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Author |
Thread Statistics | Show CCP posts - 189 post(s) |
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CCP FoxFour
C C P C C P Alliance
1516
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Posted - 2013.03.14 17:17:00 -
[1] - Quote
And here are all the fine details: http://wiki.eveonline.com/en/wiki/Planetary_Conquest |
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CCP FoxFour
C C P C C P Alliance
1516
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Posted - 2013.03.14 17:25:00 -
[2] - Quote
Beyobi wrote:How many players can join corporation battles? Planetary conquest will feature 16 vs 16 skirmish battles. Squad sizes are also being increased to 6 players per squad.
So would that be 2 squads of 6 and 1 squad of 4? or will the Conquest battles be 12v12 or 18v18?
The planetary conquest battles are 16v16. So you can take 2 full squads in plus another partial squad. |
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CCP FoxFour
C C P C C P Alliance
1516
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Posted - 2013.03.14 17:26:00 -
[3] - Quote
Sentient Archon wrote:Do we have to be enrolled in faction warfare to drop OBS? Please remove this as a restriction.
To do orbital bombardment for factional warfare battles yes, you need to be in FW.
To do orbital bombardment for planetary conquest battles, that is corporations fighting to own districts, you need to be in the corporation or alliance. |
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CCP FoxFour
C C P C C P Alliance
1519
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Posted - 2013.03.14 17:36:00 -
[4] - Quote
Rhapsodyy Darkforce wrote:CCP FoxFour wrote:Beyobi wrote:How many players can join corporation battles? Planetary conquest will feature 16 vs 16 skirmish battles. Squad sizes are also being increased to 6 players per squad.
So would that be 2 squads of 6 and 1 squad of 4? or will the Conquest battles be 12v12 or 18v18? The planetary conquest battles are 16v16. So you can take 2 full squads in plus another partial squad. Was just thinking this. Any particular reason you dont just make it 18v18 so theres 3 full squads?
The possibility of changing squad size means any number we pick could quickly not be valid. On top of that every player that we add to the match is another player that corporations need to field and the larger we require corporations to be in order to participate in this feature. For now we though 16v16 was the right balance. |
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CCP FoxFour
C C P C C P Alliance
1523
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Posted - 2013.03.14 17:40:00 -
[5] - Quote
GoD-NoVa wrote:will there be a way to track organized corp battles to make it easier for everyone to see which corp has the most wins and against who?
Not at this time, but we do hope to add statistics for this. |
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CCP FoxFour
C C P C C P Alliance
1523
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Posted - 2013.03.14 17:43:00 -
[6] - Quote
SoLJae wrote:CCP, thanks for the exciting news.
I just have one question: When will we get this?
I know you mentioned that it will be later this year, but can you at least estimate it down to a month, if not a specific date?
More information on this will come later. Sorry. |
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CCP FoxFour
C C P C C P Alliance
1523
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Posted - 2013.03.14 17:48:00 -
[7] - Quote
Kain Spero wrote:I really think that the current corp warfare system shouldn't be completely scrapped. The pre-arranged battles allow for grudge matches to take place and can act as a vehicle for competitive play. Is possible that a system can/will be reintroduced to allow for pre-arranged battles with an eye towards competitive play, but not have an effect of Faction Warfare of planetary ownership?
This system is replacing the current corporation warfare and we have a new system coming for factional warfare. More information on that later. |
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CCP FoxFour
C C P C C P Alliance
1524
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Posted - 2013.03.14 17:49:00 -
[8] - Quote
Luke Vetri wrote:Quote:Genolution only sells clones in packs of 100 to corporations that do not own districts Will we be able to trade/transfer clones between corps. I'm thinking a corp not owning a district buying clones and passing them to one that does to bolster the numbers? Not sure if that would be a good or bad thing yet...
Not at this time no. |
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CCP FoxFour
C C P C C P Alliance
1524
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Posted - 2013.03.14 17:50:00 -
[9] - Quote
Rhapsodyy Darkforce wrote:CCP FoxFour wrote:Rhapsodyy Darkforce wrote:CCP FoxFour wrote:Beyobi wrote:How many players can join corporation battles? Planetary conquest will feature 16 vs 16 skirmish battles. Squad sizes are also being increased to 6 players per squad.
So would that be 2 squads of 6 and 1 squad of 4? or will the Conquest battles be 12v12 or 18v18? The planetary conquest battles are 16v16. So you can take 2 full squads in plus another partial squad. Was just thinking this. Any particular reason you dont just make it 18v18 so theres 3 full squads? The possibility of changing squad size means any number we pick could quickly not be valid. On top of that every player that we add to the match is another player that corporations need to field and the larger we require corporations to be in order to participate in this feature. For now we though 16v16 was the right balance. Yeah i understand you dont want to exclude smaller corps from gettign in on the action. Just personally i would like to see team size remain as a multiple of squad size. And the fact it is only 2 less than 18v18 aka 3 full squads just made me think hmmm why? A corp that has 16 probaly has 18 in most cases. Dont get me wrong this is far better than the 8v8 corp matches, and id like to see the size increase more over time, however i know that ccp dont want to exclude the smaller entities from carving out their little corner of space like has become so hard for new groups to do in eve. Is there any thought around the ccp tables about having differant sized corp matches? So a small planet that only has 5 districts might be 8v8 or 12v12 battles on that planet, where as the bigger planets with up to 24 districts could have the bigger corp battles. Or something like that, so that small corps can still get some competitive play and larger corps can still get into bigger battles, and yet still give everyone the chance to claim some districts? Maybe its a crap idea, but i was just thinking what happens to these smaller corps anyway when the player cap is increased again, as personally id certainly like to see us getting up to 32v32 ish numbers at some point.
This is where we would like to get to, with different districts having different size battles. We are just not there yet. |
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CCP FoxFour
C C P C C P Alliance
1524
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Posted - 2013.03.14 17:51:00 -
[10] - Quote
Muchomojo wrote:Will we have access these districts outside of battle? Would it be logical that the defender has some sort of advantage in terms of knowing the terrain etc?
Not at this time no. |
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CCP FoxFour
C C P C C P Alliance
1523
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Posted - 2013.03.14 17:54:00 -
[11] - Quote
Takahiro Kashuken wrote:So as a solo player i can now jump into FW battles when they come up
Will i only be able to take part in PC if i am part of that corp, ie i cant just squad up and jump in with them when they launch
Also for FW and PC are the payouts increased?
And you will be able to choose your side. |
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CCP FoxFour
C C P C C P Alliance
1541
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Posted - 2013.03.14 17:58:00 -
[12] - Quote
iceyburnz wrote:Question:
Will clones as a new resource feed into eve as a potential revenue stream for Dust 514 corporations.
And is this tied to the various hints dropped by devs over the last year of changes to the eve online clone replacement system?
To be honest this is where we would like to go, but we are not there yet |
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CCP FoxFour
C C P C C P Alliance
1541
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Posted - 2013.03.14 18:03:00 -
[13] - Quote
Belzeebub Santana wrote:So large corps can put out multiple attacks or defend multiple locations, where a smaller corp has to decide whether they attack or defend?
There is only 1 hr window a day to attack district A? Win or lose you wait another 24hrs to attack?
So a corp of 16 holds 24 districts and can be attacked at each district that day and they have to fight all 24 or what? do the times overlap? Do the defenders choose the time or is it the attackers?
The corporation in control of the district chooses the reinforcement time. |
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CCP FoxFour
C C P C C P Alliance
1541
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Posted - 2013.03.14 18:03:00 -
[14] - Quote
iceyburnz wrote:Another Question:
In future will it be possible to have "Dust Industrial Mongols" acting in a one man corp but defending thier territory by hiring other corporations via contracts and what not?
Edit: or does the present system account for that?
I hope so. |
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CCP FoxFour
C C P C C P Alliance
1541
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Posted - 2013.03.14 18:04:00 -
[15] - Quote
Kristoff Atruin wrote:Are there plans in motion to expand the list of facilities we might build in districts? For example, structures that give other defensive advantages than an increase in clone count or expand our industrial options, so that we're not limited to producing only clones? For example, building generic ground vehicle chassis parts that allow you to call in HAVs. Or resources that could be useful to eve players.
Yes, but each SI offers a unique structure on the planet so we need more of those to add more SI. |
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CCP FoxFour
C C P C C P Alliance
1538
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Posted - 2013.03.14 18:06:00 -
[16] - Quote
Druk Spyker wrote:How will the moving of clones work? Will eve be involved to other planets or solar systems?
For now you will be paying Genolution to move the clones.
http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_Moves |
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CCP FoxFour
C C P C C P Alliance
1547
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Posted - 2013.03.14 18:09:00 -
[17] - Quote
Delirium Inferno wrote:So wait, can any corporation attack any district or do they have to own a nearby district? And if so how does a corporation with no districts get started?
http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Maximum_and_Minimums
Genolution will sell packs of 100 clones to corporations that do not own districts. |
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CCP FoxFour
C C P C C P Alliance
1566
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Posted - 2013.03.14 18:17:00 -
[18] - Quote
Belzeebub Santana wrote:CCP FoxFour wrote:Belzeebub Santana wrote:So large corps can put out multiple attacks or defend multiple locations, where a smaller corp has to decide whether they attack or defend?
There is only 1 hr window a day to attack district A? Win or lose you wait another 24hrs to attack?
So a corp of 16 holds 24 districts and can be attacked at each district that day and they have to fight all 24 or what? do the times overlap? Do the defenders choose the time or is it the attackers? The corporation in control of the district chooses the reinforcement time. so how many times can a district be attacked in a day? As defenders do you only defend the district once a day or once a day from every corp trying to take that district that day? Or is it first come first served and only the first corp to try and take the district is the only one the defenders need to fight and that district is locked for 24 hrs?
Correct. A district can only be under attack by one other corporation at a time. So each district will provide at most 1 battle per day. |
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CCP FoxFour
C C P C C P Alliance
1566
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Posted - 2013.03.14 18:18:00 -
[19] - Quote
Jack Sharkey42 wrote:How will this be handled in the event if a defending corporation doesn't have enough people to mount a suitable defense? Say even though their time has been set to be the most advantageous to them only 3 people can be on to defend. Could it turn into a 16 vs 3 fight where the 16 squad can burn through all of their available clones?
The defenders can pull friends in from other corporations, but if they cannot get enough people to defend then they are going to eventually lose the district. |
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CCP FoxFour
C C P C C P Alliance
1566
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Posted - 2013.03.14 18:20:00 -
[20] - Quote
jackbubu wrote:how do you plan to stop abusing the "lockout" function?
what stops me to lock a district day after day and make it invulnerable?
lets take this scenario
Sell Clones Scenario 01:
Reinforcement timer set to 12:00 - 13:00 Corporation sells clones at 11:00 on Monday District state changed to locked District unlocks at 12:00 on Tuesday -> i imidiatly sell clones after this, is the district again locked for 24h ?
You HAVE to attack with a minimum of 100 clones. During the battle a MINIMUM of 100 clones will be lost by the losing side. A district at most generates 60 clones per day, and that is with that specific SI. So if people want to waste clones locking out a district, go for it. It is not sustainable. |
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CCP FoxFour
C C P C C P Alliance
1566
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Posted - 2013.03.14 18:21:00 -
[21] - Quote
iceyburnz wrote:On the wiki article you guys stated you arn't ready to release the concept for eve bonues but invite the players to come up with ideas.
Heres mine:
a) Cargo Hub - Increases the volume of all storage facilities, command centers and starport for Eve PI by 25%
Purpose: Promotes synergy with eve through PI.
b)Surface Research Lab - Acts as 3 additional Lab Slots for PE, ME and Invention. These are avaialbel to corporations eve players available through the science and industry interface. Scientific networking 1 is required to access them (since eve players can drop BPs on planets). If the districts flips during a research job the research is lost.
Purpose: Promotes greater eve/dust player connectivity, motivating eve players to get dusties on board, especiall industry fouces corps for access to extra lab slots.
c) Production Facility - Reduces the time it takes to mainfacture Basic, Advanced & High Tech PI materials on a planet.
Purpose: Renewed intrested in PI? Synergy between eve and dust beyond "nuke it from orbit".
:D Glad to see people starting to offer suggestions on this topic. Keep them coming please.
I am not a fan of bonusing research things as the BPO's never have to be put in harms way. Manufacturing though would be a good one as things would have to go to the POS. |
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CCP FoxFour
C C P C C P Alliance
1566
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Posted - 2013.03.14 18:24:00 -
[22] - Quote
RECON BY FIRE wrote:Why are most of the questions always on stuff that doesnt half matter? How bout some legit questions/concerns/feedback here.
In regards to planetary conquest (NOT FW):
It is stated these battles will be skirmishes, but the only win condition is to clone the other team out. Why not just make it an ambush since this is the case? Do you not see an easy way out to defending the district? A corporation gets attacked and lets say they even field a full team of 16. They do nothing but sit in the MCC/redline and never lose a clone. The attacking team hacks all the null cannons and destroys the defending teams MCC, but the only penalty for the defending team is that they cant produce clones for a time. But it doesnt matter because they didnt lose any clones did they?
Therefore, destroying the MCC either needs to be added as a win condition for the attacking team, or something along the lines of if the defending team loses their MCC they also lose a percent amount of their clones (with possibly that same percent being added to the winning teams clones). Furthermore on this point, why would anybody field a team to defend their district if the only win condition is by clone out? If you never lose a clone you always win, even if your district cannot create more clones.
Also needing consideration is allowing corporations the ability to set their hour timeframe when they want to be attacked. What will stop people from doing something like setting that hour before or after downtime when there arent many players on so that they run the lowest chance of being attacked. I like the concept of being able to set the timeframe, but one hour is far too short. I would personally suggest something like a four to eight hour time frame when they CAN be attacked (still would get the day to prepare also), but once an attack starts it can still only last for an hour.
Could we also get rid of the vehicle self-destruct in everything but instant battles? Particularly in the planetary conquest matches I could see people calling in militia LAVs over and over to try and boost salvage/isk rates, although Im not sure how successful that would be cause I feel like you would simply get a bunch of militia LAVs in your salvage and you already get those free, so whoopdy do. But personally I feel it is important to get rid of the self-destruct feature in corp run battles and such to give the game more depth through doing stuff like putting a mobile clone unit on an LAV and parking it in a strategic spot. It has balance cause the opposing team could hack it and use it for their own benefit.
The losing side loses a MINIMUM of 100 clones as well. |
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CCP FoxFour
C C P C C P Alliance
1569
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Posted - 2013.03.14 18:30:00 -
[23] - Quote
Belzeebub Santana wrote:CCP FoxFour wrote:Belzeebub Santana wrote:CCP FoxFour wrote:Belzeebub Santana wrote:So large corps can put out multiple attacks or defend multiple locations, where a smaller corp has to decide whether they attack or defend?
There is only 1 hr window a day to attack district A? Win or lose you wait another 24hrs to attack?
So a corp of 16 holds 24 districts and can be attacked at each district that day and they have to fight all 24 or what? do the times overlap? Do the defenders choose the time or is it the attackers? The corporation in control of the district chooses the reinforcement time. so how many times can a district be attacked in a day? As defenders do you only defend the district once a day or once a day from every corp trying to take that district that day? Or is it first come first served and only the first corp to try and take the district is the only one the defenders need to fight and that district is locked for 24 hrs? Correct. A district can only be under attack by one other corporation at a time. So each district will provide at most 1 battle per day. Do the defenders choose who they want attacking if there are multiple opponents? How does this stop a corp from.making a dummy corp to attack their districts and locking them up?
Only one attack can happen at a time, so no the defenders don't get to choose. The default clone generation rate is 40 clones per day, can be made 60. The loser of a battle losses a minimum of 100 clones. |
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CCP FoxFour
C C P C C P Alliance
1569
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Posted - 2013.03.14 18:30:00 -
[24] - Quote
Chad2k95 wrote:Excited for this but i have a Question for the Devs? I'm not quiet sure about the district taking and my Question is Do a Corporation start of with a district each so the Corp can defend or a attack other Corp controlled district because if we don't start out with one how do we take a district from another corp?
Genolution will sell 100 clone packages to corporations that do not own a district. So you will need to buy those to get involved in Planetary Conquest. |
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CCP FoxFour
C C P C C P Alliance
1569
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Posted - 2013.03.14 18:32:00 -
[25] - Quote
Beren Hurin wrote:Are we able to start looking at how many districts are on a planet yet? Where will the whole list of information be stored? Will that be a kind of surveying thing?
This will all be public information. You will be able to see all the districts, who owns them, how many clones they have, and what their reinforcement timer is set to. |
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CCP FoxFour
C C P C C P Alliance
1569
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Posted - 2013.03.14 18:33:00 -
[26] - Quote
RECON BY FIRE wrote:You may want to add that to your Possible Conflict Resolutions table under District Penalty since I am not seeing that specified anywhere else. As long as that is true, then cool beans. Looks like its all pretty well thought out, good job.
edit: Although the time-frame mechanic could still use some looking at.
http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Possible_Conflict_Resolutions
The losing side of a battle will lose a minimum of 100 clones. If they lose 125 during the fight that is what they lose. If they lose 75 during the fight then they will lose a total of 100 at the end.
Done. |
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CCP FoxFour
C C P C C P Alliance
1569
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Posted - 2013.03.14 18:35:00 -
[27] - Quote
Jack Sharkey42 wrote:On the list of effects due to win or loss conditions, the victory of the attacker in destroying the defenders MCC results in the defender still retaining control of the district. What then is the purpose of destroying the MCC?
It puts a time limit on the match. The only two ways to finish a match are MCC destruction and clone loss. If we did not have the MCC then the battles could go on for a very long time, the final clone could hide and prevent the match from ending, all sorts of crazy things. |
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CCP FoxFour
C C P C C P Alliance
1574
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Posted - 2013.03.14 18:40:00 -
[28] - Quote
Gridboss wrote:How is initial ownership of districts decided? Is it whoever plants a flag first gets it at the beginning?
First corporation to buy a pack of clones from Genolution and place them on a district get it. |
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CCP FoxFour
C C P C C P Alliance
1574
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Posted - 2013.03.14 18:41:00 -
[29] - Quote
Chad2k95 wrote:Ok. So what happens when you implement this system what i am asking is do every corp start of with a district so they can attack other corps districts so that was my question. I'm just thinking like this '' you implement the system and i'm a CEO and i want to take this planet'' if i want the planet who will i need to fight for it if a corp starts out with no district's will i be doing PVE at the beginning of this system
The districts will all start unowned. So whoever buys a package of clones from Genolution and places them on a district first gets that district. |
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CCP FoxFour
C C P C C P Alliance
1574
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Posted - 2013.03.14 18:42:00 -
[30] - Quote
Jack Sharkey42 wrote:CCP FoxFour wrote:Gridboss wrote:How is initial ownership of districts decided? Is it whoever plants a flag first gets it at the beginning? First corporation to buy a pack of clones from Genolution and place them on a district get it. Behold the maddest of the mad scrambles!
Pretty much this. Going to be interesting. |
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CCP FoxFour
C C P C C P Alliance
1574
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Posted - 2013.03.14 18:45:00 -
[31] - Quote
Jack Sharkey42 wrote:Two questions;
1. Will we be able to name our own districts or change their names or anything like that?
2. Will defender or attackers have the option to withdraw or surrender to avoid continued loss of clones in a fight?
No and no although both of those are ideas we have in our head and are thinking about. |
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CCP FoxFour
C C P C C P Alliance
1575
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Posted - 2013.03.14 18:53:00 -
[32] - Quote
Gilbatron wrote:some things:
1. Reinforcement Timer Window:
fixed 1 Hour WIndow ? seriously ? Waaaaay too short, the timer windows in eve make stuff (MUCH !) more interesting, especially for Towers, the fact that the defender (of a tower) can fail timing the tower also brings some interesting gameplay, where badly timed districts have to be defended by a random contractor and only the well timed can be defended by the owning corporation
We consider these to be much more like POCO's, and actually they work almost exactly like them just with moving clones being the action that reinforces them. While watching people fail miserably at setting the stront timers on a POS is funny, it means that when the corporation attacking shows up there might not be anyone to defend the district. This is no fun.
From experience in EVE the POCO system works much better for providing people with entertainment instead of blue ball ops.
Gilbatron wrote:2. Clone generation
A factory that "produces clones" is boring, especially if all factories produce the same amount and the rate can be adjusted by adding a obscure "produce 50% more" module. Clone Production should be tied to industrial skill(point)s and the players (note: plural !) organisational skill when setting up an effective production line. There should be districts of varying quality with different resources available
I agree, it would be awesome if there were other factors that go into this and if there were other resources. This is just our first pass at this. We are not done yet.
Gilbatron wrote:3. NPC Seeded Market
Meh, get rid of that, BOOOOOOOOOOOOOOOOOOOORING
We hope to move towards a player driven market, but to do that we need reason for clones to be purchased outside of the battles themselves. I hope to see this be one of the first links between EVE and DUST ISK with EVE players wanting to buy clones.
Gilbatron wrote:4. NPC Clone Transportation
seriously ?
This is a feature that needs to stand on its own if EVE was not around. So this fits with our goal. When we finally do null sec, yea no NPC there. |
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CCP FoxFour
C C P C C P Alliance
1575
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Posted - 2013.03.14 18:53:00 -
[33] - Quote
Druk Spyker wrote:How many districts will be available at launch?
Approximately 250. |
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CCP FoxFour
C C P C C P Alliance
1575
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Posted - 2013.03.14 18:56:00 -
[34] - Quote
Beren Hurin wrote:Is there a max amount of clones an attacker can move? And does the amount of clones moved affect the cost of transportation or is it just distance?
The maximum clones that can be moved is equal to the maximum of the district they are being moved from. The default is 300, but this can be made 450.
And no, but see this table for complete details: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_Moves |
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CCP FoxFour
C C P C C P Alliance
1575
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Posted - 2013.03.14 18:57:00 -
[35] - Quote
BursegSardaukar wrote:CCP Nullarbor wrote:XANDER KAG wrote: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.
Corporations can expand into nearby unoccupied territory to claim it.
Does this mean that every corp gets one free district or do our CEO's pick a planet?I'm not asking for fairness but will small corps even have a real chance at controlling these districts for any amount of time? You pay 20 mil ISK to put your first deployment of clones down on to an empty district and then you own it. You can also deploy to an occupied district but you'll need to fight the owners for it. There should be plenty of room for everyone. What is the timetable for moving clones? Can I buy a million clones and conquer every open district immediately? Or attack every district at once?
You can only buy clones from Genolution, they sell them in packs of 100, and they only sell them to people who do not own districts. They are terrible business men. |
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CCP FoxFour
C C P C C P Alliance
1582
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Posted - 2013.03.14 19:00:00 -
[36] - Quote
I think owning all, or most of the districts, should allow you to name the planet. Makes it a bit more of an achievement. And no one can re-name it until they take the majority of districts. Would be great fun. |
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CCP FoxFour
C C P C C P Alliance
1582
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Posted - 2013.03.14 19:01:00 -
[37] - Quote
Delirium Inferno wrote:Since it will take multiple attacks to take over a district, what's to stop a corporation from simply waiting until another corp almost depletes all of a defending corp's clones and then sweep in and get the final blow? Kill stealing to a whole new level.
For 1 hour after the battle starts ONLY the attacking corporation can launch another attack. This gives the attacking corporation time to see how the battle is going before committing to a follow up attack and removes that district sniping. |
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CCP FoxFour
C C P C C P Alliance
1582
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Posted - 2013.03.14 19:03:00 -
[38] - Quote
Val'herik Dorn wrote:OMNOMNOMNOM beaten by a dev so different post now...
When do we get more stuff... i like being able to own districts and i love the changes!
but but STUFF?!?! i need more STUFF!!!!
See my post above yours. :) |
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CCP FoxFour
C C P C C P Alliance
1582
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Posted - 2013.03.14 19:04:00 -
[39] - Quote
BursegSardaukar wrote:Lol, but can I buy 10,000 packs and plop people into every single district all at once? Is there any limit on how many districts I can attack?
You buy them as you use them. So no stock pilling the 100 clone packages.
Once you own districts, you can attack as many districts as you have clones to attack. |
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CCP FoxFour
C C P C C P Alliance
1582
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Posted - 2013.03.14 19:04:00 -
[40] - Quote
Reav Hannari wrote:For a feature release lacking in new screen shots and full of tables its pretty kitten interesting. With only 250 districts open for grabs at the beginning there should be a mad scramble to find space for each corporation. I need time to digest all this information but the strategic element of moving clones around looks really interesting.
Is development far enough along to provide screen shots of what directors will see when planning for conquest?
We will have more of this kind of information at a latter time. |
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CCP FoxFour
C C P C C P Alliance
1599
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Posted - 2013.03.14 19:10:00 -
[41] - Quote
iceyburnz wrote:The Elephant in the room map question:-
Will this be released with a fully implimented - terrain unique to each planet - dynamic/procedurally generated maps
Or will it be ashland, line harvest, manus peak, skim junction, and the wards with the same old fishbowl terrain and randomly generated structues (what we sort of have now) with the SI as a central feature.
Not full unique, we don't have the art resources to make that many levels. We do go to some crazy crazy lengths though, see stars in EVE skybox actually lining up with where they will be. So while not ready to give away all the information, I am sure you can make some assumptions for now. :P |
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CCP FoxFour
C C P C C P Alliance
1599
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Posted - 2013.03.14 19:11:00 -
[42] - Quote
Kain Spero wrote:Is there any way to transfer or give up district ownership outside of combat? When you take over a district can you automatically remove any structures built there?
You cannot remove the structures that are on a district, but any action that leaves you with 0 clones at a district will abandon that district. So selling all the clones or moving them all away will abandon it. |
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CCP FoxFour
C C P C C P Alliance
1599
|
Posted - 2013.03.14 19:13:00 -
[43] - Quote
HowDidThatTaste wrote:Say a corp owns 10 planets and staggers the attack times to defend them.
What are the chances of all 10 being attacked in a day? What happens to a district that is not attack each day?
A planet is made up of many districts, 5 to 24. If a corporation owns 10 districts how many get attacked is entirely up to if others decide to attack them. To be honest I don't know how likely it will be for all 10 districts to be attacked every day, probably come down to how many other corporations hate/like you.
If a district is not attacked it sits there generating clones. You can use it to attack other districts. |
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CCP FoxFour
C C P C C P Alliance
1599
|
Posted - 2013.03.14 19:14:00 -
[44] - Quote
Kain Spero wrote:What happens if all of the clones are moved out of a district?
You abandon it and it becomes unowned. Anyone can take it at this point by moving clones to it. |
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CCP FoxFour
C C P C C P Alliance
1599
|
Posted - 2013.03.14 19:15:00 -
[45] - Quote
Reav Hannari wrote:CCP FoxFour wrote:BursegSardaukar wrote:Lol, but can I buy 10,000 packs and plop people into every single district all at once? Is there any limit on how many districts I can attack?
You buy them as you use them. So no stock pilling the 100 clone packages. Once you own districts, you can attack as many districts as you have clones to attack. You can only buy clones from Genolution if you own no districts and you pick an empty district for delivery of the 100 clones? I'm assuming at that point you own that district and can't purchase any more clones and you are limited to the 100 clones for the first day.
Correct. Others can buy starter packs and attack your knew district though. This does mean though that due to the 24 hour minimum timer on attacks the first day won't see any battles. |
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CCP FoxFour
C C P C C P Alliance
1599
|
Posted - 2013.03.14 19:17:00 -
[46] - Quote
Beren Hurin wrote:So right now, a maxed out district with a production facility will net 60 clones per reinforcement time that they will then sell to genolution for 100k each or 6mill isk. Otherwise a district will make 4 million isk each day.
So from clone profit alone it will take 25 days to pay off a normal infrastructure investment. It would take 17 days to pay off investments with a production facility.
Either way, it seems that district profits alone will not be able to sustain thinly stretched war mongerers this doesn't even include logistics costs.
We want to start this on the safe side, we are still iffy about how much fighting will be going on. We have the ability to change this number easily as it is server side.
All districts will also start with an SI. |
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CCP FoxFour
C C P C C P Alliance
1599
|
Posted - 2013.03.14 19:18:00 -
[47] - Quote
Reav Hannari wrote:When this is deployed we'll still have separate economies? I'm guessing so and that we'll need to look to corp donations from our mercs to grab our first district.
Correct. |
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CCP FoxFour
C C P C C P Alliance
1609
|
Posted - 2013.03.14 19:21:00 -
[48] - Quote
Beren Hurin wrote:CCP FoxFour wrote: All districts will also start with an SI.
I assume that this is a default infrastructure that does not give bonuses?
Nope, the defaults will be randomized when we launch. |
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CCP FoxFour
C C P C C P Alliance
1609
|
Posted - 2013.03.14 19:25:00 -
[49] - Quote
XXfootnoteXX wrote:CCP FoxFour wrote:Reav Hannari wrote:When this is deployed we'll still have separate economies? I'm guessing so and that we'll need to look to corp donations from our mercs to grab our first district. Correct. So corp tax's still wont be available?
Not yet no sorry. |
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CCP FoxFour
C C P C C P Alliance
1609
|
Posted - 2013.03.14 19:26:00 -
[50] - Quote
Kain Spero wrote:Can we move clones out of a district if we don't own another?
Yes, moving clones is how you... well move clones. If you move to a friendly district they just go there. If you move to an unowned district you take it. If you move to a hostile district it schedules a battle.
See this http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_Actions |
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CCP FoxFour
C C P C C P Alliance
1617
|
Posted - 2013.03.14 19:28:00 -
[51] - Quote
jackbubu wrote:Seeing how you do not continue travel costs above 7 jumps am i correct to guess that the initial launch will be limited to 1 low sec region ? (would also fit the 250 districts)
Correct. |
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CCP FoxFour
C C P C C P Alliance
1617
|
Posted - 2013.03.14 19:30:00 -
[52] - Quote
HowDidThatTaste wrote:CCP FoxFour wrote:HowDidThatTaste wrote:Say a corp owns 10 planets and staggers the attack times to defend them.
What are the chances of all 10 being attacked in a day? What happens to a district that is not attack each day? A planet is made up of many districts, 5 to 24. If a corporation owns 10 districts how many get attacked is entirely up to if others decide to attack them. To be honest I don't know how likely it will be for all 10 districts to be attacked every day, probably come down to how many other corporations hate/like you. If a district is not attacked it sits there generating clones. You can use it to attack other districts. So its like a large game of risk and the first day we all drop our flag in the country (planet/district) we want/can afford. The next day all hell breaks loose and you start acquiring your neighbor who put his flag to close to yours Question is there a strategic way to build your empire if you own all three districts around the center one. Can anyone attack any district or is there a foothold/beachead that acts like a bottelneck forcing players to acquire district a to get to district b then on to c where all the goodies are stored? I understand each is essential its own but if a corp owns a planet wouldn't it make more sense that there is only one district that someone can attack to establish a beach head?
Risk is a really good way to look at it and how we often do internally.
What districts you can attack is only limited by distance. The primary purpose of a maximum distance was to try and encourage corporations to stay sort of closer and to prevent them from just attacking anyone anywhere. |
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CCP FoxFour
C C P C C P Alliance
1617
|
Posted - 2013.03.14 19:31:00 -
[53] - Quote
Alcare Xavier Golden wrote:CCP FoxFour wrote:jackbubu wrote:Seeing how you do not continue travel costs above 7 jumps am i correct to guess that the initial launch will be limited to 1 low sec region ? (would also fit the 250 districts) Correct. Which region?
One of these |
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CCP FoxFour
C C P C C P Alliance
1617
|
Posted - 2013.03.14 19:31:00 -
[54] - Quote
Mc Ribwich wrote:How will Genolution transport the clones in EVE? Will there be NPC ships flying around that EVE players can destroy and loot clones from?
Not yet no. What we really hope is, and this is way down the road, to have EVE players moving things. |
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CCP FoxFour
C C P C C P Alliance
1617
|
Posted - 2013.03.14 19:32:00 -
[55] - Quote
OgTheEnigma wrote:CCP FoxFour wrote:The districts will all start unowned. So whoever buys a package of clones from Genolution and places them on a district first gets that district. Can you only buy 1 package of clones at first, or is it unlimited? For example, if you buy 5 packs for 100 million ISK then you can just conquer 5 unoccupied districts very quickly in the beginning. Or are you limited to just 1 pack of clones and 1 district attack at first?
You buy the package from Genolution when you initiate the attack, there is no stockpiling them. So only 1. |
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CCP FoxFour
C C P C C P Alliance
1617
|
Posted - 2013.03.14 19:34:00 -
[56] - Quote
Beren Hurin wrote:CCP FoxFour wrote:Beren Hurin wrote:Is there a max amount of clones an attacker can move? And does the amount of clones moved affect the cost of transportation or is it just distance? The maximum clones that can be moved is equal to the maximum of the district they are being moved from. The default is 300, but this can be made 450. And no, but see this table for complete details: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_Moves So to be clear here. 'Clone cost' is the total amount of clones you are left with after the move? 1) So a clone cost of 20% means that if you attacked with 100 clones you would arrive on planet with 20? 2) Can multiple districts from the same corp attack the same district? 100 from A and 150 from B attacks C? 3) Can you cancel an attack. I.e. if you do an 'all in' move with all your clones from your district, and someone attacks that sending district, are you basically then screwed?
1) Correct 2) No 3) No
:) |
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CCP FoxFour
C C P C C P Alliance
1617
|
Posted - 2013.03.14 19:34:00 -
[57] - Quote
Kain Spero wrote:Are direct ISK transfers between Dusters going to be available by the time district ownership launches?
No |
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CCP FoxFour
C C P C C P Alliance
1634
|
Posted - 2013.03.14 19:40:00 -
[58] - Quote
Reav Hannari wrote:If I log in on the first day and immediately order my batch of clones do I immediately take ownership?
Yes, you get it immediately.
Reav Hannari wrote:If someone wants the same district on the first day can they schedule a battle for the following day or do I have to hold that district for a day before someone can declare an attack? Someone else can attack right away.
Reav Hannari wrote:Once I buy clones I have to wait for 3 days to have enough clones to start my rampage if I didn't luck out and get the SI that increases clone production? Yes, but we hope to see other people attacking you right away. Also most things seem to go live on a Tuesday, so come the weekend...
Reav Hannari wrote:My head hurts. I hope in a good way. |
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CCP FoxFour
C C P C C P Alliance
1634
|
Posted - 2013.03.14 19:40:00 -
[59] - Quote
A correction to make, I made a mistake on the wiki article: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_Actions
Selling clones does NOT lock the district. I am just a fool. I have updated the wiki article to display this correctly. |
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CCP FoxFour
C C P C C P Alliance
1634
|
Posted - 2013.03.14 19:43:00 -
[60] - Quote
Kevall Longstride wrote:Right now I've read the Wiki piece I have two questions at the moment.
1. What is the dispersal pattern for the initial district seeding. High, Low and Null sec? All three or just one.
2. District actions. With the complete lack of roles available to a corp, Just CEO and directors I think I can speak for what many CEO's will be thinking.
District actions should ONLY be the purview of the CEO and not directors. It's not that I don't trust the guys I've picked for directors, they do sterling work in D-UNI but they have the director role because it was the only one available to give them and it gives them nearly as much power as the CEO.
The CEO should have some definite separation of power from the rest of management other than being able to pick the logo.
1) One specific region, we have not announced which one yet. 2) To be honest we need more roles but I don't think limiting this to CEO's will work.
Would love to hear from other CEO's though about that. |
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CCP FoxFour
C C P C C P Alliance
1634
|
Posted - 2013.03.14 19:44:00 -
[61] - Quote
I have updated the distance table on the wiki article: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_Moves
Renamed the Clone Cost header to Clone Survival Rate. This is more indicative of what is happening, which is the number of clones that make it to the target district. |
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CCP FoxFour
C C P C C P Alliance
1634
|
Posted - 2013.03.14 19:46:00 -
[62] - Quote
gbghg wrote:A question It states that a "Surface Research Lab Decreases the attrition of moving clones by 50%" does that apply to just the district that houses the infrastructure or all of a corps districts? and if it does apply to all districts would that allow you to stack its effects?
Just the district the SI is on. |
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CCP FoxFour
C C P C C P Alliance
1634
|
Posted - 2013.03.14 19:47:00 -
[63] - Quote
Moonracer2000 wrote:Thank you CCP, this is the kind of information we are craving.
Are there any plans for a capital installation? Something much more expensive and limited to one per corporation?
If a corporation wins a district with an existing installation does it remain or is it destroyed in the process?
Plenty of plans and ideas, most of which I would get shot for sharing, but they are there.
The SI remains, as it stands there is no way to destroy the SI. |
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CCP FoxFour
C C P C C P Alliance
1640
|
Posted - 2013.03.14 19:52:00 -
[64] - Quote
Beren Hurin wrote:Will a corp's standing with genolution affect the cost of clone purchases from it?
No |
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CCP FoxFour
C C P C C P Alliance
1640
|
Posted - 2013.03.14 19:54:00 -
[65] - Quote
Reav Hannari wrote:What is the thought behind making clone transportation so limited?
Preventing people from attacking anywhere. If two groups are spread out across the galaxy we don't want them able to team up on someone more local to just one of the two. If you want to work together be near each other. |
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CCP FoxFour
C C P C C P Alliance
1640
|
Posted - 2013.03.14 19:56:00 -
[66] - Quote
Jack Sharkey42 wrote:CCP FoxFour wrote:Beren Hurin wrote:CCP FoxFour wrote:Beren Hurin wrote:Is there a max amount of clones an attacker can move? And does the amount of clones moved affect the cost of transportation or is it just distance? The maximum clones that can be moved is equal to the maximum of the district they are being moved from. The default is 300, but this can be made 450. And no, but see this table for complete details: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_Moves So to be clear here. 'Clone cost' is the total amount of clones you are left with after the move? 1) So a clone cost of 20% means that if you attacked with 100 clones you would arrive on planet with 20? 2) Can multiple districts from the same corp attack the same district? 100 from A and 150 from B attacks C? 3) Can you cancel an attack. I.e. if you do an 'all in' move with all your clones from your district, and someone attacks that sending district, are you basically then screwed? 1) Correct 2) No 3) No :) So this means that clones spoil?!? That's so gross!
I should clarify 3. No you cannot cancel the attack. Think carefully about how many clones you want to attack with.
You can however move clones from district A (which you own) to district X (which someone else owns) and then move clones from district B (which you also own) to district A. Once another district attacks district A though you cannot move more clones to it.
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CCP FoxFour
C C P C C P Alliance
1649
|
Posted - 2013.03.14 20:00:00 -
[67] - Quote
Reav Hannari wrote:Let's say an ally wants help in a battle and provides a squad leader to bring in some of my guys. We use their clones for the battle? It sounds like freelance mercenaries will have it easy since our "employers" will be the ones footing the expensive part of the bill.
Will we be paying for MCCs in this release?
No paying for the MCC, not yet. We are introducing enough numbers to try and tweak that I am already scared. >.< |
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CCP FoxFour
C C P C C P Alliance
1649
|
Posted - 2013.03.14 20:02:00 -
[68] - Quote
gbghg wrote:CCP FoxFour wrote:gbghg wrote:A question It states that a "Surface Research Lab Decreases the attrition of moving clones by 50%" does that apply to just the district that houses the infrastructure or all of a corps districts? and if it does apply to all districts would that allow you to stack its effects? Just the district the SI is on. so that mean's that districts with SRL's are going to be the natural staging points for the inital attacks on a planet and once you've got districts on a planet you can upgrade them for more clones... hmm this could get interesting. also will we see some kind of planetary control mechanism that will give benefits to the SI/PI of the corp with the highest rating on that planet?
That is the hope, that we see people using the different SI for different strategic purposes.
As for the planetary control mechanism, nothing yet. We are currently focusing on the ability to take and own districts which will lead to benefits for owning whole planets down the road. |
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CCP FoxFour
C C P C C P Alliance
1679
|
Posted - 2013.03.14 20:18:00 -
[69] - Quote
I am heading out to get some food. I shall return to the keyboard in a while and continue answering questions. Take care guys and keep the discussion going. |
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CCP FoxFour
C C P C C P Alliance
1790
|
Posted - 2013.03.15 10:41:00 -
[70] - Quote
Hey guys sorry about the slacking in response to the thread. I am back in the office and will be responding to posts now. Since I am so far behind though I am probably going to work backwards from this point, so sorry if I miss your question. |
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CCP FoxFour
C C P C C P Alliance
1791
|
Posted - 2013.03.15 10:50:00 -
[71] - Quote
trollsroyce wrote: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. The 100 are lost: some to casuality from travel.
If you send 100, 60 make it to the planet, then you lose the battle you lose all 60. In the end our goal of ensuring a minimum of 100 clones lost is met, so we will not enforce 100 clones making it to the planet. |
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CCP FoxFour
C C P C C P Alliance
1791
|
Posted - 2013.03.15 10:57:00 -
[72] - Quote
dust badger wrote:trollsroyce wrote:dust badger wrote:it states if you loose you get no isk
But what about loot ?
Salvage should go to the winner, the one left on field. It's generated from the items equipped with a twist of adding stuff, from what I read quickly. yeah i thought it would just wanted clarification hopefully FoxFour will get to it
ISK goes to the winning side based on the total number of clones killed in the match. Loot goes to both sides. Side A gets stuff from side B, side B gets stuff from side A.
We discussed this a lot internally, which one of the two rewards should only go to the winner, and we ended up with ISK going to the winner. We really want one of the two to go to the loser as incentive to show up and fight even if they know they are going to lose. |
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CCP FoxFour
C C P C C P Alliance
1792
|
Posted - 2013.03.15 10:59:00 -
[73] - Quote
R F Gyro wrote:5Y5T3M 3RR0R wrote:What I just want to confirm is:
If I get one spy into another corp he could pull in 5 other guys for my side and because of friendly fire make it essentially 22 vs 10 and any kills they got on my 'commandos' would come out of their pocket?
This is going to be a murder fest :) Welcome to New Eden
Not included in the release with this feature, but something we want to do is create a new role that allows people to kick other people from matches. So without giving people full director roles you can select people you trust and let them sort of help control matches.
For this release though, yes that is very much a possibility. |
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CCP FoxFour
C C P C C P Alliance
1792
|
Posted - 2013.03.15 11:00:00 -
[74] - Quote
Axirts wrote:Tried to read the whole thread and I didn't see it here or the wiki pages but I may have just missed it:
Conquest will be in the next build. Will we be notified long before the update or will it be more of a "Extended server downtime, oh also expect to download this giant update."
Trust me, you will know. We will be making a very large fuss about this release, talking about it at Fanfest, and it will involve an extended downtime. So long as you follow dev blogs, the forums, twitter, or Facebook you will know. |
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CCP FoxFour
C C P C C P Alliance
1793
|
Posted - 2013.03.15 11:11:00 -
[75] - Quote
trollsroyce wrote:Can I get short clarification on the worth of specific planets, or how to combat exponential growth?
Since the ISK generator mechanics is equal to districts, it only makes sense to try and control as many of possible, instead of strategic ones (except for locations). In EVE, you have moon minerals that make locations worth defending over others. Is there a mechanic in place to make for strategic conquest, e.g. bottleneck systems allowing access to attack a region?
Different planets will have different numbers of districts, some systems will be right next to other systems with temperate planets, some systems will only have 1 temperate planet and be behind 2 or more systems with no temperate planets; which means to attack you from outside the system people needed to travel more systems which means more attrition. |
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CCP FoxFour
C C P C C P Alliance
1793
|
Posted - 2013.03.15 11:14:00 -
[76] - Quote
trollsroyce wrote:R F Gyro wrote:CCP FoxFour wrote:If you send 100, 60 make it to the planet, then you lose the battle you lose all 60. In the end our goal of ensuring a minimum of 100 clones lost is met, so we will not enforce 100 clones making it to the planet. Thanks for the clarification. I can see the corps with better KDRs specialising in long range attacks: only 20 clones arrive safely to fight the 100+ defenders, but that is enough to do the job. Larger corps with lower KDRs would specialise in short range attacks. Room for everyone. This is particularly awesome, as the good outfits can be hired to flip a projection district deep behind enemy lines, allowing attacks on multiple planets. A mechanic that helps combat the inevitable blob conquest by making big empires have a small weakness internally, asides from constant frontier struggles. Still I think strategic resources are needed. Hoping the EVE link will be a PI boosting one, or even a moon mineral yield boosting one. This would make it worth defending a particular district to the last man, instead of just taking one from some weaklings to replace the lost one.
We are currently thinking PI bonuses, POS fuel reduction, POS manufacturing bonus, and more but only for corporation and alliance members on the planet or the moons of that planet. Would love to hear more suggestions though. |
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CCP FoxFour
C C P C C P Alliance
1793
|
Posted - 2013.03.15 11:15:00 -
[77] - Quote
Django Quik wrote:R F Gyro wrote:CCP FoxFour wrote:If you send 100, 60 make it to the planet, then you lose the battle you lose all 60. In the end our goal of ensuring a minimum of 100 clones lost is met, so we will not enforce 100 clones making it to the planet. Thanks for the clarification. I can see the corps with better KDRs specialising in long range attacks: only 20 clones arrive safely to fight the 100+ defenders, but that is enough to do the job. Larger corps with lower KDRs would specialise in short range attacks. Room for everyone. I'm sure I read somewhere that you can take up to 300 clones for an attack. Also, you don't have to go 2 jumps for an attack. You could just attack districts on the same planet and take 100% of your clones.
The really cool thing will be seeing people trying to take whole planets when they are in isolated systems so attacking HAS to go through multiple empty systems. |
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CCP FoxFour
C C P C C P Alliance
1796
|
Posted - 2013.03.15 11:33:00 -
[78] - Quote
Winsaucerer wrote:Apologies if this has been addressed. My main concern or question is about the income being balanced with EVE Online. I want this balanced so that we can hurry up and allow ISK transfers between the economies!
It seems that there is some sort of built in limit to how much corporations can control (which I think is great in principle!). Let us say that a corporation on average can maintain N districts per player (where very likely N < 1). Number of districts that can be controlled will be limited by at least these two factors, though they are probably the most important: 1. How many fronts the corporation can manage to fight on simultaneously 2. How many clones are produced in order to be able to attack other districts
So what is a reasonable estimate for N? Perhaps you guys have estimated this already, in which case you can plug that value in. Let's say a corporation can manage 1 district per 30 or so players. This is probably optimistic for your average corp, but pessimistic for a very active corp. That is, from 30 or so players, this means you will have enough numbers to be able to form a full defence squad each day, with reasonable quality players. This gives us an estimate of N = 1/30.
Each district produces 40 clones, or 60 with an upgrade, so let's set it optimistically to an average of 50 clones per district per day. Each clone has a sale price (if I understand correctly) of 100,000 ISK, or 0.1 mil ISK.
That gives us a profit per player in the corporation of around (N * 50 * 0.1) in millions. Other sources of income include public battles, though the income here is negligible compared to EVE Online profits. There are also the profits from winning district control battles, but I will exclude these from the estimate for a simple reason -- profits gained in district control battles are taken from other players. This does not represent increased wealth in either ISK injections OR item injections (by contrast, mining in EVE adds minerals to the game, missions add ISK and salvage). It merely shuffles around (with attrition) the wealth in a part of the game. So I think we can reasonably estimate an average income per player by excluding this. In fact, since wealth is removed from the game due to a battle, the estimate I provide will I expect be higher than the actual. That is, the estimate of wealth per player per day is a maximum for a well chosen N.
Now for some incomes: N = 1/30 = 167k per player per day N = 1/16 (for your more active corp) = 313k per player per day
Perhaps we need to be more optimistic and estimate a tight knit group of 16 players that's available for two or three battles a day, fighting a defensive war on a few fronts, allowing them to control upwards of 10 districts (since they don't get attacked at all districts at once). In this case:
N = 10/16 = 3.13 mil per player per day
Remember that this is a maximum estimate for the chosen N. Of course, there will be anomalous corporations that do particularly well, but as I mentioned this success will involve wealth transfer rather than creation.
So in summary, it seems to me that these profits are woefully inadequate to compete with EVE Online. Planetary Interaction in EVE Online (pessimistically) can generate perhaps 1 mil per planet in high sec for very minimal work, and let's say 4 planets for a relatively unskilled player. That's 4 mil per day for one character that has no risk involved, and takes nowhere near the skill or effort that district control will take. Have I missed something? Or misunderstood something important?
I want ISK transfer between these games, so if my analysis is right, let's please get the profits higher :)
Before we start just pumping more money into DUST we need to take other measures to balance the value of ISK. While we have ideas and plans for this we are not ready to share them. So you are aware though we are thinking a lot about it. :)
I know that is maybe not the answer you wanted but i hope it helps. |
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CCP FoxFour
C C P C C P Alliance
1796
|
Posted - 2013.03.15 11:36:00 -
[79] - Quote
5Y5T3M 3RR0R wrote:Mr Gloo Gloo wrote:Possible scenario :
Corp A with 100 members split and make 100 corp. They put in the same alliance. Each corp take a distric. Then, they all going back to the 1st corp --> they own 100 district the first day.
I know that districts are own by the corp, and not the alliance. Just to be sure that you thought about this ;) !!! that would only work if you could merge corps, instead you would need to abandon the corp freeing the territory.
Honestly if someone wants to go through that effort fine. They are going to need to defend those districts though as others will be buying clone packages and launching attacks. The defenders are now at a huge disadvantage as well as it requires even more coordination in getting people into the battles, know which ones are being attacked, and just all sorts of logistical effort. Hey, if one group wants to spend that much money, let them. |
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CCP FoxFour
C C P C C P Alliance
1798
|
Posted - 2013.03.15 11:39:00 -
[80] - Quote
trollsroyce wrote:CCP FoxFour wrote: We are currently thinking PI bonuses, POS fuel reduction, POS manufacturing bonus, and more but only for corporation and alliance members on the planet or the moons of that planet. Would love to hear more suggestions though.
Sweet! Now we're lookign at interesting things here.
- PI bonus: scales with nullsec PI scaling, making low truesec planets coveted. This is the best proposed bonus, as it scales with truesec.
- POS fuel reduction: if linked with the clone reserve mod, makes otherwise worthless frontier systems easier to defend on dust side while making them easier to fuel on EVE side.
- POS manufacturing bonus: absolutely lovely link to EVE. This could be related to specific reactions by planet, in order to make some planets coveted reaction POS planets. E.g. the POS manufacturing bonus for a specific reaction could be 500% so, that it makes sense to control that particular planet in order to make that particular reaction.
- Moon mineral yield increaser could be added. This would scale with the moons, becoming very valuable. The percentage should be minimal though, prehaps 5%. This mechanic would also allow for more vivid moon mineral market, as the valuable ones would be pumped with yield increasing planets first, and the next bottleneck would follow afterwards.
One of the things that makes this far more difficult is the EVE bonuses need to be stack-able. The possibility of one corporation, or alliance, owning more than 3 districts on one planet is very high. Each SI bonus for DUST is per district, so no problem, but the EVE bonuses are much broader. If we don't let them stack there is no point, EVE side, for owning more than 3 districts and one of each SI. Any stacking we do though would obviously have stacking penalties just like modules in EVE. |
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CCP FoxFour
C C P C C P Alliance
1798
|
Posted - 2013.03.15 11:40:00 -
[81] - Quote
VINGTHOR LYNN wrote:Django Quik wrote:VINGTHOR LYNN wrote:Sadly my question from p15 was omitted so I doggedly try again Do you plan any link between PC and FW? PC is outside FW space. I know, that is why I asked are there any PLANS to connect those two features. We have heard so much talk about FW being the first deployment link between EVE and DUST. So far that link is almost non existent and there is too little incentive for militia to work with us. Especially since targeting specific systems is not easy... Some of us have been preparing for the FW link with DUST for a while now, engaging in diplomacy etc. Where is it? I love the PC feature and I hope that something like that will be connected to FW at some point.
No, planetary conquest is a separate feature from factional warfare. We do have plans to completely change how FW battles are done, plans we will be talking about later but that will launch with planetary conquest. |
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CCP FoxFour
C C P C C P Alliance
1798
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Posted - 2013.03.15 11:47:00 -
[82] - Quote
Mr Gloo Gloo wrote:Well, that's true when you add all the ISK you need for SI, management, etc... it's a lot of work and money...
But it looks like an issue. You avoid direct conflicts, you're working on economy without deploying expensive clones/vehicules, easy conquest.
With an active corp and a lots of members, ISK is not really the big deal...
I don't follow, what looks like an issue? |
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CCP FoxFour
C C P C C P Alliance
1799
|
Posted - 2013.03.15 11:52:00 -
[83] - Quote
Moving clones to any district that does not belong to your corporation will start a conflict. There is no way to "donate" clones to someone else. |
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CCP FoxFour
C C P C C P Alliance
1830
|
Posted - 2013.03.15 14:44:00 -
[84] - Quote
Sentient Archon wrote:A quick question about the player owned districts;- will they be in 0.0 or will we have some in high sec?
For now they are going to be in one low security region. We will expand it as needed and hope that when we get to null sec we have different gameplay to offer for that. |
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CCP FoxFour
C C P C C P Alliance
1837
|
Posted - 2013.03.15 14:49:00 -
[85] - Quote
ChromeBreaker wrote:trollsroyce wrote:Contest this thought, please: GÇó ringers are allowed GÇó you don't need to flip districts for mother corp GÇó mother corp just means the ringer community for split corps
GÇó results in that splitting corp ONLY expands possibilities, gives more attack chances, and speeds clone production to attack. why flip them for one corp? make a swam of corps, its even thief and disband proof.
You cant transfer clones between corps so each would be even until one produces more. 1 corp with 1 district (no upgrades) can attack once every 3 days (40Cl a day, 100Cl needed). 1 corp with 3 districts can attack everyday with spare. Its economically and tactically better to have more districts as you can attack, and enforce your own districts, more effectively. But you need to have more districts which is how this convo started
It is only an advantage on day one where you can buy lots of starter packs and try and take a bunch of unowned districts. Once things get past that initial flash point it will be far better to be in one corporation and having the ability to transfer clones between districts. |
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CCP FoxFour
C C P C C P Alliance
1837
|
Posted - 2013.03.15 14:55:00 -
[86] - Quote
ChromeBreaker wrote:\o/ pff devs explain it better thanks
My pleasure. :D |
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CCP FoxFour
C C P C C P Alliance
1837
|
Posted - 2013.03.15 14:55:00 -
[87] - Quote
Beren Hurin wrote:CCP FoxFour wrote:ChromeBreaker wrote:trollsroyce wrote:Contest this thought, please: GÇó ringers are allowed GÇó you don't need to flip districts for mother corp GÇó mother corp just means the ringer community for split corps
GÇó results in that splitting corp ONLY expands possibilities, gives more attack chances, and speeds clone production to attack. why flip them for one corp? make a swam of corps, its even thief and disband proof.
You cant transfer clones between corps so each would be even until one produces more. 1 corp with 1 district (no upgrades) can attack once every 3 days (40Cl a day, 100Cl needed). 1 corp with 3 districts can attack everyday with spare. Its economically and tactically better to have more districts as you can attack, and enforce your own districts, more effectively. But you need to have more districts which is how this convo started It is only an advantage on day one where you can buy lots of starter packs and try and take a bunch of unowned districts. Once things get past that initial flash point it will be far better to be in one corporation and having the ability to transfer clones between districts. Wait how many starter packs can a single corp buy on day one then? I thought it was just one...?
It is, but there is a lot of talk about corporations splitting into multiple corporations to get around that. |
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CCP FoxFour
C C P C C P Alliance
1841
|
Posted - 2013.03.15 15:06:00 -
[88] - Quote
Garrett Blacknova wrote:If a corp with no districts attacks a district with 450 clones, and wins by blitzing the objectives, what happens? They (probably) won't have a full 100 clones in the district any more. Do they lose the lot and have to buy a new batch? Do they keep what they have, but get the option to buy another batch to put them above the 100-clone attack requirement? Can they press the attack with whatever's left? As it stands the spare clones would be sold at the sell value of 100,000 ISK and the corporation would have to buy another starter pack.
Garrett Blacknova wrote:If they get to buy another batch, then win with more than 100 clones left from the partial batches, still without reducing the defenders to 0 clones, will they be eligible (since they still don't own a district yet) to buy ANOTHER 100 clones when they attack again? If that's possible, will it mean that a Corporation can attack a high-value district and start off with over 200 clones when they take over? I think my answer to the first paragraph answers this, but because the remainder clones are sold the most a district can have after being taken over with a starter pack of clones is 100 clones. This may even mean that the attacking corporation decides "hey, if we win this right now we will only have like 10 clones at the district. Maybe we should lose and attack again tomorrow with a fresh 100."
Garrett Blacknova wrote:Also, if you attack and win, then choose to continue, can you make another attack somewhere else? If your corporation is attacking a district, you don't have control of one yet, does that mean you're still eligible for a Genolution pack for an attack somewhere else? Or are you limited to only having one attack at a time when you don't own any territory. Having that pending conflict means you won't be able to buy a starter pack either. So yes, if you don't have any districts only one attack at a time.
Garrett Blacknova wrote:On a totally separate aspect of the topic, we need more freedom to assign roles (whether we can name those roles or not) to corp members. And this WILL be needed for Planetary Conquest to be viable with large Corporations where there's a hierarchy and members are given specialised roles within the corporate structure.
At the moment, there are 3 tiers.
1. CEO 2. Director 3. Member
There's VERY little that a CEO can do which isn't also available to all Directors. Members effectively have no say in how the Corporation is run as far as game mechanics go. The former is a problem, the latter is fine for MOST Corporations, but it would be nice to have some flexibility on that. CEOs need more control over the organisation and the access they give Corp members (including Directors). This should include freedom to not only remove or limit certain access, but also to add certain access that currently only the CEO is given. In effect, if not name, it should be possible to have a Corporation run by 2 (or more) characters with full CEO access.
Keeping members as a baseline with no access level is a fair starting point. Eventually, being able to give members limited access to certain functions would be nice, but unnecessary.
Directors are currently always given full access to everything. So far, there hasn't been enough freedom within the system for this to become a problem, but with the introduction of PC, this would be too easy to exploit in the name of trolling, espionage or general silliness. The easiest (though not ideal) fix would be to add a "Board Member" tier between Directors and Members. This new tier could have limited access to the Corp Wallet (able to move X amount of ISK per day from the wallet) instead of full access, and wouldn't be able to interact with the planetary conquest system directly. No moving of clones, and thus no declaring of attacks, no purchasing of SI or Genolution clones, etc.
A better option would be to give the CEO (and anyone he designates) the ability to alter access on an individual level. As a base, when a CEO is naming a Corp Member as a Director, they can just go with the default "all access" or they can restrict certain areas to define a Director's role within the Corporation. Combining this with the "Board Member" idea would make for a relatively easy system to manage, but still give significant control to the CEO and anyone who's able to access this system.
Eventually, it would be good to have a variable "Corp wallet access" setting so individuals could be given the right to draw limited funds from the Wallet without needing a title, and the level to which they can do so would be variable from one member to the next depending on their role and importance to the corp. And even better options would be if you could set a "retainer" where you pay your members to remain in the Corp (either per battle or for duration of service), and set taxes based on time (1% of current ISK per day) or activity (1% of ISK earned per battle). Another thing that would be nice - unnecessary, but useful - is the option to create custom titles. Either working within the established framework of CEO/Director/Member (and maybe adding the "Board Member" title as well) and allowing you to rename those positions, or allowing CEOs (and authorised personnel) to create titles and access levels as they see fit and assign them to members of the Corp. We are very aware of this and have corporation roles on our roadmap of things to look at and improve. No promise as to when that happens right now but we are aware of it and are looking into it. :) |
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CCP FoxFour
C C P C C P Alliance
1850
|
Posted - 2013.03.15 15:09:00 -
[89] - Quote
Garrett Blacknova wrote:In addition to my previous (already huge - sorry) post, there are also the problems with Alliances and EVE Interaction to be considered.
Don't be sorry, I have responded to your previous post already and am more than happy to keep doing so. Love the feedback and questions you guys have.
Garrett Blacknova wrote:How long before we get Alliance tools in DUST?
Not yet, but it is on our road map. If you have a EVE CEO you can take your corporation into an alliance and anyone from that alliance can provide orbital bombardments.
Garrett Blacknova wrote:And more importantly, will a Corporation with no assets in EVE, and no affiliation with any EVE-based Corp, have access to any form of Orbital Strike? I'm hoping we're going to at least be given a Precision Strike from our Warbarge. We DO get to bring a Warbarge, right?
Precision Strikes will be available, but if the corporation has 0 EVE pilots and is not in an alliance with EVE pilots they will not have access to orbital bombardments.
Hope that answers your questions. :D |
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CCP FoxFour
C C P C C P Alliance
1850
|
Posted - 2013.03.15 15:10:00 -
[90] - Quote
BursegSardaukar wrote:How often can you set your reinforcement timer?
I may be reading this incorrectly, but the wiki states that just the act of setting a timer makes your district invulnerable, whats to to stop someone from bouncing it around the clock and live permanently invulnerable?
Changing the reinforcement timer locks the district. A locked district can be attacked.
See Move Clones To Hostile District here: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_Actions
Does that answer your question? |
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CCP FoxFour
C C P C C P Alliance
1850
|
Posted - 2013.03.15 15:11:00 -
[91] - Quote
Beren Hurin wrote:ChromeBreaker wrote:
1 pack/ corp/ day... multiple sister corps
Okay cool, I can see the other people's points though, that the stacking properties on the eve side would be better if districts were united under 1 corp. But i've been thinking about a valid strategy with sister groups where you have a shell group take a planet, fill up their clones, and then sell them all right before parent attacks them. Not sure how mechanics affect this...does it become locked after you sell?
Selling does not lock the district, but a locked district can still be attacked, |
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CCP FoxFour
C C P C C P Alliance
1850
|
Posted - 2013.03.15 15:17:00 -
[92] - Quote
Beren Hurin wrote:CCP FoxFour wrote:The whole team will be around for some time answering questions in this thread. We are really looking forward to getting your feedback on this and discussing it with you. What you are getting now is very nuts and bolts type information. We will have more information to give you between now and Fanfest, and more at Fanfest. We wanted to get this out ASAP to get your feedback though. I think you edited out your link to the wiki page here for some reason?
It has been fixed, there was some confusion here at the office about if that wiki should be up. Sorry about that! Got it all sorted out. |
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CCP FoxFour
C C P C C P Alliance
1850
|
Posted - 2013.03.15 15:22:00 -
[93] - Quote
Garrett Blacknova wrote:CCP FoxFour wrote:Garrett Blacknova wrote:If a corp with no districts attacks a district with 450 clones, and wins by blitzing the objectives, what happens? They (probably) won't have a full 100 clones in the district any more. Do they lose the lot and have to buy a new batch? Do they keep what they have, but get the option to buy another batch to put them above the 100-clone attack requirement? Can they press the attack with whatever's left? As it stands the spare clones would be sold at the sell value of 100,000 ISK and the corporation would have to buy another starter pack. That's a very... elegant solution, and answered most of the other questions nicely. Thank you. Also, glad to hear that the corp management side is being looked at, although I think some of the larger Corporations may see it as a higher priority than it is for someone in my position right now. As for the Orbital Strikes, I'm glad there will be some form of support available to those Corporations without EVE connections. While less powerful, I think a Precision Strike will probably be sufficient - particularly with FF being turned on (finally).
Personally, and exactly how this gets prioritized against everything else is not just about my opinion, but corporation management is critical as the people managing corporations are the ones really providing content to our players. We provide tools, you guys provide the content. If the tools to create content are no good, then either the content will be ****/there will be no content/or those doing it will get burned out quickly.
So yea, we shall see where it all lands though. :) So much we all want to do prioritizing this stuff is hard. :( |
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CCP FoxFour
C C P C C P Alliance
1850
|
Posted - 2013.03.15 15:23:00 -
[94] - Quote
Beren Hurin wrote:CCP FoxFour wrote:Beren Hurin wrote:ChromeBreaker wrote:
1 pack/ corp/ day... multiple sister corps
Okay cool, I can see the other people's points though, that the stacking properties on the eve side would be better if districts were united under 1 corp. But i've been thinking about a valid strategy with sister groups where you have a shell group take a planet, fill up their clones, and then sell them all right before parent attacks them. Not sure how mechanics affect this...does it become locked after you sell? Selling does not lock the district, but a locked district can still be attacked, I'm confused...The wiki says "The specific action of selling clones will cause the source district to be locked. " but also the table says that the ending state of selling clones' source district is still online. Maybe the table should read "locked, online" for source district new state, then?
My fault and I take full responsibility for that. It would be because I wrote it in a bit of a sleep deprived state. I have removed that line entirely it was from an old design document. Sorry about that! :) |
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CCP FoxFour
C C P C C P Alliance
1850
|
Posted - 2013.03.15 15:25:00 -
[95] - Quote
Garrett Blacknova wrote:ChromeBreaker wrote:edit: no ones said anything about warbarge logistics... This is, in fact, a completely separate question that I was working towards, but not really sure how to phrase. I'm still not entirely sure what to say about this. At present, it seems like MCCs will be free, and Warbarges will be a source of free off-map support for those without EVE-based assets. For an initial rollout, I don't have a problem with this, but I'll be expecting that setup to change eventually.
For now the concept of war barges and MCC are very simple, they are there and exist. We want to get this out an working before we expand on those two concepts. There is a lot that can be done with them but this whole feature is so big already we want to focus our balancing and development efforts. |
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CCP FoxFour
C C P C C P Alliance
1857
|
Posted - 2013.03.15 15:36:00 -
[96] - Quote
ChromeBreaker wrote:CCP FoxFour wrote:Garrett Blacknova wrote:ChromeBreaker wrote:edit: no ones said anything about warbarge logistics... This is, in fact, a completely separate question that I was working towards, but not really sure how to phrase. I'm still not entirely sure what to say about this. At present, it seems like MCCs will be free, and Warbarges will be a source of free off-map support for those without EVE-based assets. For an initial rollout, I don't have a problem with this, but I'll be expecting that setup to change eventually. For now the concept of war barges and MCC are very simple, they are there and exist. We want to get this out an working before we expand on those two concepts. There is a lot that can be done with them but this whole feature is so big already we want to focus our balancing and development efforts. Just change EVERYTHING push the on button and hope for the best
Amazing how many people would want us to do that. Eh, iteration is king! :D |
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CCP FoxFour
C C P C C P Alliance
1857
|
Posted - 2013.03.15 15:38:00 -
[97] - Quote
Beren Hurin wrote:CCP FoxFour wrote: ...I'm cool and I recognize when I've made a small mistake and I fix it quickly... ...Not too much of a mixup. I was hoping that was how it was anyway because I wanted to be the first to coin this term (or something like it): Biomasscade (B-scade)- Biomass + cascade. When a spy or disturbed director sells all of the clones in all of a corporation's districts causing complete vulnerability to be taken over, and then runs away with the profits. It's bound to happen... For those who don't know a 'failscade' in Eve is when an alliance loses ownership of all of or much of their soveriegnty because of the maintenance bills that they do not, can not, or forget to pay out of wallets that often are stolen from.
Any action that leaves a district with 0 clones causes it to be abandoned. So if you sell all the clones or move them all to another district you abandon the source district. |
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CCP FoxFour
C C P C C P Alliance
1858
|
Posted - 2013.03.15 15:42:00 -
[98] - Quote
LXicon wrote:Could you make a single page version of this thread with only the Dev posts? Or, could you compile a Q&A thread that has all the questions asked and answers given?
The Devs tend to quote the question they are currently answering and having a single page with all the Dev posts would make it much easier to search for an answer that might have been on page 5 or 17 or 22.
Thanks.
This will take a lot of effort but I shall poke some people and see if we can maybe look at updating the FAQ on the first page. We did reserve a second post for that purpose. |
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CCP FoxFour
C C P C C P Alliance
1858
|
Posted - 2013.03.15 15:43:00 -
[99] - Quote
BursegSardaukar wrote:Thanks for answering these questions, its definitely making a lot more sense now.
I have another:
What happens if two corps in the same Alliance try to move onto each other's spaces?
IF they can fight, can the Alliance then bombard the match for either side?
It would result in a fight, as for the orbital bombardment... we are still working on that. >.< |
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CCP FoxFour
C C P C C P Alliance
1866
|
Posted - 2013.03.15 15:50:00 -
[100] - Quote
Maximus Stryker wrote:This all sound very exciting, a big thank you for Fox Four for a 28 page (and counting) Q&A!
A) Do the defenders have an MCC as well or only the attackers (aka original skirmish/skirmish 1.0)? B) Is there a match timer (what if no one did anything during a match, what would happen)?
Is the following scenario accurate? Defenders have 200 clones in a district. Attackers land 250. Monday's battle: defenders lose 100 clones and attackers lose 100 clones Tuesday's battle: defenders lose 100 clones and attackers lose 100 clones Attackers have 50 remaining clones on the district so it becomes their's Wednesday, the former attackers and now district owners have 90 clones on the district
The matches will use the new skirmish match system, so both sides have an MCC. There is no timer, only MCC destruction or clone depletion will end the match.
After each fight the clones for the attacker are sent home. They will need to send them again. |
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CCP FoxFour
C C P C C P Alliance
1872
|
Posted - 2013.03.15 15:58:00 -
[101] - Quote
Klivve Cussler wrote:Question 1: Is this the beginning of the installation system descibed in the "Seeding the Universe" talk at fanfest last year? If so, are these considered the big hubs, or are they medium or small installations and will look more appropriately-sized when we get the bigger maps?
The surface infrastructure are considered to be entire regions, the whole district. Right now yes what you will be fighting on is just the main building of a district. This will become far more clear when you start playing and changing the SI as the only thing to change will be the big building. The rest of the landscape and smaller buildings all stay the same.
Klivve Cussler wrote:Question 2: Given that the "you'll be able to see starships in orbit over your district in the next build" is still valid, is there any chance we'll be able to see ALL the ships on-grid above the district, so we can watch the low-sec pirates blow our orbital support ships out of space?
No, you will only see the ships connected, and even then it is limited to a maximum. We can't really technically connect all 2,000 ships to a district, things start falling apart, servers start burning, people start going grey, and just bad things happen.
Klivve Cussler wrote:Proposal 1: Can our corps charge a fee for Eve PI installations in our districts? This would allow a little bit of cross-game transactions, without too badly affecting either economy. It also would promote one corporation to do PI and own the planet to avoid the fees. The corp holding the majority of districts on the planet could potentially gain control of the customs office, as well.
As PI does not really recognize districts this is really hard. We are looking at things like an SI that is equivalent to the POCO and that there can only be one on the planet, and that the owning corporation can charge a tax for usage on. Not sure yet though, we are not done yet.
Klivve Cussler wrote:Proposal 2: Structure construction times. Give each structure a period of time when it is under construction. Say a week. If you have a battle during that week, the structure is rendered under construction, with cranes and scaffolding, giving more variation and immersion
Thought has been, and is still being put into this.
Klivve Cussler wrote:Proposal 3: This is a cheap, cheap one, but it would go a long way to adding immersion: Merc Quarters in a district: All you'd need is a window. Render a specific view of that district depending on the structure present (so ever MQ would have the same window in the same district). All mercs to select what district they live in. If the district falls, make them choose another. Mercs with no districts have no window (are on a station). Have the window closed during a battle within that district.
Not as cheap as you might think, as each district has a unique level assigned to it and lots of other unique attributes. Plus it would be really immersion breaking if you were in your MQ and didn't see everyone running around outside during a battle. |
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CCP FoxFour
C C P C C P Alliance
1872
|
Posted - 2013.03.15 15:59:00 -
[102] - Quote
Maximus Stryker wrote:martinofski wrote:CCP FoxFour wrote:Maximus Stryker wrote:This all sound very exciting, a big thank you for Fox Four for a 28 page (and counting) Q&A!
A) Do the defenders have an MCC as well or only the attackers (aka original skirmish/skirmish 1.0)? B) Is there a match timer (what if no one did anything during a match, what would happen)?
Is the following scenario accurate? Defenders have 200 clones in a district. Attackers land 250. Monday's battle: defenders lose 100 clones and attackers lose 100 clones Tuesday's battle: defenders lose 100 clones and attackers lose 100 clones Attackers have 50 remaining clones on the district so it becomes their's Wednesday, the former attackers and now district owners have 90 clones on the district The matches will use the new skirmish match system, so both sides have an MCC. There is no timer, only MCC destruction or clone depletion will end the match. After each fight the clones for the attacker are sent home. They will need to send them again. Can you develop a little on the "new" skirmish match system? The one we are currently using. Some closed beta testers remember a different skirmish. Nothing will change for you.
Yes sorry, I meant the one currently in the game. |
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CCP FoxFour
C C P C C P Alliance
1872
|
Posted - 2013.03.15 15:59:00 -
[103] - Quote
Alcare Xavier Golden wrote:CCP FoxFour wrote:Maximus Stryker wrote:This all sound very exciting, a big thank you for Fox Four for a 28 page (and counting) Q&A!
A) Do the defenders have an MCC as well or only the attackers (aka original skirmish/skirmish 1.0)? B) Is there a match timer (what if no one did anything during a match, what would happen)?
Is the following scenario accurate? Defenders have 200 clones in a district. Attackers land 250. Monday's battle: defenders lose 100 clones and attackers lose 100 clones Tuesday's battle: defenders lose 100 clones and attackers lose 100 clones Attackers have 50 remaining clones on the district so it becomes their's Wednesday, the former attackers and now district owners have 90 clones on the district The matches will use the new skirmish match system, so both sides have an MCC. There is no timer, only MCC destruction or clone depletion will end the match. After each fight the clones for the attacker are sent home. They will need to send them again. So w'e're going to have stacked attrition costs?
You will need to pay the attrition cost for every battle, yes. |
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CCP FoxFour
C C P C C P Alliance
1872
|
Posted - 2013.03.15 16:01:00 -
[104] - Quote
Beren Hurin wrote:CCP FoxFour wrote:LXicon wrote:Could you make a single page version of this thread with only the Dev posts? Or, could you compile a Q&A thread that has all the questions asked and answers given?
The Devs tend to quote the question they are currently answering and having a single page with all the Dev posts would make it much easier to search for an answer that might have been on page 5 or 17 or 22.
Thanks.
This will take a lot of effort but I shall poke some people and see if we can maybe look at updating the FAQ on the first page. We did reserve a second post for that purpose. Can't you just go through the Dev-posts forum tab...?Not the prettiest, but you can subscribe to it. It's a search query so it will give you all dev responses. Someone could spend a couple hours summarizing everything that has been said, but there is still a lot between the lines that we will need to reason out.
I really need to stop having quotes the first thing said in my posts. The dev post thing does not show what is a quote and what is not. :( |
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CCP FoxFour
C C P C C P Alliance
1880
|
Posted - 2013.03.15 16:20:00 -
[105] - Quote
Garrett Blacknova wrote:Can a Corp choose to NOT use all their clones in defense of a district?
Say you have 300 clones when the district is attacked, would it be possible to only fight with 200? And if so, would that mean a loss by cloning out would forfeit the district? And in turn from there, would the surviving unused clones be sold on, or would you be able to move them to another district?
Yes, you can just stop fighting. Just keep in mind that there is a minimum of 100 clones lost. |
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CCP FoxFour
C C P C C P Alliance
1880
|
Posted - 2013.03.15 16:21:00 -
[106] - Quote
ChromeBreaker wrote:Can you buy/sell single clones? or will they be in batches of 10-100-200?
The only way to buy clones is from Genolution and they only sell packs of 100 for 20 million ISK. Genolution also will only sell to you if you don't own a district. You can sell them from districts you own in whatever quantities you want. |
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CCP FoxFour
C C P C C P Alliance
1880
|
Posted - 2013.03.15 16:28:00 -
[107] - Quote
Booker DaFooker wrote:well, fantastic stuff, it's the start of what I have been waiting for since start of closed beta. It's taken me all day to read throught he thread and I have a couple of Q's
As a defender or holder of a district can you move clones out of your district to another that you own and leave less than 100 clones in the original district?
You can move as many clones as you want, but you must move at LEAST 100 clones.
Booker DaFooker wrote:As I understand it, a corp that does not own a district buys a pack to fight for a district they want. This may take several days of clone attrition to achieve. The attacking side has it's surviving clones sold back at half price after the battle. In order to continue they will have to buy another pack to continue the attack the next day and so on until success. Is it viable to expect that small corps will be able to afford up to a potential 100 mil ISK expense to take a district?
Based on the statistics we have yes, the bigger concern is if it is worth it to commit that much money. Meaning will the districts be generating enough money. We are starting small as it is a lot easier for us to up these numbers than it is for us to lower them. We also don't expect people trying to get in to target districts that are maxed out on clone count, so I don't think corporations will have to spend 100 million ISK to get their first district.
Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible!
Keep in mind that if the defending side loses their district will not generate new clones on the next cycle and if another attack is launched they won't be able to move new clones in.
Booker DaFooker wrote:Defending side may also know that attacking corp is small so they remain in Mcc and sacrifice 100 clones knowing attackers cant afford to come back, assuming thay had plenty more in storage of course! lol
A possibility, we will have to monitor the situation when it goes live. |
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CCP FoxFour
C C P C C P Alliance
1883
|
Posted - 2013.03.15 16:30:00 -
[108] - Quote
Garrett Blacknova wrote:CCP FoxFour wrote:Garrett Blacknova wrote:Can a Corp choose to NOT use all their clones in defense of a district?
Say you have 300 clones when the district is attacked, would it be possible to only fight with 200? And if so, would that mean a loss by cloning out would forfeit the district? And in turn from there, would the surviving unused clones be sold on, or would you be able to move them to another district? Yes, you can just stop fighting. Just keep in mind that there is a minimum of 100 clones lost. If you "just stop fighting" in this scenario, what happens? Does the enemy team have to kill your MCC to end the battle? Is there some form of penalty for a "surrender" decision? Or would something else happen?
As it stands they just have to kill the MCC to end the battle. We hope to incentivise the defenders with the loot to keep them fighting. |
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CCP FoxFour
C C P C C P Alliance
1883
|
Posted - 2013.03.15 16:31:00 -
[109] - Quote
Django Quik wrote:CCP FoxFour wrote:ChromeBreaker wrote:Can you buy/sell single clones? or will they be in batches of 10-100-200? The only way to buy clones is from Genolution and they only sell packs of 100 for 20 million ISK. Genolution also will only sell to you if you don't own a district. You can sell them from districts you own in whatever quantities you want. Wait, does that mean you can buy multiple packs as long as you don't have a district?
You can't buy them and store them, you buy them by selecting to attack. Having an attack pending will also prevent you from buying more. |
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CCP FoxFour
C C P C C P Alliance
1888
|
Posted - 2013.03.15 16:45:00 -
[110] - Quote
Garrett Blacknova wrote:Beren Hurin wrote:Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible! Also I've done the math on MCC/null cannon damage mechanics, and unless they start to tweak them it is not possible for matches to last that long, UNLESS we can have the single objective map and the mechanics work different on them (I haven't actually tested them on that map). MCC missiles and null cannons do ~500 damage per second to somebody and MCCs have ~2.3 million HP. That means if you have JUST the enemy MCC on you and ONE Null cannon half of the time ([750 HP/s] & note: it would be splitting its damage with the other MCC) then it would take about 51 minutes for either you or your enemies MCC to go down. So there is no way to stall and reinforce as far as I know. So what happens when nobody captures ANY of the cannons?
The MCCs still shoot at each other and because the defenders do have at least 100 clones I assume they will at least try and capture the null cannons which will force the other team to take them back if they want them. |
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CCP FoxFour
C C P C C P Alliance
1888
|
Posted - 2013.03.15 16:46:00 -
[111] - Quote
Beren Hurin wrote:Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible! Also I've done the math on MCC/null cannon damage mechanics, and unless they start to tweak them it is not possible for matches to last that long, UNLESS we can have the single objective map and the mechanics work different on them (I haven't actually tested them on that map). MCC missiles and null cannons do ~500 damage per second to somebody and MCCs have ~2.3 million HP. That means if you have JUST the enemy MCC on you and ONE Null cannon half of the time ([750 HP/s] & note: it would be splitting its damage with the other MCC) then it would take about 51 minutes for either you or your enemies MCC to go down. The way to make a match last the longest is completely splitting NC damage. As a result all maps have a maximum and minimum length. 5 objective maps are the shortest because they have the most 'stuff' doing damage. But basically HP/s damage for longest times on maps is (# of Objectives)/2*500+500. So 5 objective limit is 22 mins, 4= 26 mins 3= 31 mins 2= 38 mins 1= 51 mins So there is no way to stall and reinforce as far as I know.
The MCC's shoot each other as well yea?
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CCP FoxFour
C C P C C P Alliance
1888
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Posted - 2013.03.15 16:52:00 -
[112] - Quote
Garrett Blacknova wrote:My point there was that if the attackers control the battle so well they can keep the defenders away from the NULL Cannons and not have to cap any themselves, they could drag out the battle WAY past an hour...
I guess if they wanted to. If they are controlling it that well though the defenders are probably going to stop fighting at the 100 lost clone count. I kind of expect some of the really good corporations baiting the defenders into fighting so they lose more than 100 clones. |
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CCP FoxFour
C C P C C P Alliance
1903
|
Posted - 2013.03.15 18:20:00 -
[113] - Quote
You and your long posts... :P I kid, bring them on. :D
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
So far I follow...
Mr Gloo Gloo wrote: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. Why at least 21.6 million ISK? Clone starter packs are 20 million and they can be deployed anywhere. No fee for distance on those.
Mr Gloo Gloo wrote: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)
All of the districts will be seeded with a random SI and at no time can a district not have an SI.
Mr Gloo Gloo wrote: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.
Just so I can go and clarify it, where did you get the idea that the attacking corporation won't be able to do a follow up attack? They won't own a district, the battle will be over, they can immediately launch another attack.
Mr Gloo Gloo wrote:Well, just for the example, no one attack us during the first day. OK
Mr Gloo Gloo wrote: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
Assuming you sell the clones on B1 and then attack it, yes.
Mr Gloo Gloo wrote: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
All if this logic follows the rules we have laid out, but it also relies entirely on no one attacking your districts. If that happens we have failed. Either we have released to many districts or the cost is to prohibitive.
Mr Gloo Gloo wrote: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...
As my previous comment said, yes this would work but relies on no on attacking. |
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CCP FoxFour
C C P C C P Alliance
1903
|
Posted - 2013.03.15 18:24:00 -
[114] - Quote
Beren Hurin wrote:I was enveloping the economics here, and wont disclose what I've figured out so far, but what it sounds like is that much of the profit will be split between eve and dust with maximal profit coming from people who can tie both together the best.
But basically the lowsec Dust economy will only grow IF both A) more money is being brought in than destroyed, which is especially more easy if B) more clones are being produced from planets than are being lost to death and bought from Genolution.
IOW : Genolution purchases are isk sinks. MCC clone losses are unrecoverable resource sinks. Player kills by winning teams are a conservative resource loss, but isk fountain. Planetary clone production are resource fountains. Genolution clone sales are resource sinks, but isk fountains.
Generally speaking we prefer faucet over fountain, fits with sink more. :P Other then that looks about right. |
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CCP FoxFour
C C P C C P Alliance
1920
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Posted - 2013.03.15 19:04:00 -
[115] - Quote
YourDeadAgain76 wrote:Questions.
Answers... OK fine, I will actually continue...
YourDeadAgain76 wrote:1. Are these districs gona be "stocked" with defences like turret installations, resupply, bunkers, sniper towers, buildings, etc in random areas or premade maps like minus peak etc... Or are we gonna be able to buy these buildings, installations, cru's, turrets, etc. from the marketplace and in the 24 hour window after we plant our flag, will we be able to plant our defencive structures were we want with an RDV. ??
For now our focus has been the gameplay of taking districts and what goes on outside of actual battles. Planetary Conquest is not changing, well we are adding friendly fire :D, how the actual fighting works. You will not be able to place your own instilations or anything like that... yes...
YourDeadAgain76 wrote:2. Will we be able to fight with our alliance corporations if they need help or if we do. Or will we be able to hire mercanaries to help us out?
When a squad leader joins a battle, they will take with them everyone in the squad. So yes.
YourDeadAgain76 wrote:3. If the player/squad limit is increased is the vehicle limit also increased.
I don't know...
YourDeadAgain76 wrote:4. If we get 100 clones for 20 milion isk for a 1 time only at the start to take a district, then we defend the distric the next day and lose 20 clones in the process and the attacking team looses all 100. Do we then have 80 clones remaining, and how do we create more.?
If you take the unowned district at the beginning of the first battle you will actually have 140 due to the district generating clones. Yes you will have 80 clones. You get more every day at the beginning of the reinforcement cycle assuming you didn't lose a battle during the previous days reinforcement cycle.
YourDeadAgain76 wrote:5. Are the distric maps allready made up and set in stone, or will we be able to change the map we want to defend for that district.?
You will not be able to choose, but the SI choice will make a difference.
YourDeadAgain76 wrote:6. Will Dust514 be available on the PS4 at launch.?
I like my job to much to tell you.
YourDeadAgain76 wrote:Thanks CCP love the info and this bad a$$ game is gonna blow any other console game out of the water. This is what all us dudes and dudettes have been waiting for since the first build.
:D |
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CCP FoxFour
C C P C C P Alliance
1921
|
Posted - 2013.03.15 19:23:00 -
[116] - Quote
R F Gyro wrote:Can I interject at this point and mention that this thread has gone on far too long without degenerating into mindless drivel and the same tired stereotypes. If we aren't careful the Dust forum's immune system will soon begin to reject it.
You may, but I will ignore you. :P |
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CCP FoxFour
C C P C C P Alliance
1921
|
Posted - 2013.03.15 19:24:00 -
[117] - Quote
YourDeadAgain76 wrote: When FW/PC takes affect will we be given a corporation warehouse for all the equipment we cant use but others can for a price, Or will we be able to trade with other merc's.?
No, but it is on our roadmap and something we want to get done. Before that though I think we need player trading of items and such. Maybe not a full market, but the ability to transfer assets between characters. If we get both at the same time great. |
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CCP FoxFour
C C P C C P Alliance
1928
|
Posted - 2013.03.15 19:36:00 -
[118] - Quote
Mr Gloo Gloo wrote:Just to be clear.
I didn't mean to troll the dev blog and planetary conquest system, and didn't want to find a way to exploit it for me and my corp especially. If I play DUST today, it's for what is coming ;) !!! Just want to be sure that some corp don't fin a way to not just play the game.
All I want is a fair game, and I'm still not 100% convince. If every defenses are win, we can imagine a lots of things... And the economic/clone production system. In my 1st scenario, a theory 840 clones for 1 corp (84M ISK), the 108M to form childs corp will be reimburse in 2 days....
Well, it's just theory....
O_O Was someone upset about your post? I have not been keeping track of all the posts but your last one was really good. I even spent time responding to it. :P I hope my random sarcasm didn't come off wrong, I love the discussion going on here. |
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CCP FoxFour
C C P C C P Alliance
1941
|
Posted - 2013.03.15 19:49:00 -
[119] - Quote
trollsroyce wrote:What I want to understand is this:
(another example so people see my concern)
Option A: Corp of 200 members (random number) starts off by getting 1 district. They expand from there on normally. Option B: Same corp makes 4 alt corps with 5 squad leaders each. These alt corps do the excact same thing as the mother corp would, and they bring mercenaries into fight from mother corp. The 200 member corp reaches its peak districts 5 times faster, creating clones 5 times faster, being able to attack 5 times faster etc.
This again assumes no one is attacking your districts, really it kind of does. With one corporation you have your directors and CEO to do all the logistics and take care of the money. Once you start creating these alt corporations you need to trust them with the ISK, trust them to do the right things in managing the districts, and most importantly to log on EVERYDAY to check if their district is under attack. If the district is under attack those people from that alt corporation have to be on. So for every alt corp you make is more people you have to have logging on.
That being said the idea that 1 corp creating alt corps for the initial seizure of districts is a possibility.
trollsroyce wrote:The only limit here is merc number in both cases, BUT as you have 5 corps you reach the limit divided to those corps 5 times faster. You stomp all competition, because you are able to attack with 5 corps bringing ringers while the single corp would just do its thing slowly.
There are other disadvantages, like the fact that you cannot move clones between your own districts.
trollsroyce wrote:The thing is, the main corp can still do its thing normally. They just bring ringers from the alt corps, since the player base is the same. So the same 200 players get 5 times more stuff done by making 5 corps so they can utilize their mercs fully from the start.
Yes this is true, but especially at the beginning districts will be the least profitable. When they first go out is when the most people will be trying it which means the highest chance of you getting attacked. Once people settle down and start to make decisions about if they want to play this gameplay we will see a slump in the number of people playing it and money making goes up with less fights. So your splitting of corporations is the worst at the beginning as you are most likely to be attacked on all fronts and have increased your logistical needs while decreasing your logistical capacity.
trollsroyce wrote:Now the 200 player corp would die of boredom trying to get fights for all the members, with clone amount being the cap. With 5 corps, you have 5 times the clones to get fights with for a good long while.
This is something we will have to balance as time goes on.
trollsroyce wrote:It feels intuitively very broken. I don't think the CCP posters have fully gotten an idea of how important it is to start off with alt corps and cross ringer fighting, if not for anything else than getting more fights. The base corp still builds at its pace, while the bonus corps are extra. And they can be eventually merged by giving free wins to base corp.
EDIT: in other words, this effectively bypasses the limit put on purchasing NPC clones by just doing it on alt corps.
While I agree that the alt corporations will offer an increase in the number of possible fights, there are so many disadvantages to it I can't see it being a way for corporations to make money. If players want to do it to get fights, great, let them. Why would we want to stop you from fighting? We may want to slow things down a bit (hence the 24 hour timer), but not stop it. The ISK is what we worry about. |
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CCP FoxFour
C C P C C P Alliance
1941
|
Posted - 2013.03.15 19:51:00 -
[120] - Quote
trollsroyce wrote:and stalling hat empire growth is one key reason why the initial clone cap is in place. multicorp bypasses it.
Actually, you are wrong. The key reason for the limit on Genolution purposes is not to stall empire growth, but to prevent an organization that has a strong foundation from attacking all the way across the galaxy. Maybe they can take their members through the squads thing, but the logistical advantages of their existing infrastructure do not apply. |
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CCP FoxFour
C C P C C P Alliance
1941
|
Posted - 2013.03.15 19:57:00 -
[121] - Quote
I am off for now, shall try and be back later to answer more questions. Keep the awesome discussion going though guys! :D I have been having a blast in this thread. |
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CCP FoxFour
C C P C C P Alliance
2045
|
Posted - 2013.03.18 11:39:00 -
[122] - Quote
Your math appears to be off. You say you can lock a district for, assuming you have a production facility, 2 million ISK.
Starter pack costs 20 million ISK, gives 100 clones District defender wins, gets 20 clones Total clones sold is 80 (60 from production facility and 20 from starter clones), or 8 million ISK. You lose 12 million ISK.
If you try and lock the district by attacking from another district you are paying the fee in ISK and clones to move, you have to do a minimum of 100 clones, and at most you produce 60 clones so it is not sustainable that way.
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CCP FoxFour
C C P C C P Alliance
2047
|
Posted - 2013.03.18 11:50:00 -
[123] - Quote
If you kill them you don't get the 20 from them at the end though. |
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CCP FoxFour
C C P C C P Alliance
2048
|
Posted - 2013.03.18 12:12:00 -
[124] - Quote
Django Quik wrote:CCP FoxFour wrote:If you kill them you don't get the 20 from them at the end though. Ah right okay - that fixes that then. It's still a sustainable tactic at least in the short term though. The richest corps could easily lose a few hundred million isk to secure a handful of districts in the first few weeks and be happy with the outcome.
I had to edit that post, I kind of lied. Well, was wrong anyways.
What can actually happen with the way things are coded:
Defending district is maxed out with 300 clones. Defending district has PF producing 60 clones. +6 million ISK = +6 million ISK
Starter pack launched against defending district. -20 million ISK = -14 million ISK
No attackers show up, MCC destroyed. Defenders get the 20 clones. +2 million ISK = -12 million ISK
Defenders get the value of ALL 100 clones (we always give the minimum clone loss value as a minimum) +5 million ISK = -7 million ISK
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CCP FoxFour
C C P C C P Alliance
2048
|
Posted - 2013.03.18 12:14:00 -
[125] - Quote
trollsroyce wrote:Couple of questions, sorry if I missed an earlier answer:
1) An important mechanic will be the queue on "who gets to attack". How would this be iterated? 2) Will the maps be enlarged from the skirmish of present, or perhaps in later versions of PC?
1) When someone attacks a district it is set as under attack and cannot be attacked by anyone else. To avoid district sniping for 1 hour from the time a battle starts only the currently attacking corporation can launch another attack. This means they can ensure they are the ones to grind a district down.
2) No comment on this. |
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CCP FoxFour
C C P C C P Alliance
2048
|
Posted - 2013.03.18 12:17:00 -
[126] - Quote
I want to open this up for discussion, we are currently thinking of increasing the clone starter pack to 200 clones. This also means an increase from 20 million to 40 million ISK in cost.
There are a few reasons for this, but before I go into that I want to hear your opinions and thoughts without influencing them. |
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CCP FoxFour
C C P C C P Alliance
2048
|
Posted - 2013.03.18 12:23:00 -
[127] - Quote
Django Quik wrote:Would other clone numbers stay the same? Minimum movement of 100 clones? Max clones without cargo 300? etc.
For the current train of thought, yes. |
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CCP FoxFour
C C P C C P Alliance
2048
|
Posted - 2013.03.18 12:27:00 -
[128] - Quote
Mr Gloo Gloo wrote:You will increase the splits corp "issue" ... If you stil need a minimum of 100 clones to attack...
How so?
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CCP FoxFour
C C P C C P Alliance
2050
|
Posted - 2013.03.18 13:18:00 -
[129] - Quote
Django Quik wrote:CCP FoxFour wrote:trollsroyce wrote:Couple of questions, sorry if I missed an earlier answer:
1) An important mechanic will be the queue on "who gets to attack". How would this be iterated? 2) Will the maps be enlarged from the skirmish of present, or perhaps in later versions of PC? 1) When someone attacks a district it is set as under attack and cannot be attacked by anyone else. To avoid district sniping for 1 hour from the time a battle starts only the currently attacking corporation can launch another attack. This means they can ensure they are the ones to grind a district down. 2) No comment on this. Just to go back to this point quickly - Am I understanding correctly that attacking an unlocked district works on a first come first serve basis? So should an attacker choose not to continue attacking, the attack will go to whoever launches an attack first after the exclusivity hour is up?
Correct |
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CCP FoxFour
C C P C C P Alliance
2050
|
Posted - 2013.03.18 13:38:00 -
[130] - Quote
Parson Atreides wrote:CCP FoxFour wrote:Django Quik wrote:CCP FoxFour wrote:trollsroyce wrote:Couple of questions, sorry if I missed an earlier answer:
1) An important mechanic will be the queue on "who gets to attack". How would this be iterated? 2) Will the maps be enlarged from the skirmish of present, or perhaps in later versions of PC? 1) When someone attacks a district it is set as under attack and cannot be attacked by anyone else. To avoid district sniping for 1 hour from the time a battle starts only the currently attacking corporation can launch another attack. This means they can ensure they are the ones to grind a district down. 2) No comment on this. Just to go back to this point quickly - Am I understanding correctly that attacking an unlocked district works on a first come first serve basis? So should an attacker choose not to continue attacking, the attack will go to whoever launches an attack first after the exclusivity hour is up? Correct I don't quite understand the exclusivity period. I realize the corp that attacks gets first dibs to attack again, but does that 1-hour exclusivity period include the attack itself or just setting the attack? In other words, if we attack at 2:00-3:00pm, and want to attack again, will we be attacking at 3:00-4:00pm or will we have to set an attack and it will launch at 2:00-3:00pm the following day? Also, does having your district in a state of Under Attack prevent your district from attacking anyone else?
Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_Conquest
I will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers):
Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time.
So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday
For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? |
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CCP FoxFour
C C P C C P Alliance
2051
|
Posted - 2013.03.18 14:03:00 -
[131] - Quote
Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day?
The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday. |
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CCP FoxFour
C C P C C P Alliance
2051
|
Posted - 2013.03.18 14:05:00 -
[132] - Quote
Mr Gloo Gloo wrote:Question :
Still a minimum of 100 clones loss ?
Cause with a 200 stack, what happen if game ends at MCC destruction and not clone depletion ? Does the attacker get any refund or something ?
Still 100 minimum, any spare clones would get sold at the 100,000 ISK price, versus the 200,000 ISK price Genolution sells them to you at. |
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CCP FoxFour
C C P C C P Alliance
2051
|
Posted - 2013.03.18 14:18:00 -
[133] - Quote
Mr Gloo Gloo wrote:CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday. So the first RT depends on the district 1st capture ?
No, they are randomly seeded at launch. |
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CCP FoxFour
C C P C C P Alliance
2051
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Posted - 2013.03.18 14:20:00 -
[134] - Quote
Mr Gloo Gloo wrote:CCP FoxFour wrote:Mr Gloo Gloo wrote:Question :
Still a minimum of 100 clones loss ?
Cause with a 200 stack, what happen if game ends at MCC destruction and not clone depletion ? Does the attacker get any refund or something ? Still 100 minimum, any spare clones would get sold at the 100,000 ISK price, versus the 200,000 ISK price Genolution sells them to you at. So you can't use the rest to attack the second day. You only sell them half the price ?
Correct, they get automatically sold. |
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CCP FoxFour
C C P C C P Alliance
2051
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Posted - 2013.03.18 14:21:00 -
[135] - Quote
Parson Atreides wrote:CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday. Good to know, thanks. And just to clarify, a district keeps producing clones during the Reinforcement timer even if the status is "Under Attack", right (assuming they haven't had their MCC destroyed in an earlier battle)?
Indeed, as an attacker you will have to fight through the clones produced that reinforcement cycle when you attack.
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CCP FoxFour
C C P C C P Alliance
2051
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Posted - 2013.03.18 14:33:00 -
[136] - Quote
Django Quik wrote:Wait, what? I thought you only produce clones if you win?
The next day. |
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CCP FoxFour
C C P C C P Alliance
2054
|
Posted - 2013.03.18 14:51:00 -
[137] - Quote
trollsroyce wrote:Background info: The preliminary leaked Dust-EVE bonuses were into POS production (days off supercapital cooking times?), PI (low truesec planet booster for isk generation) and a seemingly meaningless POS fuel reduction.
With that in place, if gen-bombing would be allowed in nullsec later on, or if lowsec got a meaningful Dust-EVE mechanic, it would make a lot of sense to shut down remote places to e.g. stall supercapital production. This would be a possible link for EVE alliances to hire Dust mercenaries.
This is why the instant clone bombing from alt corps needs to be looked carefully so, that the mechanic fits EVE. After all, what happens in Dust is relatively meaningless - the rewards for owning planets will come mainly from EVE for those of us who play both games.
Now the mechanic that allows behind the lines work is an enriching one for the EVE link, so there should definitely be one. I'd have it rely on EVE eventually, and I'm sure the genolution pack is just a placeholder as far as nullsec is concerned. Still, it's good to get it right from the get go so that CCP won't need to change it drastically later on.
Um, not sure where this "leaked" information comes from, but our internal documents don't even list the bonuses because not only have we not done them yet we don't know for sure what they are. So, OK.
While I can't promise anything, our hope is that all of this NPC stuff, the moving and selling of clones and resources, is not done by NPC in null sec but by players. We shall see though how that ends up actually hell maybe we remove NPC interaction from low sec as well. |
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CCP FoxFour
C C P C C P Alliance
2054
|
Posted - 2013.03.18 14:55:00 -
[138] - Quote
Django Quik wrote:I'd like to know what sort of information we'll be able to see on districts before attacking: e.g. current owner? current clone count? current SI?
All of it. You don't know who is attacking a district though unless you are one of the two participating corporations. |
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CCP FoxFour
C C P C C P Alliance
2054
|
Posted - 2013.03.18 14:56:00 -
[139] - Quote
Garrett Blacknova wrote:Also, I'm under the impression that the one hour attack option is valid even after a loss, so you could keep the district locked into that "under attack" state, which I'm pretty sure means they can't reinforce from another district.
This is indeed correct. |
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CCP FoxFour
C C P C C P Alliance
2057
|
Posted - 2013.03.18 15:01:00 -
[140] - Quote
Mr Gloo Gloo wrote:Parson Atreides wrote:Mr Gloo Gloo wrote:So, another question : We will be able to choose a district for his localisation, his default SI and a default RT ?
Or the RT will be randomly seeded after the capture ? I'd like to know this as well. I know you said earlier that we'd get to see who owns it and how many clones they have, but have you guys decided what the full amount of information shown is going to be? EDIT: It seems we'll be able to check the Reinforcement timer before we take a district. The question is for empty districts...
At launch all the new districts will get a randomly seeded with reinforcement timers and SI. If a district is abandoned it will keep the SI and RT it had, they will not change just because it was abandoned. |
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CCP FoxFour
C C P C C P Alliance
2063
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Posted - 2013.03.18 15:25:00 -
[141] - Quote
Parson Atreides wrote:I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right?
Locking the district does not put it offline so you will still get the clones it would generate. The only thing that offlines a district is losing a battle.
They show as having arrived right away. |
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CCP FoxFour
C C P C C P Alliance
2064
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Posted - 2013.03.18 15:49:00 -
[142] - Quote
Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced.
See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers
Change Surface Infrastructure Scenario 01:
Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 11:00 on Monday District state changed to locked District unlocks at 12:00 on Tuesday
Change Surface Infrastructure Scenario 02:
Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 14:00 on Monday District state changed to locked District unlocks at 12:00 on Wednesday |
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CCP FoxFour
C C P C C P Alliance
2064
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Posted - 2013.03.18 15:59:00 -
[143] - Quote
Parson Atreides wrote:CCP FoxFour wrote:Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced. See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange Surface Infrastructure Scenario 01: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 11:00 on Monday District state changed to locked District unlocks at 12:00 on Tuesday Change Surface Infrastructure Scenario 02: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 14:00 on Monday District state changed to locked District unlocks at 12:00 on Wednesday That's SI though, are we to assume clone reinforcements work the same way?
http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_States
The locking and unlocking of districts works the same yes. |
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CCP FoxFour
C C P C C P Alliance
2064
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Posted - 2013.03.18 16:23:00 -
[144] - Quote
Garrett Blacknova wrote:CCP FoxFour wrote:See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange Surface Infrastructure Scenario 01: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 11:00 on Monday District state changed to locked District unlocks at 12:00 on Tuesday Change Surface Infrastructure Scenario 02: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 14:00 on Monday District state changed to locked District unlocks at 12:00 on Wednesday As mentioned in my post a couple above yours, I got it wrong in the post you quoted (although this answers the question posed immediately after my post). But it also brings up another question I'm curious about. What happens with reinforcements or other actions that occur DURING the RT window? With that 12:00 to 13:00 window, when would a district unlock if you shipped clones to it at 12:30? Would it unlock in the middle of the RT the following day, or do unlocks like this only happen at the beginning of the RT?
When considering the minimum of 24 hours we look specifically at the beginning of the selected RT window. So if it is 12:00 - 13:00 we check against 12:00.
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CCP FoxFour
C C P C C P Alliance
2066
|
Posted - 2013.03.18 17:10:00 -
[145] - Quote
OK, so BLARGITY!
Now that we have that out of the way lets look at the state of things and where we are going to go with this.
Actually before I go on with this lets be clear, these changes have not been made yet, we are posting them here to have a discussion.
There has been a LOT of really good discussion in this thread and elsewhere about the Planetary Conquest gameplay feature. We cannot thank you enough for this. The feedback and discussion has been so helpful. Simply talking about this has helped us fix defects that would have slipped through the cracks and helped us make changes to provide a better experience for you guys when this goes live.
Of all the discussion some of the hottest topics have been the talk of "ringer corps" or using alts in alt corps to take districts on day one, the economics of playing this gameplay, and winning districts through "zerging" or just by having more numbers but less skill winning the game.
Based on all the discussion we are looking at making these changes to some of the numbers and would love to get your feedback on it. We are not set on any of this, we are still doing calculations (need to try and close exploits), but I wanted to get your feedback ASAP.
So without further rambling, NUMBERS AND STUFF!
Genolution clone package We are looking at changing the number of clones offered by Genolution in its package from 100 to 200. This would also mean an increase in price from 20M ISK to 40M ISK.
Our view on the clone packages is that they should be something used to break into the game but not something that should be used for everyday battles. While their very existence means people will be able to use them, we want to discourage it from being used for things like district locking and such.
While ISK is never a good blocker, *cough* Titans *cough*, our objective here is looking further down the road. For launch this should hopefully mean less alt corporations trying to take districts or using clone packages from Genolution to speed up the filling of a district. More long term we also hope it means a bit less harassment through them.
Clone generation rate An increase in base clone generation rate from 40 to 100 and a production facility bonused production rate of 150 instead of 60.
First this is because we already think this needs to be more profitable, but by increasing the clone generation rate instead of the clone value it means we put more clones into the system for you guys to fight with. More fights = more good times.
On top of the more money this helps counter the large organizations picking on the small organization and using numbers instead of skill to win. By giving the owners of a district more clones so long as they are able to win more battles than they lose they should be able to hold the district. The idea is that you should own a district because of skill, not numbers, or at least not just numbers.
Minimum clone loss Increased to 150 from 100.
We are only slightly increasing this and we are doing so for two reasons, it means the winners of a battle get slightly more ISK and that hopefully we will see less instances of people giving up part way through the match. The main purpose of this minimum loss was so that even when a corporation knows that their chances of winning are low they can still go fight because they are going to lose these clones no matter what. We don't want them to just give up however when there is still a long way to go. So by increasing this we hopefully ensure seeing little to no giving up of a battle, at least not because people say "well we lost the minimum clones, lets stop losing clones and go home."
You will notice however that we only increased this by 50% where as we are increasing the clone generation rate by more than 100%.
Also increasing the minimum clone loss will help negate the prolonged grind of grinding down a district you are trying to take that bumping clone generation rate up will do.
Clone value We are not currently going to be changing the value of the clones but I want to emphasis the fact that we can easily adjust this value once this goes live and will be keeping an eye on it once it is live.
Minimum clone move We are not looking at changing this at this time.
Numbers in a simple list: Genolution starter package clones: 100 -> 200 Genolution starter package ISK: 20M ISK -> 40M ISK Clone generation rate: 40 -> 100 PF clone generation rate: 60 -> 150 Minimum clone loss: 100 -> 150 Clone sell value: No change Minimum clone movement: No change
So, DISCUSSION TIME!
p.s. hahaha and you thought I would let this thread die... |
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CCP FoxFour
C C P C C P Alliance
2068
|
Posted - 2013.03.18 17:41:00 -
[146] - Quote
Parson Atreides wrote:Does such a dramatic increase in clone generation also come with some increase in max number of clones you can have in a district? It seems like unless you have a cargo hub, you would lose even a fully-stocked district in 2 waves. Is more shifting of district ownership one of the goals here?
Otherwise, I like the changes a lot, especially being able to make more money per district.
We kind of wanted to give more value to the cargo hub, so no changes to maximum clone storage. |
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CCP FoxFour
C C P C C P Alliance
2068
|
Posted - 2013.03.18 17:41:00 -
[147] - Quote
S Park Finner wrote:I noticed the states a district can be in are online, offline, locked and under attack. Are they mutually exclusive or can a district be in several states at once?
Also, what state is a district in if it is abandoned or before it has been taken the first time?
Are those different from each other in some way?
http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_States
"Both locked and under attack attack have two variations, the online and offline version. A district can be locked-offline or locked-online."
An unowned district is in the state of unowned. Which is not listed there... woops. |
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CCP FoxFour
C C P C C P Alliance
2070
|
Posted - 2013.03.18 18:20:00 -
[148] - Quote
Garrett Blacknova wrote:CCP FoxFour wrote:S Park Finner wrote:I noticed the states a district can be in are online, offline, locked and under attack. Are they mutually exclusive or can a district be in several states at once?
Also, what state is a district in if it is abandoned or before it has been taken the first time?
Are those different from each other in some way? http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_States"Both locked and under attack attack have two variations, the online and offline version. A district can be locked-offline or locked-online." An unowned district is in the state of unowned. Which is not listed there... woops. Is "unowned" functionally different from "offline" in any way?
... yes the way you take it. Taking an offline district requires a fight. |
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CCP FoxFour
C C P C C P Alliance
2070
|
Posted - 2013.03.18 18:25:00 -
[149] - Quote
Brush Master wrote:Just something I want to note. I hope the regeneration timer has some nice helpful timezone features. Right now corp battles are just confusing with figuring out what the time in GMZ is right then and figuring out how long until that battle happen.
We have attempted to say "battle in X hours" for a lot of things along with the exact time. |
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CCP FoxFour
C C P C C P Alliance
2070
|
Posted - 2013.03.18 19:02:00 -
[150] - Quote
So after much discussion internally we think we need some new new numbers. Before I go into this if you have not read my previous big post please check it out: https://forums.dust514.com/default.aspx?g=posts&m=627150#post627150
One of the things we realized with those numbers is that it was possible to lock out districts by attacking them with alt corps and MAKE money, not lose money. Woops. :D Glad we think these things through so clearly. :P
So some more changes
Original numbers: Genolution starter package clones: 100 Genolution starter package ISK: 20M ISK Clone generation rate: 40 PF clone generation rate: 60 Minimum clone loss: 100 Clone sell value: 100,000 ISK Minimum clone movement: 100
Numbers proposed in previous post: Genolution starter package clones: 200 Genolution starter package ISK: 40M ISK Clone generation rate: 100 PF clone generation rate: 150 Minimum clone loss: 150 Clone sell value: No change Minimum clone movement: No change
New numbers we are thinking about: Genolution starter package clones: 200 Genolution starter package ISK: 40M ISK Clone generation rate: 75 PF clone generation rate: 100 Minimum clone loss: 150 Clone sell value: No change Minimum clone movement: 150
On top of that we want to bump the cost of moving: Genolution base cost to move: 500,000 -> 3M ISK
Most of these changes are trying to find a balance between making this gameplay profitable, fun, balanced, and removing exploits. Keep the discussion going guys! |
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CCP FoxFour
C C P C C P Alliance
2074
|
Posted - 2013.03.18 19:48:00 -
[151] - Quote
Telcontar Dunedain wrote:50/100/400
Where did you get those numbers from?
They are 50/100/200 |
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CCP FoxFour
C C P C C P Alliance
2074
|
Posted - 2013.03.18 19:53:00 -
[152] - Quote
Telcontar Dunedain wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:50/100/400 Where did you get those numbers from? They are 50/100/200 You are correct, however you lose 30m per attack instead of 20m per attack now (as a raider).
I have said it before and will say it again, this gameplay is not meant to encouraging raiding with the clone starter packs, it is actually designed to discourage that. Once you own a raiding should be viable, but not owning a district and making money from those that do is not something we are designing for. |
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CCP FoxFour
C C P C C P Alliance
2091
|
Posted - 2013.03.19 10:51:00 -
[153] - Quote
Garrett Blacknova wrote:Korvin Lomont wrote:Django Quik wrote:Django Quik wrote: What's this new number? 'Genolution base cost to move: 500,000 -> 3M ISK'
Can anyone explain what this number is please? I think I've missed something somewhere... That should be the cost you have to pay to move your clones from one district to another on the same planet http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_MovesIt's that, I think. Would be nice to know if the ISK prices are all being scaled up to match, or if they're just putting a minimum cap on the transport price...
The primary thing is bumping up the base cost, how much we bump up the rest has not been decided but I think it will probably just be by how much we did the base. In other words I would expect it to look like:
Planet: 3M System: 3.5M 1J: 4.5M 2J: 5.5M And so on... |
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