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Bendtner92
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Posted - 2013.03.14 20:21:00 -
[1] - Quote
KAGEHOSHI Horned Wolf wrote: There is possible gameplay problem with this system. It prioritizes clone count over depletion over MCC destruction since MCC destruction only does 100 clone loss, while a clone count depletion has the potential to completely win a district, or to least make the enemy take a bigger clone loss. I fear Skirmish will become a glorified Ambush battle.
There needs to be more game modes or objectives associated with planetary conquest or else it will only be a glorified team-deathmatch. Here are possible ways to add complexity and variety to the actual battles: Attacking/defending clone storage to destroy clone supply. Attacking/defending to steal clones by the hundreds.
The attackers would still need to focus on the objectives to win the match, because if they lose on MCC destruction they lose all the clones they brought.
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Bendtner92
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Posted - 2013.03.14 20:41:00 -
[2] - Quote
KAGEHOSHI Horned Wolf wrote:Bendtner92 wrote:KAGEHOSHI Horned Wolf wrote: There is possible gameplay problem with this system. It prioritizes clone count over depletion over MCC destruction since MCC destruction only does 100 clone loss, while a clone count depletion has the potential to completely win a district, or to least make the enemy take a bigger clone loss. I fear Skirmish will become a glorified Ambush battle.
There needs to be more game modes or objectives associated with planetary conquest or else it will only be a glorified team-deathmatch. Here are possible ways to add complexity and variety to the actual battles: Attacking/defending clone storage to destroy clone supply. Attacking/defending to steal clones by the hundreds.
The attackers would still need to focus on the objectives to win the match, because if they lose on MCC destruction they lose all the clones they brought. That is a good point, though it won't really matter if the difference in skill is great enough; with the right difference, a corp can steamroll an apposing team and wipe out their clone reserves and win faster than the MCC gets destroyed. This may not be the case when defenders can stack their clones to large numbers, but I would still like more variety in the game modes. I don't always want to just be capturing null cannons and depleting clones. We need objectives besides null cannons, and we need attack/defend modes. FoxFour / Nullarbor said in IRC they want to bring Skirmish 1.0 (or maybe something similar) back. Not for this build, but in the future at least.
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Bendtner92
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419
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Posted - 2013.03.14 22:20:00 -
[3] - Quote
BursegSardaukar wrote:
The attackers should actually avoid taking ALL the objectives - their goal (to claim the district) is to deplete all the clones on it. This means their goal should be to win by clone destruction. They need to keep the points from being hacked from the get-go, or cap 51% of the points and hold them just so they don't lose their MCC.
The problem is that the defenders will go hide when they've lost 100 clones unless they're absolutely certain they'll win the match. |
Bendtner92
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419
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Posted - 2013.03.15 10:04:00 -
[4] - Quote
trollsroyce wrote:Lets think of it as manpower efficiency: do you choose to attack or to defend?
GÇó defense 16 man: clones are lost, over 100 if you lose. GÇó defense no-show: 100 clones lost GÇó no-show takes 3 fights to flip. bad defense takes 2
GÇó attacking 3 fight timeframe, GÇó split 16 players on 16 planets, run from defended and only afk farm non defended. you can roll approx 5 min per fight to see if defended. 1player kills 100 clones when no show happens.
In any case, directors die to the probing attacks clickfest. You can't really keep that up clonewise.
That's also assuming you're winning every match. What happens when you run into defenders that kill more of your clones than you kill of theirs?
Add to that that when you're out attacking districts someone (else) might be attacking yours, taking out 100 of your clones each time (or less if there aren't 100 there, but then they take the district as well).
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Bendtner92
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419
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Posted - 2013.03.15 10:36:00 -
[5] - Quote
trollsroyce wrote:You see, if there was accumulative value in keeping planets long, small groups would have their place in holding very valuable ones. Now the corps with more players grow exponentially and there is no reason to care about which planets you own - just use the clone numbers and player number advantage to spam attack weaklings. There are only about 250 districts to start with, so I don't see how a corp like PRO will hold many districts.
They will take one to start with (if they're quick enough that is, 250 other corps might take all the districts before them).
After that 3 things can happen.
1. PRO doesn't attack anyone and nobody attacks them. Very unlikely.
2. PRO attacks someone with their 100 clones (that's all they have to begin with). The defender also have 100 clones. PRO will lose. They don't get the district and they lost all of their clones, so their own district is practically up for grabs.
3. PRO doesn't attack anyone, but is being attacked themself. Both sides have again 100 clones each. PRO will lose the match and the district as well.
If 2 or 3 happens PRO is left without districts and will have to attack someone buying a pack of 100 clones. They will not win any attack they make, so they will have to take out more than 40 of the defender's clones (or more than 60 if the defender has the SI that produces 60 clones each day) because when they lose the defender will produce 40 clones more for the attack from PRO the next day. If they only take out 30 clones the defender will have 10 clones more than in the first match.
In a 16 vs 16 battle I can see a lot of corps winning over PRO without losing more than 40 clones. How will PRO ever get any districts then?
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Bendtner92
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420
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Posted - 2013.03.15 10:42:00 -
[6] - Quote
R F Gyro wrote:If you move 100 clones to attack a district on a planet 2 jumps away, but only 60 survive the travel, then you lose the battle, what happens? You are supposed to lose a minimum of 100 clones.
Do you only lose the 60 surviving ones?
Or does the attacker need to send enough clones to ensure that at least 100 arrive safely?
Sorry if this has been answered already. I think this was answered already (sorry, can't be bothered to look through the thread for the quote ).
You just need to move 100 clones, no matter how many make it to the fight. So you can show up to a district with only 20 clones for example. If you lose you would actually have lost 100 in total (80 by the move and 20 in the match). |
Bendtner92
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Posted - 2013.03.15 12:51:00 -
[7] - Quote
Parson Atreides wrote:The question, which is mine too, is if a corp can decide to have the attack actually start to take place 1 minute prior to that reinforcement timer ending (it's understood they must set the attack 24hours+ beforehand), or if the entire battle must be completed before that 1-hour window is up, meaning the latest you could safely set the beginning of the attack for would be with about 25 minutes left in the window. You don't set the time yourself. It's randomly chosen within the 1-hour window. And I think it can start in the last minute of the window.
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Bendtner92
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Posted - 2013.03.15 13:57:00 -
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Mr Gloo Gloo wrote:No no no...
You take a district, and you set the reinforcement timer --> the district is lock for 24h. Just need to sync it well, as in Travian with sync attack ;) !! No one will attack us, except us ;) !!!
It can still be attacked if it's locked.
Edit: The only way for a district to not get attacked is to be under attack from someone else. |
Bendtner92
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Posted - 2013.03.15 14:08:00 -
[9] - Quote
ChromeBreaker wrote:Bendtner92 wrote:Mr Gloo Gloo wrote:No no no...
You take a district, and you set the reinforcement timer --> the district is lock for 24h. Just need to sync it well, as in Travian with sync attack ;) !! No one will attack us, except us ;) !!!
It can still be attacked if it's locked. Edit: The only way for a district to not get attacked is to be under attack from someone else. 1 hr attack window per day Yes, I know but I think Gloo Gloo meant that if he changed the reinforcement window the district couldn't be attacked for 24 hours. I think that's what he meant at least.
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Bendtner92
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Posted - 2013.03.15 17:07:00 -
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Mr Gloo Gloo wrote:I'm coming back with my projection on the first day.
LetGÇÖs do this properly.
Mother corp = A Sister corps = B1-B2-B3-B4-B5
A need to provide at least 21.6M ISK to each sister corps nâá 108M ISK, and 3 members each to prepare defenses nâá 15 people.
Day 1 : Every corps take 1 district on the same planet, A in the middle (just for the style ;)) Reinforcement timer set (for an EU corp as us) EVE time : A : 20.00 B1 : 21.00 B2 : 22.00 B3 : 23.00 B4 : 0.00 B5 : 1.00 [District are locked, but they can be attack. If they are lock, you canGÇÖt build a SI. So 24h later, each district will have 140 clones (x6 = 840) Suppose that a corp attack one of the district, we can defend it easily with the ringer system. Just need to count on our tactical and FPS skills. But on day after, just the corp that attacked has a prerogative to attack again. But they canGÇÖt buy another clone set to attack the day after. So youGÇÖll have a window to interact. Well, just for the example, no one attack us during the first day.]
Day 2 : A build Production Facility nâá up to 60 clones a day. Attack on B1. B1 sell 139 clones. B2-B3-B4-B5 no moves
Day 3 : A has 2 districts with 100 clones on each (follow me ;)), and build a production facility on the new district. B2-B3-B4-B5 have now 180 clones No moves at all (A canGÇÖt empty a district) If we are attack on others districts, we have enough clones to defend it (suppose ;)) : ringer system
Day 4 : A attack B2 nâá 60 clones left on the first district, the new one has 160 clones. B2 sell 219 clones (100,000 ISK each) B3-B4-B5 no moves.
Etc, etc, etcGǪ
So for each sister corp, itGÇÖs 2 days to capture their district, keeping enough clones on each to defend them, earning ISK for A selling clones, capturing new district without fighting, members of sister corp wait 24h until join mother corp (what else ?).
So ok, this system is weak the 1st day, and maybe the third. After that, itGÇÖs just syncGǪ
Once again, donGÇÖt really know if itGÇÖs realistic (at least, it is to me), but it does need a simulationGǪ
Edit : on day 4, A become A1 and A2... A week or 10 days max to have 6 district without fighting... I guess this would work if you aren't attacked, but I can guarantee that you will be attacked on most of those districts from day 1.
If say B1 to B4 are attacked from the first day this plan will already be ruined. Even if you manage to win all those 4 battles, you should end up with less than 100 clones. The next day the same districts would be attacked by the same / another corp.
In the end you can't keep up with the ongoing attacks. |
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Bendtner92
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422
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Posted - 2013.03.15 17:28:00 -
[11] - Quote
Mr Gloo Gloo wrote:Bendtner92 wrote:Mr Gloo Gloo wrote:I'm coming back with my projection on the first day.
LetGÇÖs do this properly.
Mother corp = A Sister corps = B1-B2-B3-B4-B5
A need to provide at least 21.6M ISK to each sister corps nâá 108M ISK, and 3 members each to prepare defenses nâá 15 people.
Day 1 : Every corps take 1 district on the same planet, A in the middle (just for the style ;)) Reinforcement timer set (for an EU corp as us) EVE time : A : 20.00 B1 : 21.00 B2 : 22.00 B3 : 23.00 B4 : 0.00 B5 : 1.00 [District are locked, but they can be attack. If they are lock, you canGÇÖt build a SI. So 24h later, each district will have 140 clones (x6 = 840) Suppose that a corp attack one of the district, we can defend it easily with the ringer system. Just need to count on our tactical and FPS skills. But on day after, just the corp that attacked has a prerogative to attack again. But they canGÇÖt buy another clone set to attack the day after. So youGÇÖll have a window to interact. Well, just for the example, no one attack us during the first day.]
Day 2 : A build Production Facility nâá up to 60 clones a day. Attack on B1. B1 sell 139 clones. B2-B3-B4-B5 no moves
Day 3 : A has 2 districts with 100 clones on each (follow me ;)), and build a production facility on the new district. B2-B3-B4-B5 have now 180 clones No moves at all (A canGÇÖt empty a district) If we are attack on others districts, we have enough clones to defend it (suppose ;)) : ringer system
Day 4 : A attack B2 nâá 60 clones left on the first district, the new one has 160 clones. B2 sell 219 clones (100,000 ISK each) B3-B4-B5 no moves.
Etc, etc, etcGǪ
So for each sister corp, itGÇÖs 2 days to capture their district, keeping enough clones on each to defend them, earning ISK for A selling clones, capturing new district without fighting, members of sister corp wait 24h until join mother corp (what else ?).
So ok, this system is weak the 1st day, and maybe the third. After that, itGÇÖs just syncGǪ
Once again, donGÇÖt really know if itGÇÖs realistic (at least, it is to me), but it does need a simulationGǪ
Edit : on day 4, A become A1 and A2... A week or 10 days max to have 6 district without fighting... I guess this would work if you aren't attacked, but I can guarantee that you will be attacked on most of those districts from day 1. If say B1 to B4 are attacked from the first day this plan will already be ruined. Even if you manage to win all those 4 battles, you should end up with less than 100 clones on each district. The next day the same districts would be attacked by the same / another corp. In the end you can't keep up with the ongoing attacks. Corp C attack A with a 100 clones stack bought to Genolution. C failed, can't buy another stack BEFORE the starting game so CAN'T attack the day after (and C is the only corp who can attack the same district on 2 days if I understood all well)... There is a window ;) !!! The corp has a 1-hour window from the start of the battle where they can initiate an attack the following day. If they're using the pack of clones to attack you I would assume that after they after the battle can buy another and attack you the following day again. |
Bendtner92
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Posted - 2013.03.15 20:21:00 -
[12] - Quote
trollsroyce wrote:The first to do it grabs a region and foritfies the bottlenecks with said alt corps. Then expands safely inside the region by giving it over to main corp by selling clones before fight, which is forfeited. If planets are anything like current nullsec with bottleneck, the alt corps allows a delve-style fortress creation within weeks. I'm just quoting this part and not the entire post
What will you do when, and I say when because that will happen, most / all of your initial districts get attacked on day 1 / 2 / 3?
You can't keep all of your districts (or maybe any at all) when corps are attacking them again and again by buying 100 clone packs. Unless you're a supercorp that only loses 40 clones or less (or 60 with the right SI) every battle. |
Bendtner92
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Posted - 2013.03.15 21:43:00 -
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Shadowswipe wrote:20 million for the starter pack. 5 million if you kill all 100 clones and let none get wasted in the MCC. The final 6 mil comes from the district producing at max cap 60 extra clones, cause if it lost the fight, it would lose those clones and the dummy corp is preventing the district from losing. Total net lose. 20 - 5 - 6 = 9.
EDIT: Note this scenario could be used to protect a money farm located behind the district being locked and/or delay while reinforcements showed up. In fact it's actually a 7 million net lost isn't it?
5 million from winning + 6 million from the production of 60 clones + 2 million due to 20% of the attacker's clones being transferred to the defender = 13 million. |
Bendtner92
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Posted - 2013.03.16 07:12:00 -
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trollsroyce wrote:Good morning! New day, new effort. All in good spirit :)
Since I haven't really gotten answers to the core issue I think I see with this split corps thing, I'll further elaborate by posting what I feel is an issue. I'll start with two analogies to explain what I feel is wrong or possibly just bad design. The core issue is capping the usage of manpower through an artificial limit that can be bypassed. Possibly this only applies to the first month of the game, I haven't run any simulations on clone numbers. If it's a negligible thing, then excellent, but I want to be sure this is not the inevitable short cut to dominance of a few planets. I want to be sure it won't be that when nullsec planets are opened for PC. They want this game to cater to relatively small corps (first and foremost). If they allow big corps to take as many districts as they possibly can on day one, the small corps won't have a chance.
Splitting up into smaller corps and you're no longer a single corp but an alliance of small corps (even though 90% of your members are still in the same corp). There's no problem with an alliance of small corps, they encourage that I believe.
This idea of splitting the corp and trying to get all the districts taken on day one into the mother corp requires you to not be attacked from the get go, which just won't happen. If you take a lot of districts, and there's others doing the same, there's a lot of corps left without a district at all, and they'll come for yours from day one.
It can also succeed if you're a supercorp that only loses 40 clones or less (or 60 clones if you have a Production Facility) every battle no matter the opponent. That's unlikely though.
Edit: And for being worried about 90% of the players in a big corp to never get to play, that's in my opinion entirely your own fault for not having good enough players all around. They can also always play FW battles, which will be in the Mercenary tab in the Battle finder. |
Bendtner92
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Posted - 2013.03.16 07:30:00 -
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trollsroyce wrote:Bendtner92 wrote: They want this game to cater to relatively small corps (first and foremost). If they allow big corps to take as many districts as they possibly can on day one, the small corps won't have a chance.
Splitting up into smaller corps and you're no longer a single corp but an alliance of small corps (even though 90% of your members are still in the same corp). There's no problem with an alliance of small corps, they encourage that I believe.
This idea of splitting the corp and trying to get all the districts taken on day one into the mother corp requires you to not be attacked from the get go, which just won't happen. If you take a lot of districts, and there's others doing the same, there's a lot of corps left without a district at all, and they'll come for yours from day one.
It can also succeed if you're a supercorp that only loses 40 clones or less (or 60 clones if you have a Production Facility) every battle no matter the opponent. That's unlikely though.
Edit: And for being worried about 90% of the players in a big corp to never get to play, that's in my opinion entirely your own fault for not having good enough players all around. They can also always play FW battles, which will be in the Mercenary tab in the Battle finder.
Thanks for the response. 1) My issue with catering to small corps, leading to alternate corps etc. is just that every big corp that wants to play big needs to do it to stay in pace. 2) I don't get the getting attacked part. Of course you will, and that's where you can use your merc numbers. That's the whole point: to not have 16 mercs fighting a 700 merc's battle, but instead have multiple fights going to expand quicker. The main corp can eventually tip off the districts from the placeholder expansions you managed to secure after the initial struggle, without clone loss to main corp doing so. 3) I must be missing a mechanic that's in place. Defender gets to choose timeframe, and you get the empty district you land on. Spam corps, get districts, put timeframe to when you will defend them. Instead of using 16 players at a time, you can use multiple times that if your corp's numbers allow. 4) EDIT: the day one into mother corp part doesnt exist. You play multiple corps normally, and eventually give over to mother corp so that it wont lose clones on expansions. You play multiple corps, because your size allows it and it's the reasonable thing to do with the mechanics. On point 4. Yes, it's the reasonable thing to do with the mechanics because there's no problem with alliances of small corps. So if you're a big corp that is a good thing to do. You'll be an alliance though, and not a single corp.
On the other points. If you're a big corp (splitting into smaller corps), and you take 25 districts on day one. How many of those do you think you have on day 2 / 3 / 4 when they're being attacked and you have to use all of your mercs in your corp to defend them? With a lot of work in doing so as well, since you have 25 different corps and have to manage them all, get ringers into all the battles using people in the subcorps, dealing with disconnections where you have to get new guys into the battle. |
Bendtner92
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Posted - 2013.03.16 14:17:00 -
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Geth Massredux wrote:Will these structures on planets cost ISK from our corp?
GÇóCargo Hub: Provides a 50% bonus to clone storage GÇóProduction Facility: Provides a 50% bonus to clone production GÇóResearch Lab: Provides a 50% bonus to clone travel efficiency
Just wondering because some of us will have to pay taxes since there is no option. Giving a lot of isk to the corp so we can provide these structures. There will be a SI preplaced on every district. You can change that SI to a different one for 100 mill ISK.
As I understand it at least.
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Bendtner92
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Posted - 2013.03.18 14:29:00 -
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Django Quik wrote:Wait, what? I thought you only produce clones if you win? The district is still in the "online" state when being attacked and thus still generating clones. The district only goes into "offline" state after a loss, which lasts until after the next reinforcement window.
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Bendtner92
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Posted - 2013.03.19 14:34:00 -
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trollsroyce wrote:An important question:
Defender positioning. Will defenders start with NULL cannon control? Will they start at a near location to bases as opposed to attackers who need to find a way in? Will defenders control all installations in the beginning of skirmish?
Anything else than the above scenario feels unintuitive and odd to me. It's the current Skirmish mode being used, so I would guess no to those questions (although some of the current maps favor one side to a certain point, Manus Peak for instance).
But I agree that we need actual defender vs attacker modes soon, but I think they are aware of that. |
Bendtner92
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Posted - 2013.03.19 20:51:00 -
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Laurent Cazaderon wrote:NO BATTLE happens as it's not been a full 24h since the first fight Don't know if you guys took that into account but it's important. Or at least that's the way i understood that part of the wiki I think that if the attacking corp attacks again the attack occur the next day (23 hours later), and not 47 hours later. That's how I understand some of the answers from FoxFour in this thread.
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Bendtner92
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Posted - 2013.03.20 11:23:00 -
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Questions, which I don't think have been asked/answered:
"Loot is a percentage of the items lost in the battle such as vehicles, drop suits, and weapons. This includes Aurum items."
Does that include modules and equipment (so basically everything being used), or just vehicle hulls, suits and weapons (and turrets?)?
What is that percentage exactly? 20%? 50%? |
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Bendtner92
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Posted - 2013.03.27 09:08:00 -
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I'm pretty sure FoxFour already said the "dibs hour" starts when the battle starts.
So if the window is 12-13 and the attack happens at 12:15 the district would be in "under attack" status until the battle ends. The defenders cannot reinforce the district when under attack.
The attackers can schedule another attack for 1 hour starting from 12:15, so if they schedule one before the battle ends the defenders cannot reinforce their district.
They can only reinforce it if they win the battle and the attackers haven't scheduled another attack during the battle and aren't quick enough to do it after. |
Bendtner92
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Posted - 2013.03.27 09:21:00 -
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I would like to discuss the 24+ hour notice there currently is.
It has been discussed a lot on IRC and like others there I agree that having both a reinforcement window and this long a notice is a little overkill.
I like the window a lot and this should stay. It ensures that fights will happen and that people won't just attack when the other team is asleep. So this should definitely stay.
I just don't see the need for a 24+ hour notice when you already know when your reinforcement window is and therefore should know when to be online for a battle. I would really like to see a minimum notice of 2 hours, or at least 4 or 6 hours. This would allow for some surprise attacks, but it won't only be surprise attacks since you can still schedule attacks up to 24 hours in advance. In fact, if you don't schedule attacks well ahead there might not be any districts to attack if you only want to schedule attacks a few hours before, so most battles would still be scheduled 20-24 hours in advance, but there would be a few surprise attacks.
Like I said, the defending team already know when their reinforcement window is, so I don't see the need for a 24+ hour notice. |
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