|
Author |
Thread Statistics | Show CCP posts - 2 post(s) |
Bojo The Mighty
Bojo's School of the Trades
465
|
Posted - 2013.03.02 21:53:00 -
[1] - Quote
You've been quite busy Vaerana, +2! But I do have a question...
When you go on to talk about Infrastructure of Territory, and you talk about biological productions (Proteins-> Amino Acids, Biofuels, etc) do these types of Biological productions give an inherent bonus to clone supply should battle occur in the territory? Or even just in the general ward/rim? Or not at all?
So if I had Biomass Plant A in North Ward, would the whole territory have an inherent boost to clone supply, or just Northward, or not at all?
Although the Biomass plant has little to do with clones, wouldn't the resources it create supplement clone supply do to the nature of the production?
Good work though!
|
Bojo The Mighty
Bojo's School of the Trades
466
|
Posted - 2013.03.03 01:36:00 -
[2] - Quote
Vaerana Myshtana wrote:Hmm... That's a good question. I didn't really consider it. I still think of clones as being recycled corpses from the EVE lore ( http://community.eveonline.com/background/cloning/clon_02.asp ). In my mind the major use of Proteins in Dust production was for building Dropsuits. If you look closely at them, most have flexible, fabric-like components. I just appropriated the PI resource and shifted it to a more Dust-y purpose. Ok I was thinking proteins as in Amino Acid productions.
Now I have another question,
In developing a ward/territory, would you add infrastructure via a simple fitting mechanic or would you actually get to choose the location that a said factory can be built?
For instance you have an open territory and want to place build it up. You want to place an Orbital Emplacement on a mountain to better defend it, would that be possible? Or would it be generically placed? |
Bojo The Mighty
Bojo's School of the Trades
514
|
Posted - 2013.03.05 19:52:00 -
[3] - Quote
This goes against many posts I've made on how I don't want to see "walking in stations" implemented anytime soon, but that's because I want other things to be fixed well before that occurs.
But...(WARNING)
What if for pure aesthetics, you could move your Mercenary Quarters planetside/moonside and have a window view of the district?
I'm sure people in EVE have barrels of ISK to throw, and I'm sure it would occur in real life if legal, but basically storm mansions so you can live there.
You got this beautiful view of a mighty fine planet, on occasion, you hold LAV races around the district for fun. You use your beautiful but resource devoid as a firing range and just for your occasional drug deal.
But then Richy Rich shows up and starts a heated battle over your killer vista.
Thoughts? |
Bojo The Mighty
Bojo's School of the Trades
523
|
Posted - 2013.03.08 00:18:00 -
[4] - Quote
As far as I know, territorial warfare takes place only on temperate planets/moons. But as an EVE expansion, could asteroid belts and other less Air friendly places receive a territory status separate from those of the Temperate districts?
I mean sure two mining companies could get in a minor dispute over an asteroid belt but they can't do anything but mine it afterwards. But give it a random series code and have it as a sort of "no man's land". So it opens up more interaction with the environment.
So let's look back at that Asteroid belt.
Mining Company A defeats Mining Company B over an asteroid belt. Mining Company A starts to mine a majority of the belt, but a small portion starts to be developed as a safe house/port for their company. ( In other words, Company A makes a station out of an asteroid/series of asteroids). This can apply to pretty much any floating junk in space, such as large wrecks.
Insert Dust interaction.
Mining Company B comes back to that belt much later, with mercenaries aboard. They get into a skirmish both inside and outside the asteroid station. And we come to 4 scenarios.
- A Defeats B both inside and out, nothing changes.
- B defeats A both inside and out, ownership changes and assets go to B.
- A defeats B in space, B defeats A inside.
- B Defeats A in space, A defeats B inside.
In instances 3&4, the territory belongs to the victor in space, but the assets of the station go to the victor inside. Perhaps some form of combat between Dust and Eve could occur to secure final victory but for the most part I don't want to propose how. |
Bojo The Mighty
Bojo's School of the Trades
525
|
Posted - 2013.03.08 03:28:00 -
[5] - Quote
I'm just going to throw ideas for Terri War because that's what I'm doing best at so far. |
Bojo The Mighty
Bojo's School of the Trades
535
|
Posted - 2013.03.09 06:33:00 -
[6] - Quote
Here's my suggestion for the day:
With the destruction of EVE ships above the District, what if, and this might be server breaking, but what if they came down into Dust and crashed on the battlefield?
|
Bojo The Mighty
Bojo's School of the Trades
538
|
Posted - 2013.03.10 01:36:00 -
[7] - Quote
Himiko Kuronaga wrote:
It wouldn't make much sense. The battleships are in high orbit. The small bits would break up in the atmosphere. The large bits could literally land anywhere on the planet, not just the relatively small area that is a district.
The ship isn't going to maintain a perfect orbit over the district when its in the process of exploding in several directions at once. Even when you throw realism out the window for the sake of "gameplay" it still doesn't look right.
Well yeah it would break up but if you notice, the OBS come straight down, perpendicular to the tangent of the planets surface. As long as X velocity remained relatively untouched until atmospheric contact, the ship wreckage would definitely occur over the district. It might take a while for it to fall but it would. |
Bojo The Mighty
Bojo's School of the Trades
547
|
Posted - 2013.03.10 22:07:00 -
[8] - Quote
In response to Original Post;
Can infrastructure be destroyed? In the sense of an MCC. |
Bojo The Mighty
Bojo's School of the Trades
551
|
Posted - 2013.03.10 23:26:00 -
[9] - Quote
Could cease fire agreements be made? So say to very evenly matched Corps with lots of supplies and the battle is beginning to falter because people are logging off. Could Team leaders make an official cease fire agreeing to stop fight for an intermission then pick it up at an agreed date? Because that would be nice. It would add a nice intensity to playing.
"Man this battle is killer, been at it for four days now!" |
Bojo The Mighty
Bojo's School of the Trades
551
|
Posted - 2013.03.10 23:48:00 -
[10] - Quote
Vaerana Myshtana wrote:
Hmmm... Never thought about it. Although I suppose if the corp battle mechanic moves away from from the "I bet you 10M ISK that I can kick your dupa" system to actual district conquest it would be less relevant.
For instance, let's say I'm attacking your district (yes, I know, but play along) and our two corps have been fighting pretty constantly for so long that we're all hallucinating from lack of sleep.
If my corp simply stops attacking and loses the current battle, then everything stays the same unless you counterattack. I could email you and negotiate a ceasefire, but there doesn't necessarily need to be a game mechanic to enforce it. After all, if your corp is as tired as mine, then the likelihood that you could retake my Forward Base or something is about as small as me taking your Refinery.
Heck, even if one side or the other starts using IBBs (Instant Battle Blueberries) instead of corp members or OGCs (Ongoing Guard Contract mercs) for defense, the odds would favor the fresh players over the worn-out pros.
But then wouldn't battle progression be lost if the game just ended? And so you are favoring replacing the tired with the fresh to keep battle more constant rather than consistent (which could definitely work).? |
|
Bojo The Mighty
Bojo's School of the Trades
575
|
Posted - 2013.03.14 20:54:00 -
[11] - Quote
http://dust514.com/news/blog/2013/03/planetary-conquest/
WHAT! |
Bojo The Mighty
Bojo's School of the Trades
589
|
Posted - 2013.03.15 23:13:00 -
[12] - Quote
Let's get down to Nitty Gritty
Economics, SP, and Eve
Economics:
So given that infrastructure will be pricey so to keep it level on the Actions Vs. Consequences as well as to prevent everyone and their mother can't operate mining facilities and Space Cannons. But let's compare the income of Dust Vs Eve. And before I start, I do keep in mind that Dust income won't be solely from battling as a Dev replied in a thread on Proto Gear Vs. Income. Also keep in mind that although I've accumulated a decent stack of knowledge of Eve, I don't play it.
Eve players roam around in things more expensive than almost everything in the Dust market (I've heard a basic Frigate goes relatively cheap). However they have the choice to partake in low risk activities such as mining High Sec. Meanwhile in Dust, neglecting starter fits as they are let's say "Non Effective" (in future terms). So the initial investment in EVE yields both a secure and more fruitful profit. Meanwhile in Dust, conflict is unavoidable, it's what we do. So using lower tier gear cannot be linked to profit, so ISK is going to be lost in the end, reducing total profit.
The Dust investor is at odds with the Eve player, as the Eve player is expending minimal ISK and yielding both higher profit numbers and rates (correct me if High Sec is expensive for some reason, then you made my argument bunk and you win!) while Dust investor is make minimal returns on the safe investment. Not to mention how variable will be more likely stacked against you in the Dust world (Pub Stomping, Proto vs. Militia, Human Error) compare to Eve (Belt was already mined, extremely random and a 1/250,000 chance of being struck by suicidal Pirates in high sec).
So back to infrastructure, here we have two corps of equal numbers, one comprised of only Dust players, one of only Eve players. They both have a district and are planning to develop. The Eve corp yields higher security and profit and thus establishes infrastructure not only first but also the most. The Dust corp would have problems coming up with the money to develop.
Now we get to a hypothetical scenario. INVASION. Eve Corp District is getting invaded! No problem, take a cut of profit and hire a Dust Corp to fight the ground for you and bring out your own big guns you've had stocked.
Dust corp is nigh broke and can only afford a small Eve Corp to bring the heat in space...that Eve corp bails after seeing the Eve corp forces and leaves the ground forces without OBS.
In the end, the ISK advantage Eve Corp had brought the hell down on Dust corp. |
Bojo The Mighty
Bojo's School of the Trades
589
|
Posted - 2013.03.15 23:14:00 -
[13] - Quote
Final thing: SP
How would that work? Especially with different earning systems in Dust and Eve. |
Bojo The Mighty
Bojo's School of the Trades
627
|
Posted - 2013.03.20 06:12:00 -
[14] - Quote
Anything left to discuss? Such a good thread... |
Bojo The Mighty
Bojo's School of the Trades
640
|
Posted - 2013.03.21 01:45:00 -
[15] - Quote
I still want District Infrastructure to include Merc Mansions!
Would totally spice up battles too. I can see it now:
"Alpha 219 Reporting! What's your status on that estate Charlie Kilo 12?"
"Dude! You gotta get over here! We're looting the **** out of the place! This guys has these really cool fountains we're stealing!"
"Charlie Kilo 12!....they marble?"
"Nah they're Basalt....Jackpot! We broke the lock to the garage!"
*Sprints off to mansion* |
Bojo The Mighty
Bojo's School of the Trades
655
|
Posted - 2013.03.21 06:34:00 -
[16] - Quote
Vaerana Myshtana wrote:Added to the list of suggestions. of course there would need to be a reason of risking your assets by placing them on district ground...
http://www.youtube.com/watch?v=SvDKbiUnxTA *Yes I know it's ancient*
This Warbarge walkabout pretty much demonstrates that the Merc will be able to walk around the Warbarge and use the resources it offers, such as the Lobby and trophy rooms.
Well the Merc Mansion equivalents would offer much more aesthetics and tactical advantages.
Notice in the lobby, how the commander has a panel where they can use an overview map to give orders. From the Merc Mansion, you would have access to your balcony should the fight occur on your own doorstep. The balcony allows protection from the elements (like sniper rain) but offers an on field view of what is occurring, giving you firsthand sight and information that can equate to tactical advantage.
The trophy room. In the warbarge, it's a sort of meh hall of pictures. In the merc mansion, your vanity vehicles and suits aren't just for the looking, their for the using. Get in your decked out LAVs and race across your own district, get to know it, prepare mental plans for defense while being stylish and having a ton-a-fun.
From the battle viewpoint, it seems that the Merc Mansion would the benefit of being a castle in the time of need. A castle compared to MCC would offer probably roof mounted weaponry and turrets, underground vehicle garages so stupid Bolas don't drop a Sagaris on a lamp post.
Also, it seems that a Merc Mansion would/should operate like a miniature space port, accepting commerce and commodity trade up to X Volume (limited volume cap on trading). And like anything else, a good ol' drug deal with out the police riding your ass could go down.
Overall, it's a fun and functional way to risk pricey stuff.
Merc Mansions would offer pretty much mostly enhanced aesthetics and fun functionality, but at the con of losing perhaps more assets than usual should you lose the Mansion to your enemies. Pros and cons and what nots.
|
|
|
|