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Vaerana Myshtana
Bojo's School of the Trades
239
|
Posted - 2013.03.01 20:59:00 -
[1] - Quote
This is not official; it is me running wild with stuff that CCP has hinted/said and imagining a system that I think would be cool.
Districts CCP has said that districts are hexagonal, and possibly about 200km in radius. They have also said that the heightmaps for battlefields are about 5km square. We know that each district will have only one kind of Surface Infrastructure (SI)- mining, manufacturing, etc. We also know that some districts are planned to have supplemental emplacements, which IGÇÖm calling Secondary Surface Infrastructure (SSI) as opposed to Primary Surface Infrastructure (PSI). This is all from the Seeding the Universe talk: http://www.youtube.com/watch?v=pNmCRti9dFM
Wards CCP has already hinted that Districts might have Wards, based on the Gribakir and Fetalis maps that used to be in rotation. This suggests that there can be multiple battlefields in a District.
Rim These are purely my own invention, being small, outlying areas at the edge of districts.
This is a picture of what I think a District might look like under this system: http://imgur.com/Oa1NWyc
Primary Surface Infrastructure One Ward in each District hosts its Primary Surface Infrastructure. These include resource extraction, manufacturing, and something called a Surface Command Center (SCC) which is limited to one per planet and is tied to an Orbital Command Center (OCC). Each of these should be upgradeable with upgrading tied to some skill or other and costing lots of ISK.
- Surface Command Center GÇô Planetary Defense Hub
- Resource Extraction GÇô
-> Noble Metals (Garentium, Taplinum) -> Base Metals (Magazinium, Ulaminium) -> Heavy Metals (Iradium, Arunium) -> Proteins (Vegeproteins, Carnaproteins) -> Biofuels (Hydrocarbon Fuels, Carboniferous Fuels) -> Aqueous Liquids (Water, Hydrogen Fuels), and so on.
- Manufacturing GÇô
-> Light Manufacturing (Weapons, Modules) -> Medium Manufacturing (Dropsuits, Vehicle Modules) -> Heavy Manufacturing (Vehicles, Installations)
Secondary Surface Infrastructure These can be placed in the remaining six Wards of a district. The specific example given in the talk was an anti-ship cannon that attacked EVE ships that were near the OCC. However, there are many other types of SSI possible, from production enhancements and warehouses to spaceports and defensive bastions. Each of these should be upgradeable with upgrading tied to some skill or other and costing lots of ISK.
- Spaceport GÇô Three levels (Launchpad, Spaceport, Major Spaceport) each with improved ability to move goods and services off-world.
- Orbital Emplacement GÇô Three levels (Skywatch, Skyguard, Skyfire) each with improved levels of damage against ships in the DistrictGÇÖs skybox.
- Bastion GÇô Three levels (Redoubt, Fortress, Citadel) each creating a reinforced Defender position in a Ward that must be captured to take the district.
- Refinery GÇô Three levels (Basic, Standard, Advanced) permitting conversion of raw materials into useful minerals/inputs for manufacturing- each level improves efficiency.
- Harvester GÇô Three levels (Basic, Standard, Advanced) improving raw material yield for a Resource Extraction PSI.
Factories GÇô Three levels (Basic, Standard, Advanced) improving efficiency of a Manufacturing PSI.
Tertiary Surface Infrastructure My own invention, these are smaller constructs that fit into the six Rim locations of a district. Each of these should be upgradeable with upgrading tied to some skill or other and costing lots of ISK.
- Warehouse GÇô Three levels (Basic, Standard, Advanced) allowing storage of more materials, finished goods, etc. in the District.
- Transit Hub GÇô Three levels (Basic, Standard, Advanced) allowing easier movement of goods from District to District across the surface.
- Bombard Emplacement GÇô Three levels (Firebolt, Firestorm, Firelord) that enable improved Precision Strikes on the planetGÇÖs surface even without a War Barge.
- ECM Emplacement GÇô Three levels (Haze, Shadow, Umbra) that limit the scale of Attacker deployments in the District.
- ECCM Emplacement GÇô Three levels (Candle, Lantern, Sunbeam) that reduce the effectiveness of enemy planetary ECM Emplacements.
- AA Emplacement GÇô Three levels (Cloudwatch, Cloudguard, Cloudfire) that prevent the deployment of Attacker MCC (1), Installations (2), Aircraft (3) in the district.
- Forward Base GÇô A special type of TSI that can only be built by Attackers who win control of a Rim space. A Forward Base replaces the DefendersGÇÖ TSI and enables the Attacker to bypass the effects of ECM and AA Emplacements in the district.
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Vaerana Myshtana
Bojo's School of the Trades
239
|
Posted - 2013.03.01 21:00:00 -
[2] - Quote
Example of Play Carebear Corporation A (CCA) wins control of an unclaimed District (GÇ£MithlondGÇ¥) and begins mining Reactive Metals with a Resource Extraction PSI. After awhile, they erect two Refineries, processing half of their raw ore into Magazinium and half into Ulaminium. This boosts their profit margin. They also add a Harvester to boost yields and a Spaceport to reduce shipping costs to the Market. Realizing that they are vulnerable, CCA builds an Orbital Emplacement and a Bastion, using up the last of their free Wards.
CCA also controls a Manufacturing District (GÇ£MordorGÇ¥), so they build a Transit Hub to reduce the cost of shipping materials to Mordor. They are small and have few members, so they install an ECM Emplacement and max it out, meaning that only Squad-sized battles can take place. They drop in an AA Emplacement and three Warehouses to finish out their Rim slots.
Griefer Allied National Corp. (GANC) decides to conquer Mithlond just so they can rename it GÇ£PoovilleGÇ¥ and erect a SCC. At first, they decide to attack the Bastion, figuring that if they take it, then they can take the PSI and win the District in two battles.
Unfortunately for GANC, the ECM Emplacement limits their deployment to a six-man Squad, which is totally stomped by CCAGÇÖs careberries because of the bastionGÇÖs automated defensive systems.
GANC rethinks their strategy and decides to go after the ECM Emplacement. CCA knew that this facility was vital and has hired some good mercs to defend it. GANC gets stomped again. They rethink their strategy again.
GANC decides to attack a Warehouse with the aim of converting it into a Forward Base. Since CCA didnGÇÖt think this was a high-value target, they left defense of it to Instant Battle Blueberries (IBBs) who get totally rolled by GANC. Now that GANC has a Forward Base, the ECM and AA facilities are useless and they can deploy a full 24-man team against the Bastion with RDVs and everything. CCA gets creamed at the Bastion and then again at the PSI, losing the District.
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Vaerana Myshtana
Bojo's School of the Trades
239
|
Posted - 2013.03.01 21:00:00 -
[3] - Quote
Reserved for refinements/clarificiation based on feedback. |
Severus Smith
ZionTCD Legacy Rising
171
|
Posted - 2013.03.01 21:16:00 -
[4] - Quote
This would be really cool, but crazy complicated, but really cool. +1 (x3 posts) |
Mercian Enforcer
Krusual Covert Operators Minmatar Republic
8
|
Posted - 2013.03.01 21:19:00 -
[5] - Quote
The ideas are coming in quick and fast now....Love it!. +1 |
Free Beers
Internal Error. Negative-Feedback
1116
|
Posted - 2013.03.01 21:22:00 -
[6] - Quote
This is well thought out. Thanks for posting it. I will say its just really hard to properly evaluate it since the high level stuff is still unknown to us. I would hope CCP FoxFour or CCP Nullarbor would put up their dev blog regarding this ASAP. Once we see what they have for us then a lot of the detail you provided can be evaluated along with what ccp has designed.
+1 |
James Thraxton
The Exemplars
83
|
Posted - 2013.03.01 21:22:00 -
[7] - Quote
Severus Smith wrote:This would be really cool, but crazy complicated, but really cool. +1 (x3 posts)
Thats how CCP does it. . . +1 OP |
Necandi Brasil
Conspiratus Immortalis
246
|
Posted - 2013.03.01 21:24:00 -
[8] - Quote
OP Ideas deserves more likes than I can give... +1 |
Sextus Hardcock
Pink Fluffy Bounty Hunterz RISE of LEGION
84
|
Posted - 2013.03.01 22:32:00 -
[9] - Quote
Well thought out and well written. Its an exciting vision, but we'll have to see what CCP has in store... |
Etero Narciss
Seraphim Initiative. CRONOS.
112
|
Posted - 2013.03.01 22:48:00 -
[10] - Quote
I like the thought of the "Wards" breaking up the districts into more chunks to fight over. It has the potential of making campaigns out of certain districts. Not sure if this is a good or a bad thing.
Anyway, +1 from me and a friendly bump! |
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Vaerana Myshtana
Bojo's School of the Trades
255
|
Posted - 2013.03.02 00:11:00 -
[11] - Quote
Free Beers wrote:This is well thought out. Thanks for posting it. I will say its just really hard to properly evaluate it since the high level stuff is still unknown to us. I would hope CCP FoxFour or CCP Nullarbor would put up their dev blog regarding this ASAP. Once we see what they have for us then a lot of the detail you provided can be evaluated along with what ccp has designed.
+1
I agree. Part of my reason for posting this was in the hopes that we would see more on the topic from CCP. |
Athene Alland
Red Fox Brigade
108
|
Posted - 2013.03.02 14:21:00 -
[12] - Quote
Sounds good,
But i got the impression from CCP's fan fest presentation that Wards would have slots like ships and suits,
so for example the ward they used in presentation had slots for 1 large (high) installation, 2 mid installations and 3 small (low) installations,
This would likely mean that wards and districts could have many variations and be as individulistic as our suits and ships.
-'Ad Mortis Nos Tripudio'- |
Schazla
WarRavens
161
|
Posted - 2013.03.02 14:45:00 -
[13] - Quote
+3 Great idea. |
Asaitiago
Mandalorian's
1
|
Posted - 2013.03.02 15:10:00 -
[14] - Quote
It's cool because it does give a "landgrab" feel to what dust needs. I'm terrified that all dust is going to be are these different play modes with no real involvement (except in diplomacy) in the eve world. If a corporation is simply quantified by it's total Kill to death ratio, then this game could get boring. I just really don't want it to be Corporation A won 15 Skirmishes, and 35 Ambushes, and corporation B won 10 Skirmishes, and 15 Ambushes, so Corporation A wins. That doesn't make sense to me. No one "WINS" by winning more battles then the other side. They win by strategy and destroying the other side entirely until they are all dead,. or voluntarily (although reluctantly) retreat.
I hate to bring it up, because they seem to be mortal enemies, but Planet side 2 really has that land grab feel. I lost interest in it because no matter what you do, you never stomp out the enemy completely. They always have that damn warp gate that you can't touch. That is not what eve is about, and I know CCP isn't going to do anything like that. But the interface of having an overview map with definable front lines that change directly to your involvement. I really want that interface. I pray that CCP does have something like that where we can visually see a front line, and determine where we need to deploy to in order to stop them, or cut them off. Not just a board with tally marks on it. |
Vaerana Myshtana
Bojo's School of the Trades
259
|
Posted - 2013.03.02 16:01:00 -
[15] - Quote
Asaitiago wrote:What I want clarification on, is how will this affect Planetary Interaction in EVE online. My character in EVE is very involved with PI, and CCP said that they have installed PI with DUST 514 directly in mind. So I can't imagine the current PI changing too much from what it is, though I'm sure it will change some as realities of these two games interfacing begin to come to light. But as an EVE player, I want to see my PI involvement also make a difference. Possibly a new career in EVE online. A planetary base designer that is paid for his expertise, proven in battle, of designing and placing facilities.
What I took from the Seeding the Universe talk (link above) is that PI will be totally separate from SI for the time being. It's possible that they will integrate them more later- CCP has hinted a desire to remake PI previously. |
iceyburnz
Crux Special Tasks Group Gallente Federation
289
|
Posted - 2013.03.02 16:58:00 -
[16] - Quote
Vaerana Myshtana wrote: AWESOME STUFF
I really hope this is what CCP is planning or this influences thier design. This is fricken awesome. I cannot give you enough likes.
CCP give this man a job.
Breath taking. |
iceyburnz
Crux Special Tasks Group Gallente Federation
289
|
Posted - 2013.03.02 17:00:00 -
[17] - Quote
Vaerana Myshtana wrote:
What I took from the Seeding the Universe talk (link above) is that PI will be totally separate from SI for the time being. It's possible that they will integrate them more later- CCP has hinted a desire to remake PI previously.
Incidently it was the DUST 514 team who designed PI.
Just saying.
|
Mobius Wyvern
BetaMax.
1225
|
Posted - 2013.03.02 17:01:00 -
[18] - Quote
Vaerana Myshtana wrote:This is not official; it is me running wild with stuff that CCP has hinted/said and imagining a system that I think would be cool. DistrictsCCP has said that districts are hexagonal, and possibly about 200km in radius. They have also said that the heightmaps for battlefields are about 5km square. We know that each district will have only one kind of Surface Infrastructure (SI)- mining, manufacturing, etc. We also know that some districts are planned to have supplemental emplacements, which IGÇÖm calling Secondary Surface Infrastructure (SSI) as opposed to Primary Surface Infrastructure (PSI). This is all from the Seeding the Universe talk: http://www.youtube.com/watch?v=pNmCRti9dFMWardsCCP has already hinted that Districts might have Wards, based on the Gribakir and Fetalis maps that used to be in rotation. This suggests that there can be multiple battlefields in a District. RimThese are purely my own invention, being small, outlying areas at the edge of districts. This is a picture of what I think a District might look like under this system: http://imgur.com/Oa1NWycPrimary Surface InfrastructureOne Ward in each District hosts its Primary Surface Infrastructure. These include resource extraction, manufacturing, and something called a Surface Command Center (SCC) which is limited to one per planet and is tied to an Orbital Command Center (OCC). Each of these should be upgradeable with upgrading tied to some skill or other and costing lots of ISK.
- Surface Command Center GÇô Planetary Defense Hub
- Resource Extraction GÇô
-> Noble Metals (Garentium, Taplinum) -> Base Metals (Magazinium, Ulaminium) -> Heavy Metals (Iradium, Arunium) -> Proteins (Vegeproteins, Carnaproteins) -> Biofuels (Hydrocarbon Fuels, Carboniferous Fuels) -> Aqueous Liquids (Water, Hydrogen Fuels), and so on.
- Manufacturing GÇô
-> Light Manufacturing (Weapons, Modules) -> Medium Manufacturing (Dropsuits, Vehicle Modules) -> Heavy Manufacturing (Vehicles, Installations)
Secondary Surface InfrastructureThese can be placed in the remaining six Wards of a district. The specific example given in the talk was an anti-ship cannon that attacked EVE ships that were near the OCC. However, there are many other types of SSI possible, from production enhancements and warehouses to spaceports and defensive bastions. Each of these should be upgradeable with upgrading tied to some skill or other and costing lots of ISK.
- Spaceport GÇô Three levels (Launchpad, Spaceport, Major Spaceport) each with improved ability to move goods and services off-world.
- Orbital Emplacement GÇô Three levels (Skywatch, Skyguard, Skyfire) each with improved levels of damage against ships in the DistrictGÇÖs skybox.
- Bastion GÇô Three levels (Redoubt, Fortress, Citadel) each creating a reinforced Defender position in a Ward that must be captured to take the district.
- Refinery GÇô Three levels (Basic, Standard, Advanced) permitting conversion of raw materials into useful minerals/inputs for manufacturing- each level improves efficiency.
- Harvester GÇô Three levels (Basic, Standard, Advanced) improving raw material yield for a Resource Extraction PSI.
Factories GÇô Three levels (Basic, Standard, Advanced) improving efficiency of a Manufacturing PSI.
Tertiary Surface InfrastructureMy own invention, these are smaller constructs that fit into the six Rim locations of a district. Each of these should be upgradeable with upgrading tied to some skill or other and costing lots of ISK.
- Warehouse GÇô Three levels (Basic, Standard, Advanced) allowing storage of more materials, finished goods, etc. in the District.
- Transit Hub GÇô Three levels (Basic, Standard, Advanced) allowing easier movement of goods from District to District across the surface.
- Bombard Emplacement GÇô Three levels (Firebolt, Firestorm, Firelord) that enable improved Precision Strikes on the planetGÇÖs surface even without a War Barge.
- ECM Emplacement GÇô Three levels (Haze, Shadow, Umbra) that limit the scale of Attacker deployments in the District.
- ECCM Emplacement GÇô Three levels (Candle, Lantern, Sunbeam) that reduce the effectiveness of enemy planetary ECM Emplacements.
- AA Emplacement GÇô Three levels (Cloudwatch, Cloudguard, Cloudfire) that prevent the deployment of Attacker MCC (1), Installations (2), Aircraft (3) in the district.
- Forward Base GÇô A special type of TSI that can only be built by Attackers who win control of a Rim space. A Forward Base replaces the DefendersGÇÖ TSI and enables the Attacker to bypass the effects of ECM and AA Emplacements in the district.
See, I like this because it contains several similar ideas to what I put forward in a thread of my own. +1 from me. |
Vaerana Myshtana
Bojo's School of the Trades
271
|
Posted - 2013.03.02 21:38:00 -
[19] - Quote
Mobius Wyvern wrote:See, I like this because it contains several similar ideas to what I put forward in a thread of my own. +1 from me.
Well, I guess you're just awesome too.
We should form an awesome club.
|
Kesi Raae Kaae
Much Crying Old Experts
41
|
Posted - 2013.03.02 21:53:00 -
[20] - Quote
I want to play this version of Dust
+1 |
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Bojo The Mighty
Bojo's School of the Trades
465
|
Posted - 2013.03.02 21:53:00 -
[21] - 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!
|
Telcontar Dunedain
Imperfects Negative-Feedback
349
|
Posted - 2013.03.02 22:11:00 -
[22] - Quote
This is well done and pretty much where I've been expecting the game to be going over time.
I'm very very unclear WHEN any of this will happen.
There is such a mix out there of what CCP CAN do and what it MIGHT do and WHEN?
No timeline or set of milestones has been presented to clue us in. |
Vaerana Myshtana
Bojo's School of the Trades
278
|
Posted - 2013.03.02 22:43:00 -
[23] - Quote
Bojo The Mighty wrote: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!
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. |
Bojo The Mighty
Bojo's School of the Trades
466
|
Posted - 2013.03.03 01:36:00 -
[24] - 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? |
Vaerana Myshtana
Bojo's School of the Trades
279
|
Posted - 2013.03.03 02:33:00 -
[25] - Quote
Bojo The Mighty wrote: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?
I think it would be cool if we could choose, but my guess is that it's WAY beyond what the tech could do anytime soon. The problem is that only certain areas in a given heightmap are smoothed out to accept the buildings ("sockets").
So, for the next few years at least, I think the only way to implement it would be to stick to CCP's socket system, which means a simple fitting mechanic. |
Cygnus 2112
D3LTA FORC3 Orion Empire
0
|
Posted - 2013.03.03 04:25:00 -
[26] - Quote
That would be amazing. Could consoles handle that though? |
Vaerana Myshtana
Bojo's School of the Trades
280
|
Posted - 2013.03.03 05:19:00 -
[27] - Quote
Cygnus 2112 wrote:That would be amazing. Could consoles handle that though?
To the best of my knowledge, the console load would not increase. The crux of my vision is in how the battlefields are identified and how those battlefields relate to one another. That's really more a matter for Tranquility than for the console.
On the console side, it would just require a static map of the District (probably already in the works) and the ability to select different areas in the district (possibly already in the works). Of course, the map would require some kind of Show Info and a build/defend/attack interface, but that's not a huge processor load. |
Passive SP Bonus
Ongoing Renovation Endless Renaissance
2
|
Posted - 2013.03.04 19:35:00 -
[28] - Quote
Sorry if tis was asked but how does this work with the reinforcement timers that they talked about in the Foxfour thread? |
ZiwZih
Tritan-Industries Legacy Rising
58
|
Posted - 2013.03.04 21:02:00 -
[29] - Quote
Bravo Vaerana, excellent idea!
Telcontar Dunedain wrote:https://forums.dust514.com/default.aspx?g=search I'm very very unclear WHEN any of this will happen. There is such a mix out there of what CCP CAN do and what it MIGHT do and WHEN?
Yes, CCP would do the best table-top RP games if they ever do them, they create great setting, print a book and let you dream. When it comes to software it takes them years and years to shape things. But it's good and with no real alternative.
They are a special flower or a fail corp -- depends on which day you look...
|
DJINN Marauder
Hellstorm Inc League of Infamy
269
|
Posted - 2013.03.04 21:16:00 -
[30] - Quote
This sounds amazing!!
I WANT TO PLAY THIS NOW!!! |
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Vaerana Myshtana
Bojo's School of the Trades
292
|
Posted - 2013.03.05 00:55:00 -
[31] - Quote
Passive SP Bonus wrote:Sorry if tis was asked but how does this work with the reinforcement timers that they talked about in the Foxfour thread?
I purposefully left out the question of reinforcements/timers/etc. because I figured that those were separate discussions that deserved their own thread(s).
I simply assumed that there was some mechanic whereby the owners of a district could contract for defense (or not- and leave it to pubmatch types- there HAS to be a battle ). As long as people can make different choices about how to defend the different parts of a District, I think the game will have a richer flavor and more strategy (not just tactics).
To me, the crux of the idea is really about the idea of upgrading Districts, both in terms of production and offense/defense, and the ability to force multiple battles to conquer a District through that upgrading process. |
Vaerana Myshtana
Bojo's School of the Trades
292
|
Posted - 2013.03.05 00:57:00 -
[32] - Quote
ZiwZih wrote: Yes, CCP would do the best table-top RP games if they ever do them, they create great setting, print a book and let you dream. When it comes to software it takes them years and years to shape things. But it's good and with no real alternative.
CCP does make tabletop RPGs (World of Darkness). They bought White Wolf several years back. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
648
|
Posted - 2013.03.05 02:11:00 -
[33] - Quote
I love these ideas. They fit very well into an idea I posted in a thread a while back about getting rid of "game modes" and making the objectives of each battle vary with the installations present. For example:
An empty district would simply require winning an ambush battle (or series of ambush battles) to gain control of it.
But:
A refinery might require itself to be captured to flip a district. The refinery might have several stages of objectives a la Skirm 1.0 before victory is acheived.
However, this allows a alternate take on objectives; sabotage or hit and run missions.
The same refinery has an alternate set of objectives that if pursued instead of the capture objectives, would destroy the installation permanently, or at least damage it requiring a cooldown of a varyig amount of time before it is operational and productive again, depending on the amount of damage dealt to the facility.
This would allow dynamic campaigns. Tactics like actual raids on enemy territory to disable key infrastructure without taking and holding territory would become available, or scorched earth campaigns were defenders destroy their own installations before they leave.
And of course, installation based game modes would make it more variety with the game.
For instance imagine the possible objectives for a skyfire battery compared to a supply dump, or a surface command center compared to those of a war factory... The possibilities are endless.
The scale or importance of objectives would depend on installation size, with main objectives being the large installations, side objectives medium, and minor objecives small installations.
I must type up a thread on this.
Your proposed district systems would work seamlessly wiith my ideas, making a very real and organic connection between PI and DUST battles. |
Vrain Matari
ZionTCD Legacy Rising
428
|
Posted - 2013.03.05 16:59:00 -
[34] - Quote
Nice post, Vaerana Myshtana. +1.
Great vision - the most valuable thing I take away from it is that if the planetary development and battle mechanincs are [u]properly done[\u], every one of these (rim, ward, district in you scenario) battles will be a story in and of itself, and will connnect to larger stories & mechanics, which will connect to larger stories & mechanics...
This is CCP's real job here - to turn DUST into a story-generation engine in the same way EVE is, maybe even a better one.
And when the full integration with EVE has be achieved, i'm thinking most of us know by now that New Eden will be a mind-blowing experience. Good luck trying to explain it to your friends and family =P |
Vrain Matari
ZionTCD Legacy Rising
428
|
Posted - 2013.03.05 17:37:00 -
[35] - Quote
In total agrrement with you on the crux of the merc experience being driven by resource geopolitics + territory investment - there so much good that comes from working fro
I'm thinking the interplay of the right attack/defense mechanics with a resource/territorial conflict driver like yours is what will give us the richest experience gaming has ever seen.
As a working model to iterate on, A'RealFury/Free Beers attack/defense mechanics with Vaerana Myshtana resource/territory conflict drivers are well on the way to giving this merc the full-clonebody-nerdgasm that online gaming promised 20+ years ago. In total agrrement with you on the crux of the merc experience being driven by resource geopolitics + territory investment - there so much good that comes from working fro
I'm thinking the interplay of the right attack/defense mechanics with a resource/territorial conflict driver like yours is what will give us the richest experience gaming has ever seen.
As a working model to iterate on, A'RealFury/Free Beers attack/defense mechanics with Vaerana Myshtana resource/territory conflict drivers are well on the way to giving this merc the full-clonebody-nerdgasm that online gaming promised 20+ years ago. |
Beren Hurin
OMNI Endeavors
199
|
Posted - 2013.03.05 17:44:00 -
[36] - Quote
So I haven't seen this referenced yet, but have you guys seen the DUST 514 PS Home station video that looks like it is previewing the district conflict interface? It shows command nodes and a whole planet covered in hexagonal tiles. Its like a 5 second clip though...? |
Vaerana Myshtana
Bojo's School of the Trades
300
|
Posted - 2013.03.05 18:49:00 -
[37] - Quote
Beren Hurin wrote:So I haven't seen this referenced yet, but have you guys seen the DUST 514 PS Home station video that looks like it is previewing the district conflict interface? It shows command nodes and a whole planet covered in hexagonal tiles. Its like a 5 second clip though...?
If I understand correctly, based on the Seeding the Universe talk, they are moving away from the "tile the whole planet" model and towards 10-20 selected districts.
I have seen the video you are talking about, though. |
Vaerana Myshtana
Bojo's School of the Trades
300
|
Posted - 2013.03.05 18:51:00 -
[38] - Quote
J'Jor Da'Wg wrote:I love these ideas. They fit very well into an idea I posted in a thread a while back about getting rid of "game modes" and making the objectives of each battle vary with the installations present. For example:
An empty district would simply require winning an ambush battle (or series of ambush battles) to gain control of it.
But:
A refinery might require itself to be captured to flip a district. The refinery might have several stages of objectives a la Skirm 1.0 before victory is acheived.
However, this allows a alternate take on objectives; sabotage or hit and run missions.
The same refinery has an alternate set of objectives that if pursued instead of the capture objectives, would destroy the installation permanently, or at least damage it requiring a cooldown of a varyig amount of time before it is operational and productive again, depending on the amount of damage dealt to the facility.
This would allow dynamic campaigns. Tactics like actual raids on enemy territory to disable key infrastructure without taking and holding territory would become available, or scorched earth campaigns were defenders destroy their own installations before they leave.
And of course, installation based game modes would make it more variety with the game.
For instance imagine the possible objectives for a skyfire battery compared to a supply dump, or a surface command center compared to those of a war factory... The possibilities are endless.
The scale or importance of objectives would depend on installation size, with main objectives being the large installations, side objectives medium, and minor objecives small installations.
I must type up a thread on this.
Your proposed district systems would work seamlessly wiith my ideas, making a very real and organic connection between PI and DUST battles.
Wow! Yeah +1 on that.
Let's make the game mode dependent on what's in the District/Ward/Rim zone and what the Attacker wants to do with it (capture, sabotage, steal/loot, destroy, etc.).
Hoo-AH!
|
Vaerana Myshtana
Bojo's School of the Trades
300
|
Posted - 2013.03.05 19:23:00 -
[39] - Quote
Vrain Matari wrote:In total agrrement with you on the crux of the merc experience being driven by resource geopolitics + territory investment - there so much good that comes from working fro
I'm thinking the interplay of the right attack/defense mechanics with a resource/territorial conflict driver like yours is what will give us the richest experience gaming has ever seen.
As a working model to iterate on, A'RealFury/Free Beers attack/defense mechanics with Vaerana Myshtana resource/territory conflict drivers are well on the way to giving this merc the full-clonebody-nerdgasm that online gaming promised 20+ years ago.
Now if we can just get some devlove on these posts... and maybe a devblog talking about these topics. |
Bojo The Mighty
Bojo's School of the Trades
514
|
Posted - 2013.03.05 19:52:00 -
[40] - 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? |
|
Vrain Matari
ZionTCD Legacy Rising
429
|
Posted - 2013.03.05 21:23:00 -
[41] - Quote
Bojo The Mighty wrote: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? Thoughts? Uber-F'in cool, how's that for thoughts?
One of the sexiest stories ever to come out of MMO's and one that rivals anything that New Eden has produced(hard to do) is the atory of Anshe Chung:
http://en.wikipedia.org/wiki/Anshe_Chung
We mercs all know that CCP doesn't need game-harming P2W AUR boosters or anything else to make an unholy amount of profit - all they need is to give us the ability to graphically customize our suits, vehicles, ships. That's it.
Learn fron Anshe Chung, CCP, and you will rule the MMO world. Incidentally, CCP, what's the T-T-P in 2nd Life? |
Vaerana Myshtana
Bojo's School of the Trades
306
|
Posted - 2013.03.06 00:18:00 -
[42] - Quote
Bojo The Mighty wrote: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?
Well, I gotta disagree with you on Walking in Stations, so I'm loving this. I wants my killer pad on a Plasma planet! |
Vrain Matari
ZionTCD Legacy Rising
433
|
Posted - 2013.03.06 15:50:00 -
[43] - Quote
Vaerana Myshtana wrote:Bojo The Mighty wrote: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? Well, I gotta disagree with you on Walking in Stations, so I'm loving this. I wants my killer pad on a Plasma planet! I'm thinking CCP should add a player-designed architecture module to DUST and allow publishing like Spore did - we could then sell our designs for ISK or trade them for officer weapons ^^ |
Vaerana Myshtana
Bojo's School of the Trades
307
|
Posted - 2013.03.06 16:01:00 -
[44] - Quote
Vrain Matari wrote: I'm thinking CCP should add a player-designed architecture module to DUST and allow publishing like Spore did - we could then sell our designs for ISK or trade them for officer weapons ^^
I'd love it, but I doubt they'd go there.
Have you looked a Player Owned Station (POS) in EVE?
A POS looks like a phallic symbol floating inside a soap bubble surrounded by a scrapyard.
Still, people will pay stupidly huge amounts of RL money for custom stuff. Remember Second Life? No gameplay at all, but it was like Gallente Central - all glitz, sex, and marketing. |
Vrain Matari
ZionTCD Legacy Rising
434
|
Posted - 2013.03.06 16:17:00 -
[45] - Quote
Vaerana Myshtana wrote:Vrain Matari wrote: I'm thinking CCP should add a player-designed architecture module to DUST and allow publishing like Spore did - we could then sell our designs for ISK or trade them for officer weapons ^^
I'd love it, but I doubt they'd go there. Have you looked a Player Owned Station (POS) in EVE? A POS looks like a phallic symbol floating inside a soap bubble surrounded by a scrapyard. Still, people will pay stupidly huge amounts of RL money for custom stuff. Remember Second Life? No gameplay at all, but it was like Gallente Central - all glitz, sex, and marketing. You're right of course - the intelligence of the New Eden playerbase not withstanding, time-to-*****(ttp) has a natural unit measured in minutes from the release of any player-controlled graphical tool, so to speak.
It would add a lot to the appeal of the game to a larger(i.e. the sims crowd) playerbase who would luv to $pend-to-create and personalize. |
Vaerana Myshtana
Bojo's School of the Trades
308
|
Posted - 2013.03.07 01:44:00 -
[46] - Quote
Vrain Matari wrote: You're right of course - the intelligence of the New Eden playerbase not withstanding, time-to-*****(ttp) has a natural unit measured in minutes from the release of any player-controlled graphical tool, so to speak.
It would add a lot to the appeal of the game to a larger(i.e. the sims crowd) playerbase who would luv to $pend-to-create and personalize.
That's it!
CCP should buy Second Life (prob dirt cheap now) and let people pay to build custom stuff IN DISTRICTS that we then get to blow up!
It's win-win, like that photo CCP put on Facebook of the three basic kinds of EVE players... |
Wolverine Canus
Seraphim Initiative. CRONOS.
21
|
Posted - 2013.03.07 02:20:00 -
[47] - Quote
+ 1 Great idea man, and some great discussion in this thread, if CCP managed to implement the system you described, i could imagine a massive draw to this game because it would involve a good mix of strategy for the RTS guys to fawn over and the fast paced action of the FPS guys.
Personally i'd be interested to see the dynamic of the interaction between EVE and Dust if this became reality as the control of the districts that are heavily built upon would be of strategic importance to the power blocs in eve. |
Vaerana Myshtana
Bojo's School of the Trades
312
|
Posted - 2013.03.07 02:51:00 -
[48] - Quote
Wolverine Canus wrote:+ 1 Great idea man, and some great discussion in this thread, if CCP managed to implement the system you described, i could imagine a massive draw to this game because it would involve a good mix of strategy for the RTS guys to fawn over and the fast paced action of the FPS guys.
Personally i'd be interested to see the dynamic of the interaction between EVE and Dust if this became reality as the control of the districts that are heavily built upon would be of strategic importance to the power blocs in eve.
Yeah one of the big worries I have is the possibility that the great nullsec alliances will simply conquer all of the planetary districts and turn Dust into the same kind of NAP fest that nullsec in EVE often is.
I know that CCP FoxFour said something about the devs being concerned about this as well, but it is really paramount to me. Part of the reason that so many people stay carebears or griefer/pirates in EVE is that you need a giant alliance to do anything in nullsec, but to build a giant alliance you need the resources of nullsec.
Given that so far it looks like only nullsec Districts will be player conquerable, I'm definitely concerned that if the planets are TOO valuable to the big alliances that Goon and TEST will find ways to take their regions' planets off the table. Not that those alliances should ignore the planets, just that it should be a lot harder to control as much space as they have and planets should be the first crack in that armor. |
Wolverine Canus
Seraphim Initiative. CRONOS.
21
|
Posted - 2013.03.07 03:05:00 -
[49] - Quote
Thats where the we the mercs would come in as the "first strike" as it were, to take the planets while the capsuleers fight above to take the system, would be a great opening move in a sov war and make it more interesting too.
Also a idea just throwing it out there, to have the sov mechanic have both a space TCU and a planet TCU per system , would definitely shake things up if as an alternative to using SBU's a merc corp could hack the planet side one to allow the strike of the space counterpart.
Like you said the power blocs have way too much control ,with the OTEC agreement for the tech moons the isk flow is streaming towards the big blocs as it is. But i divert, keep it up :) |
Vaerana Myshtana
Bojo's School of the Trades
312
|
Posted - 2013.03.07 03:29:00 -
[50] - Quote
Wolverine Canus wrote:Thats where the we the mercs would come in as the "first strike" as it were, to take the planets while the capsuleers fight above to take the system, would be a great opening move in a sov war and make it more interesting too.
Also a idea just throwing it out there, to have the sov mechanic have both a space TCU and a planet TCU per system , would definitely shake things up if as an alternative to using SBU's a merc corp could hack the planet side one to allow the strike of the space counterpart.
Like you said the power blocs have way too much control ,with the OTEC agreement for the tech moons the isk flow is streaming towards the big blocs as it is. But i divert, keep it up :)
Do you know if the moon mineral rebalancing ever had an impact on OTEC?
But, yeah, I think that planets may affect nullsec sov in some way, like they do now in FW systems? I know that in the Seening the Universe talk, they mentioned orbital defense stations. I wonder if those would affect it...
Of course, then we get back to the question of the biggies zerging all the planets in their space. |
|
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
17
|
Posted - 2013.03.07 03:37:00 -
[51] - Quote
+1 |
Vrain Matari
ZionTCD Legacy Rising
438
|
Posted - 2013.03.07 13:37:00 -
[52] - Quote
Vaerana Myshtana wrote:Wolverine Canus wrote:Thats where the we the mercs would come in as the "first strike" as it were, to take the planets while the capsuleers fight above to take the system, would be a great opening move in a sov war and make it more interesting too.
Also a idea just throwing it out there, to have the sov mechanic have both a space TCU and a planet TCU per system , would definitely shake things up if as an alternative to using SBU's a merc corp could hack the planet side one to allow the strike of the space counterpart.
Like you said the power blocs have way too much control ,with the OTEC agreement for the tech moons the isk flow is streaming towards the big blocs as it is. But i divert, keep it up :) Do you know if the moon mineral rebalancing ever had an impact on OTEC? But, yeah, I think that planets may affect nullsec sov in some way, like they do now in FW systems? I know that in the Seening the Universe talk, they mentioned orbital defense stations. I wonder if those would affect it... Of course, then we get back to the question of the biggies zerging all the planets in their space. The biggest result of the rebalancing was that Tech became even moreso the be-all and end-all for moongoo. Hence the Goon/Test Pax Technia.
There are still other huge supercap fleets out there, but the stark reality is the Goons and TEST, because they're the primary Techholders, are really the only alliances that can recover quickly from large supercap losses.
That's my take on it, there's a lot more knowledgable peeps around that could tell us more.
I hear you re: the very real fear that the alliances will find a way to sew up planets.
We really need to keep hammering away at these terrestrial resource models and battle mechanics until we know we've got a system that's very resistant to planetary stagnation and domination through overwhelming wealth.
The complementary TCU's is an attractive idea for adding much-needed dynamics to SOV. Just as attractive, it separates land-holding from affecting SOV, and leads to more interesting dynamics. Taking districts/planets but not installing a terrestrial TCU might keep you off the mega-blob radar for a little while. |
Vaerana Myshtana
Bojo's School of the Trades
315
|
Posted - 2013.03.07 16:21:00 -
[53] - Quote
Vrain Matari wrote: The biggest result of the rebalancing was that Tech became even moreso the be-all and end-all for moongoo. Hence the Goon/Test Pax Technia.
There are still other huge supercap fleets out there, but the stark reality is the Goons and TEST, because they're the primary Techholders, are really the only alliances that can recover quickly from large supercap losses.
Dang. I was hoping that the moon goo rebalancing would shift some of the nullsec money towards the other alliances. I can only hope that CCP is still monitoring the issue- hopefully to fix it in EVE and keep it from happening in Dust.
For those who don't know what we're talking about - in EVE there is a very valuable raw material (Technetium) that is needed for manufacturing many high-tech things. Unfortunately, because of the way that it was seeded in New Eden, the bulk of it is in certain areas. Whomever controls those areas has a machine to print ISK and can easily make enough money to defend that space against just about anyone- hence the "OTEC" (vs. OPEC) joke.
Vrain Matari wrote: I hear you re: the very real fear that the alliances will find a way to sew up planets.
We really need to keep hammering away at these terrestrial resource models and battle mechanics until we know we've got a system that's very resistant to planetary stagnation and domination through overwhelming wealth.
The complementary TCU's is an attractive idea for adding much-needed dynamics to SOV. Just as attractive, it separates land-holding from affecting SOV, and leads to more interesting dynamics. Taking districts/planets but not installing a terrestrial TCU might keep you off the mega-blob radar for a little while.
Yeah, we really need some devlove on the forums around this issue.
I suppose one very odd way to go about it would be to make sure that none of the planets in the Tech moon zones have the most valuable District Resources.
For instance, if you need Taplinum to build most of the good weapons/vehicles/modules, then make sure that it is exceedingly rare in areas that have Technetium. That would mean that OTEC would have to buy most of their Taplinum and Taplinum-dependent Infantry Gear if they wanted to be able to take planets. |
Wolverine Canus
Seraphim Initiative. CRONOS.
21
|
Posted - 2013.03.07 20:56:00 -
[54] - Quote
good idea's, glad to see my idea was well recieved :) keep going i'll put up some more ideas Soon(TM) lol
|
Bojo The Mighty
Bojo's School of the Trades
523
|
Posted - 2013.03.08 00:18:00 -
[55] - 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. |
Vaerana Myshtana
Bojo's School of the Trades
320
|
Posted - 2013.03.08 01:29:00 -
[56] - Quote
Bojo The Mighty wrote: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.
Hmmm... That would explain all of those abandoned asteroid stations in deadspace pockets.
+1 from me. I'm all for us being able to fight in everything and on everything in EVE.
Did you ever play the game Heavy Gear II? They had some zero-G levels. I could totally see us doing microgravity manuevers in the hubs of space stations and doing assaults on POS components and stuff. That would rock! |
Bojo The Mighty
Bojo's School of the Trades
525
|
Posted - 2013.03.08 03:28:00 -
[57] - Quote
I'm just going to throw ideas for Terri War because that's what I'm doing best at so far. |
Vin Vicious
Sinq Laison Gendarmes Gallente Federation
28
|
Posted - 2013.03.08 05:12:00 -
[58] - Quote
i feel like CCP reads all the terribad threads and skips the good ones. |
Vaerana Myshtana
Bojo's School of the Trades
326
|
Posted - 2013.03.08 13:53:00 -
[59] - Quote
Vin Vicious wrote:i feel like CCP reads all the terribad threads and skips the good ones.
Well, except for that one on FW Economics. CCP FoxFour spent a bunch of time in that one.
Oh well, I guess I got my hopes up.
Then again, maybe I got too close to the Truth(TM) that is coming Soon (TM) and they are taking out a merc contract to have me eliminated... |
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
107
|
Posted - 2013.03.08 16:12:00 -
[60] - Quote
Vaerana Myshtana wrote:Vin Vicious wrote:i feel like CCP reads all the terribad threads and skips the good ones. Well, except for that one on FW Economics. CCP FoxFour spent a bunch of time in that one. Oh well, I guess I got my hopes up. Then again, maybe I got too close to the Truth(TM) that is coming Soon (TM) and they are taking out a merc contract to have me eliminated...
One of the best, if not the very best post on these threads.
Keep your hopes high!
I hope we as a community keep this topic on top and I would hope that CCP could at lease acknowledged that they have seen this.
|
|
Vaerana Myshtana
Bojo's School of the Trades
331
|
Posted - 2013.03.09 03:27:00 -
[61] - Quote
BMSTUBBY wrote:
One of the best, if not the very best post on these threads.
Keep your hopes high!
I hope we as a community keep this topic on top and I would hope that CCP could at lease acknowledged that they have seen this.
Some guy tried to feed me a little ammonia-scented cube on a toothpick today. I suspect it was a CCP assassin trying to trick me into eating poisoned h+íkarl.
Then again it might have been a nice man trying to broaden my culinary horizons... |
Bojo The Mighty
Bojo's School of the Trades
535
|
Posted - 2013.03.09 06:33:00 -
[62] - 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?
|
|
CCP Nullarbor
C C P C C P Alliance
614
|
Posted - 2013.03.09 13:44:00 -
[63] - Quote
Good discussion in this thread guys, and yes we read them. |
|
BMSTUBBY
KILL-EM-QUICK RISE of LEGION
109
|
Posted - 2013.03.09 13:46:00 -
[64] - Quote
Vaerana Myshtana wrote:BMSTUBBY wrote:
One of the best, if not the very best post on these threads.
Keep your hopes high!
I hope we as a community keep this topic on top and I would hope that CCP could at lease acknowledged that they have seen this.
Some guy tried to feed me a little ammonia-scented cube on a toothpick today. I suspect it was a CCP assassin trying to trick me into eating poisoned h+íkarl. Then again it might have been a nice man trying to broaden my culinary horizons...
It might not have been a nice guy so I hope you are still alive to read this.
I am not from Iceland so I would not be feeding you shark.
I am from Colorado and here we broaden you pallets acquired taste with Rocky Mountain Oysters. |
iceyburnz
Crux Special Tasks Group Gallente Federation
313
|
Posted - 2013.03.09 14:00:00 -
[65] - Quote
I keep reading this thread and wishing it was in dust right noaw! |
Vrain Matari
ZionTCD Legacy Rising
443
|
Posted - 2013.03.09 14:08:00 -
[66] - Quote
Bojo The Mighty wrote: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?
Ummmmm.....want it so much it's prolly unhealthy. |
Vaerana Myshtana
Bojo's School of the Trades
332
|
Posted - 2013.03.09 14:42:00 -
[67] - Quote
Bojo The Mighty wrote: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?
Dude, that would be the coolest thing.
I wonder if that's what the flaming wreckage in some of the maps is supposed to be...
Still, given our current map size, having a battleship crash into the district would pretty much end the match. |
Himiko Kuronaga
Greatness Achieved Through Training
15
|
Posted - 2013.03.09 15:21:00 -
[68] - Quote
Vaerana Myshtana wrote:Bojo The Mighty wrote: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?
Dude, that would be the coolest thing. I wonder if that's what the flaming wreckage in some of the maps is supposed to be... Still, given our current map size, having a battleship crash into the district would pretty much end the match.
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. |
KING ZUMA
The Unholy Legion Of DarkStar
12
|
Posted - 2013.03.09 18:07:00 -
[69] - Quote
these would last hours or even days we would just have to make sure that you have enough corp members online at all times to keep up the fight |
KING ZUMA
The Unholy Legion Of DarkStar
12
|
Posted - 2013.03.09 18:10:00 -
[70] - Quote
Himiko Kuronaga wrote:Vaerana Myshtana wrote:Bojo The Mighty wrote: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?
Dude, that would be the coolest thing. I wonder if that's what the flaming wreckage in some of the maps is supposed to be... Still, given our current map size, having a battleship crash into the district would pretty much end the match. 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.
We could see them falling from the sky in a big ball of FIREY DEATH it doesnt even have to land on the battle field |
|
Alan-Ibn-Xuan Al-Alasabe
Planetary Response Organisation Test Friends Please Ignore
138
|
Posted - 2013.03.09 18:22:00 -
[71] - Quote
Himiko Kuronaga wrote:Vaerana Myshtana wrote:Bojo The Mighty wrote: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?
Dude, that would be the coolest thing. I wonder if that's what the flaming wreckage in some of the maps is supposed to be... Still, given our current map size, having a battleship crash into the district would pretty much end the match. 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. Them landing around us wouldn't make sense, but it'd be nice to see an explosion in the sky when one goes down. An exploding titan should be like a second sun! |
Vrain Matari
ZionTCD Legacy Rising
444
|
Posted - 2013.03.09 18:46:00 -
[72] - Quote
Himiko Kuronaga wrote:Vaerana Myshtana wrote:Bojo The Mighty wrote: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?
Dude, that would be the coolest thing. I wonder if that's what the flaming wreckage in some of the maps is supposed to be... Still, given our current map size, having a battleship crash into the district would pretty much end the match. 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. The ships have drive systems and can warp, they can be wherever they want to be. The real immersion breaker is the ship's max velocities.
CCP would have to kludge something since EVE's old celestial physics engine is pretty awful but hard to change.
We alreay know we're going to see the icons/tags/brackets for ships connected to the district, and so it might not be too long before we can see a rendering.
We're getting there peeps.
And know this CCP - there will be no rest for you until we can look up during a lull in a hellacious ground battle and see the wreck of a fallen titan immolated and carving a path across the star-filled night sky.
And until the light from that burning corpse brightens a dark corner on the ground and reveals the stealthed shotgun scout who was patiently waiting for us to get just a few steps closer. ;) |
boba's fetta
Thukker Tribe Holdings Inc. Gathering Of Nomadic Explorers
11
|
Posted - 2013.03.09 19:55:00 -
[73] - Quote
it would be space port to customs office. then into eve players holds who would then haul to market.
eve is not like dust for the market an item bought or sold in one station stays in that station until you move it. this is why we have trade hubs.
you may find thesse diagrams useful for renaming the products as they already exsits in eve and come from pi (planetery interaction) http://www.eve-online-fan.co.uk/wp-content/uploads/2010/04/Eve_PI_Diagrams_v1_4.pdf
a lot of the base products are not very useful to an eve pilot due to low value and size. it only really becomes worth moving them with the 2nd tier and even more so the third. some products as you can see on the diagrams are very complex to make requiring several planets to make. |
Terry Webber
Gothic Wars Consortium
40
|
Posted - 2013.03.09 20:37:00 -
[74] - Quote
I love this idea, OP! +1 |
Bojo The Mighty
Bojo's School of the Trades
538
|
Posted - 2013.03.10 01:36:00 -
[75] - 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. |
Vaerana Myshtana
Bojo's School of the Trades
348
|
Posted - 2013.03.10 03:26:00 -
[76] - Quote
boba's fetta wrote:it would be space port to customs office. then into eve players holds who would then haul to market. eve is not like dust for the market an item bought or sold in one station stays in that station until you move it. this is why we have trade hubs. you may find thesse diagrams useful for renaming the products as they already exsits in eve and come from pi (planetery interaction) http://www.eve-online-fan.co.uk/wp-content/uploads/2010/04/Eve_PI_Diagrams_v1_4.pdfa lot of the base products are not very useful to an eve pilot due to low value and size. it only really becomes worth moving them with the 2nd tier and even more so the third. some products as you can see on the diagrams are very complex to make requiring several planets to make.
Are you responding to the original post?
If you notice, the District Products are PI Raw Materials split into two Dust-specific products. In this model, Dust materials are not valuable to EVE Capsuleers unless they want to make Infantry Gear.
In my model, I was assuming a complete distinction between products that are valuable in EVE and those that are valuable in Dust. This is based on a long-standing disconnect in the economy. For instance, Gold is so common enough in space that the Amarr cover their ships in it. You don't need Uranium to make Uranium Hybrid Charges because Uranium is dirt cheap in space. |
Vaerana Myshtana
Bojo's School of the Trades
355
|
Posted - 2013.03.10 21:46:00 -
[77] - Quote
Vrain Matari wrote: CCP would have to kludge something since EVE's old celestial physics engine is pretty awful but hard to change.
This is the crux of it. I still think that it's hilarious when I "Warp to..." a planet and show up 5,000km from it. Of course, the funniest part is that if I click "Orbit" it tells my I can't do that.
Hopefully CCP has got SOMEONE working on a replacement for the physics engine. If not, that Star Citizen game is going to start making inroads against EVE. |
Bojo The Mighty
Bojo's School of the Trades
547
|
Posted - 2013.03.10 22:07:00 -
[78] - Quote
In response to Original Post;
Can infrastructure be destroyed? In the sense of an MCC. |
Vaerana Myshtana
Bojo's School of the Trades
355
|
Posted - 2013.03.10 22:15:00 -
[79] - Quote
Bojo The Mighty wrote:In response to Original Post;
Can infrastructure be destroyed? In the sense of an MCC.
I was thinking more along the lines of disabled. So if you attack a ward that has a refinery, a victory by your team would disable it for a period of time. If you capture the whole district, you could of course replace it with something else or just tear it down.
So I was assuming that only the district owner could permanently destroy infrastructure, but that attackers could cripple things to weaken the defenders' ability to hold the district.
The one except to this is the rim areas, in which a successful attacker could replace the existing infrastructure with a Forward Base for some cost in ISK. Of course, just about any kind of building could be converted to a staging area, so even in that case maybe the warehouse or whatnot isn't destroyed, just repurposed, and the district owner could put it back into service by reclaiming the rim zone. |
Vaerana Myshtana
Bojo's School of the Trades
356
|
Posted - 2013.03.10 23:14:00 -
[80] - Quote
Bojo The Mighty wrote:In response to Original Post;
Can infrastructure be destroyed? In the sense of an MCC.
Your post caused me to look at the OP again and I realized that I forgot a SSI to improve manufacturing. So I added this:
Quote:Subcontractor - Three levels (Basic, Standard, Advanced) improving manufacturing speed and efficiency for Manufacturing PSIs. (NEW) |
|
Bojo The Mighty
Bojo's School of the Trades
551
|
Posted - 2013.03.10 23:26:00 -
[81] - 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!" |
Vaerana Myshtana
Bojo's School of the Trades
356
|
Posted - 2013.03.10 23:39:00 -
[82] - Quote
Bojo The Mighty wrote: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!"
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. |
Bojo The Mighty
Bojo's School of the Trades
551
|
Posted - 2013.03.10 23:48:00 -
[83] - 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).? |
Vaerana Myshtana
Bojo's School of the Trades
356
|
Posted - 2013.03.11 00:59:00 -
[84] - Quote
Bojo The Mighty wrote: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).?
I'm thinking that each battle would be relatively short (like now) but that it's the grind of battle after battle after battle that could cause the situation in which a ceasefire would be necessary for both sides.
If that is how the system works (multiple battles to take a district) then a ceasefire would naturally occur anytime a battle ended, provided nobody decided to attack.
Regarding the fresh people, devs have suggested that they want to make sure there is always a battle to take territory. That would mean that there would have to be a mechanism by which Instant Battle mercs (IBBs) could fill in empty defender slots. Otherwise, if the defender didn't show up, there would be no battle. Of course, CCP could simply let that happen, but it would probably happen far too often.
If the IBBs are the solution to a lack of defenders, then those players are most likely pretty well-rested and ready for battle.
If (using my earlier example) both of our corps are dog-tired and my corp says "Okay, we're wiped, let's log and try again tomorrow" then the state of the district would not change from where it was at the end of the last battle. However, if your corp decides to counterattack at that point, even if I have no "preferred" defenders available, your exhausted troops would be facing a horde of wide-awake IBBs that might stomp them simply because they're not falling asleep at the console.
I'm not saying that there should be no ceasefires, just that if we treat each ward and rim of a district as a separate battle, the corps who are fighting can cease hostilities at any time and nothing would change until one of the corps decided to attack again. To my mind, that is enough of a ceasefire mechanic without having a formal game mechanic that might lead to NAPs. |
Passive SP Bonus
Ongoing Renovation Endless Renaissance
3
|
Posted - 2013.03.13 14:48:00 -
[85] - Quote
Is there going to be a way to sell districts? |
Halador Osiris
Dead Six Initiative
56
|
Posted - 2013.03.13 14:51:00 -
[86] - Quote
OP makes me feel like the Dust beta should look more like this. |
Vaerana Myshtana
Bojo's School of the Trades
383
|
Posted - 2013.03.13 14:59:00 -
[87] - Quote
Passive SP Bonus wrote:Is there going to be a way to sell districts?
I honestly don't know if it's in the cards. There was another thread where it was discussed and CCP FoxFour seemed to suggest that it was not really a priority.
I guess for me the priority needs to be on resource diversity, and to make district conquest feel like warfare instead of just a single Ambush match. |
Vaerana Myshtana
Bojo's School of the Trades
383
|
Posted - 2013.03.13 14:59:00 -
[88] - Quote
Halador Osiris wrote:OP makes me feel like the Dust beta should look more like this.
Ooohh... Settlers of Catan!
I've got kitten for sheep! |
Halador Osiris
Dead Six Initiative
56
|
Posted - 2013.03.13 15:04:00 -
[89] - Quote
Vaerana Myshtana wrote:Halador Osiris wrote:OP makes me feel like the Dust beta should look more like this. Ooohh... Settlers of Catan! I've got kitten for sheep! Anybody got tritanium for my caldari fuel blocks? |
Vaerana Myshtana
Bojo's School of the Trades
389
|
Posted - 2013.03.13 23:47:00 -
[90] - Quote
At current exchange rates, that's what, about 3,000 Trit per block...?
Let me just get my stockpile to Trit it's in this secure container *BOOM!"
Shoot, I forgot it explodes in atmosphere. Rain check? |
|
Vaerana Myshtana
Bojo's School of the Trades
389
|
Posted - 2013.03.14 00:11:00 -
[91] - Quote
Random question- what do you think the Planetary District materials will be?
Will they be:
- New "nonsense" materials like in the example - Materials that are already used in EVE? ~ Planetary Interaction Materials ~ Moon Minerals ~ Sleeper Components ~ Asteroid Minerals - Some other idea I haven't listed? |
|
CCP FoxFour
C C P C C P Alliance
1346
|
Posted - 2013.03.14 00:28:00 -
[92] - Quote
I actually only just saw this thread, not sure how I missed it but I am really sorry. I am going to hold off responding for now as I am really busy right now, but I have bookmarked this and will be back to respond. Keep up the awesome discussion though guys! :D |
|
Vaerana Myshtana
Bojo's School of the Trades
396
|
Posted - 2013.03.14 12:51:00 -
[93] - Quote
Yay! We got CCP FoxFour! |
Illuminaughty-696
Omega Risk Control Services
216
|
Posted - 2013.03.14 13:58:00 -
[94] - Quote
+1.
I was all hesitant when I saw the ability to restrict battle size, imagining corps doing it to every district and ward, but then I read the whole thing. Good work.
And someone said there must be a battle. I don't think so. If the defending corp doesn't issue a contracts, either due to a lack of funds or because they forgot, then oh well. Sometimes in real life we reach the battlefield only to find out there is not battle, the enemy didn't show. |
ChromeBreaker
SVER True Blood Unclaimed.
253
|
Posted - 2013.03.14 14:02:00 -
[95] - Quote
CCP FoxFour wrote:I actually only just saw this thread, not sure how I missed it but I am really sorry. I am going to hold off responding for now as I am really busy right now, but I have bookmarked this and will be back to respond. Keep up the awesome discussion though guys! :D
Hes awake \o/ |
Illuminaughty-696
Omega Risk Control Services
216
|
Posted - 2013.03.14 14:05:00 -
[96] - Quote
Vaerana Myshtana wrote:Passive SP Bonus wrote:Is there going to be a way to sell districts? I honestly don't know if it's in the cards. There was another thread where it was discussed and CCP FoxFour seemed to suggest that it was not really a priority. I guess for me the priority needs to be on resource diversity, and to make district conquest feel like warfare instead of just a single Ambush match.
Selling could be done by proxy. Basically, the owner wanting to sell it would arrange payment (before or after, depending on who trusts who how much, heck we'd likely see such and such up front, and the rest on delivery type agreements ,too). After payment arrangements and any necessary up front transfers are done, then the buyer 'attacks' the planet, by sending in DUST mercs to secure their new purchase.
Of course, this is the point where the potential for double cross kicks in, as it should. The seller could have a DUST merc corp waiting and then refuse to hand it over (in theory after having received some payment at least, otherwise they're idjits). Or, the buyer could arrive, claim their purchase, then refuse to pay. Wars have been started over less.
The only law is the law of might in null-sec after all. Maybe low-sec will have Concord-guaranteed transactions at some point, but I don't see it as necessary. In a truly player driven economy we can find a way to make it work. Trust will be key, and some corps will be rated as trustworthy, and others will become known as treacherous. Sellers and buyers who don't take the time to figure out who they're dealing with deserve the repercussions. New Eden's just that kind of place. |
Charlotte O'Dell
Planetary Response Organisation Test Friends Please Ignore
43
|
Posted - 2013.03.14 15:21:00 -
[97] - Quote
KING ZUMA wrote:these would last hours or even days we would just have to make sure that you have enough corp members online at all times to keep up the fight
Our corp is huge. +1 |
Vaerana Myshtana
Bojo's School of the Trades
399
|
Posted - 2013.03.14 15:33:00 -
[98] - Quote
Charlotte O'Dell wrote:KING ZUMA wrote:these would last hours or even days we would just have to make sure that you have enough corp members online at all times to keep up the fight Our corp is huge. +1
My fail is huge.
|
DOCTOR WHO Clone
The Last Time-Lord
6
|
Posted - 2013.03.14 16:31:00 -
[99] - Quote
+1.....
I couldn't have said it better myself. Wow this is one hell of a idea son. I have to hand it to you. On even coming up with something of this level. |
Bojo The Mighty
Bojo's School of the Trades
575
|
Posted - 2013.03.14 20:54:00 -
[100] - Quote
http://dust514.com/news/blog/2013/03/planetary-conquest/
WHAT! |
|
Kaerala Myshtana
Condotta Rouvenor Gallente Federation
6
|
Posted - 2013.03.14 23:34:00 -
[101] - Quote
Bojo The Mighty wrote:http://dust514.com/news/blog/2013/03/planetary-conquest/
WHAT!
It's WAY shy of what I'd like to see, but... Well, it is a beta.
Of course, they have also promised us a market in this upcoming build:
Quote:The primary wartime commodity in DUST 514 is the military-grade clone. In order to gain a strong foothold and assert dominance in a region, you will need a steady supply of replacement bodies. Controlling a single district will generate clones over time. If you end up producing more than you need, the excess clones can be sold for profit.
Nothing about other forms of money/resources, though.
However, if I am understanding the devblog correctly, it sounds like all district conquest will be AMBUSH with the defender's clone count being drawn from the district.
My guess, then, is that Genolution will ferry attackers to districts and supply clones to them at a cost. The defender will be able to resist with whatever they have in the district. |
Vaerana Myshtana
Bojo's School of the Trades
401
|
Posted - 2013.03.14 23:36:00 -
[102] - Quote
Oh kitten.
I posted that as my RP character. :P |
Aighun
Zumari Force Projection Caldari State
674
|
Posted - 2013.03.14 23:39:00 -
[103] - Quote
If I remember the "Seeding the Universe" presentation I think they said they originally thought about tiling the entire planet surface with hexagons but then thought better of it. I believe there is no set geometric shape for districts at this point.
Now will go back to reading the rest of this discussion... |
Aighun
Zumari Force Projection Caldari State
674
|
Posted - 2013.03.14 23:59:00 -
[104] - Quote
Kaerala Myshtana wrote:Bojo The Mighty wrote:http://dust514.com/news/blog/2013/03/planetary-conquest/
WHAT! It's WAY shy of what I'd like to see, but... Well, it is a beta. Of course, they have also promised us a market in this upcoming build: Quote:The primary wartime commodity in DUST 514 is the military-grade clone. In order to gain a strong foothold and assert dominance in a region, you will need a steady supply of replacement bodies. Controlling a single district will generate clones over time. If you end up producing more than you need, the excess clones can be sold for profit. Nothing about other forms of money/resources, though. However, if I am understanding the devblog correctly, it sounds like all district conquest will be AMBUSH with the defender's clone count being drawn from the district. My guess, then, is that Genolution will ferry attackers to districts and supply clones to them at a cost. The defender will be able to resist with whatever they have in the district.
All district conquest will be skirmish. Check out the EVE wiki link...
http://wiki.eveonline.com/en/wiki/Planetary_Conquest |
Vaerana Myshtana
Bojo's School of the Trades
406
|
Posted - 2013.03.15 00:07:00 -
[105] - Quote
Frak. No player market.
Selling clones is a fixed 100,000 ISK:
http://wiki.eveonline.com/en/wiki/Planetary_Conquest
It will also cost 20,000,000 ISK to buy 100 clones from Genolution and they will only sell to you if you don't have any districts.
Apparently, all PC will (Dust may not be on the PC- but PC will be in Dust! ) occur in Skirmish as the rules on the wiki specify "kill the MCC".
It looks like conquering your first district will cost 20,000,000 ISK- assuming it is unowned.
Your district will then generate 40 clones per day up to a maximum of 300. Assuming that you got to keep all 100 of your initial clones that would mean that you would reach maximum in 5 days.
However, assuming that the rest of your planet is unoccupied, you would probably move 100 clones to a nearby district on Day 2, leaving 40 clones to defend your district. Then it would take 8 days to max out the district, at the end of which your corp would make 2,000,000 ISK from selling 20 excess clones. Every day after that, you would make 4,000,000 ISK from any maxed out district. At that rate, you could buy a Surface Infrastructure upgrade (100,000,000 ISK) after 25 days based solely on the income from the district. |
sir ravenwing
stone wolves
5
|
Posted - 2013.03.15 00:23:00 -
[106] - Quote
no way i have ever seen a idea this brilliant if they make this happen i would gladly fight beside the one who made it come true *salute HEY CCP PEOPLE LIKE HER ARE PEOPLE YOU NEED TO LISTEN TO +1 from me |
Marston VC
SVER True Blood Unclaimed.
109
|
Posted - 2013.03.15 00:27:00 -
[107] - Quote
So I have a few questions about the Sov grinding that was mentioned in the dev blog/forums. CCP NULL said that attackers bring with them a certain amount of clones (as many as they want), and the defending district has whatevers on the district.
Soooooo heres a few questions about that....
1.) Can you redistribute clones from one district to another while its in its "seige" mode?? Thus making it impossible to out grind their clones simply because they make a whole planets worth per day?
1/b.) Can attackers see the clone count on each district before attacking?
2.) Can a corp launch mulitple attacks on every district at once if they want to? or do they need to own a district adjacent to whatever district they want to attack?
3.) if the answer is that they do, how does a corp go about attacking a district on a planet entirely owned by one corp?
4.) NULL only mentioned winning a district by out grinding the other teams clones, ok thats fine but what if the other team just doesn't show up? You cant grind out their clones if nobody is there to die...
5.) so that leads up to me asking if theres going to be some other method of taking a district.... like via objectives or something?? Do the defenders have to actaully..... defend an objective? like a massive console that just blows up their mcc if we capture it? or perhaps like the current skirmish?? (i hope not).
6.) also regarding the whole market/selling clones. Is the market regional? does it work like how eve does where you have to pick up the items bought at the station it was sold at? Or will it all be just one massive market? If it is a regional system then how will that work? what type of transport can dust players used? Personally i would like the regional system as it makes the market more complex, but i could understand if thats just not something we want to do with dust. |
Vaerana Myshtana
Bojo's School of the Trades
406
|
Posted - 2013.03.15 01:27:00 -
[108] - Quote
Marston VC wrote:So I have a few questions about the Sov grinding that was mentioned in the dev blog/forums. CCP NULL said that attackers bring with them a certain amount of clones (as many as they want), and the defending district has whatevers on the district.
Soooooo heres a few questions about that....
1.) Can you redistribute clones from one district to another while its in its "seige" mode?? Thus making it impossible to out grind their clones simply because they make a whole planets worth per day?
1/b.) Can attackers see the clone count on each district before attacking?
2.) Can a corp launch mulitple attacks on every district at once if they want to? or do they need to own a district adjacent to whatever district they want to attack?
3.) if the answer is that they do, how does a corp go about attacking a district on a planet entirely owned by one corp?
4.) NULL only mentioned winning a district by out grinding the other teams clones, ok thats fine but what if the other team just doesn't show up? You cant grind out their clones if nobody is there to die...
5.) so that leads up to me asking if theres going to be some other method of taking a district.... like via objectives or something?? Do the defenders have to actaully..... defend an objective? like a massive console that just blows up their mcc if we capture it? or perhaps like the current skirmish?? (i hope not).
6.) also regarding the whole market/selling clones. Is the market regional? does it work like how eve does where you have to pick up the items bought at the station it was sold at? Or will it all be just one massive market? If it is a regional system then how will that work? what type of transport can dust players used? Personally i would like the regional system as it makes the market more complex, but i could understand if thats just not something we want to do with dust.
Okay, to be fair, this is better address by the devs in their thread ( https://forums.dust514.com/default.aspx?g=posts&t=63760 ) but I'll take a stab at it just to see if I'm understanding it.
1a) If I understand the wiki ( http://wiki.eveonline.com/en/wiki/Planetary_Conquest ) correctly, a district "under attack" cannot have clones moved into it.
1b) The devs said in their thread that people can see the clone count of districts from the starmap.
2) Corps can apparently launch as many attacks as they want, provided they are within 7 jumps of the target, have the clones to spare, and can actually fight all of those battles. If they attack, but lose, they lose at least 100 clones.
3) Apparently, you can pay Genolution to transport clones from planet to planet. Thus, you can drop X (minimum of 100) number of clones into any district. However, you lose a certain percentage based on the distance you move. So, to get 100 clones to a district 7 jumps away, you would need to move 500.
4) The losing team always loses a minimum of 100 clones. If one team doesn't show, they still lose 100 clones. Thus, if you attack District 9 three days in a row and they are no-shows, you would kill 300 clones and take the district.
5) At present, the method seems to be that we would fight skirmish battles ("Capture NULL cannons to destroy hostile MCC"). It is in the best interests of the defenders to destroy the attacker's MCC because they gain 20% of the attackers' remaining clones and potentially lose less than 100. It is in the best interests of the attackers to kill as many defending clones as possible to reduce the number of potential battles that it will take to capture the district.
6) As it looks from what I've read, the market will still be a region-agnostic NPC market. |
Mobius Wyvern
BetaMax. CRONOS.
1242
|
Posted - 2013.03.15 01:56:00 -
[109] - Quote
Vaerana Myshtana wrote:Mobius Wyvern wrote:See, I like this because it contains several similar ideas to what I put forward in a thread of my own. +1 from me. Well, I guess you're just awesome too. We should form an awesome club. Indeed we should.
I love today's announcement, but I hope they implement a system similar to what you and I have put forward in the future. |
Vaerana Myshtana
Bojo's School of the Trades
406
|
Posted - 2013.03.15 02:17:00 -
[110] - Quote
Mobius Wyvern wrote:Vaerana Myshtana wrote:Mobius Wyvern wrote:See, I like this because it contains several similar ideas to what I put forward in a thread of my own. +1 from me. Well, I guess you're just awesome too. We should form an awesome club. Indeed we should. I love today's announcement, but I hope they implement a system similar to what you and I have put forward in the future.
I need to go back and add clone production to my initial post...
Not tonight though. I'm getting tired. |
|
Bojo The Mighty
Bojo's School of the Trades
589
|
Posted - 2013.03.15 23:13:00 -
[111] - 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 -
[112] - Quote
Final thing: SP
How would that work? Especially with different earning systems in Dust and Eve. |
Marston VC
SVER True Blood Unclaimed.
116
|
Posted - 2013.03.16 00:56:00 -
[113] - Quote
Vaerana Myshtana wrote:[quote=Marston VC]So I have a few questions about the Sov grinding that was mentioned in the dev blog/forums. CCP NULL said that attackers bring with them a certain amount of clones (as many as they want), and the defending district has whatevers on the district. 1a) If I understand the wiki ( http://wiki.eveonline.com/en/wiki/Planetary_Conquest ) correctly, a district "under attack" cannot have clones moved into it. 1b) The devs said in their thread that people can see the clone count of districts from the starmap. 2) Corps can apparently launch as many attacks as they want, provided they are within 7 jumps of the target, have the clones to spare, and can actually fight all of those battles. If they attack, but lose, they lose at least 100 clones. 3) Apparently, you can pay Genolution to transport clones from planet to planet. Thus, you can drop X (minimum of 100) number of clones into any district. However, you lose a certain percentage based on the distance you move. So, to get 100 clones to a district 7 jumps away, you would need to move 500. 4) The losing team always loses a minimum of 100 clones. If one team doesn't show, they still lose 100 clones. Thus, if you attack District 9 three days in a row and they are no-shows, you would kill 300 clones and take the district. 5) At present, the method seems to be that we would fight skirmish battles ("Capture NULL cannons to destroy hostile MCC"). It is in the best interests of the defenders to destroy the attacker's MCC because they gain 20% of the attackers' remaining clones and potentially lose less than 100. It is in the best interests of the attackers to kill as many defending clones as possible to reduce the number of potential battles that it will take to capture the district. 6) As it looks from what I've read, the market will still be a region-agnostic NPC market.
yup most of that has been covered in the main announcement thread at this point. |
Vaerana Myshtana
Bojo's School of the Trades
412
|
Posted - 2013.03.16 19:05:00 -
[114] - Quote
Marston VC wrote: yup most of that has been covered in the main announcement thread at this point.
Cool. I was trying to interpret the announcement thread and wiki on the fly, so I'm glad it's mostly sensical. |
Vaerana Myshtana
Bojo's School of the Trades
413
|
Posted - 2013.03.16 19:19:00 -
[115] - Quote
Bojo The Mighty wrote:Let's get down to Nitty Gritty Economics, SP, and Eve 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. ... In the end, the ISK advantage Eve Corp had brought the hell down on Dust corp.
The EVE player is not necessarily making serious bank without risk. While some of my relatives pull down hundreds of millions of ISK in hisec, they're treeing together a bunch of different production methods through one member who has really high-end Industry skills. As in, building up an industrial base since 2008 (and a former director of this) type skills and equipment.
If they were less risk-averse, they could easily double that by operating in losec. As part of a nullsec alliance, they could potentially make five, ten, or twenty times that, depending on what part of nullsec and how strong the alliance was.
It's also worth noting, at least in the short term, that EVE players cannot own districts. Their corp would need at least one Dust player in a director role, and since EVE cannot transfer ISK to Dust, that one player would need to supply the entire 20M ISK themselves.
My hope is that there will be a much larger variety of income streams in Dust before we ever have to worry about capsuleers hiring PFBHz to stomp districts for them. By that point we should also have the anti-ship weapons and more ISK in our pockets (at least if we own districts).
BTW, if you'd like to try out EVE, I can have one of my relatives send you an invite. You get a longer free trial that way. They can also give you some help in hisec stuff. |
Passive SP Bonus
Ongoing Renovation Endless Renaissance
3
|
Posted - 2013.03.18 12:38:00 -
[116] - Quote
Did they say that they are not doing this in the dev blog? |
Vaerana Myshtana
Bojo's School of the Trades
420
|
Posted - 2013.03.18 12:46:00 -
[117] - Quote
Passive SP Bonus wrote:Did they say that they are not doing this in the dev blog?
The current dev blog doesn't include anything similar to this. However, they seem to be indicating that there will be more complexity added once the core planetary conquest mechanics are tested out. |
General Tiberius1
ZionTCD Legacy Rising
232
|
Posted - 2013.03.18 18:08:00 -
[118] - Quote
CCP FoxFour wrote:I actually only just saw this thread, not sure how I missed it but I am really sorry. I am going to hold off responding for now as I am really busy right now, but I have bookmarked this and will be back to respond. Keep up the awesome discussion though guys! :D
can't believe i missed this one
*pays more attention to general discussion from now on*
|
Bojo The Mighty
Bojo's School of the Trades
627
|
Posted - 2013.03.20 06:12:00 -
[119] - Quote
Anything left to discuss? Such a good thread... |
Noc Tempre
Imperfects Negative-Feedback
1236
|
Posted - 2013.03.20 09:28:00 -
[120] - Quote
What about upgrades that can only be built on held districts?
If you want a dueling arena, or a VR practice room, or a drving course, you can install these upgrades. Destroying an opponents training facilities is far more interesting than cut their profits by .05%. Also gives space a "home" aspect that you can't simply abandon certain districts willy nilly because a tough challenge came knocking on your doorstop. |
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Zekain Kade
BetaMax. CRONOS.
1020
|
Posted - 2013.03.20 10:56:00 -
[121] - Quote
There needs to be more then just clones involved on CP. What about building, and capturing refineries that build equipment for us? What about building, and capturing mining complexes that produce a certain amount of minerals unique to that world? Making it so we would need far more land to produce the minerals we need to construct the equipemt we need to fight one another?
Every world produces a set of unique minerals so you cannot sustain your self with just one world . Which could promote a better reason to invade other worlds, or to set up trade agreements with other players.
Say you have a planet that can produce minerals A, B, AND C. every district on that world produces a different amount of those resources.
But you need minerals A, B, C, and D to produce an advanced suit. Fortunately for you, there is another world that can produce mineral D. But it is under the control of another corp. So now you have a choice, set up a friendly trade agreement, or invade. |
Noc Tempre
Imperfects Negative-Feedback
1236
|
Posted - 2013.03.20 11:30:00 -
[122] - Quote
After finishing a lengthy discussion about very topic with The Black Jackal, we agreed it came down to priorities of which features to start with. They started with logistics. I think this was a poor choice since it does not grant us a WHY to fighting but it does support those theoretical future mechanics that actually matter.
There are some unanswered questions with the logistics, but I have a wait and see approach to that as well. |
Vaerana Myshtana
Bojo's School of the Trades
456
|
Posted - 2013.03.20 14:51:00 -
[123] - Quote
Noc Tempre wrote:What about upgrades that can only be built on held districts?
If you want a dueling arena, or a VR practice room, or a drving course, you can install these upgrades. Destroying an opponents training facilities is far more interesting than cut their profits by .05%. Also gives space a "home" aspect that you can't simply abandon certain districts willy nilly because a tough challenge came knocking on your doorstop.
That would be cool.
Let me add those up at the front.
Done. I put up a spot for other people's suggestions in the third post. I gave you credit! |
Noc Tempre
Imperfects Negative-Feedback
1237
|
Posted - 2013.03.20 16:49:00 -
[124] - Quote
Vaerana Myshtana wrote:Noc Tempre wrote:What about upgrades that can only be built on held districts?
If you want a dueling arena, or a VR practice room, or a drving course, you can install these upgrades. Destroying an opponents training facilities is far more interesting than cut their profits by .05%. Also gives space a "home" aspect that you can't simply abandon certain districts willy nilly because a tough challenge came knocking on your doorstop. That would be cool. Let me add those up at the front. Done. I put up a spot for other people's suggestions in the third post. I gave you credit!
Kudos for the thread. I am disappointed that "ownership" is no better than being a server owner on BF3. Sure you pick the map (clone production upgrades) but at the end of the day it's missing that bigger picture and immersive nature that I thought DUST was all about. The whole "why should I care" is missing. ISK is a currency, not the reward in of itself. But the first iteration of PC completely misses that. |
Bojo The Mighty
Bojo's School of the Trades
640
|
Posted - 2013.03.21 01:45:00 -
[125] - 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* |
Vaerana Myshtana
Bojo's School of the Trades
460
|
Posted - 2013.03.21 02:56:00 -
[126] - Quote
Added to the list of suggestions. |
Bojo The Mighty
Bojo's School of the Trades
655
|
Posted - 2013.03.21 06:34:00 -
[127] - 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.
|
Daedric Lothar
Onslaught Inc
1
|
Posted - 2013.03.21 13:23:00 -
[128] - Quote
+1 Thread |
Terry Webber
Gothic Wars Consortium
54
|
Posted - 2013.03.21 15:53:00 -
[129] - Quote
Great job, OP! I would love to see the features you mentioned added to the game. |
Vaerana Myshtana
Bojo's School of the Trades
467
|
Posted - 2013.03.21 18:16:00 -
[130] - Quote
Terry Webber wrote:Great job, OP! I would love to see the features you mentioned added to the game.
Edit: Sorry, I forgot that I already posted my support for this thread, but it's still great anyway.
Nothing wrong with supporting each other. Us mercs gotta stick together, you know.
Well, unless we're paid not to... |
|
Passive SP Bonus
Ongoing Renovation Endless Renaissance
3
|
Posted - 2013.04.02 13:45:00 -
[131] - Quote
We get to conquer stuff on May 6ht right? Does that mean we are getting the different infrastructure then too? |
PT SD
Subdreddit Test Alliance Please Ignore
217
|
Posted - 2013.04.02 15:11:00 -
[132] - Quote
Me so Gusto!!!
TEST and the Goons love the hate. Keep it coming, we love the tears. |
Vaerana Myshtana
Bojo's School of the Trades
549
|
Posted - 2013.04.02 15:37:00 -
[133] - Quote
No hate from me, just a desire to avoid the blue donut of boredom. |
BootStrapWill
R.I.f.t
7
|
Posted - 2013.04.02 20:27:00 -
[134] - Quote
Since we're throwing up crazy ideas to do with the training ground (as a side note to the Infrastructure), how about a sight-seeing DS tour? Could be the step up from the flight training ground, after you get flight basics, you want to work on stability for proper gunners. Perhaps you can charge ISK for the panoramic vistas on display after thorough terra-forming of the area.
On a more serious note, I have put this idea out in another thread but it seemed to kill the discussion, how about player owned mining sites. These would be small instances inside the Ward/Rim where a squad/solo could scan down a lode of minerals/whatnot and set up a viable extraction process.
This site could be vulnerable to intra-corp robbery, and/or could be targetted by attackers during PC. Initial digging requires a hefty investment by the Squad, outside of the Corp Wallet, though this can be covered by the corp, unless a squad wants to keep their site a secret from the other members.
Note that by targetting, I don't mean that the extraction setup would be the only building on the map, but maybe a small footnote drawn on the map nearby a large installation.
Just dreaming for more of that universal interaction we're being promised. Intra/Inter district Free-roam PVE/PVP with high risk/reward is what I would like to see incorporated. |
Vaerana Myshtana
Bojo's School of the Trades
581
|
Posted - 2013.04.03 01:37:00 -
[135] - Quote
Hmm. It would nice to have areas that are not "battlefields" for sightseeing, prospecting, etc. |
Garrett Blacknova
Codex Troopers
2354
|
Posted - 2013.04.03 02:26:00 -
[136] - Quote
+1bump
I mean... Wow. Awesome idea. I like this concept.
I think it would make sense for the "Wards" to sort of be an equivalent to "Slots" in your fittings. So if a District has 5 Wards, 1 would be a "Primary" or "Core" Ward, while the others could be "Secondary" or "Tertiary" Wards with different Infrastructure options. |
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