quote
Zahle Undt wrote:Laurent Cazaderon wrote: The only part that should involve EVE on those POD fights in the first place are OB. Perhaps some PI bonuses regarding taxes or extraction rates for pilots of the alliance\corp but not much more. Then, when adding orbital artillery and other stuff in a later expansion, the interest for pilots that dont PI will rise. Pretty much like the vision of the 0.0 discussed in cast 514 where dusters are seen as a tool of war just like any other ship rather than another component of system SOV.
So yeah, i freakin can't wait to see that devblog !! Hurry up dudes, we're waiting !!
Forgive my EVE ignorance as I've never played it, nor do I have much of an idea as to how our games will merge effectively, but would not a role for EVE pilots be to actually get Dust mercs to a planet in order to attack a rival Dust corp's district or planet? I know I have heard a bunch about EVE pilots needing mercs to take districts and planets, but I have heard about Dust mercs (possibly?) needing EVE pilots for orbitals. However, I haven't heard much about the mechanics of how we Dust bunnies will get to planets for conquest. I guess up until now I assumed there would be "NPC" ships that always successfully transport us mercs to our desired location. Thus, how we always start in our warbarge waiting to assault the planet in our MCC. It would be alot more interesting, though, if we had have or contract our own EVE pilots to get us to attack destination safely and if there was a chance we didn't always make it due to intercepting spacecraft or planetary defenses.
Long term this would be awesome. However we have to be REALLY careful about this type of thing. CCP stated a long time ago that the two games would be developed to not rely on one another. If one stopped existing for some reason, got hit with an asteroid for example (or had a circus elephant run through the server room. mad props if anyone gets that reference.) the other should still work.
Maybe a bonus for having EVE players do it though? Or EVE players required to get DUST players to certain planets? Not sure yet, we are not at that point yet. Discussion on this kind of topic is always awesome though. Love hearing how you guys think the games should interact. |
|
|
CCP FoxFour
C C P C C P Alliance
256
|
Posted - 2013.02.26 20:42:00 -
[114] - Quote
crazy space 1 wrote:Oh so here is one idea for the devs. Let corporations work for gaining a homebase district. This would require upkeep and large investment in building and player count. Say you need 200 mercs to start.
Then make it so your home system can not be taken. Untill you drop below 200 members. Meaning once you push a corp back to one district, you can only win the war by convincing them it's too expensive to stay in the corp and they bail, leaving the district open.
If they can't win the fights to defend the district why should they be allowed to keep it? That also means that once a corp has a district, assuming they keep 200 members (which in a free to play game can be gamed), there is one less district to really be fought over. |
|
General Tiberius1
ZionTCD Legacy Rising
208
|
Posted - 2013.02.26 20:43:00 -
[115] - Quote
CCP FoxFour wrote:Zahle Undt wrote:Laurent Cazaderon wrote: The only part that should involve EVE on those POD fights in the first place are OB. Perhaps some PI bonuses regarding taxes or extraction rates for pilots of the alliance\corp but not much more. Then, when adding orbital artillery and other stuff in a later expansion, the interest for pilots that dont PI will rise. Pretty much like the vision of the 0.0 discussed in cast 514 where dusters are seen as a tool of war just like any other ship rather than another component of system SOV.
So yeah, i freakin can't wait to see that devblog !! Hurry up dudes, we're waiting !!
Forgive my EVE ignorance as I've never played it, nor do I have much of an idea as to how our games will merge effectively, but would not a role for EVE pilots be to actually get Dust mercs to a planet in order to attack a rival Dust corp's district or planet? I know I have heard a bunch about EVE pilots needing mercs to take districts and planets, but I have heard about Dust mercs (possibly?) needing EVE pilots for orbitals. However, I haven't heard much about the mechanics of how we Dust bunnies will get to planets for conquest. I guess up until now I assumed there would be "NPC" ships that always successfully transport us mercs to our desired location. Thus, how we always start in our warbarge waiting to assault the planet in our MCC. It would be alot more interesting, though, if we had have or contract our own EVE pilots to get us to attack destination safely and if there was a chance we didn't always make it due to intercepting spacecraft or planetary defenses. Long term this would be awesome. However we have to be REALLY careful about this type of thing. CCP stated a long time ago that the two games would be developed to not rely on one another. If one stopped existing for some reason, got hit with an asteroid for example (or had a circus elephant run through the server room. mad props if anyone gets that reference.) the other should still work. Maybe a bonus for having EVE players do it though? Or EVE players required to get DUST players to certain planets? Quote: Not sure yet, we are not at that point yet . Discussion on this kind of topic is always awesome though. Love hearing how you guys think the games should interact.
he said it, they're working towards something like that, i KNEW it!
|
|
CCP FoxFour
C C P C C P Alliance
272
|
Posted - 2013.02.26 20:49:00 -
[116] - Quote
General Tiberius1 wrote:CCP FoxFour wrote:Zahle Undt wrote:Laurent Cazaderon wrote: The only part that should involve EVE on those POD fights in the first place are OB. Perhaps some PI bonuses regarding taxes or extraction rates for pilots of the alliance\corp but not much more. Then, when adding orbital artillery and other stuff in a later expansion, the interest for pilots that dont PI will rise. Pretty much like the vision of the 0.0 discussed in cast 514 where dusters are seen as a tool of war just like any other ship rather than another component of system SOV.
So yeah, i freakin can't wait to see that devblog !! Hurry up dudes, we're waiting !!
Forgive my EVE ignorance as I've never played it, nor do I have much of an idea as to how our games will merge effectively, but would not a role for EVE pilots be to actually get Dust mercs to a planet in order to attack a rival Dust corp's district or planet? I know I have heard a bunch about EVE pilots needing mercs to take districts and planets, but I have heard about Dust mercs (possibly?) needing EVE pilots for orbitals. However, I haven't heard much about the mechanics of how we Dust bunnies will get to planets for conquest. I guess up until now I assumed there would be "NPC" ships that always successfully transport us mercs to our desired location. Thus, how we always start in our warbarge waiting to assault the planet in our MCC. It would be alot more interesting, though, if we had have or contract our own EVE pilots to get us to attack destination safely and if there was a chance we didn't always make it due to intercepting spacecraft or planetary defenses. Long term this would be awesome. However we have to be REALLY careful about this type of thing. CCP stated a long time ago that the two games would be developed to not rely on one another. If one stopped existing for some reason, got hit with an asteroid for example (or had a circus elephant run through the server room. mad props if anyone gets that reference.) the other should still work. Maybe a bonus for having EVE players do it though? Or EVE players required to get DUST players to certain planets? Quote: Not sure yet, we are not at that point yet . Discussion on this kind of topic is always awesome though. Love hearing how you guys think the games should interact. he said it, they're working towards something like that, i KNEW it!
... nice things, can't have them, wonders why. |
|
General Tiberius1
ZionTCD Legacy Rising
208
|
Posted - 2013.02.26 20:53:00 -
[117] - Quote
CCP FoxFoueral Tiberius1 wrote:CCP FoxFour wrote:Zahle Undt wrote:Laurent Cazaderon wrote: The only part that should involve EVE on those POD fights in the first place are OB. Perhaps some PI bonuses regarding taxes or extraction rates for pilots of the alliance\corp but not much more. Then, when adding orbital artillery and other stuff in a later expansion, the interest for pilots that dont PI will rise. Pretty much like the vision of the 0.0 discussed in cast 514 where dusters are seen as a tool of war just like any other ship rather than another component of system SOV.
So yeah, i freakin can't wait to see that devblog !! Hurry up dudes, we're waiting !!
Forgive my EVE ignorance as I've never played it, nor do I have much of an idea as to how our games will merge effectively, but would not a role for EVE pilots be to actually get Dust mercs to a planet in order to attack a rival Dust corp's district or planet? I know I have heard a bunch about EVE pilots needing mercs to take districts and planets, but I have heard about Dust mercs (possibly?) needing EVE pilots for orbitals. However, I haven't heard much about the mechanics of how we Dust bunnies will get to planets for conquest. I guess up until now I assumed there would be "NPC" ships that always successfully transport us mercs to our desired location. Thus, how we always start in our warbarge waiting to assault the planet in our MCC. It would be alot more interesting, though, if we had have or contract our own EVE pilots to get us to attack destination safely and if there was a chance we didn't always make it due to intercepting spacecraft or planetary defenses. Long term this would be awesome. However we have to be REALLY careful about this type of thing. CCP stated a long time ago that the two games would be developed to not rely on one another. If one stopped existing for some reason, got hit with an asteroid for example (or had a circus elephant run through the server room. mad props if anyone gets that reference.) the other should still work. Maybe a bonus for having EVE players do it though? Or EVE players required to get DUST players to certain planets? Quote: Not sure yet, we are not at that point yet . Discussion on this kind of topic is always awesome though. Love hearing how you guys think the games should interact. he said it, they're working towards something like that, i KNEW it!
... nice things, can't have them, wonders why.[/quote]
ROFL
|
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
121
|
Posted - 2013.02.26 20:58:00 -
[118] - Quote
LXicon wrote:was Caldari vs. MorduGÇÖs Legion.
yes it was, thanks ^_^
Delirium Inferno wrote:We go into battle against several corps running all proto gear and I am convinced at the end of they day even though we lost the contract they lost more ISK. It's silly.
It is. That's why most peeps play pub matches in MLT gear. In corp battles, it's more like "don't be an idiot and lose it" or just don't use it at all. I like using weaker gear in pub games because it's more fun, but there needs to be some time when I can pull out the nice stuff.
Soraya Xel wrote:I view there being a tangible future benefit to DUST mercs being allied with specific corporations and alliances, in order to have a home, infrastructure, industry, etc. Meanwhile, a friend says that as "mercenaries", DUST players should be responsible to no one, not ally with any specific EVE forces, and work for the highest bidder, in whatever realm of space that might be.
I want both =]. I just don't want Dust mercs to be restricted by the game itself. Think about it this way:
> my corp wants to get a location > sets up a team and attacks > defender wants to hold the location, pays me tons of ISK if I merc for them
> Now I can choose what to do. ATM I can just get invited to the defender's side and join the corp battle for their team that way. That's cool. I just don't want to have to go through a ton of fac stuff to do it.
and then...
> My corp decides what to do with me =]
Basically, I like being able to make choices for myself, and there are consequences too. There are many reasons why I might go either way. Let's say my corp has promised or been paid to send one player merc to other corp if they are attacked. Maybe our corp wants to battle with another corp in our alliance, and the other member needs +1 merc.
I like the merc aspect of the game. I don't want to lose it. Alliances and actions players take in them should be decided by the alliance or corp, and not by CCP :D
CCP FoxFour wrote:Why just your stuff? If you hold the field why not loot the whole field? Honest question.
That'd be cool too.
edit: read above posts, and yah, keeping the two games independent would fix the mercs relying on eve constraints problem ^.^ |
Delirium Inferno
Chernova Industries
35
|
Posted - 2013.02.26 21:07:00 -
[119] - Quote
0 Try Harder wrote:Delirium Inferno wrote:We go into battle against several corps running all proto gear and I am convinced at the end of they day even though we lost the contract they lost more ISK. It's silly. It is. That's why most peeps play pub matches in MLT gear. In corp battles, it's more like "don't be an idiot and lose it" or just don't use it at all. I like using weaker gear in pub games because it's more fun, but there needs to be some time when I can pull out the nice stuff. I definitely agree that there needs to be a time to use all the nice stuff, but there also needs to be a place for start up corps to battle other corps around their level outside of public matches. That is, unless we want to go anti-start up corp which doesn't seem to be the case with the open beta trailer.
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
121
|
Posted - 2013.02.26 21:13:00 -
[120] - Quote
Delirium Inferno wrote:I definitely agree that there needs to be a time to use all the nice stuff, but there also needs to be a place for start up corps to battle other corps around their level outside of public matches.
I agree.
My solution is that we should be getting better compensation from corp battles. If there are 100m or 200m ISK rewards for contracts up, there's no need for a big corp to take a 200k one. |
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0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
121
|
Posted - 2013.02.26 21:19:00 -
[121] - Quote
Right now there's almost never an ISK incentive to do a corp battle.
I like them, but I still have to get all of my isk from pub stomping. Giving me isk from pve isn't going to make me feel better either, as I want to have organized matches against decent opponents! |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
121
|
Posted - 2013.02.26 21:21:00 -
[122] - Quote
I'm not paid to be a merc, I'm paid to farm random, new, and unorganized blue dots in pub games |
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CCP FoxFour
C C P C C P Alliance
422
|
Posted - 2013.02.26 21:25:00 -
[123] - Quote
0 Try Harder wrote:Right now there's almost never an ISK incentive to do a corp battle.
I like them, but I still have to get all of my isk from pub stomping. Giving me isk from pve isn't going to make me feel better either, as I want to have organized matches against decent opponents!
This comes down to who is offering the reward and what is on the line as a risk for them. The fact that the best defense for FW is to not accept the defense contracts... is broken.
What would be awesome is an area of space that players own districts, make money, make more money by attacking, and the fighting is so intense that only the best survive. That would be awesome. |
|
General Tiberius1
ZionTCD Legacy Rising
210
|
Posted - 2013.02.26 21:27:00 -
[124] - Quote
did you get GM vegas to start locking our posts?!?!
he's taking the fun out of the banter again :( |
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CCP FoxFour
C C P C C P Alliance
491
|
Posted - 2013.02.26 21:32:00 -
[125] - Quote
I DOUBLE POSTED! :D I feel initiated now. |
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General Tiberius1
ZionTCD Legacy Rising
210
|
Posted - 2013.02.26 21:33:00 -
[126] - Quote
CCP FoxFour wrote:I DOUBLE POSTED! :D I feel initiated now.
gbghg will feel so happy to have company |
Free Beers
Internal Error. Negative-Feedback
1064
|
Posted - 2013.02.26 21:36:00 -
[127] - Quote
CCP FoxFour wrote:0 Try Harder wrote:Right now there's almost never an ISK incentive to do a corp battle.
I like them, but I still have to get all of my isk from pub stomping. Giving me isk from pve isn't going to make me feel better either, as I want to have organized matches against decent opponents! This comes down to who is offering the reward and what is on the line as a risk for them. The fact that the best defense for FW is to not accept the defense contracts... is broken. What would be awesome is an area of space that players own districts, make money, make more money by attacking, and the fighting is so intense that only the best survive. That would be awesome.
You seem to miss the point not every corp wants to own districts but still want to fight corp battles. What I am hearing is "this isk/reward is in owning the districts". So I assume thats passive isk/resources/lp to be earned for it? Which if I remember correctly is how nullsec became a big blue bag of fun.
Tell me where I am wrong? |
gbghg
L.O.T.I.S. Legacy Rising
394
|
Posted - 2013.02.26 21:37:00 -
[128] - Quote
General Tiberius1 wrote:CCP FoxFour wrote:I DOUBLE POSTED! :D I feel initiated now. gbghg will feel so happy to have company feeling lonely in the pot?(okay i'll stop now), and it's my crappy wifi, there's a reason my ps3 has an ethernet cable in it |
General Tiberius1
ZionTCD Legacy Rising
210
|
Posted - 2013.02.26 21:38:00 -
[129] - Quote
^^^^
what he said
null sec and rats.
ya'll ****** up for once CCP
though this is the eve CCP fault, but ya'll can tell em from us mercs |
General Tiberius1
ZionTCD Legacy Rising
210
|
Posted - 2013.02.26 21:39:00 -
[130] - Quote
gbghg wrote:General Tiberius1 wrote:CCP FoxFour wrote:I DOUBLE POSTED! :D I feel initiated now. gbghg will feel so happy to have company feeling lonely in the pot? ( Quote:okay i'll stop now), and it's my crappy wifi, there's a reason my ps3 has an ethernet cable in it
thank you
will hold you to it |
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Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 21:40:00 -
[131] - Quote
Free Beers wrote:CCP FoxFour wrote:0 Try Harder wrote:Right now there's almost never an ISK incentive to do a corp battle.
I like them, but I still have to get all of my isk from pub stomping. Giving me isk from pve isn't going to make me feel better either, as I want to have organized matches against decent opponents! This comes down to who is offering the reward and what is on the line as a risk for them. The fact that the best defense for FW is to not accept the defense contracts... is broken. What would be awesome is an area of space that players own districts, make money, make more money by attacking, and the fighting is so intense that only the best survive. That would be awesome. You seem to miss the point not every corp wants to own districts but still want to fight corp battles. What I am hearing is "this isk/reward is in owning the districts". So I assume thats passive isk/resources/lp to be earned for it? Which if I remember correctly is how nullsec became a big blue bag of fun. Tell me where I am wrong?
You are wrong.
But, most likely, CCP will be more wrong. |
Bones McGavins
TacoCat Industries
24
|
Posted - 2013.02.26 21:43:00 -
[132] - Quote
This is solved very easily.
1) Allow districts to be "locked" through a number of successful defenses. Have this limit be tied to how valuable the district is.
2) Add a bonus to the value of a district for holding it longer. A district becomes more profitable the longer you hold it (with a limit, obviously) so it might make sense to operate at a loss early to secure it as it grows.
3) Add the ability to lock a district by securing adjecent districts. This, couples with the lock on defenses means you can have some districts acting as pure profit if you take districts strategically.
3b) Alternatively, have districts get a bonus for adjecent ownership. Either way, you can increase the profit by establishing a large cluster of districts.
Now on the DUST side, its easy.
1) The winning team gets both ends of the contract. Losing team gets nothing.
2) Winning team gets loot from losing team and some for their own losses.
This way, a merc team can accept contracts estimating what it would take to win that fight, and anything on the other end is pure profit, + any loot.
The total ISK in will be less than the ISK out for both EVE and DUST. However, it is only the losing DUST corp and the losing EVE corp that throw their ISK away. The winners both gain something. This provides incentive to participate if you are winning, while it still acts as a sink. |
|
CCP FoxFour
C C P C C P Alliance
570
|
Posted - 2013.02.26 21:47:00 -
[133] - Quote
Free Beers wrote:CCP FoxFour wrote:0 Try Harder wrote:Right now there's almost never an ISK incentive to do a corp battle.
I like them, but I still have to get all of my isk from pub stomping. Giving me isk from pve isn't going to make me feel better either, as I want to have organized matches against decent opponents! This comes down to who is offering the reward and what is on the line as a risk for them. The fact that the best defense for FW is to not accept the defense contracts... is broken. What would be awesome is an area of space that players own districts, make money, make more money by attacking, and the fighting is so intense that only the best survive. That would be awesome. You seem to miss the point not every corp wants to own districts but still want to fight corp battles. What I am hearing is "this isk/reward is in owning the districts". So I assume thats passive isk/resources/lp to be earned for it? Which if I remember correctly is how nullsec became a big blue bag of fun. Tell me where I am wrong?
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. |
|
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CCP Nullarbor
C C P C C P Alliance
540
|
Posted - 2013.02.26 21:48:00 -
[134] - Quote
I should really finish that dev blog. |
|
General Tiberius1
ZionTCD Legacy Rising
210
|
Posted - 2013.02.26 21:50:00 -
[135] - Quote
CCP Nullarbor wrote:I should really finish that dev blog.
this is funner |
General Tiberius1
ZionTCD Legacy Rising
210
|
Posted - 2013.02.26 21:50:00 -
[136] - Quote
CCP FoxFour wrote:Free Beers wrote:CCP FoxFour wrote:0 Try Harder wrote:Right now there's almost never an ISK incentive to do a corp battle.
I like them, but I still have to get all of my isk from pub stomping. Giving me isk from pve isn't going to make me feel better either, as I want to have organized matches against decent opponents! This comes down to who is offering the reward and what is on the line as a risk for them. The fact that the best defense for FW is to not accept the defense contracts... is broken. What would be awesome is an area of space that players own districts, make money, make more money by attacking, and the fighting is so intense that only the best survive. That would be awesome. You seem to miss the point not every corp wants to own districts but still want to fight corp battles. What I am hearing is "this isk/reward is in owning the districts". So I assume thats passive isk/resources/lp to be earned for it? Which if I remember correctly is how nullsec became a big blue bag of fun. Tell me where I am wrong? 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.
making more money and blowing **** up is allways fun! |
steadyhand amarr
Imperfects Negative-Feedback
338
|
Posted - 2013.02.26 21:52:00 -
[137] - Quote
just as idea to throw out, while not simply allow corps to steal stuff from other corps, this gives other corps an incentive to fight and defend.
this could be achieved by limiting how much stuff a dust player can acquire and must rent out space in a warehouse or something.so if you want lots of gear best get into a corp, want some shiny new toys without paying for it, steal it from someone.
just a base idea but taking something that does not belong to you, is the base cause for most of human conflict
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Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 21:55:00 -
[138] - Quote
General Tiberius1 wrote:CCP Nullarbor wrote:I should really finish that dev blog. this is funner
Yes it is.
CCP should be posting these devblogs first on the forum in an unlocked thread. |
gbghg
L.O.T.I.S. Legacy Rising
395
|
Posted - 2013.02.26 21:58:00 -
[139] - Quote
CCP Nullarbor wrote:I should really finish that dev blog. you really should, as you may have noticed the forums have lapsed into a loop of declaring stuff thats fine op and calling for nerfs |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2013.02.26 21:59:00 -
[140] - Quote
CCP FoxFour wrote:Free Beers wrote:CCP FoxFour wrote:0 Try Harder wrote:Right now there's almost never an ISK incentive to do a corp battle.
I like them, but I still have to get all of my isk from pub stomping. Giving me isk from pve isn't going to make me feel better either, as I want to have organized matches against decent opponents! This comes down to who is offering the reward and what is on the line as a risk for them. The fact that the best defense for FW is to not accept the defense contracts... is broken. What would be awesome is an area of space that players own districts, make money, make more money by attacking, and the fighting is so intense that only the best survive. That would be awesome. You seem to miss the point not every corp wants to own districts but still want to fight corp battles. What I am hearing is "this isk/reward is in owning the districts". So I assume thats passive isk/resources/lp to be earned for it? Which if I remember correctly is how nullsec became a big blue bag of fun. Tell me where I am wrong? 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.
Like pillaging a district?
You're still going to sink ISK into the attack, which some corps just won't want to risk just like they don't want to risk expansion. It would be a safer form of attack though, and if you leave a few worlds empty and ruined you force the defenders to sink ISK into rebuilding, and maybe strengthening their defenses for next time. And maybe you're selling them the equipment (that you made from the minerals you stole from them, or just flat out stole) that you'll come back to steal later.
I want to see an MCC equipped with a tractor beam sucking up all the PI goodies!
[man this draft saved stuff really gets in the way of posting]
edit: oh man, blackmailing a weak corp for "insurance" money! Space mobsters! |
|
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
122
|
Posted - 2013.02.26 22:03:00 -
[141] - Quote
CCP FoxFour wrote: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.
If it's an initial "NPC reward", corps can just attack themselves for $. Will the reward from attacking be more than not even if you lose control because the mercs you paid have finished their contract? It seems risky -.0
I think it's highly likely that you'll get a monopoly like IRL. Corps will just have agreements with each other not to attack themselves, because everyone will make more isk if no one has to spend resources to defend. |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2013.02.26 22:13:00 -
[142] - Quote
0 Try Harder wrote:CCP FoxFour wrote: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. If it's an initial "NPC reward", corps can just attack themselves for $. Will the reward from attacking be more than not even if you lose control because the mercs you paid have finished their contract? It seems risky -.0 I think it's highly likely that you'll get a monopoly like IRL. Corps will just have agreements with each other not to attack themselves, because everyone will make more isk if no one has to spend resources to defend.
See my post on the last page, you wouldn't make ISK directly, and NPC ISK faucets wouldn't be involved at all. It's all about the salvage and stolen goods you get from razing and pillaging!
Ooh, raze and pillage your own districts (presumably faster/more possible than packing up everything and moving) that you know you're gonna lose to take away the material gains the attackers would get (they'd still get their contracted ISK ofc, as long as they have one/it fits the contract). Scorched Earth tactics! |
Free Beers
Internal Error. Negative-Feedback
1065
|
Posted - 2013.02.26 22:13:00 -
[143] - Quote
CCP FoxFour wrote:Free Beers wrote:CCP FoxFour wrote:0 Try Harder wrote:Right now there's almost never an ISK incentive to do a corp battle.
I like them, but I still have to get all of my isk from pub stomping. Giving me isk from pve isn't going to make me feel better either, as I want to have organized matches against decent opponents! This comes down to who is offering the reward and what is on the line as a risk for them. The fact that the best defense for FW is to not accept the defense contracts... is broken. What would be awesome is an area of space that players own districts, make money, make more money by attacking, and the fighting is so intense that only the best survive. That would be awesome. You seem to miss the point not every corp wants to own districts but still want to fight corp battles. What I am hearing is "this isk/reward is in owning the districts". So I assume thats passive isk/resources/lp to be earned for it? Which if I remember correctly is how nullsec became a big blue bag of fun. Tell me where I am wrong? 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.
There are 3 types of battles that need to be in place
1. Arenas for "grudge" matches that don't effect New Eden universe
2. Corp/Alliances that are attacking a district with the intent on owning it
3. Corp/Alliances that are paid x isk to take a planet or defend a planet for said corp/alliance.
All three of these have to be viable from an economic perspective.
-1 its more on ante system between both corps who battle.
-2 the attacking corp/alliance if victorious will get isk/loot/district resources
-3 the payment for attacking/defending a district on behalf of someone else has to cover cost and offer rewards to motivate.
While dust is a fpsmmo its a fps player base and that differs from that of what you get with eve. Dust needs to retain the fps part when it comes to simplicity. In eve its hurry up and wait for fleet battles or fleet roams. Hell even hisec wardecs are cat and mouse. In dust it is log in, count heads, find contracts, shoot face.
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.
Random topic change.
In dust know we will get fw LP and be able to get loot with it. I think pubs need a NPC corp with standings and LP too. Along with the special pve loot that will make 3 distinct ways to buy better gear. That will help the secondary market greatly. I am big proponent of gear being high end not skills because skills give a persistant advantage. At the same time gear is disposable and it may give an advantage but it has a risk/reward factor.
Also please please please put standing tick down in for any LP system.
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 |
General Tiberius1
ZionTCD Legacy Rising
210
|
Posted - 2013.02.26 22:14:00 -
[144] - Quote
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) |
0 Try Harder
Pink Fluffy Bounty Hunterz RISE of LEGION
122
|
Posted - 2013.02.26 22:26:00 -
[145] - Quote
Free Beers wrote:Dust needs to retain the fps part when it comes to simplicity. In eve its hurry up and wait for fleet battles or fleet roams. Hell even hisec wardecs are cat and mouse. In dust it is log in, count heads, find contracts, shoot face.
Yah, good point. Long term is important to EVE, but immediate reward for us in FPS ^.^
Right now you have to just sit around and wait for a decent contract to come up, or it takes a LONG time to set one up =/
constant conflict is fun. |
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CCP FoxFour
C C P C C P Alliance
680
|
Posted - 2013.02.26 22:34:00 -
[146] - Quote
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. |
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CCP FoxFour
C C P C C P Alliance
685
|
Posted - 2013.02.26 22:38:00 -
[147] - Quote
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.... |
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Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.02.26 22:39:00 -
[148] - Quote
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. |
Centurion mkII
SVER True Blood Unclaimed.
10
|
Posted - 2013.02.26 22:40:00 -
[149] - Quote
The idea of being able to sell districts is interesting. I like the idea of selling things that are about to be attacked to create a buffer state.
At the same time though whats to stop people from selling districts there about to lose to the people who are about to win them? Its in the best interest for both sides. The losers gain isk and the winners don't lose the isk it would cost to attack them ( dropsuits/vehicles). The losing side could just use militia gear and lose nothing. Well then the attacking side would use militia gear. That would maybe even things out but at the same time whats the incentive for higher skill items. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.26 22:40:00 -
[150] - Quote
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. |
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gbghg
L.O.T.I.S. Legacy Rising
395
|
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
|
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
|
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
|
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 |
|
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.
|
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 |
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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? |
|
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 |
|
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. |
|
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. |
|
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. |
|
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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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
|
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
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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
|
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
|
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
|
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
|
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
|
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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Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
79
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Posted - 2013.02.27 07:44:00 -
[241] - Quote
Whoa away from a forum for a day, and a dozen pages bloating in this thread. It's good to see dev actually join the discussion for once. This is such a nice and loooooooong read.
Comment to recent Quality vs Quantity debate.
Yes, Quantity DOES matter in war. Zergling is a viable tactic whether you like it or not. In EVE your 20 elite pilots can't hold a damn thing against 500 Goonswarms. Dust actually has an already forgiving mechanic. With limited 24v24 men per battle, 24 men elite corp should be able to somewhat hold 1 territory for sometime or 2 teritories if they can win 12 vs 24 or may be more. Nevertheless, There is no chance in hell 20 soldiers can oversee the whole planet not even in 10,000 years in the future in Galaxy 10,000 light years away. Asking for that is kinda silly.
Those who said Zergling require no skill. I dare you make a corp and recruit 500 members then see how long you can hold them together. I doubt you can last a day, no, I meant I doubt you can even recruit that many. Not to mention organize them, field them to battle and all the logistic behind it.
zerg 20 men to 5 men may not require much skill. Zerg 200 to 50 require it tremendously. It is just that it require different set of skill than the one in average FPS game. People just need to stop thinking that their leet pew pew skill alone will conquer them a universe.
Yes. Dust514 is first and foremost a FPS game. But many people seem to forget that We, as a player, are first and foremost a mercenary. We are doing a job for the highest bidder. Those who don't want to involved himself with these headache stuffs can by all mean go for it. You can just play as some hired gun for some known or unknown corp and blow some people head off without care making some isk in the process. This is exactly a content for any simply FPS folks. Those who want to do something more....significant, you are allowed to as well as a dust player, but you will actually need some skill other than combat skill to success. Namely, the ability to at least realize how many men you need to properly hold the teritories you conquered.
Small nickpicking:
Iron Wolf Saber wrote: 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.
Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang.
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Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
79
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Posted - 2013.02.27 08:03:00 -
[242] - Quote
To comment to the Topic itself: How the FW will work
I understand that what we will get in next patch is Faction Warfare and not Player sovereign control yet, correct ? Although My EVE experience may be limited. In my understanding FW is actually a PvP between NPC corp ? (sound confuse, isn't it? :p) 4 NPC factions just hire players to fight for them right ? If this is the case, I doubt FW in the next patch will be that different than our current pub match.
It'll still be an NPC issued contact which take place in some planets/districts. When we won that NPC employer take control of it and move on. I don't think there is anything to do with player issued contact/ player controlled district yet. This will basicly be a pub match with more reward and (hopefully) more variety of maps to separate veteran player from newberries from the old pub match. don't get me wrong, this is great enough for now. I still keen to see how full players brawl in null sec will work out. That is where the real problem lies |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1159
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Posted - 2013.02.27 08:40:00 -
[243] - Quote
Talruum Tezztarozza wrote:To comment to the Topic itself: How the FW will work
I understand that what we will get in next patch is Faction Warfare and not Player sovereign control yet, correct ? Although My EVE experience may be limited. In my understanding FW is actually a PvP between NPC corp ? (sound confuse, isn't it? :p) 4 NPC factions just hire players to fight for them right ? If this is the case, I doubt FW in the next patch will be that different than our current pub match.
It'll still be an NPC issued contact which take place in some planets/districts. When we won that NPC employer take control of it and move on. I don't think there is anything to do with player issued contact/ player controlled district yet. This will basicly be a pub match with more reward and (hopefully) more variety of maps to separate veteran player from newberries from the old pub match. don't get me wrong, this is great enough for now. I still keen to see how full players brawl in null sec will work out. That is where the real problem lies
Yeah, because player owned districts wont ever be tied to FW. They will be about different systems in low sec. And i agree that FW will probably be more alike pub games in its next version. |
Bald Crusader
Chatelain Rapid Response Gallente Federation
35
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Posted - 2013.02.27 09:06:00 -
[244] - Quote
Is this not a feedback / request thread and should it be moved to a more appropriate forum? |
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CCP FoxFour
C C P C C P Alliance
777
|
Posted - 2013.02.27 10:30:00 -
[245] - Quote
Well you guys sure made a few posts over the night. I shall read through the last few pages and see if there are things to respond to. :)
p.s. /facepalm at thread title change >.< |
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CCP FoxFour
C C P C C P Alliance
777
|
Posted - 2013.02.27 10:32:00 -
[246] - 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
In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well. |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:34:00 -
[247] - 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.
On top of that is the on-the-fly decisions and coordination that larger corporations will put into moving people between fights on the fly. I can imagine a situation where you have multiple fights going on at once and you are balancing where you best players are to try and ensure you win the fights you need to. Losing a critical district? Shift more of your good players there. Should be interesting. |
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SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
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Posted - 2013.02.27 10:37:00 -
[248] - Quote
CCP FoxFour wrote:In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well. This almost makes me think you guys are starting to look into alliance mechanics. It would make sense that it would be an option to make a district open to allied corps to help defend, or even to attack. |
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CCP FoxFour
C C P C C P Alliance
777
|
Posted - 2013.02.27 10:47:00 -
[249] - 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.
This is indeed a valid concern. One that we have been thinking about as well and one that depending how we tackle it will drastically change how many districts an average corporation can hold per active member.
That being said, if you can't win fights you shouldn't hold the district. To help balance this we can do things like ensure the victor gets good rewards, that the attacker has risks that they can change and manage, the defender always has a reason to defend, the rate at which a district can be attacked, and to be honest we still have the same concern.
Once we do eventually get this out to you guys it is something we plan to monitor very closely. The plan is that whatever we do release should be easily configurable, and as much so as possible server side, so we can tweak things quickly to try and get the right balance.
To us it would be a shame if only a small number of organizations owned districts and there was limited fighting. The more battles happening the better. If we got to a point where all the districts were close to be flipped and were continuously changing hands, I would be happy. Some stability is nice, so people can make money, but a constant change is also nice. |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:51:00 -
[250] - Quote
SILENTSAM 69 wrote:CCP FoxFour wrote:In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well. This almost makes me think you guys are starting to look into alliance mechanics. It would make sense that it would be an option to make a district open to allied corps to help defend, or even to attack.
We are always looking at and thinking ahead, sometimes much farther ahead than we should, but hey we are crazy people. Considering we don't have any player owned districts in the game yet though, I can't imagine us putting much thought into alliance level stuff. We could discuss how player owned districts will work until the end of time, but until we get it into players hands we really have no idea how it will work. We have ideas, statistics, and all sorts of insane stuff, but with very little to compare to a lot of it is educated guessing and hope. Makes planning 3, 4, 5 steps ahead hard. So ideas, yea, of course. I have ideas in my head about LOTS of stuff that if I said I would be shot for. :) |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 10:56:00 -
[251] - 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.
/agree
Attrition should be an option to larger organizations. Someone who owns one district should not be able to beat down the entirety of a large organization through attrition. |
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Druk Spyker
DUST University Ivy League
2
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Posted - 2013.02.27 11:24:00 -
[252] - Quote
CCP FoxFour wrote: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.
The way this could be achieved is by letting a corp own only 1 War Barge or limited by the amount of mercs in the corp, but it must be few enough that it must always be necessary to move War Barges around. This War Barge should be flown by a capsuleer or a very expensive NPC. The skills to fly should be very high and expensive.
For a new corp it must be easy to choose a planet to contest and set up their new War Barge there. So if you are just starting out or you only want to control one planet then its easy. But if you want more then it becomes expensive. The War Barge must also not be able to use gates but must be able to jump to a cyno using expensive fuel. (maybe produced on a planet?) This will make it even more expensive to hold territory in other solar systems.
When the War barge is en route it should be vulnerable to attack in EVE. The EVE pilot must put up collateral to do the job in case he steels it or loses it. So the corp can buy everything again if it gets destroyed, but will probably not get to the fight in time. Capsuleers will charge more than the NPC, but will be safer because they can get buddies to scout and defend.
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 11:42:00 -
[253] - 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. 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.
If those 24 players can win the majority of their matches why shouldn't they be allowed to keep their district? Possibly even expand? One of the problems EVE has is that we don't limit (aside from server performance) the number if people allowed in a fight or how often the fights happen. The only thing we do is use reinforcement timers to help offset losing stuff when not online.
DUST on the other hand strictly limits the number of people allowed in a match. I will never be able to say this enough, dear god I can't say it enough, but this is just discussion, nothing done or decided. If the winners of a match won more than they lost through things like loot, ISK, and other things, and the small corporation won more matches than they lost, I think they should hold onto their piece of land.
I hope we can find a nice balance when we do this type of gameplay to get us there, not sure we will on the first try, but iteration is good. :D |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 11:50:00 -
[254] - Quote
Vaerana Myshtana wrote: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.
All of these are very good points. I imagine that when we do get around to this we won't be activating nearly all the districts. Once districts are made availible we can't really take them back. "Oh hey guys, here is this nice thing you can own. Oh, never mind we are taking it back" something something forum rage. And rightfully so I think. What we can do though is start small and open up more as we see needed. :)
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Yagihige
Crux Special Tasks Group Gallente Federation
179
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Posted - 2013.02.27 11:54:00 -
[255] - Quote
Talruum Tezztarozza wrote:Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang.
Dynasty Warriors made me learn a lot about that part of chinese history Btw, Zhuge Liang actually wrote a book about Sun Tzu's book.
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CCP Eterne
C C P C C P Alliance
773
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Posted - 2013.02.27 11:59:00 -
[256] - Quote
Yagihige wrote:Talruum Tezztarozza wrote:Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang. Dynasty Warriors made me learn a lot about that part of chinese history Btw, Zhuge Liang actually wrote a book about Sun Tzu's book.
Screw Dynasty Warriors. I got introduced to it by Destiny of the Emperor back on the NES. Then I went and played the Romance of the Three Kingdoms games and it into the rabbit hole for me. |
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CCP FoxFour
C C P C C P Alliance
777
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Posted - 2013.02.27 11:59:00 -
[257] - Quote
Maken Tosch wrote: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.
*suddenly FoxFour disappears*
It is a bit of a double edged sword. The ninjas that work in our marketing department will help save me from any situation like this in which there is an attempt to torture information out of me. At the same time though they will just as likely attack me to stop me from leaking information of my own free will. :) Marketing ninjas, who knew! :P
p.s. marketing are awesome people, love those guys. |
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Yagihige
Crux Special Tasks Group Gallente Federation
179
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Posted - 2013.02.27 12:08:00 -
[258] - Quote
CCP Eterne wrote:Yagihige wrote:Talruum Tezztarozza wrote:Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang. Dynasty Warriors made me learn a lot about that part of chinese history Btw, Zhuge Liang actually wrote a book about Sun Tzu's book. Screw Dynasty Warriors. I got introduced to it by Destiny of the Emperor back on the NES. Then I went and played the Romance of the Three Kingdoms games and it into the rabbit hole for me.
ROTTK games were awesome too, granted. But Dynasty Warriors captivated me for a while. The series seems stale now but recently i got back to it with the One Piece spin-off. Love it :D
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Baal Omniscient
L.O.T.I.S. Legacy Rising
259
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Posted - 2013.02.27 12:12:00 -
[259] - Quote
I still like my idea WAAAY back on page 4.... I know it doesn't allow for targeting specific areas, but it would be a good starting point to get the FW ball rolling |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
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Posted - 2013.02.27 12:48:00 -
[260] - Quote
CCP FoxFour wrote: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. This is indeed a valid concern. One that we have been thinking about as well and one that depending how we tackle it will drastically change how many districts an average corporation can hold per active member. That being said, if you can't win fights you shouldn't hold the district. To help balance this we can do things like ensure the victor gets good rewards, that the attacker has risks that they can change and manage, the defender always has a reason to defend, the rate at which a district can be attacked, and to be honest we still have the same concern. Once we do eventually get this out to you guys it is something we plan to monitor very closely. The plan is that whatever we do release should be easily configurable, and as much so as possible server side, so we can tweak things quickly to try and get the right balance. To us it would be a shame if only a small number of organizations owned districts and there was limited fighting. The more battles happening the better. If we got to a point where all the districts were close to be flipped and were continuously changing hands, I would be happy. Some stability is nice, so people can make money, but a constant change is also nice.
one would hope that each of the districts will contain their own specific deterrents and obstacles for attackers so its not just infantry v. infantry skill on the line but more a positive buffer for those who own and a negative one for those attacking.
varying the terrain and what the map has on it so that the same 24p(or those with same skills) cant be suited for every fight. would like to see class specific roles that pertain to the gear that each type of dropsuit can harness ie: heavy's HMG can be used to drop damage levels of gates breaching buildings and structures whereas a scout's speed boost and light frame could pass by automated defenses or pressure plated traps. seeing something of this nature would be exciting.
that said, i would like to see a single district takeover feel more like a dungeon raid where it cant be cleared in one go, attacking corps may need to make multiple trips to squeeze the defending corps till they grab control.
i feel im in agreement with Beers and would like to see a dedicated marketplace for district and/or planet transfer but it cant be solely on ISK alone, a set of exp of the player (if sold to just one merc) and exp of the corp as a sort of requirement IS A MUST! this could be the "wrench" in attackers or defenders planning when it comes to those looking to control the planet. |
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CCP FoxFour
C C P C C P Alliance
778
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Posted - 2013.02.27 12:50:00 -
[261] - Quote
Kaeralli Sturmovos wrote:CCP FoxFour wrote: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. This is indeed a valid concern. One that we have been thinking about as well and one that depending how we tackle it will drastically change how many districts an average corporation can hold per active member. That being said, if you can't win fights you shouldn't hold the district. To help balance this we can do things like ensure the victor gets good rewards, that the attacker has risks that they can change and manage, the defender always has a reason to defend, the rate at which a district can be attacked, and to be honest we still have the same concern. Once we do eventually get this out to you guys it is something we plan to monitor very closely. The plan is that whatever we do release should be easily configurable, and as much so as possible server side, so we can tweak things quickly to try and get the right balance. To us it would be a shame if only a small number of organizations owned districts and there was limited fighting. The more battles happening the better. If we got to a point where all the districts were close to be flipped and were continuously changing hands, I would be happy. Some stability is nice, so people can make money, but a constant change is also nice. one would hope that each of the districts will contain their own specific deterrents and obstacles for attackers so its not just infantry v. infantry skill on the line but more a positive buffer for those who own and a negative one for those attacking. varying the terrain and what the map has on it so that the same 24p(or those with same skills) cant be suited for every fight. would like to see class specific roles that pertain to the gear that each type of dropsuit can harness ie: heavy's HMG can be used to drop damage levels of gates breaching buildings and structures whereas a scout's speed boost and light frame could pass by automated defenses or pressure plated traps. seeing something of this nature would be exciting. that said, i would like to see a single district takeover feel more like a dungeon raid where it cant be cleared in one go, attacking corps may need to make multiple trips to squeeze the defending corps till they grab control. i feel im in agreement with Beers and would like to see a dedicated marketplace for district and/or planet transfer but it cant be solely on ISK alone, a set of exp of the player (if sold to just one merc) and exp of the corp as a sort of requirement IS A MUST! this could be the "wrench" in attackers or defenders planning when it comes to those looking to control the planet.
Why have a market place for districts? Why not a mercenary market place where you can pay people to defend or attack districts?
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Baal Omniscient
L.O.T.I.S. Legacy Rising
259
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Posted - 2013.02.27 12:58:00 -
[262] - Quote
CCP FoxFour wrote:Kaeralli Sturmovos wrote:CCP FoxFour wrote: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. This is indeed a valid concern. One that we have been thinking about as well and one that depending how we tackle it will drastically change how many districts an average corporation can hold per active member. That being said, if you can't win fights you shouldn't hold the district. To help balance this we can do things like ensure the victor gets good rewards, that the attacker has risks that they can change and manage, the defender always has a reason to defend, the rate at which a district can be attacked, and to be honest we still have the same concern. Once we do eventually get this out to you guys it is something we plan to monitor very closely. The plan is that whatever we do release should be easily configurable, and as much so as possible server side, so we can tweak things quickly to try and get the right balance. To us it would be a shame if only a small number of organizations owned districts and there was limited fighting. The more battles happening the better. If we got to a point where all the districts were close to be flipped and were continuously changing hands, I would be happy. Some stability is nice, so people can make money, but a constant change is also nice. one would hope that each of the districts will contain their own specific deterrents and obstacles for attackers so its not just infantry v. infantry skill on the line but more a positive buffer for those who own and a negative one for those attacking. varying the terrain and what the map has on it so that the same 24p(or those with same skills) cant be suited for every fight. would like to see class specific roles that pertain to the gear that each type of dropsuit can harness ie: heavy's HMG can be used to drop damage levels of gates breaching buildings and structures whereas a scout's speed boost and light frame could pass by automated defenses or pressure plated traps. seeing something of this nature would be exciting. that said, i would like to see a single district takeover feel more like a dungeon raid where it cant be cleared in one go, attacking corps may need to make multiple trips to squeeze the defending corps till they grab control. i feel im in agreement with Beers and would like to see a dedicated marketplace for district and/or planet transfer but it cant be solely on ISK alone, a set of exp of the player (if sold to just one merc) and exp of the corp as a sort of requirement IS A MUST! this could be the "wrench" in attackers or defenders planning when it comes to those looking to control the planet. Why have a market place for districts? Why not a mercenary market place where you can pay people to defend or attack districts? I HATE it when DEV's talk like this. I can never tell if they are suggesting things that should be possible soon, or if they are thinking long run. DON'T TOY WITH MY HEART! |
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CCP FoxFour
C C P C C P Alliance
778
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Posted - 2013.02.27 13:11:00 -
[263] - Quote
Baal Omniscient wrote:I HATE it when DEV's talk like this. I can never tell if they are suggesting things that should be possible soon, or if they are thinking long run. DON'T TOY WITH MY HEART!
How about honest question? |
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Yosef Autaal
SONS of LEGION RISE of LEGION
19
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Posted - 2013.02.27 13:12:00 -
[264] - Quote
Baal Omniscient wrote:CCP FoxFour wrote:
Why have a market place for districts? Why not a mercenary market place where you can pay people to defend or attack districts?
I HATE it when DEV's talk like this. I can never tell if they are suggesting things that should be possible soon, or if they are thinking long run. DON'T TOY WITH MY HEART!
FoxFour loves to toy with us I think. she enjoys watching us second guess everything and get into a fever over the smallest detail haha :P
I want to see district contracts where districts can be traded for isk, trade items or even other districts, if seller set district as the price then the buyer can go to the seller offering any district they own(can offer more then one) and seller has choice to accept or decline. seller might be able to even state which Region/system/planet they want the district to be in (might notify and corp holding a district in that area a notification saying someone is looking for a district there) |
Rasatsu
Much Crying Old Experts
444
|
Posted - 2013.02.27 13:13:00 -
[265] - Quote
Baal Omniscient wrote:I HATE it when DEV's talk like this. I can never tell if they are suggesting things that should be possible soon, or if they are thinking long run. DON'T TOY WITH MY HEART! With CCP, everything is SOON[tm].
Edit: Also the reason why they're posting in this thread is that they've yet to actually decided (or figure out) any of the real gameplay. |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 13:25:00 -
[266] - Quote
CCP FoxFour 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. 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. If those 24 players can win the majority of their matches why shouldn't they be allowed to keep their district? Possibly even expand? One of the problems EVE has is that we don't limit (aside from server performance) the number if people allowed in a fight or how often the fights happen. The only thing we do is use reinforcement timers to help offset losing stuff when not online. DUST on the other hand strictly limits the number of people allowed in a match. I will never be able to say this enough, dear god I can't say it enough, but this is just discussion, nothing done or decided. If the winners of a match won more than they lost through things like loot, ISK, and other things, and the small corporation won more matches than they lost, I think they should hold onto their piece of land. I hope we can find a nice balance when we do this type of gameplay to get us there, not sure we will on the first try, but iteration is good. :D
Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner. |
Rasatsu
Much Crying Old Experts
444
|
Posted - 2013.02.27 13:41:00 -
[267] - Quote
Iron Wolf Saber wrote:Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner. Thing is if you got something akin to reinforcement timers (scheduled matches), you only need to adjust the number of battles per-district needed to conquer it.
If a 24-man corp has 100 planets, with total of 1000 districts, and defending a district is 20 matches over a week (I'd go for a more dynamic value where the more you lose in a row the quicker the thing is taken), then they'd be fighting 20,000 battles over a week.
Not going to happen.
If they fight 10 battles per day, then they can keep fighting for control over 4 or so districts, where matches are (mostly) in their timezones. Some penalty would obviously be applied to their performance when they have less than 24/7 coverage, however that could be compensated by being very good at shooting people in the face. |
Iron Wolf Saber
BetaMax.
2868
|
Posted - 2013.02.27 13:45:00 -
[268] - Quote
Rasatsu wrote:Iron Wolf Saber wrote:Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner. Thing is if you got something akin to reinforcement timers (scheduled matches), you only need to adjust the number of battles per-district needed to conquer it. If a 24-man corp has 100 planets, with total of 1000 districts, and defending a district is 20 matches over a week (I'd go for a more dynamic value where the more you lose in a row the quicker the thing is taken), then they'd be fighting 20,000 battles over a week. Not going to happen. If they fight 10 battles per day, then they can keep fighting for control over 4 or so districts, where matches are (mostly) in their timezones. Some penalty would obviously be applied to their performance when they have less than 24/7 coverage, however that could be compensated by being very good at shooting people in the face.
^ I think he's the first poster that understood what I have been trying to say. |
Talruum Tezztarozza
Seituoda Taskforce Command Caldari State
79
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Posted - 2013.02.27 14:51:00 -
[269] - Quote
Yagihige wrote:Talruum Tezztarozza wrote:Sun Tzu was actually borned way before three kingdoms era. The one who managed the smallest Shu kingdom to last suprisingly long against overwhelming larger Wei kingdom was Zhuge Liang. Dynasty Warriors made me learn a lot about that part of chinese history Btw, Zhuge Liang actually wrote a book about Sun Tzu's book. Well, everyone and their father used Sun Tzu's art of war as basis in that era. No surprise here ^^".
CCP Eterne wrote: Screw Dynasty Warriors. I got introduced to it by Destiny of the Emperor back on the NES. Then I went and played the Romance of the Three Kingdoms games and it into the rabbit hole for me.
Koei's RTK2 is actually the game that convert me into PC gamer. It's a shame that they refuse to translate this series into English lately.
I do agree Dynasty warrior suck I have to give it to that game though. It did a great job introduce RTK to wide Western audience.
Iron Wolf Saber wrote:Well the thing is in a zerging situation its more of a question if the smaller corporation would feasibly fielding at every battle challenged to them. Mind you the zerging corp is wasting massive amount of resources, manpower and time the real objective is to try to stretch the smaller corp beyond their capabilities of feasible defense. I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Inversely a small corporation should have a more difficult time gaining ground a much larger corporation, the larger corporation will always or should always field their fights against them if its just corp a vs corp b. Even if they win every time they attack its a time slot they're occupied that they are not able to defend another territory on. Corproation B's counter attacks will eventually win out in time as corproation A gets stretched thinner and thinner.
I think the simple solution here for that small defending corp is they can just simply put in a contact tohire other mercenaries to defend it for them while they are away, eating or sleeping. The one owning it doesn't need to be the one who actually defending it.
Some kind of rainforcement timer is still needed to prevent this to become 24/7 zerg waves though. That's all. |
Vaerana Myshtana
Bojo's School of the Trades
218
|
Posted - 2013.02.27 14:57:00 -
[270] - Quote
CCP FoxFour wrote:Kaeralli Sturmovos wrote: i feel im in agreement with Beers and would like to see a dedicated marketplace for district and/or planet transfer but it cant be solely on ISK alone, a set of exp of the player (if sold to just one merc) and exp of the corp as a sort of requirement IS A MUST! this could be the "wrench" in attackers or defenders planning when it comes to those looking to control the planet.
Why have a market place for districts? Why not a mercenary market place where you can pay people to defend or attack districts?
I think that BOTH are important options.
For instance, if you want to conquer a district, there should definitely be an easy mechanic to pay someone to do it for you.
On the other hand, if I've spent a lot of time conquering, managing, and improving a district ; but, I'm sick of that district or it's not worth it to me to rehabilitate it after the resources run out- why shouldn't I be allowed to sell it?
BTW, we still need a different word than "district" or else they will be PODs. Too many pods in New Eden already.
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Vaerana Myshtana
Bojo's School of the Trades
218
|
Posted - 2013.02.27 14:59:00 -
[271] - Quote
Iron Wolf Saber wrote: I don't want to wind up in a situation where 24 man corp winds up owning 100 planets because of anti-zerging mechanics and the defending smaller group wins by default by not showing up to any of the fights. Now defending a single planet or two I can see more feasible to hold for a 1 fielder team.
Yes. I think this might be what CCP FoxFour was talking about with the "exponentially" harder to control more space comment.
I can hope. |
D Roc43
L.O.T.I.S. Legacy Rising
5
|
Posted - 2013.02.27 15:00:00 -
[272] - Quote
Yeah I agree with you on this one. A small corp could then take its best players and select which districts were the most vital to protect and outsource the others. This would allow a small corporation to still hold territory larger than others of same size, due to their skill and being able to win each match, but still defend them by allowing other mercs to defend their territories for them. I think that this idea in combination with the reinforcement timer might be a relatively balanced approach to FW but then again who knows, we won't know till we have some trial by fire
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Beren Hurin
OMNI Endeavors
184
|
Posted - 2013.02.27 15:08:00 -
[273] - Quote
I'm also seeing possible scenarios where teams may post contracts for cheap to see if weak teams will take the bait to attack their own districts in hope that they make money on the salvage. |
D Roc43
L.O.T.I.S. Legacy Rising
7
|
Posted - 2013.02.27 15:11:00 -
[274] - Quote
Beren Hurin wrote:I'm also seeing possible scenarios where teams may post contracts for cheap to see if weak teams will take the bait to attack their own districts in hope that they make money on the salvage.
There are going to be holes in any system that is put into effect, the goal is to make it the best system for the majority and just take the others with a grain of salt because no matter how much they change the system it will never be perfect. |
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CCP FoxFour
C C P C C P Alliance
785
|
Posted - 2013.02.27 15:25:00 -
[275] - Quote
Beren Hurin wrote:I'm also seeing possible scenarios where teams may post contracts for cheap to see if weak teams will take the bait to attack their own districts in hope that they make money on the salvage.
I see nothing wrong with this, |
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CCP FoxFour
C C P C C P Alliance
785
|
Posted - 2013.02.27 15:26:00 -
[276] - Quote
D Roc43 wrote:Beren Hurin wrote:I'm also seeing possible scenarios where teams may post contracts for cheap to see if weak teams will take the bait to attack their own districts in hope that they make money on the salvage. There are going to be holes in any system that is put into effect, the goal is to make it the best system for the majority and just take the others with a grain of salt because no matter how much they change the system it will never be perfect.
Yay sandbox! |
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Kazeno Rannaa
Seraphim Initiative. CRONOS.
145
|
Posted - 2013.02.27 15:36:00 -
[277] - Quote
Kain Spero wrote:Soght Toi wrote:Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build. You should care. If the economic incentive isn't addressed properly there won't be FW contracts from Eve to drive Dusters to fight. Without the proper economic drivers in place Dust could very well die in the crib. No business arrangement can hope to continue to exist if the parties involved end up operating at a loss. The interaction between Dust and Eve MUST be mutually beneficial to both games. My hope is that the changes that CCP are working on take this into account and Beers is worrying over nothing, but hoping for the best does no good if we don't get the results that are needed to ensure Dust's growth and success.
OK, so what you are HOPING for is a more perfect model of WHAT capitalism is, yet in review of the ACTUAL operations of capitalism it is CONSTANTLY operating at a LOSS. Even though this is the case, capitalism STILL PERSISTS.
I find your logic in this case, especially in the fact that you are talking about warfare, which even in the context of human history HAS ALWAYS OCCURRED at a loss. War has only been profitable to a small number of people and the margin of profit in it is relative to that of a descent restaurant, which is to say running at a profit of 5-10% out of the kitchen at a cost of 20-35% total cost to the establishment for materials and labor, while the front of the house may net a 20-25% profit from the remaining 50-70% of total cost of operation.
The real matter is, like other people have stated, you are basing this off of incomplete mathematical models that are COMPLETELY based on ERRONEOUS ASSUMPTIONS on what it will TYPICALLY cost a corp to provide defense or seizure services on provided contracts in Faction warfare.
Kain and Beers; both of you ASSUME to much, and apparently you have forgotten what assumptions do: they make and ass out of you and them.
The purpose of making this kind of interaction to run at such a potentially low margin of profit on both parts is to perpetuate the mining, wormhole exploration, trading, industrial production, and etc. that currently has grown stagnant in EVE.
Once again the Imperfects have proven their name all to well by their attempt to present an INCOMPLETE picture or what is possible through their narrow vision and INCOMPLETE understanding of CCP's intentions. This is supposed to be a Hamster wheel, nothing more. If you don't like it, get OFF. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1160
|
Posted - 2013.02.27 15:39:00 -
[278] - Quote
CCP FoxFour wrote:D Roc43 wrote:Beren Hurin wrote:I'm also seeing possible scenarios where teams may post contracts for cheap to see if weak teams will take the bait to attack their own districts in hope that they make money on the salvage. There are going to be holes in any system that is put into effect, the goal is to make it the best system for the majority and just take the others with a grain of salt because no matter how much they change the system it will never be perfect. Yay sandbox!
exactly. And that's why all those talks about million here, million there make no sense to me. If the planetary conquest in Dust achieves to end up like EVE's 0.0 you 'll be able to say you succeed. As as flawed it may be, it's still a freakin damn good system for a single shard persistent universe with player oriented conquest !!
So devs, dont break you head. Go with something simple, dont add too many control system. And build from there. As you said before, what you should focus on is having something as tweakable as possible, and with as many layers as possible. Beyond that, it's all experimentations. |
Bones McGavins
TacoCat Industries
24
|
Posted - 2013.02.27 15:40:00 -
[279] - Quote
Here is how I assume/hope this will work. Keep in mind, this isn't EVE or even Planetside, there is no persistant world to be fought over. Every battle is a typical FPS match. Which IMO is a HUGE bonus to DUST over Planetside, as it gives "win conditions" and more purpose to the gameplay.
First off, it is key to limit the amount of possible attacks on a district. This is needed or it will almost never be profitable to own a district and they will change hands like hot potatos. If a corp can successfully defend their district it should LIKELY be profitable for them to do so. You could "attrition" the corp by dumping tons of money into your contracts, forcing them to spend a ton to pay for defense. But it shouldnt be possible to just hit them over and over and over forcing them to keep paying for defense. So with that in mind, lets say for the sake of discussion a District can be attacked 10 times per month.
Each attack on a district will have 4 parties.
1) CORP A- The Attack Sponser Corp 2) CORP B- The Defense Sponser Corp 3) CORP C- The Attack Merc Corp 4) CORP D- The Defense Merc Corp
Now, CORPs A and C, and CORPs B and D may be the SAME corps. You may defend your own district, or lead your own attack, but you may also contract it out to a 3rd party.
So, what happens, how does this all actually work out? Right now, who knows, but you don't want gameplay to NOT occur, and you dont want the problem of timezones messing with getting good matchups.
So here is how I imagine it will happen.
CORP A puts out a 20 mil ISK contract for an attack on CORP B. This contract has a specified time for the attack, and this time is a anywhere from 12-24 hours out from when it is created. All contracts can either be public or private. Meaning I can set a contract that is available to ALL DUST corps, or just specific ones. This allows me to use connections to get a good DUST corp to lead my attack or defense, or just put something out there for attrition or desperation.
Once CORP A puts out the contract, two things happen.
1) A listing appears for the contract, allowing DUST Corps to accept it. They can see when the match will take place so they can be prepared. 2) CORP B is notified and they must put out a defense contract.
So CORP B now has 12-24 hours to put out a matching contract. They can talk to some of their allies, or contact some famous corps, or they can just post a public contract to everyone. Either way, corp B ends up posting a contract for the defense.
So now both contracts are up and available. Depending on if they are private or public, some or all DUST corps can accept.
Now one of 4 things happens.
1) Neither contract is accepted before the scheduled attack - Both corp A and corp B are refunded and nothing happens. 2) Both contracts are accepted before the scheduled attack by CORP C and CORP D and a game of DUST is played. 3) The attacking contract is accepted by CORP C and the defending is not. CORP A pays CORP C the contract, CORP B is refunded, but the district changes hands. 4) The defending contract is accepted by CORP D and the attacking contract is not. CORP B pays CORP D the contract, corp A is refunded but an attack is used up.
In the case of 2, CORP C and CORP D play a match. Depending on the district this may be 16v16 or 24v24 or whatever. It is up to the corps to fill those teams, if they do not you can see 24v8.
The winning team gets the ISK of both the attacking contract and the defense contact and all the salvaged loot from the battle. The losing corp gets nothing. This prevents crappy corps from accepting contracts and getting the money and just losing.
At the end, all 4 corps get a report of the battle. This allows CORPS A and B to review CORPS C and D and see if they made a legit effort and put up a good fight. If not, they can blacklist them from future public contracts, possibly even review them for other corps to see.
I think this system keeps DUST acting as a money sink for both DUST and EVE while providing incentive for both universes to participate as long as they win. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1160
|
Posted - 2013.02.27 15:42:00 -
[280] - Quote
Kazeno Rannaa wrote:Kain Spero wrote:Soght Toi wrote:Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build. You should care. If the economic incentive isn't addressed properly there won't be FW contracts from Eve to drive Dusters to fight. Without the proper economic drivers in place Dust could very well die in the crib. No business arrangement can hope to continue to exist if the parties involved end up operating at a loss. The interaction between Dust and Eve MUST be mutually beneficial to both games. My hope is that the changes that CCP are working on take this into account and Beers is worrying over nothing, but hoping for the best does no good if we don't get the results that are needed to ensure Dust's growth and success. OK, so what you are HOPING for is a more perfect model of WHAT capitalism is, yet in review of the ACTUAL operations of capitalism it is CONSTANTLY operating at a LOSS. Even though this is the case, capitalism STILL PERSISTS. I find your logic in this case, especially in the fact that you are talking about warfare, which even in the context of human history HAS ALWAYS OCCURRED at a loss. War has only been profitable to a small number of people and the margin of profit in it is relative to that of a descent restaurant, which is to say running at a profit of 5-10% out of the kitchen at a cost of 20-35% total cost to the establishment for materials and labor, while the front of the house may net a 20-25% profit from the remaining 50-70% of total cost of operation. The real matter is, like other people have stated, you are basing this off of incomplete mathematical models that are COMPLETELY based on ERRONEOUS ASSUMPTIONS on what it will TYPICALLY cost a corp to provide defense or seizure services on provided contracts in Faction warfare. Kain and Beers; both of you ASSUME to much, and apparently you have forgotten what assumptions do: they make and ass out of you and them. The purpose of making this kind of interaction to run at such a potentially low margin of profit on both parts is to perpetuate the mining, wormhole exploration, trading, industrial production, and etc. that currently has grown stagnant in EVE. Once again the Imperfects have proven their name all to well by their attempt to present an INCOMPLETE picture or what is possible through their narrow vision and INCOMPLETE understanding of CCP's intentions. This is supposed to be a Hamster wheel, nothing more. If you don't like it, get OFF.
A bit harsh, but dude has a point. Too much speculation kills speculation. Especially when it doesnt even take into account stuff we already know :
1) Money wont flow between EVE and Dust for a while. So forget about EVE corps paying Dust corps directly through contracts. 2) Randoms added to FW mix : no contract anymore. 3) Planet sov : Wont use contract either. (dont ask me from where i know that) |
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Vrain Matari
ZionTCD Legacy Rising
407
|
Posted - 2013.02.27 15:49:00 -
[281] - Quote
CCP FoxFour wrote:Beren Hurin wrote:I'm also seeing possible scenarios where teams may post contracts for cheap to see if weak teams will take the bait to attack their own districts in hope that they make money on the salvage. I see nothing wrong with this, This may also work for the 'exponential' increase in the difficulty of maintaining large terrestrial empires, and tie into the new player experience.
The manpower required for regular 'patrols'(maybe rogue drone supression) could be made to scale with district area(or the exponetial of the area, it you want to keep empires really small), thus requiring larger/more frequent patrols.
Contracting out patrol duties feels like an organic way to integrate players of differing skills/experience/resources. These patrol contracts should not be cakewalks, and sucess or failure should have a real effect on the fortunes/headache level of the territory owner. I'd suggest the degradation/destruction of facilities required to upgrade the territory.
These patrol contracts would then function as an informal feeder mechanism for other corps - a good patrol contract record would show a merc or corp at least had a handle on the basic game mechanics.
But most importantly, this approach has a coherent storytelling aspect to it that integrates naturally with the New Eden backstory and ethos. That should be the principle driving and shaping force for any mechanics we come up with in this thread. |
Delirium Inferno
Chernova Industries
39
|
Posted - 2013.02.27 15:50:00 -
[282] - Quote
Just been reading along but got a little confused; why should a 24 man corp have control over 1000 districts exactly? I see nothing wrong with larger corps able to attack and defend more districts since yes they'd be making more money for having more districts but would also have to distribute it amongst more people (presumably).
24 people holding 1000 districts doesn't sound very realistic in the first place, unless they are 24 very wealthy mercs who hire other mercs to do most their business.
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Free Beers
Internal Error. Negative-Feedback
1081
|
Posted - 2013.02.27 15:52:00 -
[283] - Quote
Kazeno Rannaa wrote:Kain Spero wrote:Soght Toi wrote:Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build. You should care. If the economic incentive isn't addressed properly there won't be FW contracts from Eve to drive Dusters to fight. Without the proper economic drivers in place Dust could very well die in the crib. No business arrangement can hope to continue to exist if the parties involved end up operating at a loss. The interaction between Dust and Eve MUST be mutually beneficial to both games. My hope is that the changes that CCP are working on take this into account and Beers is worrying over nothing, but hoping for the best does no good if we don't get the results that are needed to ensure Dust's growth and success. OK, so what you are HOPING for is a more perfect model of WHAT capitalism is, yet in review of the ACTUAL operations of capitalism it is CONSTANTLY operating at a LOSS. Even though this is the case, capitalism STILL PERSISTS. I find your logic in this case, especially in the fact that you are talking about warfare, which even in the context of human history HAS ALWAYS OCCURRED at a loss. War has only been profitable to a small number of people and the margin of profit in it is relative to that of a descent restaurant, which is to say running at a profit of 5-10% out of the kitchen at a cost of 20-35% total cost to the establishment for materials and labor, while the front of the house may net a 20-25% profit from the remaining 50-70% of total cost of operation. The real matter is, like other people have stated, you are basing this off of incomplete mathematical models that are COMPLETELY based on ERRONEOUS ASSUMPTIONS on what it will TYPICALLY cost a corp to provide defense or seizure services on provided contracts in Faction warfare. Kain and Beers; both of you ASSUME to much, and apparently you have forgotten what assumptions do: they make and ass out of you and them. The purpose of making this kind of interaction to run at such a potentially low margin of profit on both parts is to perpetuate the mining, wormhole exploration, trading, industrial production, and etc. that currently has grown stagnant in EVE. Once again the Imperfects have proven their name all to well by their attempt to present an INCOMPLETE picture or what is possible through their narrow vision and INCOMPLETE understanding of CCP's intentions. This is supposed to be a Hamster wheel, nothing more. If you don't like it, get OFF.
I stated in my OP that I only know based on what we have been told and have now. CCP FoxFour found it important an enough issue to come discuss it with us. In this thread we are being a community and have a good discussion. Can't handle that?
Your butt hurt for Imperfects seems to have inhibitied your ability to contribute constructively. Please stop posting you just embarass SI and yourself. |
Bones McGavins
TacoCat Industries
24
|
Posted - 2013.02.27 15:55:00 -
[284] - Quote
Delirium Inferno wrote: unless they are 24 very wealthy mercs who hire other mercs to do most their business.
Bingo.
If you are good at picking solid contractors out and can negotiate good contracts that keep it profitable to defend your districts, then you are winning at the corporate level. Now, trying to keep affordable contracts up and running for defenses of thousands of districts also seems nearly impossible. So unless those 24 members are just filing paperwork all day to get good contracts, it still sounds like a major challange. |
Free Beers
Internal Error. Negative-Feedback
1081
|
Posted - 2013.02.27 15:55:00 -
[285] - Quote
CCP FoxFour wrote: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 In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well.
I agree with priorities.
Excuse me for being a software nerd and being so insistant about this. I think there is really a great need for it. Even if its implemented very simply in the next build.
Create role and just give it to CEO Let it have the same transfer function as CO offices Will have to have a interface to piggy back off though.
We don't need a market place right away we have 3rd party services. Plus I would rather districts be handled in the back room as it makes the meta game more fun. Having a district market place turns this into a real estate game and gives out way to much info and will cause super griefing. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1160
|
Posted - 2013.02.27 15:57:00 -
[286] - Quote
Beers, where do you see anything related to a SI-IMP grudge ? oO If the guy disagrees, like i do, and he's SI doesnt mean its because you're an IMP.
I get the tone is a bit rough, but what you're saying is just as embarrassing for you. If you cant handle someone disagreeing (which i know you can) then stop posting as well. |
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CCP FoxFour
C C P C C P Alliance
790
|
Posted - 2013.02.27 16:04:00 -
[287] - Quote
Laurent Cazaderon wrote:CCP FoxFour wrote:D Roc43 wrote:Beren Hurin wrote:I'm also seeing possible scenarios where teams may post contracts for cheap to see if weak teams will take the bait to attack their own districts in hope that they make money on the salvage. There are going to be holes in any system that is put into effect, the goal is to make it the best system for the majority and just take the others with a grain of salt because no matter how much they change the system it will never be perfect. Yay sandbox! exactly. And that's why all those talks about million here, million there make no sense to me. If the planetary conquest in Dust achieves to end up like EVE's 0.0 you 'll be able to say you succeed. As as flawed it may be, it's still a freakin damn good system for a single shard persistent universe with player oriented conquest !! So devs, dont break you head. Go with something simple, dont add too many control system. And build from there. As you said before, what you should focus on is having something as tweakable as possible, and with as many layers as possible. Beyond that, it's all experimentations.
Gotta get something out the door and see how people play with it. While it may not be perfect, hell if I ever said the system was perfect I would personally leave my job. Nothing is ever done in this job. Anyways, point is that while we hope to make it great at release there are things we can do to ensure we can rapidly iterate on features to improve them live. We are lucky that this is an MMO as well because it makes this even easier. What I hope is that we can tweak numbers live to help balance the gameplay and ensure that we are getting sufficient levels of fighting and more importantly that people are enjoying it. Not much point to a game if people are not having fun. :) |
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Free Beers
Internal Error. Negative-Feedback
1081
|
Posted - 2013.02.27 16:07:00 -
[288] - Quote
Laurent Cazaderon wrote:Beers, where do you see anything related to a SI-IMP grudge ? oO If the guy disagrees, like i do, and he's SI doesnt mean its because you're an IMP.
I get the tone is a bit rough, but what you're saying is just as embarrassing for you. If you cant handle someone disagreeing (which i know you can) then stop posting as well.
What the **** Caz? He said nothing about the subject the just spouting random statistics out of his ass then referred specifically to Kain, myself, and Imperfects. If thats not off topic then I dont know what the **** is. Don't defend him for being a dumb ass because you disagree with me.
For the record none of this is about disagreeing at all. I read what he wrote and I understand what he is saying. Him calling me and imperfects out over it is stupid and why he got the response he did.
Now stay on topic |
Delirium Inferno
Chernova Industries
39
|
Posted - 2013.02.27 16:11:00 -
[289] - Quote
Bones McGavins wrote:Delirium Inferno wrote: unless they are 24 very wealthy mercs who hire other mercs to do most their business.
Bingo. If you are good at picking solid contractors out and can negotiate good contracts that keep it profitable to defend your districts, then you are winning at the corporate level. Now, trying to keep affordable contracts up and running for defenses of thousands of districts also seems nearly impossible. So unless those 24 members are just filing paperwork all day to get good contracts, it still sounds like a major challange. Unless they hire other mercs to file all the paperwork and get good contracts. Hire mercs to hire mercs!
It's not like the CEO of a real world corporation does all this stuff by himself/herself. I imagine if you have the corporate skills (the kind you can't buy with skill points) you could really reap in the rewards.
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Cyn Bruin
Imperfects Negative-Feedback
656
|
Posted - 2013.02.27 16:17:00 -
[290] - Quote
CCP FoxFour wrote: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 In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well.
You've refered to a sandbox multiple times. In a sandbox this option would be viable. I understand we are talking "priority" of options presented though. The option to sell districts would be huge, so many differentials in the metagame would present themselves if this option was included. Otherwise the only 2 ways I can see to dump a district is abandon it (if option available) or let someone take it. |
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Free Beers
Internal Error. Negative-Feedback
1081
|
Posted - 2013.02.27 16:21:00 -
[291] - Quote
CCP FoxFour
How about this for a Big low skill zerg corp vs smaller corps idea. In general its easy for small corps to take districts or defend a few districts. I am referring to effort not skill or results.
The advantages of larger corps shouldn't be dismissed just to protect the smaller corps. Lets say small is under 100 here.
If ccp is use a persistant model like I assume (Yes I am assuming here because the timer Idea would be horrible in dust) then more districts/planets/systems/constellation/regions they own they have to have higher Loyalty/allegiance/whatver rating to get the x,y,z bonuses.
If you combine the idea that corp/alliances with higher ratings offer better npc/player loot then you motivate conflict. So the advantages of large corps shouldn't be zergfest514 but more of a defensive one. Which in turn allows them to reap the benefits if they maintain rewards.
For the record I am not anti large corps just because I am in a small one. NF could be a 1000 mercs some day. I just know that most fps corps/clans/groups tend to have a small active roster.
The important thing is in the fps world we log in, count heads, accept contract, shoot face, and then log off. Dust can't be turned in to a 23/7 job.
Thoughts? |
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CCP FoxFour
C C P C C P Alliance
794
|
Posted - 2013.02.27 16:31:00 -
[292] - Quote
Free Beers wrote:Dust can't be turned in to a 23/7 job.
Free Beers wrote:because the timer Idea would be horrible in dust
Care to expand upon this? The purpose of timers in EVE is to eliminate having to be on 23/7 and know that if you go to sleep your stuff will still be there tomorrow.
Free Beers wrote:So the advantages of large corps shouldn't be zergfest514 but more of a defensive one. Which in turn allows them to reap the benefits if they maintain rewards.
Personally I would rather see everyone be aggressive, not defensive. If everyone is being defensive, then no one is attacking and there is not much game.
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CCP FoxFour
C C P C C P Alliance
794
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Posted - 2013.02.27 16:37:00 -
[293] - Quote
Cyn Bruin wrote:CCP FoxFour wrote: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 In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well. You've refered to a sandbox multiple times. In a sandbox this option would be viable. I understand we are talking "priority" of options presented though. The option to sell districts would be huge, so many differentials in the metagame would present themselves if this option was included. Otherwise the only 2 ways I can see to dump a district is abandon it (if option available) or let someone take it.
The option to sell/buy districts is not what will make the game a sandbox. A sandbox is a sandbox because you are given tools and allowed to do whatever you want with those tools so long as it doesn't break rules (no perpetual motion machines, AKA no breaking the rules of physics). If all had in a sandbox was the sand, that would be a bit boring. So tools are added, a shovel and a bucket. With or without the shovel and bucket it is still a sandbox. Back to this with our without the ability to sell we are aiming to make a sandbox, selling districts would just be another tool for you guys to play with.
We don't have a way to sell solar systems in EVE, but players still do it. So yea, an in-game function to sell a district would be really low on the list of priorities because I can think of plenty of ways that you, our creative players, will come up with ways to sell districts anyways.
Again, as you pointed out, it would be a matter of prioritization. So many other things I think we could spend our time doing though. |
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CCP FoxFour
C C P C C P Alliance
794
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Posted - 2013.02.27 16:45:00 -
[294] - Quote
Free Beers wrote:CCP FoxFour wrote: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 In terms of priority I would rather see the ability to contract other corporations to take a district for you. That would also mean contracting other corporations to help you defend your district as well. I agree with priorities. Excuse me for being a software nerd and being so insistant about this. I think there is really a great need for it. Even if its implemented very simply in the next build. Create role and just give it to CEO Let it have the same transfer function as CO offices Will have to have a interface to piggy back off though. We don't need a market place right away we have 3rd party services. Plus I would rather districts be handled in the back room as it makes the meta game more fun. Having a district market place turns this into a real estate game and gives out way to much info and will cause super griefing.
I am not saying this is a bad idea or anything, hell I think it would be really cool. You assume however that districts and CO are equal in any way and that any kind of transfer function we have would possibly handle that. If we get to doing this stuff and it turns out adding the ability to transfer districts is stupid easy, hey maybe, but I still think unless it is just a few lines of code that this is something that would be pretty low on the priority list. You would want some way to set a price, and for the receiver to accept it which is new UI right there that does not exist in DUST. |
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CCP FoxFour
C C P C C P Alliance
794
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Posted - 2013.02.27 16:47:00 -
[295] - Quote
Free Beers wrote:Laurent Cazaderon wrote:Beers, where do you see anything related to a SI-IMP grudge ? oO If the guy disagrees, like i do, and he's SI doesnt mean its because you're an IMP.
I get the tone is a bit rough, but what you're saying is just as embarrassing for you. If you cant handle someone disagreeing (which i know you can) then stop posting as well. What the **** Caz? He said nothing about the subject the just spouting random statistics out of his ass then referred specifically to Kain, myself, and Imperfects. If thats not off topic then I dont know what the **** is. Don't defend him for being a dumb ass because you disagree with me. For the record none of this is about disagreeing at all. I read what he wrote and I understand what he is saying. Him calling me and imperfects out over it is stupid and why he got the response he did. Now stay on topic
/me just wants to have a discussion about random stuff :'( |
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Iron Wolf Saber
BetaMax.
2868
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Posted - 2013.02.27 16:55:00 -
[296] - Quote
How to sell district via sandbox without built in tools UI.
Corp A - Seller Corp B - Buyer Corp C - Middle Man
Corp A has a piece of dirt for sale and they are very good players that can back hand anyone else in a match usually. They use the forums to sell the territory, advertise it as safe guarded and surrounded by corp A and rich in scientific resources. Corp B shows interest in buying the territory as they got some very good researchers able to make most use of it however they're not the best foot soldiers around.
So Corp B and Corp A with Corp C negotiates the transfer of the district via attack contract. Corp A by whatever means ensures that they lose control of the district though 'traditional' in game means such as a pre-arraged battle contract in where A purposely loses to B at the state time. Corp C holds onto the agree'd isk until the land transfer is complete legally. Corp B gains control and Corp C completes the transfer of isk to corp A. that way if corp a backs out or purposely wins the fight corp c refunds corp b the purchase and corp a just trolled corp be for a short fight.
Now there is very little in stopping corp D from showing up and screwing the whole thing over or that corp D is an alt corp of Corp A that double dips but you get the idea. |
A'Real Fury
The Silver Falcon Federation
4
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Posted - 2013.02.27 17:15:00 -
[297] - Quote
A few quicks thoughts. Sorry if it has been mentioned before as this is a pretty long thread.
Outside of ideological reasons I think a lot of wars are fought over resources i.e you lack something you need or want something somebody else has.
Now to avoid nap fests going on too long you can limit the amount of resources that can be derived from a given district by gradually reducing the amount of it available until you hit a minimum baseline. This would result in a weakness that others can exploit, particularly if you link resource consumption to battles. The more fights in your district, even if you win, will result in repairs needing to be made and disruption to production. This could allow small corps or even individuals into Sovereign wars as they could be used for hit and run tactics, smash and grabs, and espionage to test out or even create instability into the system.
Also resource reduction will result in these static corps moving onto greener pastures. Once this district has changed hands the new corp could use new "methods" to gradually increase production to where it was before it gradually declines again.
With large corps employing small, deniable asset, corps in a low intensity war with sovereign nations will eventually lead to all out large scale conflicts because those nations will only see their resources being depleted through equipment loss etc. These small corps could also use low cost militia gear attacks with the intent to damage production and equipment with little Isk cost to them. This way the small corps can stay profitable because their costs are very limited and the big corp/nation can employ lots of them to attack districts etc.
Within district attacks you could even reduce it to attacking specific building e.g the building where the corp stores some or a lot of their tanks which could then be destroyed or even stolen, though more likely to steal dropsuits, weapons , modules or even the resource being produced.
I think it would be interesting to have specific skills available that would allow a player to increase resources that could be derived from that district making them particulary valuable to corps who want to hold districts even to the point of hiring them away from their current corps or skills like sabotage/high explosives to allow players to create a disproportionate amount of damage in sneak or hit and run campaigns.
Hopefully these possibilities would result in a more fluid battle environment. |
Free Beers
Internal Error. Negative-Feedback
1082
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Posted - 2013.02.27 17:20:00 -
[298] - Quote
CCP FoxFour wrote:Free Beers wrote:Dust can't be turned in to a 23/7 job. Free Beers wrote:because the timer Idea would be horrible in dust Care to expand upon this? The purpose of timers in EVE is to eliminate having to be on 23/7 and know that if you go to sleep your stuff will still be there tomorrow. Free Beers wrote:So the advantages of large corps shouldn't be zergfest514 but more of a defensive one. Which in turn allows them to reap the benefits if they maintain rewards. Personally I would rather see everyone be aggressive, not defensive. If everyone is being defensive, then no one is attacking and there is not much game.
Okay lets start with a timer. I'll try to keep it brief and not write a novel I completely understand why we have it in EvE and understand how bad it would be without it. In dust I don't think an "attack window" timer or having to "seige" a district 8 hours a head of time to be fair to the district defender will work.
To me this slows the game down and takes a lot of timing/tatics/strategy and meta game out of it. I go back to the fps player and the fact that most will want to log on and look for a fight (yes there are hardcore players that will always be on) To me the idea an alligance/loyalty persistance standing model is better suited. I know I have spouted it many times before in this thead so I won't bore you with it again.
The core part of it has a similar effect to a timer though and doesn't punish the defender for not being awake. Simply put if you attack and no defender is there you now "occupy" the district. There then is a 8 hour cool down where no standing changes. After that the occupying corp get say 1 point an hour in standing. They have to reach 51 standing to take control district(though while occupying the district they do reap the rewards).
So the owner of the district would still have to fight to take it back or risk losing control totally. The district owner will also have time to take it back. The amount of time is always based on standing to there could a war of attrition over 1 district in some instances
On to the large corp question. Its not the size of the corp so much as its ability to take/control vast amounts of systems and reap those rewards.
Motivation, risk, and rewards is what it comes down too. The more systems you control you need to hold a higher standing to maintain the bonuses. Think of turn based games where your popularity goes down when you expand faster than your science/city enhancements allow. So controlling more districts/planets/systems will give rewards but will also need to defended to keep up standing.
With the higher rewards it should make these district/planets/systems target because of the amount of npc reward and loot available (thats on ccp to figure out) I see it now you get 4 or 5 large corps holding systems in lowsec and you have a smaller blue donut. Just like in eve they will blue up and then reap the rewards and have the people in isk to just sit on it like in nullsec. |
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CCP FoxFour
C C P C C P Alliance
820
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Posted - 2013.02.27 17:38:00 -
[299] - Quote
Free Beers wrote:CCP FoxFour wrote:Free Beers wrote:Dust can't be turned in to a 23/7 job. Free Beers wrote:because the timer Idea would be horrible in dust Care to expand upon this? The purpose of timers in EVE is to eliminate having to be on 23/7 and know that if you go to sleep your stuff will still be there tomorrow. Free Beers wrote:So the advantages of large corps shouldn't be zergfest514 but more of a defensive one. Which in turn allows them to reap the benefits if they maintain rewards. Personally I would rather see everyone be aggressive, not defensive. If everyone is being defensive, then no one is attacking and there is not much game. Okay lets start with a timer. I'll try to keep it brief and not write a novel I completely understand why we have it in EvE and understand how bad it would be without it. In dust I don't think an "attack window" timer or having to "seige" a district 8 hours a head of time to be fair to the district defender will work. To me this slows the game down and takes a lot of timing/tatics/strategy and meta game out of it. I go back to the fps player and the fact that most will want to log on and look for a fight (yes there are hardcore players that will always be on) To me the idea an alligance/loyalty persistance standing model is better suited. I know I have spouted it many times before in this thead so I won't bore you with it again. The core part of it has a similar effect to a timer though and doesn't punish the defender for not being awake. Simply put if you attack and no defender is there you now "occupy" the district. There then is a 8 hour cool down where no standing changes. After that the occupying corp get say 1 point an hour in standing. They have to reach 51 standing to take control district(though while occupying the district they do reap the rewards). So the owner of the district would still have to fight to take it back or risk losing control totally. The district owner will also have time to take it back. The amount of time is always based on standing to there could a war of attrition over 1 district in some instances
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
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Free Beers
Internal Error. Negative-Feedback
1083
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Posted - 2013.02.27 17:39:00 -
[300] - Quote
CCP FoxFour wrote: /me just wants to have a discussion about random stuff :'(
"Perhaps you think you're being treated unfairly? Good. You know it would be unfortunate if I had to leave a garrison here."
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Free Beers
Internal Error. Negative-Feedback
1086
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Posted - 2013.02.27 17:48:00 -
[301] - Quote
CCP FoxFour wrote:
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
Corp B's loyalty would increase while depleting Corp A's loyalty. Corp A would schedule an attack on the district (after the 8 hour cooling off period when corp B took district) Corp B has X hour notice (say 4 hours for simplicity- I agree there needs to be a a warning a head of time) Corp B chooses to fight and fields a team. ( Corp A wins battle and takes back district Corp A's Loyalty would increase while depleting Corp B's loyalty ( As long as corp A's loyaltiy is above 50 they are in control not just occupying it) |
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CCP FoxFour
C C P C C P Alliance
830
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Posted - 2013.02.27 17:51:00 -
[302] - Quote
Free Beers wrote:CCP FoxFour wrote: /me just wants to have a discussion about random stuff :'(
"Perhaps you think you're being treated unfairly? Good. You know it would be unfortunate if I had to leave a garrison here."
Mmmm Star Wars.
There was a really nice picture posted on r/EVE earlier today comparing ship sizes between EVE, Star Wars, and Star Trek. Unfortunately the host of said image is dead right now. :( |
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CCP FoxFour
C C P C C P Alliance
830
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Posted - 2013.02.27 17:55:00 -
[303] - Quote
Free Beers wrote:CCP FoxFour wrote:
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
Corp B's loyalty would increase while depleting Corp A's loyalty. Corp A would schedule an attack on the district (after the 8 hour cooling off period when corp B took district) Corp B has X hour notice (say 4 hours for simplicity- I agree there needs to be a a warning a head of time) Corp B chooses to fight and fields a team. ( Corp A wins battle and takes back district Corp A's Loyalty would increase while depleting Corp B's loyalty ( As long as corp A's loyaltiy is above 50 they are in control not just occupying it)
The attacking corporation gets it's foothold for free (meaning no fight) but has to fight to keep it and the fights that do happen are still behind timers, 4 hour timers instead of 24 but still timers.
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General Tiberius1
ZionTCD Legacy Rising
219
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Posted - 2013.02.27 18:02:00 -
[304] - Quote
clearly i am not allowed to sleep or i miss Fox posts |
Vrain Matari
ZionTCD Legacy Rising
408
|
Posted - 2013.02.27 18:04:00 -
[305] - Quote
A'Real Fury wrote:A few quicks thoughts. Sorry if it has been mentioned before as this is a pretty long thread.
Outside of ideological reasons I think a lot of wars are fought over resources i.e you lack something you need or want something somebody else has.
Now to avoid nap fests going on too long you can limit the amount of resources that can be derived from a given district by gradually reducing the amount of it available until you hit a minimum baseline. This would result in a weakness that others can exploit, particularly if you link resource consumption to battles. The more fights in your district, even if you win, will result in repairs needing to be made and disruption to production. This could allow small corps or even individuals into Sovereign wars as they could be used for hit and run tactics, smash and grabs, and espionage to test out or even create instability into the system.
Also resource reduction will result in these static corps moving onto greener pastures. Once this district has changed hands the new corp could use new "methods" to gradually increase production to where it was before it gradually declines again.
With large corps employing small, deniable asset, corps in a low intensity war with sovereign nations will eventually lead to all out large scale conflicts because those nations will only see their resources being depleted through equipment loss etc. These small corps could also use low cost militia gear attacks with the intent to damage production and equipment with little Isk cost to them. This way the small corps can stay profitable because their costs are very limited and the big corp/nation can employ lots of them to attack districts etc.
Within district attacks you could even reduce it to attacking specific building e.g the building where the corp stores some or a lot of their tanks which could then be destroyed or even stolen, though more likely to steal dropsuits, weapons , modules or even the resource being produced.
I think it would be interesting to have specific skills available that would allow a player to increase resources that could be derived from that district making them particulary valuable to corps who want to hold districts even to the point of hiring them away from their current corps or skills like sabotage/high explosives to allow players to create a disproportionate amount of damage in sneak or hit and run campaigns.
Hopefully these possibilities would result in a more fluid battle environment. ^ This is the point exactly. +1.
It's the underlying resource politics that need to inform the discussion of mechanics. This is how you build a system for longevity and playability. These systems need to be built fron the bottom up if they are to have any kind of coherent structure to them.
If you make the design error of trying to paste an arbitrary set of mechanics onto an underlying set of resource mechanics what I'd expecty you to end up with is a system with inherent pathologies.
Done right, player actions are driven and connected to real politics and hence other players, and not merely driven by max/min-ing a ruleset. |
Telcontar Dunedain
Imperfects Negative-Feedback
330
|
Posted - 2013.02.27 18:05:00 -
[306] - Quote
Regarding Zergs versus Skilled smaller corps.
So Corp A has 2-3 teams of 24 that almost never lose.
Corp B has 5-10 teams of 24 that almost never win.
Who should hold more territory?
The answer for me is Corp A in a properly designed system.
How to get there?
I think it's somewhere in the area of being able to lock a planet down district by district until the planet is "held" in which case it can't be attacked except at one point.
In turn I'd like to see that ability extended to other temperate planets in that system so that, in turn, that system could be held.
I would suggest as well that there be the concept of "vulnerability window" which is instead of a timer based on when something was taken at first is simply a window that MUST occur every x hours/days in which the system CAN be attacked.
Ie Defending corp selects a particular 4 hours every 3 days for example.
I do not think that one corp should really be able to use that window more then 1-2x BUT more then 1 corp can use that window to attack. |
Free Beers
Internal Error. Negative-Feedback
1086
|
Posted - 2013.02.27 18:05:00 -
[307] - Quote
CCP FoxFour wrote:Free Beers wrote:CCP FoxFour wrote:
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
Corp B's loyalty would increase while depleting Corp A's loyalty. Correction (after the 8 hour cooling off period when corp B took district) <---------- that goes there Corp A would schedule an attack on the district Corp B has X hour notice (say 4 hours for simplicity- I agree there needs to be a a warning a head of time) Corp B chooses to fight and fields a team. ( Corp A wins battle and takes back district Corp A's Loyalty would increase while depleting Corp B's loyalty ( As long as corp A's loyaltiy is above 50 they are in control not just occupying it) The attacking corporation gets it's foothold for free (meaning no fight) but has to fight to keep it and the fights that do happen are still behind timers, 4 hour timers instead of 24 but still timers.
In this example I assume the attackers are from the UK and attacked my district while I was sleeping. So yeah they won without a fight from us. The loyalty standing and tick down acts as a timer not its not a firm one. It doesn't just give us a 24 hour timer where they will simply get to take/own the district at 3 am my time 24 hours later. If it goes that way its becomes dustwhileyouweresleeping514. Districts and planets need to be battled for not just flipped over night like the old FW system. At the same time it can't be a grind like nullsec sov
Taking a district when the defender doesn't put up a fight needs to have much less reward nor loot.
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CCP FoxFour
C C P C C P Alliance
837
|
Posted - 2013.02.27 18:06:00 -
[308] - Quote
General Tiberius1 wrote:clearly i am not allowed to sleep or i miss Fox posts
This page helps: https://forums.dust514.com/default.aspx?g=search&devbadge=1&gmbadge=1 |
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CCP FoxFour
C C P C C P Alliance
837
|
Posted - 2013.02.27 18:07:00 -
[309] - Quote
Vrain Matari wrote:A'Real Fury wrote:A few quicks thoughts. Sorry if it has been mentioned before as this is a pretty long thread.
Outside of ideological reasons I think a lot of wars are fought over resources i.e you lack something you need or want something somebody else has.
Now to avoid nap fests going on too long you can limit the amount of resources that can be derived from a given district by gradually reducing the amount of it available until you hit a minimum baseline. This would result in a weakness that others can exploit, particularly if you link resource consumption to battles. The more fights in your district, even if you win, will result in repairs needing to be made and disruption to production. This could allow small corps or even individuals into Sovereign wars as they could be used for hit and run tactics, smash and grabs, and espionage to test out or even create instability into the system.
Also resource reduction will result in these static corps moving onto greener pastures. Once this district has changed hands the new corp could use new "methods" to gradually increase production to where it was before it gradually declines again.
With large corps employing small, deniable asset, corps in a low intensity war with sovereign nations will eventually lead to all out large scale conflicts because those nations will only see their resources being depleted through equipment loss etc. These small corps could also use low cost militia gear attacks with the intent to damage production and equipment with little Isk cost to them. This way the small corps can stay profitable because their costs are very limited and the big corp/nation can employ lots of them to attack districts etc.
Within district attacks you could even reduce it to attacking specific building e.g the building where the corp stores some or a lot of their tanks which could then be destroyed or even stolen, though more likely to steal dropsuits, weapons , modules or even the resource being produced.
I think it would be interesting to have specific skills available that would allow a player to increase resources that could be derived from that district making them particulary valuable to corps who want to hold districts even to the point of hiring them away from their current corps or skills like sabotage/high explosives to allow players to create a disproportionate amount of damage in sneak or hit and run campaigns.
Hopefully these possibilities would result in a more fluid battle environment. ^ This is the point exactly. +1. It's the underlying resource politics that need to inform the discussion of mechanics. This is how you build a system for longevity and playability. These systems need to be built fron the bottom up if they are to have any kind of coherent structure to them. If you make the design error of trying to paste an arbitrary set of mechanics onto an underlying set of resource mechanics what I'd expecty you to end up with is a system with inherent pathologies. Done right, player actions are driven and connected to real politics and hence other players, and not merely driven by max/min-ing a ruleset.
It is a decent sized post with several points. Are you +1ing the whole thing or something specific? |
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Mad Rambo
Red and Silver Hand Amarr Empire
19
|
Posted - 2013.02.27 18:08:00 -
[310] - Quote
CCP FoxFour wrote:
So: Corp A holds a district Corp B attacks it Corp B is "invading" the district and depleting Corp A's loyalty Corp A has to kick them out
How does Corp A do that? How do we schedule a match between the two and ensure players are online and able to compete in the match?
firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something in the and come back if somebody notices it. |
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martinofski
Rebelles A Quebec
14
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Posted - 2013.02.27 18:08:00 -
[311] - Quote
It's the only page I follow actually. |
Cyn Bruin
Imperfects Negative-Feedback
656
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Posted - 2013.02.27 18:17:00 -
[312] - Quote
Iron Wolf Saber wrote:How to sell district via sandbox without built in tools UI.
The concept is easy enough to comprehend IWS. Just sell it, dont show up for a battle, done. Not the point.
As someone mentioned earlier an alliance/corporation market for these districts could then be formed if they were for sale. How nice would it be if Betamax could just buy a territory and occupy it for the "loot" instead of fighting for it?
I would definitely love to see a "District Market" at some point.
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CCP FoxFour
C C P C C P Alliance
843
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Posted - 2013.02.27 18:20:00 -
[313] - Quote
Free Beers wrote:In this example I assume the attackers are from the UK and attacked my district while I was sleeping. So yeah they won without a fight from us.
Losing anything while you are asleep and there was nothing you could do kind of really sucks. Why have scheduling for the second battle but not the first?
Free Beers wrote:Districts and planets need to be battled for not just flipped over night like the old FW system. At the same time it can't be a grind like nullsec sov
Could not agree more, but they also can't become a huge grind. If it takes you 3 weeks to grind down a single district that would kind of suck.
Free Beers wrote:Taking a district when the defender doesn't put up a fight needs to have much less reward nor loot.
Agreed. We also need to incentivise defending corporations to show up to fights and fight even when they know they are going to lose.
I didn't really answer much or respond to much in this post, sorry. It is going to be hard for me to be convinced against having the defender set a time when districts can be attacked, like POCOs in EVE. |
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CCP FoxFour
C C P C C P Alliance
843
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Posted - 2013.02.27 18:24:00 -
[314] - Quote
Just as a heads up guys I will be heading home and calling it an early night tonight. I stayed up way to late watching House of Cards last night. REALLY good show.
Please keep this discussion going though, really good stuff here. I will come back and give it a read tomorrow. :) |
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Vaerana Myshtana
Bojo's School of the Trades
218
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Posted - 2013.02.27 18:41:00 -
[315] - Quote
A'Real Fury wrote:Now to avoid nap fests going on too long you can limit the amount of resources that can be derived from a given district by gradually reducing the amount of it available until you hit a minimum baseline. This would result in a weakness that others can exploit, particularly if you link resource consumption to battles. The more fights in your district, even if you win, will result in repairs needing to be made and disruption to production. This could allow small corps or even individuals into Sovereign wars as they could be used for hit and run tactics, smash and grabs, and espionage to test out or even create instability into the system.
Also resource reduction will result in these static corps moving onto greener pastures. Once this district has changed hands the new corp could use new "methods" to gradually increase production to where it was before it gradually declines again.
I totally agree. https://forums.dust514.com/default.aspx?g=posts&m=582470#post582470
A'Real Fury wrote:Within district attacks you could even reduce it to attacking specific building e.g the building where the corp stores some or a lot of their tanks which could then be destroyed or even stolen, though more likely to steal dropsuits, weapons , modules or even the resource being produced.
This is an interesting thought. As I would love to see new battle types, in addition to the poorly-named "Ambush" and "Skirmish", I think this is a good idea.
For my examples, I'm using OGC to mean contracts in which a merc corp is under a standing contract to provide defense of an area and that corp has enough members online at the time to meet the deployment requirements. If not enough people are online, the remainder will fill from Instant Battle folks, with contracted corpies (if any) leading the squads. The defender pays the OGC peeps at a default contract rate.
We could have, for instance:
Raid: 6/6 (30 Clones) {No Warning, OGC only} - The Attackers attempt to fight their way to an objective, hack the objective to get into a base, hack a main door to get trucks out, hack the trucks, and then drive them back to their deployment zone. Defenders win by cloning the Attackers, Attackers keep any loot in the trucks that they get back to their deployment zone, or all of it if they clone the Defenders. This is limited to 10% of the resources or equipment stored in a district.
Pillage: 12/12 (60 Clones) {No Warning, OGC only} - The Attackers attempt to disable a particular structure, either a resource harvester, a factory, a spaceport, or a Skyfire battery. They do this by hacking X number of things for a certain time (like Skirmish 2.0) but not always with NULL cannons. Defenders win by cloning the Attackers, Attackers win by disabling the building or cloning the Defenders. The building is disabled for ((10 + (1/2 Attacker Clones Remaining)) / (Defenders' Average Field Mechanics Skill)) days.
Piracy: 18/18 (80 Clones) {24-Hour Warning, Contracts or OGC} - The Attackers moving a large cargo dropship into orbit alerts the Defenders as to what's coming. The Attackers attempt to capture a landing field by hacking two of three control beacons. Once captured and held for 30 seconds, the cargo dropship lands. Then the Attackers must hack at least one of three automated loaders and hold them for three (3 hacked) to nine (1 hacked) minutes to load the dropship, which then departs. The Defenders win by cloning the Attackers or destroying the dropship. The Attackers win by loading the dropship and allowing it to safely depart the map. Attackers get ALL of the resources and equipment from the district. Note that an active S
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
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Posted - 2013.02.27 18:44:00 -
[316] - Quote
I do believe a timer system needs to exist. Similar to the POCO reinforcement, where a defender sets a vulnerability time that attackers can pounce on.
I believe these timers should have an EXACT time a planet owner can set and the match will occur at that time when the attackers move in. However, I believe this time should gain more and more fluctuation depending on planetary control.
For example, if my corp owns Seyllin VII, all of its districts, and set the "vulnerable" timer at 0200 evetime, any attack MUST be made at that time. If we lose this match, the attack timer can be shifted depending on the timer installed on the neighboring district. So if Corp A attack and claim a district, then set their timer to 1200 evetime, it could shift the vulnerable timer to 0100 (and the attacker's district will be shifted towards 0200 depending on how "surrounded" the system is. Sure they can game the system to try to make it so the shift factor moves their vulnerable timer exactly where they want it, but that also ends up shifting their hostile territories in the wrong direction.
The key point is: it's easier to defend an established planet, but as districts fall, it eventually begins to favor the attacker as they grab more land.
As far as how many districts can be simultaneously attacked, I think that that is a whole different can of worms. If you limit it to one attacker, the system can be gamed and you can have an alt corp constantly "attack" your districts... so no one else can. This is where I believe some sort of ISK sink needs to be involved with the attack/defense contracts, and the attack contracts should be able to be outbid. This will make it so defenders that try to defend themselves using fake alt corps to attack during vulnerable times will lose ISK every time, but also allows for an attacker to outbid the attack bid if they REALLY want that piece of land.
Also, limiting the amount of times a corporation can attack a specific district a week could help the curb the buddy system. |
Free Beers
Internal Error. Negative-Feedback
1087
|
Posted - 2013.02.27 18:45:00 -
[317] - Quote
CCP FoxFour wrote:Free Beers wrote:In this example I assume the attackers are from the UK and attacked my district while I was sleeping. So yeah they won without a fight from us. Losing anything while you are asleep and there was nothing you could do kind of really sucks. Why have scheduling for the second battle but not the first? Free Beers wrote:Districts and planets need to be battled for not just flipped over night like the old FW system. At the same time it can't be a grind like nullsec sov Could not agree more, but they also can't become a huge grind. If it takes you 3 weeks to grind down a single district that would kind of suck. Free Beers wrote:Taking a district when the defender doesn't put up a fight needs to have much less reward nor loot. Agreed. We also need to incentivise defending corporations to show up to fights and fight even when they know they are going to lose. I didn't really answer much or respond to much in this post, sorry. It is going to be hard for me to be convinced against having the defender set a time when districts can be attacked, like POCOs in EVE.
Ill write up a the Pros and Cons as I see on this and give you a novel to read when you get in tomorrow |
Head xXCaseXx
Helion Production Labs Mildly Sober
0
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Posted - 2013.02.27 19:11:00 -
[318] - Quote
General Tiberius1 wrote:don't they already have PI without us mercs? ssooooo....... mercs with PI, without eve capsuleers.....
I just keep picturing this in my head... its kind of hilarious. I know I'm an immortal soldier rampaging across the battlefield in a tank... but what I really wanted to do with my life was get a job at a coolant plant making radiator fluid.
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Vrain Matari
ZionTCD Legacy Rising
408
|
Posted - 2013.02.27 19:24:00 -
[319] - Quote
CCP FoxFour wrote:It is a decent sized post with several points. Are you +1ing the whole thing or something specific? I'm really +1ing something general but important when trying to design for complex systems.
A'Real Fury's post is a perfect illustration of how if one implements a resource model that supports the kind of player dynamics you're looking for re: District conquest/ownership, mechanics naturally evolve out of that resource model.
We can see from the ideas developed in his post how naturally they flow once his resource model is set, and how fertile having a model is in terms of content development.
Now imagine trying to design the same kind of rich player behavior from a top-down Ruleset for District/Planet conquest and development. It's the back-engineering project from hell. And if anything needs to be changed later, god help you. Whereas a change to the resouce model propogates changes organically through your whole system.
And apologies if this is perfectly obvious to all concerned - i was getting worried with all the discussion about mechanics not grounded to anything. Maybe it's assumed in the discission and I'm just not seeing it. Better safe than sorry, though, so i'm making a point out of it. |
Iron Wolf Saber
BetaMax.
2871
|
Posted - 2013.02.27 19:33:00 -
[320] - Quote
In the end though I do want one thing that the cost of ever increasing control should be in the form increasing membership required to make use, defend, fortify, and claim territory. |
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CCP FoxFour
C C P C C P Alliance
854
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Posted - 2013.02.27 19:34:00 -
[321] - Quote
Free Beers wrote:CCP FoxFour wrote:Free Beers wrote:In this example I assume the attackers are from the UK and attacked my district while I was sleeping. So yeah they won without a fight from us. Losing anything while you are asleep and there was nothing you could do kind of really sucks. Why have scheduling for the second battle but not the first? Free Beers wrote:Districts and planets need to be battled for not just flipped over night like the old FW system. At the same time it can't be a grind like nullsec sov Could not agree more, but they also can't become a huge grind. If it takes you 3 weeks to grind down a single district that would kind of suck. Free Beers wrote:Taking a district when the defender doesn't put up a fight needs to have much less reward nor loot. Agreed. We also need to incentivise defending corporations to show up to fights and fight even when they know they are going to lose. I didn't really answer much or respond to much in this post, sorry. It is going to be hard for me to be convinced against having the defender set a time when districts can be attacked, like POCOs in EVE. Ill write up a the Pros and Cons as I see on this and give you a novel to read when you get in tomorrow
Mmmmm novel. I look forward to reading it. :) |
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Bones McGavins
TacoCat Industries
24
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Posted - 2013.02.27 19:42:00 -
[322] - Quote
It seems like a lot of the concepts being tossed around for how this should work are imagining rules for a different game that has a more persistant world.
In DUST, the actual gameplay isnt persistant, each battle is a stand alone instance. That battle absolutely 100% has to be scheduled when it comes to taking districts, because it has a start and a flow to it. It isnt just "hey lets attack and watch as people reinforce like an open world persistant game would allow"
To me, this is DUSTs strength, its what sets it above Planetside or other PvP games. The battle an be won, decisively, and you cant just wait until the enemy is bored to try and win the fight. If you want my district, you have to fight me for it. And when we fight, it isnt until one side sort of gets bored, theres a GAME in place to determine a winner and a loser.
To me thats the key here. You need to stop looking at it from EVE and start looking at it from how the game is actually played. Stuff like building defensive structures, or attacking when nobody is around all makes sense for a persistant open world. But for DUST? No.
Im a bit surprised nobody has discussed the contract system I laid out on the last page. I believe something similar to that would have to be how this game plays out. You need scheduled matches.
Look at it from the DUST corp that just wants to be a gun for hire. You need them to have a chance to negotiate a contract (possibly), accept a contract, and then gather their team to execute it.
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CCP FoxFour
C C P C C P Alliance
854
|
Posted - 2013.02.27 19:44:00 -
[323] - Quote
Vrain Matari wrote:CCP FoxFour wrote:It is a decent sized post with several points. Are you +1ing the whole thing or something specific? I'm really +1ing something general but important when trying to design for complex systems. A'Real Fury's post is a perfect illustration of how if one implements a resource model that supports the kind of player dynamics you're looking for re: District conquest/ownership, mechanics naturally evolve out of that resource model. We can see from the ideas developed in his post how naturally they flow once his resource model is set, and how fertile having a model is in terms of content development. Now imagine trying to design the same kind of rich player behavior from a top-down Ruleset for District/Planet conquest and development. It's the back-engineering project from hell. And if anything needs to be changed later, god help you. Whereas a change to the resouce model propogates changes organically through your whole system. And apologies if this is perfectly obvious to all concerned - i was getting worried with all the discussion about mechanics not grounded to anything. Maybe it's assumed in the discussion and I'm just not seeing it. Better safe than sorry, though, so i'm making a point out of it.
This is good stuff to keep in mind. :) |
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gbghg
L.O.T.I.S. Legacy Rising
416
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Posted - 2013.02.27 19:52:00 -
[324] - Quote
CCP FoxFour wrote:
This is good stuff to keep in mind. :)
We love seeing you around and answering posts Fox but aren't you up past your bedtime?
CCP FoxFour wrote:Just as a heads up guys I will be heading home and calling it an early night tonight. I stayed up way to late watching House of Cards last night. REALLY good show.
Please keep this discussion going though, really good stuff here. I will come back and give it a read tomorrow. :)
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CCP FoxFour
C C P C C P Alliance
855
|
Posted - 2013.02.27 20:11:00 -
[325] - Quote
gbghg wrote:CCP FoxFour wrote:
This is good stuff to keep in mind. :)
We love seeing you around and answering posts Fox but aren't you up past your bedtime? CCP FoxFour wrote:Just as a heads up guys I will be heading home and calling it an early night tonight. I stayed up way to late watching House of Cards last night. REALLY good show.
Please keep this discussion going though, really good stuff here. I will come back and give it a read tomorrow. :)
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :( |
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gbghg
L.O.T.I.S. Legacy Rising
416
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Posted - 2013.02.27 20:29:00 -
[326] - Quote
CCP FoxFour wrote:gbghg wrote:CCP FoxFour wrote:
This is good stuff to keep in mind. :)
We love seeing you around and answering posts Fox but aren't you up past your bedtime? CCP FoxFour wrote:Just as a heads up guys I will be heading home and calling it an early night tonight. I stayed up way to late watching House of Cards last night. REALLY good show.
Please keep this discussion going though, really good stuff here. I will come back and give it a read tomorrow. :) Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :( Know what you mean, these forums are a good way to kill time and relieve boredom. |
iceyburnz
Crux Special Tasks Group Gallente Federation
285
|
Posted - 2013.02.27 21:20:00 -
[327] - Quote
CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play?
I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM.
So many cool models, so little time :(
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CCP FoxFour
C C P C C P Alliance
865
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Posted - 2013.02.27 21:45:00 -
[328] - Quote
iceyburnz wrote:CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play? I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM. So many cool models, so little time :(
While I would love to discuss this, I would rather keep (and it is tough to say this) keep this thread on topic. :) |
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Aeon Amadi
Maverick Conflict Solutions
1013
|
Posted - 2013.02.27 21:48:00 -
[329] - Quote
CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? |
gbghg
L.O.T.I.S. Legacy Rising
416
|
Posted - 2013.02.27 22:02:00 -
[330] - Quote
CCP FoxFour wrote:iceyburnz wrote:CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play? I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM. So many cool models, so little time :( While I would love to discuss this, I would rather keep (and it is tough to say this) keep this thread on topic. :) c'mon who do you play tau? eldar? space marines, imperial guard?
and bones the gameplay isn't persistent you're right but the meta game is, and there's no reason why you shouldn't be able to go "hey lets hit this district tonight" and be able to attack it, if we went with your idea you could end up with a situation where you have enough players to attack the district now but you can't launch an attack for 12+ hours. the same is also true of the defending corp. |
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Telcontar Dunedain
Imperfects Negative-Feedback
331
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Posted - 2013.02.27 22:36:00 -
[331] - Quote
gbghg wrote:CCP FoxFour wrote:iceyburnz wrote:CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play? I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM. So many cool models, so little time :( While I would love to discuss this, I would rather keep (and it is tough to say this) keep this thread on topic. :) c'mon who do you play tau? eldar? space marines, imperial guard? and bones the gameplay isn't persistent you're right but the meta game is, and there's no reason why you shouldn't be able to go "hey lets hit this district tonight" and be able to attack it, if we went with your idea you could end up with a situation where you have enough players to attack the district now but you can't launch an attack for 12+ hours. the same is also true of the defending corp.
But if you had attack windows you'd look through a list of districts that had attack windows active.
Those are planets and districts that are at that corps optimum fight time.
Good fights almost guaranteed. |
Bones McGavins
TacoCat Industries
25
|
Posted - 2013.02.27 22:43:00 -
[332] - Quote
If you are in a situation where you have a nice team ready to play right then and there, you look through contracts which are set to go off soon and accept one of those and get some ISK.
The only realistic way to get a full 24v24 (or higher?) match between attackers and defenders is to have the match scheduled with a pretty large amount of time to prepare.
If you can just attack instantly, how will a defending EVE corp ever be able to find a DUST merc corp to come defend their district in time? How would any CORP that wants to engage in merc activities, but not actually take and own districts, be able to find attack or defense contracts and adequately prepare for them under a non delayed approach?
Realistically you shouldnt be launching spontanius attacks without any planning on a district anyway. Its not "oh we have a bunch of corp mates on, lets go attack some districts." District attacks should be planned out. If you want to be spontanious because you have a good amount of corp mates on, you can accept open contracts to play right then and there, as there should be plenty at all times. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
422
|
Posted - 2013.02.27 22:50:00 -
[333] - Quote
With all the talk of warning and reinforcement timers I would just like to throw in some ideas and opinions.
First off I hope we never see the long 24 hour reinforcement timer type of idea in DUST 514. I would think that when an attacking party sets their site on a goal the most warning I would like to see is about an hour or two.
I say this because I do not think FPS players want things to be slowed down too much as it is in EVE. It takes so long to capture anything that it becomes very boring.
I also say this because I do not think defenders should be given too much time to prepare. I like the idea of rellying on allies when needed, but otherwise having to scramble to get defenses together. I think this will reward the more organised groups and not allow unorganized groups to rely on game mechanics to save them.
Also on the issue of zerging and how much a particular group can hold.
There should be a benefit to having a lot of people. Always having people on to defend, and having the ability to hit more places. As some people pointed out this is an investment in resources when getting that many attacks orchestrated together.
I would not like a game mechanic that just said you can not take any more. I like the idea of needing more War Barges to hit more areas. I also like the idea of the War Barge not using star gates, but using a cyno to jump places.
That said War Barges and moving it around New Eden should not require an EVE pilot. It should always be possible for a small group of only DUST mercs to get deeply involved in the game, but of course I also want having an EVE connection to offer its own benefits.
I would hope there is a way to destroy War Barges, otherwise there will be too many one day. That said it should not be something that EVE pilots can easily just come in and blow up. How to do this is of course difficult. I had ideas of War Barges being something like movable PoCo's that would have a reinforcement timer and allow EVE fleets to come defend.
There is a lot to think about. I hope that we get something to test soon though so that CCP can watch what we do with it and change it as needed. Don't be afraid to give us something and then make big changes to it if it isn't working. |
Free Beers
Internal Error. Negative-Feedback
1096
|
Posted - 2013.02.27 22:52:00 -
[334] - Quote
Bones McGavins wrote:If you are in a situation where you have a nice team ready to play right then and there, you look through contracts which are set to go off soon and accept one of those and get some ISK.
The only realistic way to get a full 24v24 (or higher?) match between attackers and defenders is to have the match scheduled with a pretty large amount of time to prepare.
If you can just attack instantly, how will a defending EVE corp ever be able to find a DUST merc corp to come defend their district in time? How would any CORP that wants to engage in merc activities, but not actually take and own districts, be able to find attack or defense contracts and adequately prepare for them under a non delayed approach?
I'm would hate to in a middle of a corp batle to find someone attacking my district and its undefended. I have no issue with scheduling a head of time to battle. Its fair to all parties to do that.
As the example I gave earlier what if a corp from the UK wakes up saturday morning at 8 am their time (3 am mine) and schedule an attack for my district even 4 hours later which is noon their time and 7 am my time.
so just having a delay of 4 hours would make little difference.
how about if it was an 8 hour delay. So the UK guys schedule it for 8 am their time on a monday morning. We find out sunday night that we have a corp battle to defend our district at 3 am. Again still the schedule delay does little to help the fact we aren't there to fight.
Trust me if thats they way we are going I will be able to grief corp after corp using shell corporations. You could just spam attack contracts and show up and take the districts where you have no resistance and get free districts/loot.
As I said to FoxFour I'll put up my indepth ideas with example later on (need to finish work for the day first ) |
Bones McGavins
TacoCat Industries
25
|
Posted - 2013.02.27 22:59:00 -
[335] - Quote
Well keep in mind you dont have to be there to defend your district, you can contract it out, thats the only option for a lot of EVE corps who wont have a heavy footing in DUST.
So you have an 8 hour delay, that gives the UK corp plenty of time to see the attack and find a mercenary group to contract out the defense to.
A lot of the ideas seem to sort of ignore that there are really 4 parties in play. Two corps contracting out work, and two taking it on. Yes, in some cases the corp may do its own work, but not in all, especially when we talk about the EVE-DUst relationship. |
Free Beers
Internal Error. Negative-Feedback
1096
|
Posted - 2013.02.27 23:10:00 -
[336] - Quote
Bones McGavins wrote:Well keep in mind you dont have to be there to defend your district, you can contract it out, thats the only option for a lot of EVE corps who wont have a heavy footing in DUST.
So you have an 8 hour delay, that gives the UK corp plenty of time to see the attack and find a mercenary group to contract out the defense to.
A lot of the ideas seem to sort of ignore that there are really 4 parties in play. Two corps contracting out work, and two taking it on. Yes, in some cases the corp may do its own work, but not in all, especially when we talk about the EVE-DUst relationship.
while the mechanic may be there you have to think of the practicallity and how consistantly this would occur. Griefers like me will work out ways to abuse timers.
when I say consistancy I can just point to the dustOB channel. The first month or so there where so many eve toons wanting to help and try this out. Now very few if any are interested.
There has to be prolonged motivation and just having timers to prepare can and will be brutal. Also for the record we don't plan to own districts at all, just bash them for people. That said, I still have great concern for the mechanics and motivation invovled here and just want the best for the game and those that want to own districts
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Telcontar Dunedain
Imperfects Negative-Feedback
331
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Posted - 2013.02.27 23:21:00 -
[337] - Quote
Free Beers wrote:Bones McGavins wrote:Well keep in mind you dont have to be there to defend your district, you can contract it out, thats the only option for a lot of EVE corps who wont have a heavy footing in DUST.
So you have an 8 hour delay, that gives the UK corp plenty of time to see the attack and find a mercenary group to contract out the defense to.
A lot of the ideas seem to sort of ignore that there are really 4 parties in play. Two corps contracting out work, and two taking it on. Yes, in some cases the corp may do its own work, but not in all, especially when we talk about the EVE-DUst relationship. while the mechanic may be there you have to think of the practicallity and how consistantly this would occur. Griefers like me will work out ways to abuse timers. when I say consistancy I can just point to the dustOB channel. The first month or so there where so many eve toons wanting to help and try this out. Now very few if any are interested. There has to be prolonged motivation and just having timers to prepare can and will be brutal. Also for the record we don't plan to own districts at all, just bash them for people. That said, I still have great concern for the mechanics and motivation invovled here and just want the best for the game and those that want to own districts
Vulnerability windows are just fine ie (one 3 hour period every 36-72 hours).
Players can be even in the middle of attacking someone else, pubstomping hisec , pve or just raiding someone else.
Attack comes up and some part of the team responds (sees its real) and the rest come in as the fight starts. |
Free Beers
Internal Error. Negative-Feedback
1096
|
Posted - 2013.02.27 23:29:00 -
[338] - Quote
Telcontar Dunedain wrote:Free Beers wrote:Bones McGavins wrote:Well keep in mind you dont have to be there to defend your district, you can contract it out, thats the only option for a lot of EVE corps who wont have a heavy footing in DUST.
So you have an 8 hour delay, that gives the UK corp plenty of time to see the attack and find a mercenary group to contract out the defense to.
A lot of the ideas seem to sort of ignore that there are really 4 parties in play. Two corps contracting out work, and two taking it on. Yes, in some cases the corp may do its own work, but not in all, especially when we talk about the EVE-DUst relationship. while the mechanic may be there you have to think of the practicallity and how consistantly this would occur. Griefers like me will work out ways to abuse timers. when I say consistancy I can just point to the dustOB channel. The first month or so there where so many eve toons wanting to help and try this out. Now very few if any are interested. There has to be prolonged motivation and just having timers to prepare can and will be brutal. Also for the record we don't plan to own districts at all, just bash them for people. That said, I still have great concern for the mechanics and motivation invovled here and just want the best for the game and those that want to own districts Vulnerability windows are just fine ie (one 3 hour period every 36-72 hours). Players can be even in the middle of attacking someone else, pubstomping hisec , pve or just raiding someone else. Attack comes up and some part of the team responds (sees its real) and the rest come in as the fight starts.
I'm not against this idea telc but it creates a lot more things that need to be thought out. My brain hurts at moment ill work it out later |
iceyburnz
Crux Special Tasks Group Gallente Federation
285
|
Posted - 2013.02.27 23:38:00 -
[339] - Quote
CCP FoxFour wrote:iceyburnz wrote:CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play? I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM. So many cool models, so little time :( While I would love to discuss this, I would rather keep (and it is tough to say this) keep this thread on topic. :)
*Sigh* I understand |
Severus Smith
ZionTCD Legacy Rising
163
|
Posted - 2013.02.27 23:47:00 -
[340] - Quote
Free Beers wrote:I'm would hate to in a middle of a corp batle to find someone attacking my district and its undefended. I have no issue with scheduling a head of time to battle. Its fair to all parties to do that. As the example I gave earlier what if a corp from the UK wakes up saturday morning at 8 am their time (3 am mine) and schedule an attack for my district even 4 hours later which is noon their time and 7 am my time. so just having a delay of 4 hours would make little difference. how about if it was an 8 hour delay. So the UK guys schedule it for 8 am their time on a monday morning. We find out sunday night that we have a corp battle to defend our district at 3 am. Again still the schedule delay does little to help the fact we aren't there to fight. Trust me if thats they way we are going I will be able to grief corp after corp using shell corporations. You could just spam attack contracts and show up and take the districts where you have no resistance and get free districts/loot. As I said to FoxFour I'll put up my indepth ideas with example later on (need to finish work for the day first ) This is based off the assumption that it is only one match to take a District. What if it's a single match to take a single PI node. If each match occurred every 2 hours then taking a District would take 44 hours in this example. That's enough time for you to respond and repel the invaders.
Its still not the best, you will lose nodes to attacks while you sleep, but it means that neither attacker, nor defender, get the time advantage. |
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Free Beers
Internal Error. Negative-Feedback
1097
|
Posted - 2013.02.27 23:58:00 -
[341] - Quote
Severus Smith wrote:Free Beers wrote:I'm would hate to in a middle of a corp batle to find someone attacking my district and its undefended. I have no issue with scheduling a head of time to battle. Its fair to all parties to do that. As the example I gave earlier what if a corp from the UK wakes up saturday morning at 8 am their time (3 am mine) and schedule an attack for my district even 4 hours later which is noon their time and 7 am my time. so just having a delay of 4 hours would make little difference. how about if it was an 8 hour delay. So the UK guys schedule it for 8 am their time on a monday morning. We find out sunday night that we have a corp battle to defend our district at 3 am. Again still the schedule delay does little to help the fact we aren't there to fight. Trust me if thats they way we are going I will be able to grief corp after corp using shell corporations. You could just spam attack contracts and show up and take the districts where you have no resistance and get free districts/loot. As I said to FoxFour I'll put up my indepth ideas with example later on (need to finish work for the day first ) This is based off the assumption that it is only one match to take a District. What if it's a single match to take a single PI node. If each match occurred every 2 hours then taking a District would take 44 hours in this example. That's enough time for you to respond and repel the invaders. Its still not the best, you will lose nodes to attacks while you sleep, but it means that neither attacker, nor defender, get the time advantage. But one bad match doesn't lose you the entire District.
Honestly I can't see how 1 match would take a district. Yes I am making an assumption there. The idea of just "scheduling" or a few hours notices is just broke idea to me.
No to the PI node Idea and having matches occuring every 2 hours. This would make taking 1 district impossible grind and not worth it financially. I understand what you were suggesting but it just wont work.
Ill be putting up my alliegiance model later on |
Belzeebub Santana
SVER True Blood Unclaimed.
412
|
Posted - 2013.02.28 00:01:00 -
[342] - Quote
Reading through this thread for awhile now but as far as helping smaller corps. hold territory without having to up recruits is to let drones help hold districts when the corp. cant battle.
Have it be like a PvE aspect of the game but have it a skill-able asset. Make it something that a CEO or Director would want to skill into and are versatile in customization. Have so many that can be deployed on a district to defend itself, along with auto-mated turrets and other AI.
The drones can hold down the district if their AI is skilled into enough to take out the corp. attacking it. They can help deter a corp. from attacking a certain location if they know there will be a high output of drones. They can slow an attacking corp. to help the smaller defenders get boots on the ground.
I don't see why we can't fight along side said drones. |
Severus Smith
ZionTCD Legacy Rising
166
|
Posted - 2013.02.28 00:42:00 -
[343] - Quote
Free Beers wrote:Honestly I can't see how 1 match would take a district. Yes I am making an assumption there. The idea of just "scheduling" or a few hours notices is just broke idea to me.
No to the PI node Idea and having matches occuring every 2 hours. This would make taking 1 district impossible grind and not worth it financially. I understand what you were suggesting but it just wont work.
Ill be putting up my alliegiance model later on Oh no, I agree. That would be a grind fest. But since CCP has already said that PI buildings are what shape our terrain I have a feeling matches will be dependent (somehow) on PI node placement. The main point I was trying to make is that one match shouldn't decide if you win or lose a District.
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fred orpaul
Tritan-Industries Legacy Rising
215
|
Posted - 2013.02.28 01:16:00 -
[344] - Quote
Skihids wrote:I'm new to the discussion, but as I see it the devs are going to have to make planetary ownership more expensive overall if they want DUST to be an ISK sink for EVE.
My reasoning;
It has to be cheaper for an EVE corp to employ DUST mercs than to just use their own ships to battle it out.
It there is no economic incentive it won't happen, and if there is an economic incentive it will be a net ISK gain for EVE.
So if no economic incentive curretnly exists to encourage hiring mercs, CCP has to add one.
They could increase the total cost of taking a planet with EVE resources only, or they could outright make it impossible if the other side hired mercs to defend it.
Then hiring mercs would end up costing EVE corps more than they spent in the past, but not as much as not hiring mercs.
ty you skihids this is a good jump in point for me, what if orbital cannons could hit objects surrounding moons? this would affect POSes and SOV structures, that means that attacking corps would use this to weaken defending corps SOV and ISK gain with out risking ships. the defending team then has to spend isk to fight back and your standard battle evolves or not. where it turns into an isk sink is that the cost of starting a fight is much lower and potentially untraceable(for nulsec) so small assaults on the back bone of major corps could cost large financial losses. I mean a few hundred mill has the potential to stop POSs from making large amounts of isk and if left destroy the investment of the POS its self.
another thing tho is that EVE battle line tend to be drawn by galactic features much like resources mountains rivers and seas have shaped our world. In dust there is no land scape to to drawn territory and battle lines over, no seizing land, to increase the defensibility of your land, or as a foot hold for your attack. Granted war-barges may change this but that means an eve pilot is required for any territory ownership, fine for the end game(nulsec), but problematic for anything FW related.
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fred orpaul
Tritan-Industries Legacy Rising
215
|
Posted - 2013.02.28 01:46:00 -
[345] - Quote
ohhhhhh how about this you attack the outlining areas of a district and set up installations to take out the defenses set up by the defending team in advance. This would take 8-24 hours after which you can commence the attack on the rest of the territory. The defending team can put the attacking installations into a 2-6 hour reenforced at any point, the attacking team would have those 2-6 to take their installations out of reenforced before the defenders could completely destroy them, and force the attacking team to start from scratch.
Im mot happy with that Idea workish but needs some polish/ballance.
realistically assaulting a territory should be a huge time investment. the fight for each district should be on the order of 1-2 hours for each match, with multiple matches going on at once. Invasions should not be something you do because you and a couple of friends are bored, but as an organized attack by you and your corp/alliance. |
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CCP Nullarbor
C C P C C P Alliance
558
|
Posted - 2013.02.28 01:46:00 -
[346] - Quote
Severus Smith wrote:[quote=Free Beers]The main point I was trying to make is that one match shouldn't decide if you win or lose a District.
It won't. |
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fred orpaul
Tritan-Industries Legacy Rising
216
|
Posted - 2013.02.28 01:51:00 -
[347] - Quote
Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition?
oh god yes
and swarm! |
Thog A Kuma
Planetary Response Organisation Test Friends Please Ignore
21
|
Posted - 2013.02.28 02:04:00 -
[348] - Quote
fred orpaul wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? oh god yes and swarm!
My MD too, oh please! 4meter snow blizzard splash !
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fred orpaul
Tritan-Industries Legacy Rising
216
|
Posted - 2013.02.28 02:08:00 -
[349] - Quote
some one mentioned mentioned economic models being the best place to start, and I Kinda like the idea.
so how about eve pilots can do PI on any planet but if dust mercs control the districts/planet they get to tax the buildings/import/export of PI.
although this kinda falls apart with out the other planet types in dust. |
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CCP Nullarbor
C C P C C P Alliance
561
|
Posted - 2013.02.28 02:12:00 -
[350] - Quote
Thog A Kuma wrote:fred orpaul wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? oh god yes and swarm! My MD too, oh please! 4meter snow blizzard splash !
What about this?
http://www.youtube.com/watch?v=uEx_7PapY_c |
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fred orpaul
Tritan-Industries Legacy Rising
216
|
Posted - 2013.02.28 02:17:00 -
[351] - Quote
I've always had this image in my head of:
-Insta battle being pub stomps -Merc battles being actual contracts akin to eve missions(tiered, loyalty rewarded, NPC financed, you pick the exact faction and mission you want to work for), but pvp and have impact on FW -Corp battles being purely corp owned teritory and assualts on corp owned teritory(corp business) |
fred orpaul
Tritan-Industries Legacy Rising
216
|
Posted - 2013.02.28 02:20:00 -
[352] - Quote
CCP Nullarbor wrote:Thog A Kuma wrote:fred orpaul wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? oh god yes and swarm! My MD too, oh please! 4meter snow blizzard splash ! What about this? http://www.youtube.com/watch?v=uEx_7PapY_c
YES! with SMG and HMG varient! and the bubbles explode rainbows when shot with lasers!
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fred orpaul
Tritan-Industries Legacy Rising
216
|
Posted - 2013.02.28 02:25:00 -
[353] - Quote
Jeremiad R Doomprofit wrote:CCP FoxFour wrote:A lot of talk about mercs owning districts versus capsuleers owning districts. Speaking of which, mercs and capsuleers are both not part of my browsers dictionary and so have red lines... should add them...
Anyways, back to the topic at hand. DUST versus EVE ownership. STOP IT! Corporations own things. Corporations are in both games. Corporations can have DUST and EVE players. So yea, the question that needs to be asked is how do we get DUST players and EVE players to care about both sides of this. DUST players should care about things in space, and EVE players about things on the ground.
I came here to say something, forget what now because I saw this and had to respond to it. Bah, next time. This warms my heart. I know it has been said many times, because it is important and a good point, that Dust and EVE must take baby steps into integration to maintain the stability of both games. I fully admit to being overzealous when it comes to wanting a stronger connection between the two games. I also understand CCP has to be very careful when merging the two to make sure that each can stand on it's own in the catastrophic event that one of the other dies. That being said... I want all the things! I try not to approach it from an EVE-centric, or a Dust-centric viewpoint. I try to have a more New Eden-centric viewpoint. I don't think either game is in danger of failscading into non-existence, but I DO think that the interaction between the two is probably the most fascinating selling point for both titles. If I had it my way, all Dust characters could do everything EVE characters could do, and vise verse. I want to be able to buy and place CRUs in EVE, and station trade in Dust. I know this is what's being worked towards, and is probably a big part of the "10 Year Plan," so I am working on my patience skill (injected, still not trained). I think district ownership is one of those areas of both games where CCP can start "testing the waters," if you will, on interfaces that effect both the EVE, and the Dust client (and thus New Eden as a whole). Personally, I'd love to see all new features added into both games take into consideration their respective counterparts. I imagine this will become more important as time goes on and both games become more fully connected. ...Still super excited for this next update
^this |
Telcontar Dunedain
Imperfects Negative-Feedback
334
|
Posted - 2013.02.28 02:40:00 -
[354] - Quote
CCP Nullarbor wrote:Free Beers wrote:The main point I was trying to make is that one match shouldn't decide if you win or lose a District. It won't.
This was my original understanding, that districts were more then one fight but a series of fights across the map.
Will it be a redline shift like skirmish1.0? or reloading into the barge each time? |
Senor XIII
Subdreddit Test Alliance Please Ignore
1
|
Posted - 2013.02.28 03:14:00 -
[355] - Quote
First time, long time...
My shot in the dark at workable timers in a FPS:
Based on the size or resourcefulness of a district, there is a certain number of "loyalty points" that must be earned to control it. Defender and Attacker must supply some sort of bounty for passive defence (I am not going to touch this yet).
An attacking corporation begins to erode the defender's loyalty points. Based on the success of the attack or successive attacks, the attackers gain passive loyalty point reduction.
The defending team once attacked can fight either (1) a battle to win back loyalty points or (2) a battle to stop the passive reduction gained by the attacker (ambush v skirmish?). Each battle has a minimum loyalty point pledge (set by some mechanic on the defenders side) and a maximum loyalty point pledge (set by attacker mechanic).
Defending team controls the amount of loyalty points pledged between the two limits. A good idea would be to allow the minimum and maximum pledged loyalty points be set by the amount of notice given to the opposing side.
If the defenders have the loyalty points to do a couple of minimum loyalty point practice rounds on Friday night and plan for an all out slog on Saturday, great! Let the internal dynamics of the corporation dictate how they choose to defend. Casual players can use their one hour available to go all in.
If the attacker meets the defender in battle the match minimum is increased and the passive reduction is greatly increased/decreased.
If this has already been discussed I apologize.
---
I'll take any response off-air. |
fred orpaul
Tritan-Industries Legacy Rising
216
|
Posted - 2013.02.28 04:09:00 -
[356] - Quote
steadyhand amarr wrote:just as idea to throw out, while not simply allow corps to steal stuff from other corps, this gives other corps an incentive to fight and defend.
this could be achieved by limiting how much stuff a dust player can acquire and must rent out space in a warehouse or something.so if you want lots of gear best get into a corp, want some shiny new toys without paying for it, steal it from someone.
just a base idea but taking something that does not belong to you, is the base cause for most of human conflict
+1 but this is really fed into by corporate owner ship, and combat salvage. |
Aeon Amadi
Maverick Conflict Solutions
1018
|
Posted - 2013.02.28 05:55:00 -
[357] - Quote
CCP Nullarbor wrote:Thog A Kuma wrote:fred orpaul wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? oh god yes and swarm! My MD too, oh please! 4meter snow blizzard splash ! What about this? http://www.youtube.com/watch?v=uEx_7PapY_c
You are now my favorite dev.
How ams I use my PLEX to donate hookers? |
IgniteableAura
Pro Hic Immortalis RISE of LEGION
12
|
Posted - 2013.02.28 06:54:00 -
[358] - Quote
I think an easy way to integrate the importance of dust mercs to eve is allow us to pick the systems we fight for, that way we can have a tangible impact on the fw zone control. Lets say the Caldari really want Nenna. They contact some mercs to start fighting for control and it starts to flip the system. It's gives those vested into fw a reason to care.
Also, add districts to overview whenever a battle is happening in that system. Adding in perhaps a "war point gauge" for the eve players connected that allows them to see how close they are to using a orbital would be handy. Perhaps having a friendly militia pilot above system connect can increases the wp gain as well. |
fred orpaul
Tritan-Industries Legacy Rising
218
|
Posted - 2013.02.28 10:20:00 -
[359] - Quote
first you have to luander the plex
http://youtu.be/KNugG_Su3PU bump |
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CCP FoxFour
C C P C C P Alliance
948
|
Posted - 2013.02.28 10:48:00 -
[360] - Quote
Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition?
OMG OMG OMG OMG YES! And corpses... |
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CCP FoxFour
C C P C C P Alliance
948
|
Posted - 2013.02.28 10:49:00 -
[361] - Quote
gbghg wrote:CCP FoxFour wrote:iceyburnz wrote:CCP FoxFour wrote:
Got home, started painting Warhammer, waiting for a download to finish, couldn't stay away. :(
What faction do you play? I love my Necrons and Dark Eldar. I also play Gray Knights because I love my inquisitor 28 models and Chaos SM. So many cool models, so little time :( While I would love to discuss this, I would rather keep (and it is tough to say this) keep this thread on topic. :) c'mon who do you play tau? eldar? space marines, imperial guard? and bones the gameplay isn't persistent you're right but the meta game is, and there's no reason why you shouldn't be able to go "hey lets hit this district tonight" and be able to attack it, if we went with your idea you could end up with a situation where you have enough players to attack the district now but you can't launch an attack for 12+ hours. the same is also true of the defending corp.
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it? |
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Yosef Autaal
SONS of LEGION RISE of LEGION
20
|
Posted - 2013.02.28 10:51:00 -
[362] - Quote
CCP FoxFour wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? OMG OMG OMG OMG YES! And corpses...
O yes please corpses give us the corpse of the person we killed the most in a game as salvage, i know all the corpses burn up and disappear but awell i want corpses and a way to display them all \o/
At end of each match could also have it give info on who killed you the most so people know who has there corpse after the match. |
ChromeBreaker
SVER True Blood Unclaimed.
205
|
Posted - 2013.02.28 11:01:00 -
[363] - Quote
CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! |
Yosef Autaal
SONS of LEGION RISE of LEGION
20
|
Posted - 2013.02.28 11:05:00 -
[364] - Quote
ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web!
Reinforcement timers will be in the game, CCP said many many times they do not want situations where you loose space because you slept.
Its annoying but a necessary evil to stop people from only attacking corps with known timezones (like targeting uk corps at 4am gmt on monday) |
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CCP FoxFour
C C P C C P Alliance
951
|
Posted - 2013.02.28 11:28:00 -
[365] - Quote
just thinking more randomness here, what if timers were publicly known things? So if Friday comes around, you know you want to have a bunch of fights for your corp, so you attack different places spreading the attacks out over the time you know your corp will be online?
Just a thought, what do you guys think? |
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Yosef Autaal
SONS of LEGION RISE of LEGION
22
|
Posted - 2013.02.28 11:35:00 -
[366] - Quote
CCP FoxFour wrote:just thinking more randomness here, what if timers were publicly known things? So if Friday comes around, you know you want to have a bunch of fights for your corp, so you attack different places spreading the attacks out over the time you know your corp will be online?
Just a thought, what do you guys think?
Interesting idea but it might mean that corps will only ever attack corps that are in there main timezones (unless they really want a pacific district) which might split timezones up as corps will only be looking for those spefic timezones rather then choosing a target then finding out its out there timezone and having to make a desicion then if they want to commit to alarm clock fights. |
A'Real Fury
The Silver Falcon Federation
5
|
Posted - 2013.02.28 13:21:00 -
[367] - Quote
A few more thoughts. Some of this has been said before.
So to the mechanics of sovereignty. A lot has been mentioned about times and attacking districts when the owners are asleep and loyalty points. I think that all of these factors should be included rather than one or the other. I believe you should be able to attack a district when the defenders (actual players are asleep) and while the attackers hold the district they should be able to claim a percentage of the income of that district until such time as they are kicked out or until it is determined that they are the new owners of that district. This will allow for the idea of piracy so corps can attack and effectively loot a district with no real intention of holding it.
Now I do not think it should be as easy as just turning up and walking in. I like the idea of corps being able to set up auto and npc drone defenses so it isn't a cake walk. I also like the idea that a corp can set up defense contracts that automatically kick in if their district is attacked. For an example a corp could set up a contract that automatically goes onto the public saying if you defend this district with a timer set, like at the 30 minute or 1 hour mark, then you will get a share of a 2, 5, 10, 100 million isk bounty depending on the value of the district. The loyalty programme would work as follows:
1. Attacker takes district and get 20% of the income the district as a base line (due to some looting) but this will increase the longer they hold it and all income to the owners ceases while their district is occupied 2. With a starting point of 3%, there are always collaborators, the attacker earns loyalty points at 1% an hour until they hit 51% i.e. in 48 hours time. I think if you can hold a district etc for 48 hours it should be yours. 3. Income should derived from the district should increase at 2% an hour as you become more entrenched. 4. If the defender comes back an attacks, even if the new guys are asleep, then it all shifts back to the original owners. Say the attackers held the district for 24 hours and so had a loyalty standing of 27% then this should reduce at 2% an hour in favour of the original owners until it eventually reaches 100%. However, in terms of income it should automatically be restored at the original rate less the cost of damages.
Now a timer would come into effect if an active battle takes place in the district for sovereignty. If the attacker win this battle they get to hold the district for a minimum of 2 hours and if the defenders win they get to hold the district for a min of 4 to 8 hours.
Now the reason the time should be short is because we do not know how many districts will be available in the short term. If there are only a 100 to 200 districts, or less, released to start with and 4000 to 10000 corps actively fighting for them and you have cool off periods of 12, 24 or more hours then you will have very limited activity in this environment.
If you have all districts, or parts of it, always available for attack then you will have a more dynamic and active involvement from the corps instead of players just waiting for a district to become available for attack, getting bored, in the future. Now the timer could be adjusted as more districts become available i.e. once you have many thousands of them. The timer will become more important depending whether you are in a Hi Sec, Low Sec, Null sec etc area. The more distant you are from the home sectors the less time you have to respond to attacks and the shorter the timer is.
Now to the question of small corps and large corps my view is tough luck. If you are too small to hold a district long term 23/7 then you should loose it. I do not think you should have protected status via timers. Instead I think you should start looking for alliances with other corps in other time zones to defend the district while you are away. You could have alliance agreements that result that income from a district is shared equally or a fee is paid to the other corps for each time they successfully defend your district as well as all the variations of possible contracts that are out there.
With the option to always be able to attack other districts set out above would mean that yes you loose your district but when your corp mates are all online you can go take back that district or go attack another.
Yes we want the ability to set up matches between corps as you do for skirmish but it should not all be about this. However, active battles between corps for districts have greater value and costs of winning or holding the district than just simply moving in and taking out the npc set to guard your district.
Now to more long term goals. I do not play Eve but I understand that there are alliances that are so big that they are effectively unbeatable and untouchable. What I would like to see based on the fact that mercs from Dust will hold resource districts is the ability to restrict or even stop the supply of necessary resources to Eve corps as well as the opposite also being true. For example a Dust Megacorp could restrict the supply of fuel to eve pilots basically making their vessels defenseless to attack from other eve pilots. But the opposite will also be true as Eve pilots control the movement of resources between planets they can restrict resources e.g. critical components for making tanks going to specific districts and planets, making the the production costs of this tank astronomical. That 1 million isk tank now costs 5 million isk to produce.
Why this would be a good idea is that it allows smaller Eve Corps the ability to indirectly take out larger megacorps via paying a few large or numerous small Dust corps to take over the districts supplying fuel etc to the Eve Megacorp and then cutting them off reducing the abilities of those large fleets and more vulnerable to attack. |
A'Real Fury
The Silver Falcon Federation
5
|
Posted - 2013.02.28 13:44:00 -
[368] - Quote
Ran out of room in my previous post.
In addition to allowing the dust and eve corps greater scope to interact it will also allow new ways of playing the game e.g. with the dust corp stopping supplies to the Eve corps and the Eve corp stopping or even attacking the ground installations, at least until they run out of the resources needed to fight their ships, the allied Eve corp could run supply runs into the Dust Corp so that they could maintain the fight.
You would also have an effect on trade i.e. if a number of Eve corps ally with a Dust corp they could run in massive suppiies of resources to that Dust corp who's production would go down enormously so that they can now produce items at half the usual costs.
Finally you have the idea of betrayal. Eventually you will have large Eve Corps allying with the large Dust Corps resulting in deadlock. However, out of shear boredom you could have a Dust "Merc" corp offered a massive bounty to betray their Eve ally's resulting in the stopping of all resources to the Eve Pilots making then easier pickings for smaller corps as their ships drift around planets without the power to run them.
Now the ultimate means of ending a deadlock or napfest is the introduction of a new enemy or an existing enemy who has been waiting quietly to attack. Now these attackers could be there for conquest or for some really alien reason and just end up destroying stuff all over the place. If you were an eve player or even a dust player and you saw a massive fleet and ground troops grinding through your region of space what would you do? Now the players should have the ability to defeat this enemy and if they do they should be rewarded with new and unknown tech but only those who choose to fight and win.
Either way this should result in massive destruction and change. The attackers could even come through a wormhole from the Milky Way or another universe. |
Beren Hurin
OMNI Endeavors
190
|
Posted - 2013.02.28 14:23:00 -
[369] - Quote
CCP FoxFour wrote:just thinking more randomness here, what if timers were publicly known things? So if Friday comes around, you know you want to have a bunch of fights for your corp, so you attack different places spreading the attacks out over the time you know your corp will be online?
Just a thought, what do you guys think?
Timers could be connected to the 'orbit' of your warbarge. Additionally, types of orbits that you choose ahead of time (or are even able to choose) would be based on other hostile district defenses, type of invading war barge, and location of the district on the planet.
Geosynchronous/solar synchronous - period of orbit corresponds to rotation of planet, mainly equatorial in inclination. Advantage: low energy, easy to predict timing, more distance covered. Disadvantage: shorter windows of time in each time zone, move distance (threats) covered.
Geostationary - no period of orbit, remains over one location. Time of attack could occur at any moment, vulnerable from district attack at all times.
Polar orbit - can be used to remain in one hemisphere all day and in half the time zones 2x each day. Inclination is perpendicular to equator.
Halo orbit - using other nearby objects along with organic propulsion for a customised orbit. Higher energy, but useful to precisely time exposure to a specific time zone. Minimal exposure to planetary counter attack. |
Beren Hurin
OMNI Endeavors
190
|
Posted - 2013.02.28 14:25:00 -
[370] - Quote
ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web!
Isn't it structure grinding that makes timers annoying in Eve? Not the timers themselves? |
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Skihids
Tritan-Industries Legacy Rising
978
|
Posted - 2013.02.28 14:31:00 -
[371] - Quote
How much time does it require to move a war barge into place and launch an MCC, and at what point would that be detectable by the defenders?
It would seem to me that defines a minimum attack timer because you can't just drop from an empty sky.
I'm not an EVE player, but it's also logical to assume that you can keep track of how many of what kinds of ships are moving through the gates, perhaps even employing spies to keep tabs on enemy war barges. That would result in a greater warning. |
Odiain Suliis
ZionTCD Legacy Rising
117
|
Posted - 2013.02.28 14:35:00 -
[372] - Quote
Beren Hurin wrote:ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! Isn't it structure grinding that makes timers annoying in Eve? Not the timers themselves?
Yep. The The structure grind is the annoying part.
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
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Posted - 2013.02.28 14:35:00 -
[373] - Quote
After posting a few pages back, I sat down and talked over the finer points of my plan with corpmates that punched holes in some of my ideas and reminded me that people will try to exploit any weakness in any planned system, and the more complex the system, the more exploits will be found that have to be patch, and this makes things more complicated. Look at the monster the old Crimewatch system eventually became.
But anyway, I tried to stick to a defense "vulnerability" timer concept that is set by defenders, but wanted to allow for manipulation of this timer by the attackers once they begin to take a planet. The details of such are a bit lengthy for the forums, so I wrote it up in my Alliance's blog:
http://3xxxd.blogspot.com/2013/02/the-future-of-dust-corp-battles.html |
Beren Hurin
OMNI Endeavors
190
|
Posted - 2013.02.28 14:47:00 -
[374] - Quote
Skihids wrote:How much time does it require to move a war barge into place and launch an MCC, and at what point would that be detectable by the defenders?
It would seem to me that defines a minimum attack timer because you can't just drop from an empty sky.
I'm not an EVE player, but it's also logical to assume that you can keep track of how many of what kinds of ships are moving through the gates, perhaps even employing spies to keep tabs on enemy war barges. That would result in a greater warning.
I'm hoping they would work this way:
War barges have one of many states they could be in at any moment:
Reserve (invulnerable): orbiting around someplace benign or friendly (a moon w/o a POS, or an unsettled barren planet). Detectable if scanned down or on planetary/moon grid. In route (invulnerable): traveling to its next location based on the type of war barge and distance this takes a predefined time, automatic, detectable, and no pilot is needed. Outer orbital approach: (Eve-vulnerable only): A narrow window of time (minutes) that the barge will give a warning to planetary district owners. It will also appear on grid over the planet. Once in this phase, barge owners cannot change it's flight plan.
Stationing orbit (Dust vulnerable only): period of time before a barge is only in planetary orbit. It can only be targetted above districts with planetary defenses. Would have a minimum stationing orbit period. Owning multiple districts with defenses would make this more difficult depending on the orbit of approach. A barge could be in this mode for as long as it could survive the planetary defenses it is over. The strongest planetary defenses would barely allow for an average war barge to last much longer than an hour over its district, which would mean a corp would have to enter stationing obit just out side of the districts range, do a 23 hour orbit, and then get a single chance to attack. Weaker defenses would be able to kill barges after multiple passes. Barges could only be healed in freindly districts.
Stationed (Dust vulnerable only): The barge is active and in the window where it can launch an attack on its intended district. Its possible to make an orbit over multiple districts where multiple stationed timers could occur. |
Yosef Autaal
SONS of LEGION RISE of LEGION
27
|
Posted - 2013.02.28 15:14:00 -
[375] - Quote
A'Real Fury wrote:A few more thoughts. Some of this has been said before.
1. Attacker takes district and get 20% of the income the district as a base line (due to some looting) but this will increase the longer they hold it and all income to the owners ceases while their district is occupied 2. With a starting point of 3%, there are always collaborators, the attacker earns loyalty points at 1% an hour until they hit 51% i.e. in 48 hours time. I think if you can hold a district etc for 48 hours it should be yours. 3. Income should derived from the district should increase at 2% an hour as you become more entrenched. 4. If the defender comes back an attacks, even if the new guys are asleep, then it all shifts back to the original owners. Say the attackers held the district for 24 hours and so had a loyalty standing of 27% then this should reduce at 2% an hour in favour of the original owners until it eventually reaches 100%. However, in terms of income it should automatically be restored at the original rate less the cost of damages.
The control % is great idea but I donGÇÖt like the idea of having to be on for 48 hour to make sure the other side doesnt fight back while youGÇÖre asleep pushing you out.
My idea is we have the reinforcement timer as we do in eve but take advantage of the short match turn around that we have in dust and have a battle window where multiple battles occur.
the battle window is from when the first match starts eg 3 hour window and as many matches as possible are done within this window. Only one battle window (campaign) is open per day and opens around district owners X time the following day.
here is an example of my idea using current match types and a single battle window.
Corp A declares invasion on Corp D at a cost depending on how many other invasions they have active at the time. Corp D has set a timer on their district of x and the first battle is scheduled for a time +-1/2 hours around x
1st battle is 8v8 ambush map Corp A are attackers Corp D defenders- If defenders win Corp A are pushed off the planet and the invasion fails quickly If Attackers win they gain 5% control bonus to district (cbd) and progress to 2nd battle
2nd battle is 12v12 ambush OMS with Corp A attackers again Corp D defenders - if Attackers win they gain 15% cpd but if defenders win no one gains cpd.
3rd battle varies on previous match result
if Attack won 2nd battle : 3rd round is 16v16 skirmish with Corp A attackers again and Corp D defenders- attackers win means they gain 30% cpd defender wins no CPD is gained either side
if defender won 2nd battle : 3rd round is 8v8 ambush with Corp A defenders and Corp D now the attackers - if Corp D attackers win the gain 5% cpd and push Corp A the defenders off the planet.
With every match attackers win the battles will scale up offering more player spaces and cpd rewards a loss will scale the match down in size and switch the attacker defender roles.
4th battle if the battle window is still open a 4 match can occur following the rule above.
with this system no one Corp can gain full control of a district in one day and no one loss can cancel out all the work (which is currently possible in eve)
District facilities and isk generated from districts can only be earned if a Corp has 60% control or higher meaning with this system it is possible to have long drawn out stalemates where neither Corp can gain advantage and cannot gain benefits of the district promoting important decisions to keep the war going or withdraw and give all control over to the other corp.
with good pushes control of a district will take a couple of days at best and in case of stalemates may cause district to never be won be either side.
Rewards after each battle are in the form of salvage of battlefield winner gaining majority. Isk is only rewared when a merc contract is issued either per match, per battle window (reward split between number of matches and rewarded depending on how many of those one and is given out when window closes), pre district and is only earned once the district is finally captured.
Corp A and Corp D can issue defend/attack contracts to allies corp B/C to fight on there behalf or be issues to them selves to reward there own corp members participating in the battle if they win.
When the battle window is closed corp A or B can choose to withdraw from the district which for a cost gives up control of the district ending the invasion. |
Vrain Matari
ZionTCD Legacy Rising
409
|
Posted - 2013.02.28 17:13:00 -
[376] - Quote
Beren Hurin wrote:CCP FoxFour wrote:just thinking more randomness here, what if timers were publicly known things? So if Friday comes around, you know you want to have a bunch of fights for your corp, so you attack different places spreading the attacks out over the time you know your corp will be online?
Just a thought, what do you guys think? Timers could be connected to the 'orbit' of your warbarge. Additionally, types of orbits that you choose ahead of time (or are even able to choose) would be based on other hostile district defenses, type of invading war barge, and location of the district on the planet. Geosynchronous/solar synchronous - period of orbit corresponds to rotation of planet, mainly equatorial in inclination. Advantage: low energy, easy to predict timing, more distance covered. Disadvantage: shorter windows of time in each time zone, move distance (threats) covered. Geostationary - no period of orbit, remains over one location. Time of attack could occur at any moment, vulnerable from district attack at all times. Polar orbit - can be used to remain in one hemisphere all day and in half the time zones 2x each day. Inclination is perpendicular to equator. Halo orbit - using other nearby objects along with organic propulsion for a customised orbit. Higher energy, but useful to precisely time exposure to a specific time zone. Minimal exposure to planetary counter attack. Then you have other degrees of inclination and eccentricity, closed and escape orbits etc. That 'could' be an aspect of designing an attack; creating an approach for your warbarge that makes it least vulnerable to attack while it is stationing. You could justify a 'stationing' orbital approach as required due to the sensitive nature of nanite equipment and consciousness transferral synchronicity. Most attacks could occur with a geostationary approach directly over a district, but if you had to stage a minimum of 3 hours ahead of time, that would mean your barge would have 3 hours it could be attacked from the district. Alternatively, you could choose from a customized variety of others to reduce your time over hostile districts, or the time your barge spends in outer-space vs. 'orbital/atmospheric space' vulnerable to eve pilots. Real physics-based orbital mechanics would add a hella lot to EVE & DUST on several different levels. We need it.
There are a couple of issues.
First & foremost is that the oldest legacy code in EVE is the pyhsucs/celestial mechanics engine, and it is entangled in a hideous cthulonic fashion(mmmmm.....tekspeak) with just about every other piece of EVE code. Please jump in Devs, been awhile since i've heard anyone speak directly to this.
The refactoring project required to fix this is huge, essentially a complete rewrite of the core EVE code. I like to think of it as the programming equivalent of the CCP viking-entity stripping naked, greasing itself up with seal fat, holding its knife between its teeth and wedging itself down through a wee fissure in the rocks so they can drop down onto the back of a primaeval cave-bear that has been terrorizing the village. Or something like that. Things could get messy.
Secondly, there is a valid concern that if this is done it would completely mess with the bookmark system in EVE. This is true, but i say tough cookies. The moral of the story is don't pick a fight with Issac Newton re celestial mechanics. Sooner or later, you'll loose. Time to bow your knee to the master, CCP. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
249
|
Posted - 2013.02.28 18:33:00 -
[377] - Quote
Bones McGavins wrote: . .
First off, it is key to limit the amount of possible attacks on a district. This is needed or it will almost never be profitable to own a district and they will change hands like hot potatos. If a corp can successfully defend their district it should LIKELY be profitable for them to do so. You could "attrition" the corp by dumping tons of money into your contracts, forcing them to spend a ton to pay for defense. But it shouldnt be possible to just hit them over and over and over forcing them to keep paying for defense. So with that in mind, lets say for the sake of discussion a District can be attacked 10 times per month.
Each attack on a district will have 4 parties.
1) CORP A- The Attack Sponser Corp 2) CORP B- The Defense Sponser Corp 3) CORP C- The Attack Merc Corp 4) CORP D- The Defense Merc Corp
Now, CORPs A and C, and CORPs B and D may be the SAME corps. You may defend your own district, or lead your own attack, but you may also contract it out to a 3rd party.
So, what happens, how does this all actually work out? Right now, who knows, but you don't want gameplay to NOT occur, and you dont want the problem of timezones messing with getting good matchups.
So here is how I imagine it will happen.
CORP A puts out a 20 mil ISK contract for an attack on CORP B. This contract has a specified time for the attack, and this time is a anywhere from 12-24 hours out from when it is created. All contracts can either be public or private. Meaning I can set a contract that is available to ALL DUST corps, or just specific ones. This allows me to use connections to get a good DUST corp to lead my attack or defense, or just put something out there for attrition or desperation.
Once CORP A puts out the contract, two things happen.
1) A listing appears for the contract, allowing DUST Corps to accept it. They can see when the match will take place so they can be prepared. 2) CORP B is notified and they must put out a defense contract.
So CORP B now has 12-24 hours to put out a matching contract. They can talk to some of their allies, or contact some famous corps, or they can just post a public contract to everyone. Either way, corp B ends up posting a contract for the defense.
So now both contracts are up and available. Depending on if they are private or public, some or all DUST corps can accept.
Now one of 4 things happens.
1) Neither contract is accepted before the scheduled attack - Both corp A and corp B are refunded and nothing happens. 2) Both contracts are accepted before the scheduled attack by CORP C and CORP D and a game of DUST is played. 3) The attacking contract is accepted by CORP C and the defending is not. CORP A pays CORP C the contract, CORP B is refunded, but the district changes hands. 4) The defending contract is accepted by CORP D and the attacking contract is not. CORP B pays CORP D the contract, corp A is refunded but an attack is used up.
In the case of 2, CORP C and CORP D play a match. Depending on the district this may be 16v16 or 24v24 or whatever. It is up to the corps to fill those teams, if they do not you can see 24v8.
The winning team gets the ISK of both the attacking contract and the defense contact and all the salvaged loot from the battle. The losing corp gets nothing. This prevents crappy corps from accepting contracts and getting the money and just losing. At the end, all 4 corps get a report of the battle. This allows CORPS A and B to review CORPS C and D and see if they made a legit effort and put up a good fight. If not, they can blacklist them from future public contracts, possibly even review them for other corps to see.
I think this system keeps DUST acting as a money sink for both DUST and EVE while providing incentive for both universes to participate as long as they win.
I strongly disagree on the underlined part. That would be so disheartening for the weaker corps as it would hamper their abilities to try to rise and even the motivation to try to attack.
A good solution would be to have complex enough contract system: Basic minimum payout for accepting a contract (?) 5% of total contract value. Standard wage for showing up in battle and trying. 20% of total value. Bonus for winning. 75% of total value.
How about? |
Beren Hurin
OMNI Endeavors
193
|
Posted - 2013.02.28 18:49:00 -
[378] - Quote
Vrain Matari wrote:Beren Hurin wrote:CCP FoxFour wrote:just thinking more randomness here, what if timers were publicly known things? So if Friday comes around, you know you want to have a bunch of fights for your corp, so you attack different places spreading the attacks out over the time you know your corp will be online?
Just a thought, what do you guys think? Timers could be connected to the 'orbit' of your warbarge. Additionally, types of orbits that you choose ahead of time (or are even able to choose) would be based on other hostile district defenses, type of invading war barge, and location of the district on the planet. Geosynchronous/solar synchronous - period of orbit corresponds to rotation of planet, mainly equatorial in inclination. Advantage: low energy, easy to predict timing, more distance covered. Disadvantage: shorter windows of time in each time zone, move distance (threats) covered. Geostationary - no period of orbit, remains over one location. Time of attack could occur at any moment, vulnerable from district attack at all times. Polar orbit - can be used to remain in one hemisphere all day and in half the time zones 2x each day. Inclination is perpendicular to equator. Halo orbit - using other nearby objects along with organic propulsion for a customised orbit. Higher energy, but useful to precisely time exposure to a specific time zone. Minimal exposure to planetary counter attack. Then you have other degrees of inclination and eccentricity, closed and escape orbits etc. That 'could' be an aspect of designing an attack; creating an approach for your warbarge that makes it least vulnerable to attack while it is stationing. You could justify a 'stationing' orbital approach as required due to the sensitive nature of nanite equipment and consciousness transferral synchronicity. Most attacks could occur with a geostationary approach directly over a district, but if you had to stage a minimum of 3 hours ahead of time, that would mean your barge would have 3 hours it could be attacked from the district. Alternatively, you could choose from a customized variety of others to reduce your time over hostile districts, or the time your barge spends in outer-space vs. 'orbital/atmospheric space' vulnerable to eve pilots. Real physics-based orbital mechanics would add a hella lot to EVE & DUST on several different levels. We need it. There are a couple of issues. First & foremost is that the oldest legacy code in EVE is the pyhsucs/celestial mechanics engine, and it is entangled in a hideous cthulonic fashion(mmmmm.....tekspeak) with just about every other piece of EVE code. Please jump in Devs, been awhile since i've heard anyone speak directly to this. The refactoring project required to fix this is huge, essentially a complete rewrite of the core EVE code. I like to think of it as the programming equivalent of the CCP viking-entity stripping naked, greasing itself up with seal fat, holding its knife between its teeth and wedging itself down through a wee fissure in the rocks so they can drop down onto the back of a primaeval cave-bear that has been terrorizing the village. Or something like that. Things could get messy. Secondly, there is a valid concern that if this is done it would completely mess with the bookmark system in EVE. This is true, but i say tough cookies. The moral of the story is don't pick a fight with Issac Newton re celestial mechanics. Sooner or later, you'll loose. Time to bow your knee to the master, CCP.
I don't think you have to mess with Eve physics. I currently don't know how you get to the districts in Eve, but it'd work the same way for finding war barges. The barges wouldn't appear on their paths in Eve, but only through a HUD in Dust. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
249
|
Posted - 2013.02.28 19:21:00 -
[379] - Quote
Mad Rambo wrote: firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it.
Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight?
That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary.
[SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. |
Morathi III
Rebelles A Quebec
60
|
Posted - 2013.02.28 19:26:00 -
[380] - Quote
KEROSIINI-TERO wrote:Mad Rambo wrote: firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone |
|
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
|
Posted - 2013.02.28 19:53:00 -
[381] - Quote
Morathi III wrote:KEROSIINI-TERO wrote:Mad Rambo wrote: firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone
the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time.
timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless. |
Morathi III
Rebelles A Quebec
60
|
Posted - 2013.02.28 20:00:00 -
[382] - Quote
Kaeralli Sturmovos wrote:Morathi III wrote:KEROSIINI-TERO wrote:Mad Rambo wrote: firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time. timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless. I understand your point of view but what happen for corp where the majority of player worked? + we need time to sleep, your idea is good for week end but not in the week, personnaly |
BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
55
|
Posted - 2013.02.28 20:12:00 -
[383] - Quote
Kaeralli Sturmovos wrote:Morathi III wrote:KEROSIINI-TERO wrote:Mad Rambo wrote: firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time. timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless.
What if no one shows up at all, for any battle, ever? In reality, catching an enemy unawares makes all the tactical sense in the world, but this is a game, and should be fun.
That being said, this is the EVE universe and unfairness is what it is, so I think if you can't field all 16 guys and they field all 16, you are S.O.L. but other than that, the defender should have say over the vulnerability of their system. This timer should be able to be shifted as enemies claim a planet, but, in general, a district owner should be able to dictate the time of the fight to keep the game interesting and balanced. Otherwise the whole galaxy will change hands every 6 hours.
|
Vaerana Myshtana
Bojo's School of the Trades
232
|
Posted - 2013.02.28 20:28:00 -
[384] - Quote
Regarding off-hours attacks:
I talked a little about this here (https://forums.dust514.com/default.aspx?g=posts&m=583770#post583770), but it was pretty bland.
There are two potential sources of defenders aside from the holding corp (DefCorp).
One is an Ongoing Guard Contract (OGC)- a negotiated contract in which another merc company agrees to defend your district for X fee per merc per battle, plus Y bonus per merc per battle if they win.
The other is Instant Battle folks, paid at a generic X per merc per battle divided up like the current pub match payouts.
So, if your district is attacked (with no timer), all of your corpies online at the time and all of your OGC mercs online at the time get a BIG FLASHING ALERT that there is a Corp Battle imminent.
From that moment, a 15-minute timer starts. This is to allow potential defenders time to get out of matches, call their friends, etc. The attackers and defenders can deploy into their War Barges and get ready. Periodically, more BIG FLASHING ALERTS appear to any member of the DefCorp or OGC who aren't in the War Barge.
At the 13-minute mark, the battle floats into the Instant Battle rotation. Any unfilled slots get populated from the Instant Battle people and the battle starts at the 15-minute mark.
They fight.
At the end, the Instant Battle people get Instant Battle type payouts from the DefCorp. The DefCorp pays the OGC based on the contract. The DefCorp members get nada, but hopefully their bosses will pay them later. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
249
|
Posted - 2013.02.28 21:19:00 -
[385] - Quote
Kaeralli Sturmovos wrote:
the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time.
timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless.
In general, A good way to set up good fights >> feel of mystery
Now, One might imagine that the initial attack must be made in that timeframe set by district holders.
However, they might lose control of later timers. Meaning if attackers managed to get a beach head they might set a timer of their own, or hasten or delay the districts own set timer times. Or something.
As we are tossing wild ideas, how about - structures which allow you to widen/narrow the possible attack window onto district? - Structures which give you a longer time to prepare for an incoming invasion? - Structures which create a greater time gap between fights on that district? - Structures which affect merc numbers on each side? - Structures which affect available Supply (war?) Points or max amount of vehicles on each side? |
Malcolm Melvin
BurgezzE.T.F Orion Empire
10
|
Posted - 2013.02.28 22:12:00 -
[386] - Quote
I have an idea for everyone.
Sleeping while you're districts are under attack
Eve Corp A can defend their planets by having at least 5 defending contract slots.Those 5 defending slots are for timezones, IF eve corp A districts are going to be attacked WHILE they are asleep. They can search dust corps online history to determine WHAT dust corp (only 5 dust corps) is available around a specific time if they ever need their districts defended.
If eve corp B wants to deploy a big dust corp to take control of the whole eve corps A planet, then there is way for eve corp A to have 3 primary districts contract slots mechanic where they can select 3 out of 5 defender corps to protect them while their asleep.
Drones Game Mode called Reconnaissance for 6-16 players
Before the showdown can start there will be a gamemode that can hire ONLY SMALL DUST (corps with only 10-100 members) corps to recon a district that eve corp b or a dust corp (that is attacking) put a contract on.The small corps mission is to scan the districts environment to know where are the enemies CRU'S,turrets etc.Be warned that there will be drones all over the disctrict.Once mission is complete, the small dust corp can transfer a data disc of what is there on the battlefield.Be warned they can send that information to ANYBODY in new eden.Only squad leaders can transfer the data (only 1 data from that match)
Drones Game Mode 2 called BREACH for 10 players ONLY (game mode is available to only 3 primary districts in a plantet)
This game mode is for corps that are attacking and defending (ONLY) the 3 primary districts.The game mode is 6 vs 4 mercs + Drones. The attackers(6 players) must find the command center in each of the 3 primary districts and hack into the system for information then must return to the dropship.Defenders (4 mercs + drones) must kill the squad leader cause he/she is the only 1 to know how to hack the command center.
Information for attackers if they win
If the attackers win 1 breach game mode, they can have access to codes for a OB in EACH of the 15-20 districts in that 1 planet.
If the attackers win 2 breach game modes, (same planet) they have access codes to destroy eve ships.
If the attackers win all 3 breach game modes, (same planet) they have access to viewing Eve corp A's most valuable planet they own in new eden. And ONLY the ceo or director of the merc corp can sell that information to ANYBODY in new eden
Information for defenders if they win.
If the defenders win 1 breach game mode, they have access to view WHAT corp is going to attack the planet.
If the defenders win 2 breach game modes, they have access to shut down enemy corps warbarges shield (for a limited time) so eve ships can destroy it.
If the defenders win all 3 breach game modes, they have access to view the enemy corps most valuable planet they have in control or sold to a eve corp.
MCC's & Warbarges Information
Mcc's are allowed to attack a district at a time.If an attacking merc team has won a battle,the mcc can move to another district on the same planet.If a mcc is destroyed, NO warbarge is allowed to deploy another mcc to that same district.Players that moved another or NEW mcc to the same district will have a pop up screen saying "Cannot move to district 12 due to lost of a previous mcc lost,We should just take 1 for a defeat we'll get them next time." Then it will show 24hours cooldown mechanic for us to know when that district is available to attack again.
Warbares are allowed to have 10 mcc's ready for battle.
Make warbarges hard to purchase for the purpose of only 10 mcc's can fit in 1 warbarge. EXAMPLE 1 BILLION ISK Make mcc's a good price EXAMPLE 100 MILLION ISK.
Mcc's cannot go to a different planet they need a warbarge to transfer to another planet.
While drone game modes is happening, both attackers and defenders are allowed to hangout in the warbarge and look at the hologram table where you see the map of the district/districts.CEO'S, directors and squad leaders can use the hologram table to strategies a plan while others can just view the maps on the table.Defenders has access to look at what is on each of the maps with clear view of what is there.While the attackers cannot see whats on the districts until they have the data discs from the small corps that has FINISHED completing at least 1 drone reconnaissance gamemode.The attackers need 1 data disc to know what is there on 1 district. Have 16-20 data disc = 16-20 maps you can upload to the hologram table to view,draw circles,lines etc with for plans.
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Bones McGavins
TacoCat Industries
28
|
Posted - 2013.02.28 22:55:00 -
[387] - Quote
Vaerana Myshtana wrote:Regarding off-hours attacks:
I talked a little about this here (https://forums.dust514.com/default.aspx?g=posts&m=583770#post583770), but it was pretty bland.
There are two potential sources of defenders aside from the holding corp (DefCorp).
One is an Ongoing Guard Contract (OGC)- a negotiated contract in which another merc company agrees to defend your district for X fee per merc per battle, plus Y bonus per merc per battle if they win.
The other is Instant Battle folks, paid at a generic X per merc per battle divided up like the current pub match payouts.
So, if your district is attacked (with no timer), all of your corpies online at the time and all of your OGC mercs online at the time get a BIG FLASHING ALERT that there is a Corp Battle imminent.
From that moment, a 15-minute timer starts. This is to allow potential defenders time to get out of matches, call their friends, etc. The attackers and defenders can deploy into their War Barges and get ready. Periodically, more BIG FLASHING ALERTS appear to any member of the DefCorp or OGC who aren't in the War Barge.
At the 13-minute mark, the battle floats into the Instant Battle rotation. Any unfilled slots get populated from the Instant Battle people and the battle starts at the 15-minute mark.
They fight.
At the end, the Instant Battle people get Instant Battle type payouts from the DefCorp. The DefCorp pays the OGC based on the contract. The DefCorp members get nada, but hopefully their bosses will pay them later.
Having ongoing contracts paid out per battle could work, and it would help reduce the need for a longer delay to have the corps make a deal for a contract.
However, here is the problem that might be minor to some, or major to others. You want your corp's success to be based on your corp as a whole, not 3 dudes from your corp + 5 dudes from another +8 from the contracting corp.
One of the best ways to tell if a corp is worth contracting will be their wins/losses, how will that work in a mixed corp situation? Would the corp get a win or loss for EVERY member participating in the battle? Or just one? To really show the skills of the corp fairly, i would think it would have to be 1 for every member, so the more members a corp has involved, the more it sways their standing. Losing a match where you had 1 corp member in it shouldnt ding your corp the same as one where you had 16.
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Bones McGavins
TacoCat Industries
28
|
Posted - 2013.02.28 23:06:00 -
[388] - Quote
KEROSIINI-TERO wrote:
I strongly disagree on the underlined part. That would be so disheartening for the weaker corps as it would hamper their abilities to try to rise and even the motivation to try to attack.
A good solution would be to have complex enough contract system: Basic minimum payout for accepting a contract (?) 5% of total contract value. Standard wage for showing up in battle and trying. 20% of total value. Bonus for winning. 75% of total value.
How about?
---
EDIT: About 'using up an attack', there lies a danger that a sister corp will have a dummy merc team attack the district, using up all of the allowed attacks. Thereby making the district invulnerable to real attacks.
You bring up valuable points. Personally I prefer the all or nothing approach as it makes matches mean a ton for the corps but I see how it could be a turn off. Perhaps the payout to the loser is based on the security of the system? Null sec would be 100% to the winner, but higher security gets more and more to the loser?
As for the sister corp issue, I thought about that. A way to negate that would be if the cost of deploying an MCC is weighed in. Like a mimumum amount of ISK is lost no matter what. Sister corps could still do such a thing, but it would cost them money. Or limit the amount of failed attacks one can do on a district?
Its tricky to get right, but I dont think you can have unlimited attacks or the game simply doesn't work. There would be no incentive to really hold districts unless they paid godloads of money, in which case the economy would go to heck.
However, an alternative solution. The "limit" for defenses isnt based on winning or losing, but on ISK destroyed. In order to lock your district you have to destroy 100 million dollars in enemy equipment or so. Make this amount nearly equal to the amount gained by a district. Add in a much smaller minimum fee for launching an attack, but one that along side the closing threshold would make it worthless to launch sister corp to attack a district to close it. |
Vaerana Myshtana
Bojo's School of the Trades
234
|
Posted - 2013.03.01 00:35:00 -
[389] - Quote
Bones McGavins wrote: Having ongoing contracts paid out per battle could work, and it would help reduce the need for a longer delay to have the corps make a deal for a contract.
However, here is the problem that might be minor to some, or major to others. You want your corp's success to be based on your corp as a whole, not 3 dudes from your corp + 5 dudes from another +8 from the contracting corp.
One of the best ways to tell if a corp is worth contracting will be their wins/losses, how will that work in a mixed corp situation? Would the corp get a win or loss for EVERY member participating in the battle? Or just one? To really show the skills of the corp fairly, i would think it would have to be 1 for every member, so the more members a corp has involved, the more it sways their standing. Losing a match where you had 1 corp member in it shouldnt ding your corp the same as one where you had 16.
Well, I think it comes down to relationships. If your corp builds a strong relationship with a large, multi-time zoned corp and negotiates an OGC with them, then you're rarely going to have Instant Battle Blueberries (IBBs). In addition, i think it would be helpful if the people in the War Barge could organize players into Squads and Observers. That way, if your corp has enough players online at the time, you could handle it yourselves and the OGCs could stay and watch or go do something else.
I only suggest putting in the IBBs as a way to make sure that no battlefield is ever totally undefended.
Of course, I would think that since multiple battles are needed to take a district, your would rarely need outsiders except for surprise attacks and raids. |
Icy Tiger
Universal Allies Inc.
1029
|
Posted - 2013.03.01 00:52:00 -
[390] - Quote
Vaerana Myshtana wrote:Bones McGavins wrote: Having ongoing contracts paid out per battle could work, and it would help reduce the need for a longer delay to have the corps make a deal for a contract.
However, here is the problem that might be minor to some, or major to others. You want your corp's success to be based on your corp as a whole, not 3 dudes from your corp + 5 dudes from another +8 from the contracting corp.
One of the best ways to tell if a corp is worth contracting will be their wins/losses, how will that work in a mixed corp situation? Would the corp get a win or loss for EVERY member participating in the battle? Or just one? To really show the skills of the corp fairly, i would think it would have to be 1 for every member, so the more members a corp has involved, the more it sways their standing. Losing a match where you had 1 corp member in it shouldnt ding your corp the same as one where you had 16.
Well, I think it comes down to relationships. If your corp builds a strong relationship with a large, multi-time zoned corp and negotiates an OGC with them, then you're rarely going to have Instant Battle Blueberries (IBBs). In addition, i think it would be helpful if the people in the War Barge could organize players into Squads and Observers. That way, if your corp has enough players online at the time, you could handle it yourselves and the OGCs could stay and watch or go do something else. I only suggest putting in the IBBs as a way to make sure that no battlefield is ever totally undefended. Of course, I would think that since multiple battles are needed to take a district, your would rarely need outsiders except for surprise attacks and raids.
Actually, surprise attacks would be pretty beneficial. Could be combatted through Corp funds. You set up a contract for defenders for your district, defenders can join through Mercenary Battles Tab, or Corp Battles Tab, and then defend for you, recieve contract ISK at end of match.
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Evicer
Holdfast Syndicate Amarr Empire
13
|
Posted - 2013.03.01 00:59:00 -
[391] - Quote
D Roc43 wrote:Free Beers wrote:slap26 wrote:Also say your corp is active in FW eve side, they guys eve side can only fight for that faction, but the guys dust side can take any contract?
How does that make any sense?
I just hope FW gets implemented in a way that we can just fight those battles over pubstomping Mercs are never going to be tied to a 1 faction. I do think a corp and mercs should have faction standing but they should never be prohibited from working for anyone. think back before when Gallente took all the planets. If ROFL is tied to Gallente and no one is fighting for caldari then you wont have to do. I guess I just dont get why mercs would want to pledge for 1 side. In reality it means you isk will be lower since you can only work for 1 faction and that you will have to fight to defend planets when its needed instead of when you want to. thus our differeing philosophy I believe more mercs would play for all sides and be "true" immortal mercenaries playing for the highest bidder if they offered some sort of faction specific rewards, be it through LP or added monetary incentives. I think, setting monetary aspect on a back burner, they need to first fully sync our FW system with Eve's by allowing eve corporations to host contracts on particular planets then picking which corp they want to go take the contract. This will remove the shotgun approach to FW that our current system takes and will allow corps to strategically pick which planet to take as well as the corp they want to hire to go take it. Hopefully if they just take baby steps fixing this, one step at a time, we will see a fully functional, worthwhile FW system.
you lost me at the part where you said eve side picks the merc corp>what if none of your corp is on or not even aware that youve been chossen by this EVE corp/player to attack/defend said district.
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John Xulu
Tritan-Industries Legacy Rising
3
|
Posted - 2013.03.01 01:06:00 -
[392] - Quote
Morathi III wrote:Kaeralli Sturmovos wrote:Morathi III wrote:KEROSIINI-TERO wrote:Mad Rambo wrote: firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost. A decides when the counter attack starts, B joins and fights or loses.
its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it. Sorry, flawed system if not modified: After B's "attack" of placing the structure, A could wake up anytime(?) from 1h to 20h? And then initiate the fight? That would mean B has to be ready for fight for 20 hours, all the time! Unacceptable. Some timers for future fights are necessary. [SUGGESTION:] Possibly that each districts holder can set some hours of a day, for example 18-22 each day their own TZ clock. During that time interval there can be attacks on the district, provided 1h signal has been given in advance for defenders to prep for battle.
The attacker would most likely hire an attacking corp to whom the sime hours are fine! Remember, third parties in merc warfare...
Is some corps hold several districts, they CAN set the hours same for all, or they can spread them a little bit. Their choice. I like the idea of time zone the district owner should not be able to set times, there needs to be that mystery or fear of an impending attack at all times even if its not in your corps "prime hours" there needs to be that feeling of loss for those who have districts even if they have goine on a 7-planet district capping spree in the AM's in US prime time. that evening battles could start and all that progress could be lost before that corp could rally at their best time. timers do need to be placed so that corps can do their preparing anywhere between a 2-6h window, if not then tug o war feeling would be endless. I understand your point of view but what happen for corp where the majority of player worked? + we need time to sleep, your idea is good for week end but not in the week, personnaly
The thing is, that's how it's supposed to work. Have you ever seen any EvE gameplay? Things can be attacked at any time, whether you're at work, on the toilet or in the land of make believe. It has to be constant warfare, and setting up time zones is way inconsistent with the way things are done in New Eden, that would mean that the PvP was still consensual and...Well...Let's face it, that's a CoD thing. Not a New Eden thing.
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Morathi III
Rebelles A Quebec
61
|
Posted - 2013.03.01 01:19:00 -
[393] - Quote
The thing is, that's how it's supposed to work. Have you ever seen any EvE gameplay? Things can be attacked at any time, whether you're at work, on the toilet or in the land of make believe. It has to be constant warfare, and setting up time zones is way inconsistent with the way things are done in New Eden, that would mean that the PvP was still consensual and...Well...Let's face it, that's a CoD thing. Not a New Eden thing. [/quote] True, but this game is called dust514, yes we are in EVE universe but we can have our own mechanic system, i have absolutly nothing against eve or is player but if i want his mechanic i play eve and not dust |
John Xulu
Tritan-Industries Legacy Rising
3
|
Posted - 2013.03.01 01:32:00 -
[394] - Quote
Morathi III wrote:The thing is, that's how it's supposed to work. Have you ever seen any EvE gameplay? Things can be attacked at any time, whether you're at work, on the toilet or in the land of make believe. It has to be constant warfare, and setting up time zones is way inconsistent with the way things are done in New Eden, that would mean that the PvP was still consensual and...Well...Let's face it, that's a CoD thing. Not a New Eden thing.
True, but this game is called dust514, yes we are in EVE universe but we can have our own mechanic system, i have absolutly nothing against eve or is player but if i want his mechanic i play eve and not dust[/quote]
I say you make a fair point, but lets look at it from a different perspective. Soon, we're going to be working with EvE Pilots, who can attack whom or whatever they feel like at any point in time (CONCORD intervention in high-sec aside) and they're going to need mercs who can fight alongside them, and use their support when they're available to give it. Having mercs wait to attack would in turn, slow down EVE FW and in turn, their player run economy. Something CCP wants, and needs, to avoid. Which is why I cast doubts on the who "Waiting to Attack thing" not that your idea wasn't good and fair. Because it was, it just would make the dual game integration a whole lot more of a hassle to be a part of.
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Morathi III
Rebelles A Quebec
61
|
Posted - 2013.03.01 01:46:00 -
[395] - Quote
John Xulu wrote:Morathi III wrote:The thing is, that's how it's supposed to work. Have you ever seen any EvE gameplay? Things can be attacked at any time, whether you're at work, on the toilet or in the land of make believe. It has to be constant warfare, and setting up time zones is way inconsistent with the way things are done in New Eden, that would mean that the PvP was still consensual and...Well...Let's face it, that's a CoD thing. Not a New Eden thing.
True, but this game is called dust514, yes we are in EVE universe but we can have our own mechanic system, i have absolutly nothing against eve or is player but if i want his mechanic i play eve and not dust
I say you make a fair point, but lets look at it from a different perspective. Soon, we're going to be working with EvE Pilots, who can attack whom or whatever they feel like at any point in time (CONCORD intervention in high-sec aside) and they're going to need mercs who can fight alongside them, and use their support when they're available to give it. Having mercs wait to attack would in turn, slow down EVE FW and in turn, their player run economy. Something CCP wants, and needs, to avoid. Which is why I cast doubts on the who "Waiting to Attack thing" not that your idea wasn't good and fair. Because it was, it just would make the dual game integration a whole lot more of a hassle to be a part of. [/quote] Yes i agree in the EVE FW you need to in the eve mood, but in our war district perhaps we can make our own |
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CCP FoxFour
C C P C C P Alliance
1052
|
Posted - 2013.03.01 11:45:00 -
[396] - Quote
ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web!
Not going to lie, this kind of makes me want to do it more, not less. |
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Aeon Amadi
Maverick Conflict Solutions
1038
|
Posted - 2013.03.01 11:52:00 -
[397] - Quote
CCP FoxFour wrote:ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! Not going to lie, this kind of makes me want to do it more, not less.
..... What about reinforcement timers that can be influenced by the actions of smaller groups?
Like with what happens currently in Faction Warfare and the "dust influence" affecting the percentages on how easy/hard a system is to capture?
So we take a 12 hour reinforcement timer and for every 8v8 corp battle... shave off thirty minutes? This way we have more collateral damage and generally more combat out of sovereignty conflicts? |
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CCP FoxFour
C C P C C P Alliance
1052
|
Posted - 2013.03.01 11:58:00 -
[398] - Quote
Just reading over the discussion going on and there is a bit of talk about how in EVE you can be shot at any time and how you should be able to attack a district at any time.
It is important to notice the difference though within EVE of when we add timers and when we don't.
We don't add reinforcement timers to shooting peoples ships, because if you are shooting their ship they are logged in. Or have ejected from it so whatever.
We do add timers though to structures, things that are not tied to them being logged in.
Losing something while you were logged in and playing is perfectly acceptable and as proven by suicide ganking in high sec is something we allow anytime everywhere.
Structures however persist while you are not logged in. Waking up to find you have lost your POS would suck. You should be given the chance to defend it.
The same goes DUST. If someone is online and leaves the station (joins a battle) they are fair game. You should not however be able to take someones district if they are not online. This would be no fun for either side and it would encourage the development of very large corporations. If you had to have enough members online at all times to defend a district there would be no small corporations around owning just one or two districts.
I cannot see a situation where we find that acceptable. We want both small and large organizations to be able to have at the least the ability to participate in district gameplay when we get to it. |
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CCP FoxFour
C C P C C P Alliance
1052
|
Posted - 2013.03.01 12:03:00 -
[399] - Quote
Aeon Amadi wrote:CCP FoxFour wrote:ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! Not going to lie, this kind of makes me want to do it more, not less. ..... What about reinforcement timers that can be influenced by the actions of smaller groups? Like with what happens currently in Faction Warfare and the "dust influence" affecting the percentages on how easy/hard a system is to capture? So we take a 12 hour reinforcement timer and for every 8v8 corp battle... shave off thirty minutes? This way we have more collateral damage and generally more combat out of sovereignty conflicts?
I do like the idea of influencing the reinforcement timer... |
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Himiko Kuronaga
Greatness Achieved Through Training
7
|
Posted - 2013.03.01 12:38:00 -
[400] - Quote
If I am an EVE player, and If I have control of multiple systems.... and my planet can only be invaded by a system that is contested or otherwise not under full sov... then that means that my only planets not making money under the worst case scenario are on the front line.
Because... they are my shield planets. They are shielding the rest of my income, which isn't being taxed by constant contracts and battles from mercs. You could even say that the majority of their resources goes to defense, whereas all the planets behind them (in the currently uncontested systems) go straight to my pocket.
Certainly, if we only figured in the income from a front-line tech moon during a war, an alliance would go broke in no time flat. But it doesn't work that way. They have many, many, many tech moons deep inside their space which do not go under attack every week. Why should planets operate differently?
For FW, don't let districts be invaded unless they are on the front -- in a contested system. For nullsec, reality will sort out itself out the same way it does for POS warfare. Someone should probably have to physically fly a war barge over a planet to even begin an invasion campaign and that isn't going to happen deep into enemy territory with much degree of success on the long term. So that solves the profitability problem there, as well.
Am I missing something else?
Because it seems to me that a war-torn world probably shouldn't be making much income, except for the ones doing the fighting and the looting. This problem kind of solves itself. |
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A'Real Fury
The Silver Falcon Federation
7
|
Posted - 2013.03.01 14:19:00 -
[401] - Quote
CCP FoxFour wrote: The same goes DUST. If someone is online and leaves the station (joins a battle) they are fair game. You should not however be able to take someones district if they are not online. This would be no fun for either side and it would encourage the development of very large corporations. If you had to have enough members online at all times to defend a district there would be no small corporations around owning just one or two districts.
I cannot see a situation where we find that acceptable. We want both small and large organizations to be able to have at the least the ability to participate in district gameplay when we get to it.
While that can certainly be justified I do believe that a limit should be placed on the length of time the district can be protected while the corp is offline. Mainly because you may end up with a situation where a new corp comes in claims a district, actively defends it for awhile, and then doesn't log on for weeks or months or more effectively taking that district off the market permanently. |
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CCP FoxFour
C C P C C P Alliance
1053
|
Posted - 2013.03.01 14:30:00 -
[402] - Quote
A'Real Fury wrote:CCP FoxFour wrote: The same goes DUST. If someone is online and leaves the station (joins a battle) they are fair game. You should not however be able to take someones district if they are not online. This would be no fun for either side and it would encourage the development of very large corporations. If you had to have enough members online at all times to defend a district there would be no small corporations around owning just one or two districts.
I cannot see a situation where we find that acceptable. We want both small and large organizations to be able to have at the least the ability to participate in district gameplay when we get to it.
While that can certainly be justified I do believe that a limit should be placed on the length of time the district can be protected while the corp is offline. Mainly because you may end up with a situation where a new corp comes in claims a district, actively defends it for awhile, and then doesn't log on for weeks or months or more effectively taking that district off the market permanently.
Oh yes, completely agree. |
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S Park Finner
BetaMax.
89
|
Posted - 2013.03.01 15:04:00 -
[403] - Quote
Thinking of the objectives of the system...
- Provide engaging game play for DUST 514 players
- Tie into motivators in DUST 514 and EVE.
Some motivators for corporations / EVE players
- Territory
- Resources
- ISK
- Battles in space
- Nuke them from orbit
and for DUST 514
While trying to maintain mechanisms that don't exclude smaller corporations and individuals from participation.
So I'm suggesting a package of mechanisms
- Adopt the sovereignty mechanics tying districts to sovereignty suggested so far
- (Eventually) have districts (planets / systems / whatever) represent resources significant to player activity
- (Eventually) create mechanisms for district owners to add drone defenses to fight along side defending players GÇô but at a price in Skill Points and ISK
- Do not allow territory change unless attackers or defenders field an entire team from a single corporation
- Do not allow territory change unless the GÇ£Loyalty PointsGÇ¥ of a district have dropped below a threshold for the defender and risen to a threshold for an attacker.
- Any corporation can set an attack order on a district at any time but for a price proportional to the investment the defender has in the district. If the loyalty point thresholds have not been met the attack can not result in ownership change but...
- For the defender, successful attacks will result in lost loyalty points and ISK
- For the contracting attacker, successful attacks will result in gained loyalty points and ISK
- For the attacker, successful attacks will result in loot, and ISK proportional to the contract on the district
- For the defender, unsuccessful attacks will result in gained loyalty points, ISK and loot
- For the contracting attacker, unsuccessful attacks will result in lost loyalty point and ISK
- For the attackers, unsuccessful attacks will result in lost equipment and ISK
- Where a contracting corporation does not field the team themselves (or to a contracted third party) the battle is open to the public
- In corporation battles WP for kills are proportional to the difference in the skill levels of the killer and the killed with higher killing lower getting less than the standard and lower killing higher getting more.
How it would play out...
- A new district might have just Rogue Drones and any corporation that sets a contract and fields a team can take it if they kill off the drones
- Once held, a corporation can invest in drone defenses to help defend it and may improve the district with various facilities. They start out with 100% loyalty
- A contracting attacker can set a contract with any value but it's impact on loyalty if won will be less than if the value is too low
- The attacker can not field a team an take the district until it's loyalty points have dropped to some threshold
- Contract battles GÇô either with public players, contracted third parties and/or the contracting attacker whittle down and build up loyalty points until the threshold is reached
- At that time the GÇ£killing blowGÇ¥ contract can be scheduled and the owner must accept and schedule the battle within some time frame or the district is forfeit
- Note that multiple corporations could be building up loyalty points attacking a district and if they achieved an attacker's threshold when the defender's threshold was reached multiple attackers might be vying for the same district. It could open up the possibility for multi-way battles in the future
- Winning a district gives the new owner 100% loyalty but the attackers (if there are several) get to keep (some or all of) their loyalty points so pressure is kept on and battles continue to be fought.
Knobs and dials on the system...
- The ratio of cost of attacking contract to investment
- The cost (In specialized skills and drone installations ISK) to the defender
- The rate of loyalty point loss / gain
- The thresholds for the final attack
- The loyalty point reset amounts
- The rate of WP penalty / bonus for player kills
- The amount / nature of loot from battles
- The nature and value of resources in the districts
- The relationship between district ownership and system ownership.
Benefits
- Defenders can see the final attack coming
- Attackers can wear down powerful defenders
- Plenty of opportunity for back room deals
- Lots of battles for all kinds of players
- With the exception of the final battle, no timers / appointments
- Lots of opportunities for new skills / equipment / NPC play / NPC - live co-op play
- Lots of ways to tweak the system without having to re-build it
|
Elles Wils
Shaolin Legacy Preatoriani
1
|
Posted - 2013.03.01 15:40:00 -
[404] - Quote
So, in short this thread goes about 1) how to create an incentive to fight, and 2) how to organise the fights
Mostly, we have some good mechanics in place in Eve which grew over time. And in my opnion, most of these mechanics can be translated into dust.
1) Make every district generate a passive cop income. the lower the sec status of the solar system, the higher the income. If a corp owns an entire planet, multiply the income by a factor, is the entire constellation owned, an even bigger factor. You own a region? Well done, payday has arrived ;) I'm deliberately not suggesting specific amounts and factors, because this obviously would have to be tweaked.
2) How to set up fights? Now this is more challenging. In Eve we got a couple of really nice mechanics, which could be adopted for Dust. War Declaration, Bounties, Fleet Adverts and FW System Control.
So, you want to take over a district? First, you have to declare war on the owning corp. After 24 hours, fighting can legally occur, and you can order your war barges into orbit arround their planets. The more barges you got, the more planets you can assault simultaneously. The more MCC's you got, the more districts you can assault simmultaneously.
Now, how to make sure there are ppl willing to fight? Allow the owning corp to set up a Battle Advert for each district that is being attacked. They can decide who can join in on the battle based on standing and membership (no standing, light blue, blue, corp or alliance). Warring factions are automatically excluded from these Battle Adverts, negative standing is by default excluded, but can be allowed. These adverts could be set up in advance, and automatically activate once a war starts.
Any team eligible to act on the advert, can enter the battle. At that point, a match is set up which will start once both sides have a full team, or once a timer runs out. Depending on which side wins the battle, district control will shift. Once control has shifted completely to the agressing side, ownership will change. The beauty is, that timers are built into this system. Let's say you need 12 consecutive wins to flip the system. A match will start a 2 hour timer, so it will take a minimum of 24 hours to flip a system in the case noone shows up.
But what about pay-out?
Let both sides put up a contract pool on the district. Teams are payed out from this pool, based upon win/loss and value destroyed.
My 5 cents on the topic ;) |
trollsroyce
Seraphim Initiative. CRONOS.
170
|
Posted - 2013.03.01 16:03:00 -
[405] - Quote
ISSUE: large corp can attack a planet 23/7, making small corp defense impossible because of continued deployment.
SOLUTION: planets have values like they do for PI. This makes the most coveted planets worth dozens of regular ones. A small elite corp holding such a planet makes an insane split profit. Thus, being able to hold such a planet for a week makes more earnings than holding a bad planet for a year. As the fights are player capped, it favors quality instead of numbers.
If more consistency is needed, add a logistical requirement: mercs have to be hauled through null. Hauler brings 100 clones, freighter 1000. |
Bones McGavins
TacoCat Industries
28
|
Posted - 2013.03.01 16:05:00 -
[406] - Quote
A lot of these systems sound pretty decent, but they lose the initial concern from the OP:
What is the incentive for corps to actually own these districts?
A corp v corp match in DUST, 24v24 (or possibly higher in the future?) is going to cost a TON of ISK. Realistically with 24 people on a team, each fitting suits and tanks in the hundreds of thousands, possibly millions range, you are talking 100s of millions of ISK destroyed in a conflict per battle.
If you have tons of battles over a single district going on in a day, one district could easily cost billions of ISK out of EVE and DUST in the war over it. Almost half of that will be on the owner of the district to fork up. So a district would have to put out BILLIONS of ISK PER DAY to be profitable to hold. Why would anyone want to do that? |
Tex Mex Aztec
Deadly Blue Dots RISE of LEGION
1
|
Posted - 2013.03.01 16:13:00 -
[407] - Quote
Free Beers wrote:Soght Toi wrote:Dude, I honestly do not care. I shat my pants when I read that FW Economics is coming in the next build. Please go back to eating crayons then. If you actually read what I wrote and understand my concerns you would see that there is no economic motivation under current model for FW militia corps to actually want to pay mercs to take or defend districts. TL:DR No merc contracts You telling him to go back to eating crayons made me laugh. I don't know why it tickled me so much. |
Severus Smith
ZionTCD Legacy Rising
169
|
Posted - 2013.03.01 16:38:00 -
[408] - Quote
Elles Wils wrote:So, in short this thread goes about 1) how to create an incentive to fight, and 2) how to organise the fights
Mostly, we have some good mechanics in place in Eve which grew over time. And in my opnion, most of these mechanics can be translated into dust.
1) Make every district generate a passive cop income. the lower the sec status of the solar system, the higher the income. If a corp owns an entire planet, multiply the income by a factor, is the entire constellation owned, an even bigger factor. You own a region? Well done, payday has arrived ;) I'm deliberately not suggesting specific amounts and factors, because this obviously would have to be tweaked.
2) How to set up fights? Now this is more challenging. In Eve we got a couple of really nice mechanics, which could be adopted for Dust. War Declaration, Bounties, Fleet Adverts and FW System Control.
So, you want to take over a district? First, you have to declare war on the owning corp. After 24 hours, fighting can legally occur, and you can order your war barges into orbit arround their planets. The more barges you got, the more planets you can assault simultaneously. The more MCC's you got, the more districts you can assault simmultaneously.
Now, how to make sure there are ppl willing to fight? Allow the owning corp to set up a Battle Advert for each district that is being attacked. They can decide who can join in on the battle based on standing and membership (no standing, light blue, blue, corp or alliance). Warring factions are automatically excluded from these Battle Adverts, negative standing is by default excluded, but can be allowed. These adverts could be set up in advance, and automatically activate once a war starts.
Any team eligible to act on the advert, can enter the battle. At that point, a match is set up which will start once both sides have a full team, or once a timer runs out. Depending on which side wins the battle, district control will shift. Once control has shifted completely to the agressing side, ownership will change. The beauty is, that timers are built into this system. Let's say you need 12 consecutive wins to flip the system. A match will start a 2 hour timer, so it will take a minimum of 24 hours to flip a system in the case noone shows up.
But what about pay-out?
Let both sides put up a contract pool on the district. Teams are payed out from this pool, based upon win/loss and value destroyed.
My 5 cents on the topic ;) I really like this. Great idea.
- The wardec is a great idea. It ensures that a defender has at least 24 hours notice that their Districts are pending attack.
- The attacker being limited by Warbarges / MCC's is another great idea. It keeps corps from spamming attacks on planets and means that they need to commit to an engagement.
- The Battle Adverts (Assault Advert / Defend Advert) would provide a nice way to control who fights on your side.
- The 12 wins (2 hour timer) part is good. I'd implement it based on points. Each District has 50 "control points" (or somesuch). Winning a match increased your CP by 1 and reduces the losers by 1. If a corp has 35+ CP then they own the District. If none of the corps fighting over the District have 35 then its contested (no one gets the benefits). This allows multiple corps to fight over the District.
Example:
- District A is owned by Corp A.
- District A is attacked by Corp B who manages over two days to win 25 matches, and lose 8. Corp A now has 33 CP, Corp B has 17. District A is now contested.
- Corp C decides to attack District A as well; they quickly overwhelm Corp A (who is stuck in a stalemate with Corp B) and win the first 16 matches. Corp A now has 17 CP, Corp B has 17 and Corp C has 16. District A is still contested.
- Corp A concedes, sells their remaining CP to Corp B and leaves. Corp A is out, Corp B has 34 CP and Corp C has 16. District A is still contested.
- Corp B wins 7 matches and loses 3 against Corp C. Corp B now has 38 CP and Corp C has 12. District A is now owned by Corp B (who has more than 35 CP).
- Fighting between Corp B and Corp C continues until Corp B wins back the remaining 12 CP or Corp C concedes.
|
Bones McGavins
TacoCat Industries
28
|
Posted - 2013.03.01 16:52:00 -
[409] - Quote
I thought of multiple corps fighting over one district. Opens the door for some shannaigans which is nice. But the question there becomes, does CORP C get to choose if they want to attack CORP A or CORP B when attacking the district? I would assume so.
I would expand it a bit, make it so if you have over 35 points you get the full benefits of owning the district. If you own less than 35 but stll have the most, you get a percent of the benefits based on percentage compared to the 35. So in a situation where A owns 30, B owns 25 and C owns 15, A would still "own" the "contested' district and get 85% of the benefit.
This would be interesting because it could actually be in Bs best interest for C to take more points from A. B could actually hire C to take some districts. If B takes 2 more from A, and they fund C taking 2 more as well, suddenly now its
B at 27, A and 26 and C at 17, now it shifts to A getting 0% and B getting 77%. Thanks to B manipulating C into attacking A. |
Senor XIII
Subdreddit Test Alliance Please Ignore
1
|
Posted - 2013.03.01 17:17:00 -
[410] - Quote
CCP FoxFour wrote: While that can certainly be justified I do believe that a limit should be placed on the length of time the district can be protected while the corp is offline. Mainly because you may end up with a situation where a new corp comes in claims a district, actively defends it for awhile, and then doesn't log on for weeks or months or more effectively taking that district off the market permanently.
Problem with Timers
A defending corp needs to have the advantage of choosing when they want to defend while allowing the attacker some ability to overcome that advantage.
The problem with timers in EVE is that the defender's only defense in owning the space is in setting the time the station is vulnerable (within a certain range). But the aggressor can simply "claim the field" hours before and the defender then must become the aggressor to dislodge the attacker from their own territory. Its stupid. I still remember when the goons hellcamped 6VDT for a week straight (it was fun on my end because I helped with the camping but it must of sucked for IT who had owned the space for a while and essentially was locked in their own bedroom closet). The impact of timers in DUST are not presently known but I imagine that it will become as formulaic as it has become in EVE.
I posted my solution a few pages back that dealt with districts having a point system that must be eroded by the attacker. However, any system designed by CCP should do several things:
1) Initially benefit the defender. Timers do this but in reality they merely break the defense into several static predictable battles. Attacking then becomes formulaic. Attackers will aggress on Thursday night in their timezone and plan for the timers over the weekend. Attacks will follow the same procedure every time as it does in EVE.
2) Encourage Defender and attacker to fight. Obviously
3) Spread the defense over a period of time.
4) Ultimately benefit the better team.
A hypothetical solution/scenario:
Team UD's (a U.S. based Defender) district is attacked by AA (Australian attacker. In EVE, U.S. and Australian timezones have the hardest compatibility, I assume DUST will suffer the same problems).
UD's district has 100,000 points. Based on the proximity of the district to UD's corp hangar (I assume these will exist in some form), and adjoining owned territory there is maximum amount of LP that AA can claim in a single battle.
UD has also had to funded 100 million ISK into their merc coffer.
AA decides to attack the district at their most favorable time. They post the time they plan on engaging their assault (they choose either an ambush that reduces LP or a skirmish that increases passive LP gain). Based on the amount of notice, the maximum amount of LP they can earn is increased. However, in this case they give no notice and schedule it for a half hour out and just want to shoot people.
Since UD doesnt show up for the fight, mercs fight the battle for them receiving the contracted amount from the merc coffer the UD already funded. (I assume that they will be able to select the quality of mercs at some point, so they arent paying blood money to noobs)
AA is incredibly successful agains the hired mercs, they go 17 for 20. Each battle has awarded them the maximum LP (although not that much because there was no real notice), however, their consecutive successes has added to their passive reduction to the total LP.
UD receives a notification of the battles posted by AA and realizes that if AA keeps up their tempo the districts total LP will be reduced within 36 hours.
UD can only get together as a corp for two hours in the next day and realize that if they are unable to make any headway during those two hours, they will lose just based on the passive reduction.
They post 5 battles each right after each other giving 24 hour notice to AA. Notice that far in advance allows for the stakes to be as high as possible. If AA doesnt show, UD might win and be able to reclaim a significant portion of the lost LP. However, there is an upper limit that they can reclaim based on the notice given, and proximity of AA's corp hangar and AA's owned adjoining territories.
AA shows up. UD now has a minimum LP and maximum LP that might be waged in the 5 battles. UD uses the minimum in the first two battles to feel out AA. They go 1 for 1. They then divide the remaining LP over the remaining 3 battles.
Result:
UD has been able to choose the defense of their space on their terms and encouraged the attacker and defender to meet in open battle as it resolves the conflict quicker.
Alternate Scenario:
1. UD is on a honeymoon for 3 weeks. AA fights mercs for several days and depletes the merc coffers funded by the UD and eventually win all the LP. Its their territory.
2. AA attacks and then gets sidetracked and never finishes the assault. UD grinds back the remaining LP against AA's mercs winning back a limited amount of LP in each battle with that amount increasing based on the notice given to AA.
3. AA owns the entire planet and UD is an island. This would mean that the potential gain and passive LP reduction of AA is greatly enhanced. However, UD is superior in organization and skills. UD has a significant disadvantage but if they continue to win they continue to hold the district. So long as they meet AA at the scheduled attacks and win, they remain an island.
4. AA attacks UD at the same time that OG (other guy, original gangster) attacks UD. Makes no difference. Whoever has all the LP at the end owns the district. OG can win some LP and AA can win the rest and then turn to the OG to finally seize the territory.
Bonus points for allowing defenders and attackers to upgrade districts to affect passive LP reduction. |
|
|
CCP FoxFour
C C P C C P Alliance
1053
|
Posted - 2013.03.01 17:54:00 -
[411] - Quote
O_O Oh wow there are a few really long posts. Shall spend some time later reading them. I am out of town this weekend so I probably won't post anything again until Monday though.
As always though, keep up the awesome discussion! :D |
|
Free Beers
Internal Error. Negative-Feedback
1114
|
Posted - 2013.03.01 18:01:00 -
[412] - Quote
CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel |
Telcontar Dunedain
Imperfects Negative-Feedback
347
|
Posted - 2013.03.02 00:54:00 -
[413] - Quote
Free Beers wrote:CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel
I like the combination.
Attacking during the vulnerability = siege.
Attacking outside the window is a raid with ISK impact on the corp but it's not an attempt to take the district.
Being able to take districts and sell them on the secondary market somehow, is pretty key.
This implies that eve side contracts for defense be available so that subcontracting can occur. |
Kaeralli Sturmovos
KILL-EM-QUICK RISE of LEGION
117
|
Posted - 2013.03.02 12:41:00 -
[414] - Quote
Telcontar Dunedain wrote:Free Beers wrote:CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel I like the combination. Attacking during the vulnerability = siege. Attacking outside the window is a raid with ISK impact on the corp but it's not an attempt to take the district. Being able to take districts and sell them on the secondary market somehow, is pretty key. This implies that eve side contracts for defense be available so that subcontracting can occur.
Some sort of item or fixed price to attack before the timer expires could add an "oh s*** " element to the game. but to be fair to those who are not all filthy rich maybe some sort of negative impact on the attacking side like a smaller squad, defenses are tougher, smarter, lack of orbital support, or MCC/warbarge commander. sorta like a black ops mission. would be good for those with CTA's in place.
|
Mavado V Noriega
SyNergy Gaming
2310
|
Posted - 2013.03.02 15:01:00 -
[415] - Quote
Free Beers wrote:CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel
Good post beers i like it, Once enemies arent able to take the district outside the reinforcement window thats good, make the impact be a slight reduction in w/e passive resources come in.
Also i like ur global allegiance system. Makes it harder for corps to keep expanding and maintaining districts/planets/systems bonuses which would make numbers matter. Am i gettin that right?
|
Free Beers
Internal Error. Negative-Feedback
1123
|
Posted - 2013.03.02 16:43:00 -
[416] - Quote
Mavado V Noriega wrote:Free Beers wrote:CCP foxfour
I sat down at my computer to type out my idea and i realized something you probably already know. It's not an either or ideaology when it comes to timers or persistant control model but a combination. If you stick with just one type you expose players to certain strong negatives with either one. The combination minimizes this
So forgive me for assuming once again.
I see a timer window that the defender sets. That attacker chooses to attack during this widow the rewards are greater for the attacker if it wins. Now the attacker can choose to attack at any time it wants (and may have a slight negative to the owner of district) but its a hollow victory. An occuping corp should not force a change in district loyatly or reward to the owner. If anything its a seige of the district to force a fight. That said the defender once seiged can choose to fight to remove the siege at anytime.
This will strongly encourage players to attack during the defenders window. If not the defender can choose any time to force a fight to remove the occupancy of the district. You should be able to do anything to your district till you repeal the occupiers though. So you can attack when you want but it doesn't really help.
change of topic
I still think there needs to be a global alliegance system so that the more districts/planets/systems a corp holds the higher the loyalty factor is required to maintain the x,y,z bonues etc.
Last
I have talked to a bunch of eve and dust corps and the idea to transfer control of districts is a big deal to them also. One even suggested to me that you can make it eve side for now to limit the dust coding.
So while you thinks its a low priority its very high for us in terms of meta gaming. Which is needed greatly in dust as even eve is just a space game without the meta.
back later have to troll scrub corps in LFBattle channel Good post beers i like it, Once enemies arent able to take the district outside the reinforcement window thats good, make the impact be a slight reduction in w/e passive resources come in. Also i like ur global allegiance system. Makes it harder for corps to keep expanding and maintaining districts/planets/systems bonuses which would make numbers matter. Am i gettin that right?
pretty much
just forgot to tell CCP foxfour that the ability to transfer districts is a high priority
|
A'Real Fury
The Silver Falcon Federation
13
|
Posted - 2013.03.03 21:33:00 -
[417] - Quote
Guess we are running out of steam here. While it was enjoyable putting our views across we will need more info from CCP before we can progress. |
General Tiberius1
ZionTCD Legacy Rising
229
|
Posted - 2013.03.04 04:20:00 -
[418] - Quote
+1 to get this thread going again, CCP fox made the threads fun again |
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
34
|
Posted - 2013.03.04 06:45:00 -
[419] - Quote
I have a question that interesting (I think) regarding the Dust/EVE economy link. When people have to produce weapons before they're able to being used, how do the AUR weapons fit in?
In eve there was a major riot when it became known that you could get a ship skin by using only AUR to pay for it, instead of the original Item + aur. The problem was that the way CCP wanted to do it skipped the production and industry side completely, spawning items out of thin air. To me it seems AUR items in Dust are the same, they skip the isk(produced) item completely as it stands now.
How is CCP going to change AUR items, to not make the same mistake twice? |
Free Beers
Internal Error. Negative-Feedback
1139
|
Posted - 2013.03.04 06:55:00 -
[420] - Quote
Karl Koekwaus wrote:I have a question that interesting (I think) regarding the Dust/EVE economy link. When people have to produce weapons before they're able to being used, how do the AUR weapons fit in?
In eve there was a major riot when it became known that you could get a ship skin by using only AUR to pay for it, instead of the original Item + aur. The problem was that the way CCP wanted to do it skipped the production and industry side completely, spawning items out of thin air. To me it seems AUR items in Dust are the same, they skip the isk(produced) item completely as it stands now.
How is CCP going to change AUR items, to not make the same mistake twice?
In dust the majority of gear/vehicles will be npc and not eve side built (there is a super long explaination but you will have to take my word for it). Lots of economic and logistical reasons to many to list is why.
Aurum items will also be npc so there wont be an issue. |
|
Karl Koekwaus
Tronhadar Free Guard Minmatar Republic
34
|
Posted - 2013.03.04 07:09:00 -
[421] - Quote
Free Beers wrote:Karl Koekwaus wrote:I have a question that interesting (I think) regarding the Dust/EVE economy link. When people have to produce weapons before they're able to being used, how do the AUR weapons fit in?
In eve there was a major riot when it became known that you could get a ship skin by using only AUR to pay for it, instead of the original Item + aur. The problem was that the way CCP wanted to do it skipped the production and industry side completely, spawning items out of thin air. To me it seems AUR items in Dust are the same, they skip the isk(produced) item completely as it stands now.
How is CCP going to change AUR items, to not make the same mistake twice? In dust the majority of gear/vehicles will be npc and not eve side built (there is a super long explaination but you will have to take my word for it). Lots of economic and logistical reasons to many to list is why. Aurum items will also be npc so there wont be an issue.
that is not what CCP says;
Quote: [CCP]CmdrWang: Q: After a period of transition will DUST economy be 100% player driven? or will there always be the NPC seed for all items ? [CCP]Hellmar: like with EVE our desire is you build a truly player driven experience but what taken decades years for EVE will also take time for dust, we have learned a lot but most importantly we have learned to be careful on this front and measure our progress as we go along [CCP]Praetorian: We want the economy to eventually move towards being player driven, but this will be an iterative process. We can't really say to what extent and when this will be. [CCP]Jian: of course, there so much we can do along these lines with the EVE/DUST connection, and we want to take full advantage of it. like everything else, we're going to do it in steps
from the CCP interview on IRC a while ago: https://forums.dust514.com/default.aspx?g=posts&m=327837 |
fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 08:50:00 -
[422] - Quote
the siege idea is actually a really good one, have an upkeep for the district, and allow the attackers to destroy defenses on the outlying territories of the district and take control of them. The more they hold the less the corp can import/export from the district the faster the upkeep reserves deplete, once reserves are depleted the territory is open to attack without a defending force present.
The defending force because of their inability to make isk off the territory, the dwindling time to fight on their terms, and the increased strategic advantage the attack forces gains by holding more of the out skirts territory, are encouraged to rebuff the attackers ASAP.
The defending team rebuffs the attack by scheduling a fight for the captured outlying territory, if the attackers do not chose to defend they lose the outlying territory and the structures placed to hold it but no MCC, if they chose to defend and do not show up or lose the fight they lose the structure placed to hold the territory and a MCC.
Upon accepting the battle the attacking forces then chose the path from that outlying territory to the facilities they want to attack, and a skirmish 1.0 map is generated from this, and if victorious, the attacking team takes that territory.
I'm thinking like 4-6 inner territories that have to be fought for separately(in parallel or series) and must always be fought upon battle lines every battle leading to the loss or gain of a new territory for each side.
there is no limitation on attacks to the outlying territories other then the cost of war dec(in low sec only) and the cost of MCCs.(read how much a corp is willing to spend on a war.) as the defending corp has the home field advantage they do not require MCCs to attack/defend the outlying territories.
corp war coffer is also a great idea to rebuff minor and trolling attacks on out lying territories(im not a big fan of the drone idea, either they are OP or completely ineffective).
This rewards prompt defensive action, while not requiring it. Allows territory to be captured with minimal grinding and without defensive action. It discourages trolling and harassment as the cost is placed on the attacking team and on the larger scale allows for a near constant state of war with out the weight of that war making territory holding infeasible. Adds tactical side to the way in which the district(s?) is attacked as well as a meaningful progress indicator instead of a string of unconnected battles and a progress bar.
In the long run players of the corp holding the district could PVE and possibly other things in the outlying territories and be ambushed while doing so.
Also controlling districts that border each other could prevent attacks along those borders, requiring the capture of bordering districts before attacking central ones, rewarding larger holdings.
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fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 09:12:00 -
[423] - Quote
Vaerana Myshtana wrote:Regarding off-hours attacks: I talked a little about this here ( https://forums.dust514.com/default.aspx?g=posts&m=583770#post583770 ), but it was pretty bland. There are two potential sources of defenders aside from the holding corp (DefCorp). One is an Ongoing Guard Contract (OGC)- a negotiated contract in which another merc company agrees to defend your district for X fee per merc per battle, plus Y bonus per merc per battle if they win. The other is Instant Battle folks, paid at a generic X per merc per battle divided up like the current pub match payouts. So, if your district is attacked (with no timer), all of your corpies online at the time and all of your OGC mercs online at the time get a BIG FLASHING ALERT that there is a Corp Battle imminent. From that moment, a 15-minute timer starts. This is to allow potential defenders time to get out of matches, call their friends, etc. The attackers and defenders can deploy into their War Barges and get ready. Periodically, more BIG FLASHING ALERTS appear to any member of the DefCorp or OGC who aren't in the War Barge. At the 13-minute mark, the battle floats into the Instant Battle rotation. Any unfilled slots get populated from the Instant Battle people and the battle starts at the 15-minute mark. They fight. At the end, the Instant Battle people get Instant Battle type payouts from the DefCorp. The DefCorp pays the OGC based on the contract. The DefCorp members get nada, but hopefully their bosses will pay them later.
not a bad idea. |
fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 09:33:00 -
[424] - Quote
Aeon Amadi wrote:CCP FoxFour wrote:ChromeBreaker wrote:CCP FoxFour wrote:
Tau painted white and blue.
On topic: But a fight when no one is defending is not really a fight is it?
I SWARE!!!! if you put reinforcement timers into dust, i will paint your server pink, and advertise free pink shiny stuff on the web! Not going to lie, this kind of makes me want to do it more, not less. ..... What about reinforcement timers that can be influenced by the actions of smaller groups? Like with what happens currently in Faction Warfare and the "dust influence" affecting the percentages on how easy/hard a system is to capture? So we take a 12 hour reinforcement timer and for every 8v8 corp battle... shave off thirty minutes? This way we have more collateral damage and generally more combat out of sovereignty conflicts?
gotta say this is a nice easy way to implement this and one of the best ive seen. Tho i would like to see something with more of a territory control aspect to it in the long run. I mean we have these HUGE districts for a reason I assume. |
fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 09:41:00 -
[425] - Quote
Himiko Kuronaga wrote:If I am an EVE player, and If I have control of multiple systems.... and my planet can only be invaded by a system that is contested or otherwise not under full sov... then that means that my only planets not making money under the worst case scenario are on the front line.
Because... they are my shield planets. They are shielding the rest of my income, which isn't being taxed by constant contracts and battles from mercs. You could even say that the majority of their resources goes to defense, whereas all the planets behind them (in the currently uncontested systems) go straight to my pocket.
Certainly, if we only figured in the income from a front-line tech moon during a war, an alliance would go broke in no time flat. But it doesn't work that way. They have many, many, many tech moons deep inside their space which do not go under attack every week. Why should planets operate differently?
For FW, don't let districts be invaded unless they are on the front -- in a contested system. For nullsec, reality will sort out itself out the same way it does for POS warfare. Someone should probably have to physically fly a war barge over a planet to even begin an invasion campaign and that isn't going to happen deep into enemy territory with much degree of success on the long term. So that solves the profitability problem there, as well.
Am I missing something else?
Because it seems to me that a war-torn world probably shouldn't be making much income, except for the ones doing the fighting and the looting. This problem kind of solves itself.
This is exactly right, and why I want a district combat based around a system that relies on actual battle lines both on district and sub-district levels. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1163
|
Posted - 2013.03.04 09:55:00 -
[426] - Quote
=> I very much like the idea of attack capabilities being limited to the number of MCC a corp owns. Would avoid brainless spam of district attacks.
=> I very much like the idea of a corp attacking a district taking ownership of it over time if the defender never makes a move. And looting ISK from the wealth it generates. Mechanics of losing\not losing MCC though shouldnt be that strict. A corp should always have the opportunity to back out its MCC, just fleeing the field. (No ISK at all if fleeing)
=> I very much like the idea of standings for defensive contracts. Pretty much like devs already mentionned a long while back. Give standing requirement to districts so only specific folks can defend it when you decide to actually fight back the intruders.
=> Wardec, meh il like that less. Merc corps shouldnt need to declare war. THey're mercs, they fight. period.
Overall, those ideas are a good way to go i believe.
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fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 10:21:00 -
[427] - Quote
Laurent Cazaderon wrote:=> I very much like the idea of attack capabilities being limited to the number of MCC a corp owns. Would avoid brainless spam of district attacks.
=> I very much like the idea of a corp attacking a district taking ownership of it over time if the defender never makes a move. And looting ISK from the wealth it generates. Mechanics of losing\not losing MCC though shouldnt be that strict. A corp should always have the opportunity to back out its MCC, just fleeing the field. (No ISK at all if fleeing)
=> I very much like the idea of standings for defensive contracts. Pretty much like devs already mentionned a long while back. Give standing requirement to districts so only specific folks can defend it when you decide to actually fight back the intruders.
=> Wardec, meh il like that less. Merc corps shouldnt need to declare war. THey're mercs, they fight. period.
Overall, those ideas are a good way to go i believe.
Actualy I was thinking further on the whole mcc thing and while I dont think you should be able to easily, if at all, back an mcc out of battle the times you should have to use it should be reduced. Basicsly it should act as a red line spawn point that either team can bring in to give them more redline spawn options making it harder to red line them. The attackers would have to bring one in for the initial outlying territory invation but could spawn from non red line CRUs after that. For the inner territory to inner territory fights both sides would have a redline spawn plus the optional redline MCC.
This allows corps to chose how much they are willing to risk for that particular fight. Altough ot also means that MCC less fights would have to go to clones which is problematic with red lines. |
fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 10:39:00 -
[428] - Quote
Beren Hurin wrote:CCP FoxFour wrote:just thinking more randomness here, what if timers were publicly known things? So if Friday comes around, you know you want to have a bunch of fights for your corp, so you attack different places spreading the attacks out over the time you know your corp will be online?
Just a thought, what do you guys think? Timers could be connected to the 'orbit' of your warbarge. Additionally, types of orbits that you choose ahead of time (or are even able to choose) would be based on other hostile district defenses, type of invading war barge, and location of the district on the planet. Geosynchronous/solar synchronous - period of orbit corresponds to rotation of planet, mainly equatorial in inclination. Advantage: low energy, easy to predict timing, more distance covered. Disadvantage: shorter windows of time in each time zone, move distance (threats) covered. Geostationary - no period of orbit, remains over one location. Time of attack could occur at any moment, vulnerable from district attack at all times. Polar orbit - can be used to remain in one hemisphere all day and in half the time zones 2x each day. Inclination is perpendicular to equator. Halo orbit - using other nearby objects along with organic propulsion for a customised orbit. Higher energy, but useful to precisely time exposure to a specific time zone. Minimal exposure to planetary counter attack. Then you have other degrees of inclination and eccentricity, closed and escape orbits etc. That 'could' be an aspect of designing an attack; creating an approach for your warbarge that makes it least vulnerable to attack while it is stationing. You could justify a 'stationing' orbital approach as required due to the sensitive nature of nanite equipment and consciousness transferral synchronicity. Most attacks could occur with a geostationary approach directly over a district, but if you had to stage a minimum of 3 hours ahead of time, that would mean your barge would have 3 hours it could be attacked from the district. Alternatively, you could choose from a customized variety of others to reduce your time over hostile districts, or the time your barge spends in outer-space vs. 'orbital/atmospheric space' vulnerable to eve pilots.
This is a really cool idea actualy, I dont know how feasible it is, and is definitely a little more long term, but its avery organic system for a timer and adds to the tactics of planetary defense and attack which I really like. |
fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 11:06:00 -
[429] - Quote
Some one here said it best, if you create an economic system game play develops around it, its easier to change and tweak then an arbitrary set of rules, and you get truly emergent game play from it.
I paraphrase and the other person said it better, but I would like to see a more organic system driven by economic forces tgat encurages tactics over spaming.
A'real furry, tho I disagree with his point of veiw and the direction he took his idea, had an awsome idea of of invaders taking an increasing amount of the rewards of the distict the longer they remained unopposed. Now the majority of the risk and the cost should stay with the attackers, but the idea of a parasitic pirate corp feeding off the inactivity of others is a really cool idea. |
fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 11:42:00 -
[430] - Quote
Yosef Autaal wrote: The control % is great idea but I donGÇÖt like the idea of having to be on for 48 hour to make sure the other side doesnt fight back while youGÇÖre asleep pushing you out.
My idea is we have the reinforcement timer as we do in eve but take advantage of the short match turn around that we have in dust and have a battle window where multiple battles occur.
the battle window is from when the first match starts eg 3 hour window and as many matches as possible are done within this window. Only one battle window (campaign) is open per day and opens around district owners X time the following day.
here is an example of my idea using current match types and a single battle window.
Corp A declares invasion on Corp D at a cost depending on how many other invasions they have active at the time. Corp D has set a timer on their district of x and the first battle is scheduled for a time +-1/2 hours around x
1st battle is 8v8 ambush map Corp A are attackers Corp D defenders- If defenders win Corp A are pushed off the planet and the invasion fails quickly If Attackers win they gain 5% control bonus to district (cbd) and progress to 2nd battle
2nd battle is 12v12 ambush OMS with Corp A attackers again Corp D defenders - if Attackers win they gain 15% cpd but if defenders win no one gains cpd.
3rd battle varies on previous match result
if Attack won 2nd battle : 3rd round is 16v16 skirmish with Corp A attackers again and Corp D defenders- attackers win means they gain 30% cpd defender wins no CPD is gained either side
if defender won 2nd battle : 3rd round is 8v8 ambush with Corp A defenders and Corp D now the attackers - if Corp D attackers win the gain 5% cpd and push Corp A the defenders off the planet.
With every match attackers win the battles will scale up offering more player spaces and cpd rewards a loss will scale the match down in size and switch the attacker defender roles.
4th battle if the battle window is still open a 4 match can occur following the rule above.
with this system no one Corp can gain full control of a district in one day and no one loss can cancel out all the work (which is currently possible in eve)
District facilities and isk generated from districts can only be earned if a Corp has 60% control or higher meaning with this system it is possible to have long drawn out stalemates where neither Corp can gain advantage and cannot gain benefits of the district promoting important decisions to keep the war going or withdraw and give all control over to the other corp.
with good pushes control of a district will take a couple of days at best and in case of stalemates may cause district to never be won be either side.
Rewards after each battle are in the form of salvage of battlefield winner gaining majority. Isk is only rewared when a merc contract is issued either per match, per battle window (reward split between number of matches and rewarded depending on how many of those one and is given out when window closes), pre district and is only earned once the district is finally captured.
Corp A and Corp D can issue defend/attack contracts to allies corp B/C to fight on there behalf or be issues to them selves to reward there own corp members participating in the battle if they win.
When the battle window is closed corp A or B can choose to withdraw from the district which for a cost gives up control of the district ending the invasion.
this is a great starting place, but I would like to see parallel fights and actual fights over territory in the district fought over borders. the window by defenders and actual match time by attackers is a nice touch. |
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fred orpaul
Tritan-Industries Legacy Rising
220
|
Posted - 2013.03.04 11:52:00 -
[431] - Quote
CCP FoxFour wrote:Aeon Amadi wrote:CCP FoxFour, what's your thoughts on seasonal Forge Guns that shoot fireworks instead of live ammunition? OMG OMG OMG OMG YES! And corpses...
ok NOW you are my favorite dev as well. yes please I want to ship station containers of corpses up the orbital elevator to my family so I can show them what a great merc ive become |
Beren Hurin
OMNI Endeavors
198
|
Posted - 2013.03.04 15:04:00 -
[432] - Quote
Has anyone suggested a sort of slow going mode kind of like 'slay' from the PS Home game of the week?
There would be significant amounts of open land between the main money making districts, and moving would sort of be turn/timer based...? |
Free Beers
Internal Error. Negative-Feedback
1139
|
Posted - 2013.03.04 17:07:00 -
[433] - Quote
Karl Koekwaus wrote:Free Beers wrote:Karl Koekwaus wrote:I have a question that interesting (I think) regarding the Dust/EVE economy link. When people have to produce weapons before they're able to being used, how do the AUR weapons fit in?
In eve there was a major riot when it became known that you could get a ship skin by using only AUR to pay for it, instead of the original Item + aur. The problem was that the way CCP wanted to do it skipped the production and industry side completely, spawning items out of thin air. To me it seems AUR items in Dust are the same, they skip the isk(produced) item completely as it stands now.
How is CCP going to change AUR items, to not make the same mistake twice? In dust the majority of gear/vehicles will be npc and not eve side built (there is a super long explaination but you will have to take my word for it). Lots of economic and logistical reasons to many to list is why. Aurum items will also be npc so there wont be an issue. that is not what CCP says; Quote: [CCP]CmdrWang: Q: After a period of transition will DUST economy be 100% player driven? or will there always be the NPC seed for all items ? [CCP]Hellmar: like with EVE our desire is you build a truly player driven experience but what taken decades years for EVE will also take time for dust, we have learned a lot but most importantly we have learned to be careful on this front and measure our progress as we go along [CCP]Praetorian: We want the economy to eventually move towards being player driven, but this will be an iterative process. We can't really say to what extent and when this will be. [CCP]Jian: of course, there so much we can do along these lines with the EVE/DUST connection, and we want to take full advantage of it. like everything else, we're going to do it in steps
from the CCP interview on IRC a while ago: https://forums.dust514.com/default.aspx?g=posts&m=327837
Thats just what they would like. Even I would love for it to be fully players made. There are a lot of factors involved for it to eventually get to that point. After many discussions with them regarding this issue I see a lot of difficulties getting to this point with most basic gear.
STuff like MCC and Warbarge of course but stuff like standard assualt suits just dont seem like they would ever be worth the effort.
Dust has a fragile balance of isk in and costs. In EvE prices tend to only go up over time. Sometimes this happens this happens quickly and doesn't go back down. Example: Caldari assualt suit type 2 requires x of y mineral. Y mineral goes up in price almost over night. Now the type 2 costs more then b series suits. This could make the type 2 to expensive to run for a suits for average players.
There always will be risk vs reward in dust but the fact that someone can loose 5 suits in 10 minutes in dust is a different then losing 1 ship in eve a month.
I could go on but there is a difference between what we all want to happen and what realistcally can and will. |
Mad Rambo
Red and Silver Hand Amarr Empire
20
|
Posted - 2013.03.14 21:07:00 -
[434] - Quote
Mad Rambo wrote: firstly, Corp B would have to place something at the hostile district which slowly takes it over. For example a CRU or other expensive looking stuff. They can decide to leave it undefended and do something else. Corp A can wake up, see the notification about the attack and decide the blow the district siege equipment away. Thats when the match starts. If A waits to long the district is lost. A decides when the counter attack starts, B joins and fights or loses.
(had to remove the quote stack since it reached the limit, but the consensus was basically this won't work)
John Xulu wrote: its like eves FW mechanics, but you don't have to wait at the plex beacon till the timer reaches 0. You place something there and come back if somebody notices it.
its actually quite simple. The problem is very common in computer science. Its basically asynchronous communication. You can't be sure that the other party is ready when you want to fight. So you have to send something and force the other party to respond once they are ready. Now the question is what happens when you are not there at the time of the reply?
eve has this structure shooting with reinforcement timers. If you shoot the structure you send the message. If the other party is not there... the reinforcement starts till it is there. If there is still not "reply", the aggressor can blow up the structure and wins. If there is a reply the fight happens.
This makes sure that both parties have a chance to fight at a time they are at home (system little bit biased to the defender). Now where is the problem? The problem is that sending the message (shooting structure) is very boring and time intensive. Having a "siege vehicle" doing the job for you would suite dust much better. The same asynchronous communication happens. Defender can decide when the fight happens. If the attacker is not there the "siege vehicle" is lost and thats it. No playtime is wasted like we have it in eve right now. |
Beren Hurin
OMNI Endeavors Reverberation Project
497
|
Posted - 2013.05.30 19:24:00 -
[435] - Quote
I'm still concerned about how important it is to make FW relevant. The current added value of FW right now is 85% Eve side and the 15% Dust side is mostly social. The longer queue times and battle lengths and odds of getting into a battle you want means that you end up making less if you plan on stringing FW battles together.
You could make the argument that what you lose in isk efficiency you can make up in coordination experience.
Either way, I think a large group of people are looking for an update or at least a sign from the CPM that this is something that is going to be iterated on soon. |
Schalac 17
Isuuaya Tactical Caldari State
182
|
Posted - 2013.05.30 19:41:00 -
[436] - Quote
Beren Hurin wrote:
You could make the argument that what you lose in isk efficiency you can make up in coordination experience.
This is what my corp does when we have 2 full squads online, queue up together. We mostly have lower SP players so if we are able to get into a FW match on one side then we are able to see how we work together. We look at FW as a practice for when we all are eventually able to do PC without getting protostomped.
What CCP needs to implement though is a function where we can build and entire team and then deploy them all at once so that we are able to get the full team into the battle. Then FW would be the best place to practice for PC when we eventually have all of our members into proto gear and have the proper skill points to not get stomped right off the bat.
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