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Thread Statistics | Show CCP posts - 189 post(s) |
Django Quik
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Posted - 2013.03.15 11:13:00 -
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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. |
Django Quik
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Posted - 2013.03.15 11:29:00 -
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dust badger wrote:so i take it these districts will be like the customs office in eve, to start off with they are owned by an NPC corp, and you have to destroy them to plant your own.
would this mean you will have to fight some NPCs to take over the planet initially ? or would you just have an empty corp battle ?
or did i completly miss read something and jumped to a conclusion?
You've obviously not read the bit that says unowned districts can be claimed without battle. |
Django Quik
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Posted - 2013.03.15 11:29:00 -
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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. |
Django Quik
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Posted - 2013.03.15 11:31:00 -
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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 ;) !!!
If Corp A has 100 * 20,000,000 isk to be able to buy the mercs required for such a feat, fair play. I don't see this being plausible though. |
Django Quik
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Posted - 2013.03.15 11:39:00 -
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trollsroyce wrote:Django Quik 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 ;) !!! If Corp A has 100 * 20,000,000 isk to be able to buy the mercs required for such a feat, fair play. I don't see this being plausible though. 100 members donating 20M isk. Not a big deal, I have 150M isk currently put aside for donations to PC personally, and I get it from afk farming casually.
I highly doubt the average player has 20M isk. You are obviously way way way above the average isk. |
Django Quik
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Posted - 2013.03.15 11:49:00 -
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trollsroyce 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 ;) !!!
Edit :
Can be extend :
Corp A with 100 members. Make 20 corps with 5 members. Take 20 district in the same system. Let principal corp attack all the district and make back the original corp.
Is it intended ? I think this requires some looking into, because the initial boost from this uncontrolled clone amount growth allows for insane expansion speed. If someone does this and others don't, the someone will have all the clones required to defend whatever they please.
20 corps would still require an absolute shed load of isk because you also need (not certain on this number?) 15M isk to start a corp. That makes it 20 * (20M+15M) = 700M isk. I can only imagine less than a handful of the mega corps being able to pull that off.
However, if managed, there'd be so many other corps attacking every one of those districts every day, there's no way Corp A would be able to defend them all.
Also, Corp A won't be able to attack those fake-corp districts until they have generated enough clones, so nobody will be able to grow fast enough to grow 'exponentially'. |
Django Quik
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Posted - 2013.03.15 11:52:00 -
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trollsroyce wrote:CCP FoxFour wrote: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? A corp splitting into 100 corps to each pick an initial district with player donated clones, then merging into a megacorp starting from day one with a major clone advantage from 100 districts. I think this really is a mechanic that needs to be regulated.
You can't merge corps.
Corp A would have to produce enough clones to be able to attack/claim the fake-corp's districts. This would take days/weeks. |
Django Quik
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Posted - 2013.03.15 11:56:00 -
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trollsroyce wrote:Django Quik wrote:trollsroyce wrote:CCP FoxFour wrote: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? A corp splitting into 100 corps to each pick an initial district with player donated clones, then merging into a megacorp starting from day one with a major clone advantage from 100 districts. I think this really is a mechanic that needs to be regulated. You can't merge corps. Corp A would have to produce enough clones to be able to attack/claim the fake-corp's districts. This would take days/weeks. Thanks for the clarification. Is there a limit in place on how many clones the corporation can buy from day1? If there is, it makes sense to split corps into smaller ones to bypass this limit and fast expand.
You can only buy a single pack of 100 clones and only if you don't own a district. |
Django Quik
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Posted - 2013.03.15 12:00:00 -
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Mr Gloo Gloo wrote:Django Quik wrote: You can't merge corps.
Corp A would have to produce enough clones to be able to attack/claim the fake-corp's districts. This would take days/weeks.
Doesn't matter, as a CEO/director you can choose to produce or not clones... And it would takes 2 days to split 20 corps to 10. Another 2 days from 10 to 5 ... Well, one week and you get it.
You can only produce a max of 60 clones per district. You have to take at least 100 to attack another district. So, you'd only be able to take a new district every other day. In the meantime, you're being attacked by the other 50+ corps that want in on the action on your current districts. It won't be sustainable. |
Django Quik
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Posted - 2013.03.15 12:06:00 -
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trollsroyce wrote:Mr Gloo Gloo wrote:Ok, we'll start with 250 districts.
Take the 12 first corps. All of them make 20 corps each with 5 members in it, and a 20M wallet. 20x12 = 240
The first day, the all district will be "own" by 12 corps.
400M ISK ? WTF already have them today, and build is expect after fanfest. We've got all the time to make more and more ISK. Just a little logistic management...
Mayeb I'm going too far, but if the defenser choose the time for attacks ... Well, hope you see what I'm pointing out... Absolutely, this is why there should not be a limit in place on how many clones a corporation can buy from day1 - otherwise it can be circumvented by making many small corps, which feels dull. Day1) Alliance makes ton of small crops and flips a few regions. Day2) Small corps move to bottleneck systems and merge by dropping slowly to 1 member corps that are left holding planets in deep region fortresses. Day3) Merged big corps slowly take over the 1 member corp planets, while the small corps sell clones to make isk and ease the planet flip. Day4) Alliance holds a few regions bastion by bottleneck systems and massive clone production from fastly flipped planets. Bit excaggerated, but definitely better than having one corp slowly expand.
The big corp wouldn't just absorb all the small corps' clone. Big Corp would have to attack and kill all those small corps and produce enough clones to do so. As I said to Gloo Gloo, there's nothing stopping all the other smaller corps that aren't fake from jumping in and stealing from the fake-corps before your big corp can get there. And it will be dead abvious which corps are unable to defend themselves because their player counts will be tiny. |
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Django Quik
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Posted - 2013.03.15 12:09:00 -
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trollsroyce wrote:bolsh lee wrote:How will attacks during the Reinforcement timer work? Can someone set an attack to hit 1 minute before the timer ends? Or does the attack need to be completed at a certain time before the 1-hour period is up? Hehe, 1) set attack period to hour before downtime 2) go flip a null cannon by attacking 2 minutes before DT ??? 3) Profit
You're assuming the defender won't do the same, having had at least 24 hours to prepare? |
Django Quik
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Posted - 2013.03.15 12:21:00 -
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trollsroyce wrote: There is, regional bottleneck systems and travel mechanics. Also, which would you prefer?
10x 16man corp able to defend during one hour timeframe daily, flipping with 1000 initial clones from day one and starting with 10 districts
1x 160man corp flipping with 100 initial clones, starting with one district
^ The obvious winner is the 10 corps, because their initial pace is 10 times more and they can set defense to keep a few places daily with small numbers. The 10 corps will have 10 times the initial clone production as opposed to the one corp.
This is why the 100 clone cap needs to go IMHO. It makes no sense to have a big corp in the beginning, in relation to this. Corps can be merged by giving off the districts when there is spare time, in the meanwhile you are generating isk from them as you would on the big corp.
Okay, you're getting more realistic now - yes a 16 man corp may be able to adequately defend a planet every single day. However, that is still a separate corp. You couldn't count all the clones of 10 separate corps as one total for the big corp because you'd have 10 * 100 clones, not 1 * 1000. That's not a corporation, that's effectively an alliance.
In order to eventually become one big corp again, the main corp would have to attack 9 districts - in order to produce that many clones you're talking probably 18 days, depending on attrition for how spread out all those districts are. In that time you may also lose many clones from being attacked by other corps and your fake corps may also lose their districts too.
Your numbers are slowly wittling down and eventually you will see that what you are concerned about isn't realistic. |
Django Quik
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Posted - 2013.03.15 12:38:00 -
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trollsroyce wrote: You are missing the obvious scenario of taking a 10x lead start in clone production by splitting into 10 corps, as opposed to slowly growing. This is a massive advantage, and there is no reason to start off 10x slower than you could by splitting. Corp mergers will happen by moving mercs between corps, selling clones off district and attacking with time frame play, giving easy access to the planets.
Now the thing gets viable by bottleneck systems allowing holding of these fortress regions from the external boundary. Give a month, and split corps will have taken a region, are sitting in bottlenecks making it impossible for external attack, and are slowly flipping over the planets inside deep region protection to form the megacorp.
Splitting is an artificial and utterly stupid mechanic, opposed to just doign the same thing with one corporation like intended. It still gives such a huge speed advantage to alliances it will be the way to expand, if this goes through as is. If you play a game of production and expansion, and have the choise to 10x your first weeks production speed and initial resources, you either take it or lose.
10x is of course just an arbitrary number.
Corp mergers won't work as you've suggested because even if the district is left empty, you still need an extra 100 clones to be able to claim it. You can't sell clones between corps, only back to Genolution, so your main corp would still be left with a slow initial clone production and it'd take around 18 days to get all of your corps 'merged' again.
If you use all your 10 mini-corps to take over an entire region of the map, that's great but it's still 10 corps in an effective alliance, not a megacorp. You won't be sharing your clones or your isk - eventually if you want to be a single corp again, you will have to go through and slowly attack each of those districts your mini-corps have taken.
As previously stated - in the meantime you also have to contend with other corps attacking you. Even if you manage to corner off a bottleneck region, someone could come into PC for the first time with their 100 clones and attack one of your districts wherever it may be. |
Django Quik
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Posted - 2013.03.15 12:57:00 -
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ChromeBreaker wrote:I have corp X with 200 members.
Day of release each of my 10 directors create their own 1 man corps. Each of them and the "mother corp" takes a district (11 total)
The sub corps sell any created clones, the mother corp slowly builds clones and "buys out" each sub. (abandoned and instantly retaken by mother corp) If attacked the sub corps pulls in the mother corp to help defend.
corp will have 10 districts in 8 days...
at least i think?????? or can you only take 1 district a day?
There's nothing to stop another corp jumping in on your sub-corp's land. You may be able to bring in enough people to fight the battle and win but the attacker can keep attacking every day, as long as they have the clones to do so. I predict there will be very little peace in PC.
Anyone know how many corps exist right now? |
Django Quik
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Posted - 2013.03.15 13:15:00 -
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HowDidThatTaste wrote:Django Quik wrote:ChromeBreaker wrote:I have corp X with 200 members.
Day of release each of my 10 directors create their own 1 man corps. Each of them and the "mother corp" takes a district (11 total)
The sub corps sell any created clones, the mother corp slowly builds clones and "buys out" each sub. (abandoned and instantly retaken by mother corp) If attacked the sub corps pulls in the mother corp to help defend.
corp will have 10 districts in 8 days...
at least i think?????? or can you only take 1 district a day? There's nothing to stop another corp jumping in on your sub-corp's land. You may be able to bring in enough people to fight the battle and win but the attacker can keep attacking every day, as long as they have the clones to do so. I predict there will be very little peace in PC. Anyone know how many corps exist right now? I imagine the mother corp would come in and dominate those that took advantage of the smaller corp so the smaller corp may loose here and the but the main force is a few districts away and now holds a grudge
Just having a mother corp in the wings doesn't mean anything. The attackers may have been another of the big corps and even if not, they may still be very good players. What you'll be needing is clones (as opposed to mercs) and there is no way to get lots of them quickly (max 60 per district per day if you're lucky).
I envisage a mad land grab on day 1 in which every district goes. Every corp will have just 1 district and will fight like hell to keep it, while every corp that didn't manage to get one will be battling like hell to get one. If you're lucky enough to not be attacked in the first few days, you might just be able to produce enough clones to be able to attack someone else next door to you in 2 days but that's no guarantee of winning. |
Django Quik
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Posted - 2013.03.15 13:27:00 -
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trollsroyce wrote:Django Quik wrote:
I envisage a mad land grab on day 1 in which every district goes. Every corp will have just 1 district and will fight like hell to keep it, while every corp that didn't manage to get one will be battling like hell to get one. If you're lucky enough to not be attacked in the first few days, you might just be able to produce enough clones to be able to attack someone else next door to you in 2 days but that's no guarantee of winning.
I envisage the bigger corps split into multiple smaller ones to take multiple districts at neighboring systems initially. They will be on the same line with 16 members as the 1000 member corp from day one, since the battle is only going to be 16vs16. These split corps will expand to take over a region with its bottleneck systems, pushing everyone else out and holding it. The mother corp will slowly flip the burgers and hold the region afterwards. While they do the flipping, they simultaneously gain tons of isk from clone production as opposed to the 1000 man corp sitting on one district and expanding slowly. The 1000 players in unexpanded corp will afk farm pubs in insane boredom. Morale will shatter, as the A-team of 16 players gets picked for every fight and the core member gets to fight once during the first month, if lucky. The 1000 man corp will disband or move to steamrolling FW, wishing they had done the corp split exploit like the entities now holding all of nullsec in a blue donut.
Won't happen because there will be constant attacks on all districts, even in bottleneck systems. You won't be safe. |
Django Quik
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Posted - 2013.03.15 13:46:00 -
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ChromeBreaker wrote:Soozu wrote:There is some flawed logic in the splitting up a corp scenario.
For one, there might be a long line of people lining up to attack the sub corps districts, who is to say the "mothercorp" will even get a chance to attack? There are well over a 1000 corps and only 250 districts to start. Not only will there be a mad dash to grab land but all out war before corps can produce and stockpile clones.
Two, if a sub corp sells its clones for profit instead of saving them, anyone can swoop in and grab it on day two or three, it's easy prey.
Three, the mothercorp must bring 100 clones to battle to take the sub corp's land, meanwhile, they too are under attack and defending. Remember, they can't purchase them once they own a district, but must produce them.
Maybe someone could make it work if they stomped the field and demolished their own attackers, but I just don't see it as feasible or easy. The 100 clones max per corp (that must be lost to boot) is a great fail-safe. Allowing any number to be purchased as suggested??? Crazy talk... sways all favour to large and rich corps. There is only an hour window to attack, each day, and all those corps have to save up clones to attack too The corps that start getting large clone numbers are going to start steam rolling the little guys
Anyone can buy the starter pack of 100 clones and launch an attack in 24 hours on any district. There'll be 750 corps with no districts who will want one because it will be the new thing to do. That's 3 corps wanting to attack every 1 district that's already owned.
I repeat - there will be no peace. You will be lucky to be making any extra clones ever. |
Django Quik
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Posted - 2013.03.15 13:58:00 -
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ChromeBreaker wrote:Django Quik wrote:ChromeBreaker wrote:Soozu wrote:There is some flawed logic in the splitting up a corp scenario.
For one, there might be a long line of people lining up to attack the sub corps districts, who is to say the "mothercorp" will even get a chance to attack? There are well over a 1000 corps and only 250 districts to start. Not only will there be a mad dash to grab land but all out war before corps can produce and stockpile clones.
Two, if a sub corp sells its clones for profit instead of saving them, anyone can swoop in and grab it on day two or three, it's easy prey.
Three, the mothercorp must bring 100 clones to battle to take the sub corp's land, meanwhile, they too are under attack and defending. Remember, they can't purchase them once they own a district, but must produce them.
Maybe someone could make it work if they stomped the field and demolished their own attackers, but I just don't see it as feasible or easy. The 100 clones max per corp (that must be lost to boot) is a great fail-safe. Allowing any number to be purchased as suggested??? Crazy talk... sways all favour to large and rich corps. There is only an hour window to attack, each day, and all those corps have to save up clones to attack too The corps that start getting large clone numbers are going to start steam rolling the little guys Anyone can buy the starter pack of 100 clones and launch an attack in 24 hours on any district. There'll be 750 corps with no districts who will want one because it will be the new thing to do. That's 3 corps wanting to attack every 1 district that's already owned. I repeat - there will be no peace. You will be lucky to be making any extra clones ever. It wont be even, some districts will be missed, some corp will get ahead and then out produce the others.
Eventually the bigger corps will be dominating, just as they do in pub games atm but no one corp will dominate entirely. When it eventually gets to the point of the big corps dominating, they will be fighting amongst themselves too. There will be no chance to out-produce each other. |
Django Quik
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Posted - 2013.03.15 16:21:00 -
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ChromeBreaker wrote:Can you buy/sell single clones? or will they be in batches of 10-100-200?
You can only buy one pack of 100 clones, that's it. |
Django Quik
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Posted - 2013.03.15 16:23:00 -
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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? |
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Django Quik
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Posted - 2013.03.15 19:13:00 -
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CCP FoxFour wrote: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: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.
Congratulations to CCP FoxFour for rebuttal of the day. This should put all these ridiculous exponential growth concerns to bed. TrollsRoyce, please read this reply carefully because your entire premise of exploit concern is based upon the idea that your districts will never be attacked and you'll never lose clones. This I can guarantee will not happen. |
Django Quik
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Posted - 2013.03.15 19:35:00 -
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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.
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.
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.
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.
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.
How are you still not getting this? Having 5 corps does not give you 5 times the number of clones to use on any attack. You could still only attack with the same number of clones as a single corp. |
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Posted - 2013.03.15 19:59:00 -
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CCP Fox Four knocks it out of the park again! Someone get this man a medal (assuming he's not a futuristic robot with super question answering abilities, which I deeply suspect). |
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Posted - 2013.03.15 20:05:00 -
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Kain Spero wrote:My question is if we are going to be limited to one region of low-sec to start is it going to be owned by a particular faction? (Gallente, Minmatar, Amarr, etc.)? That could end up tipping this in favor of folks involved FW for that Empire.
It was mentioned earlier today that FW and PC do not interact at this stage. |
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Posted - 2013.03.15 20:32:00 -
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Trolls, what you keep describing is an alliance, not a corp. As soon as you split into more than one corp, regardless of true affiliation or using 'ringers' as back up in battles, you are putting both isk and mercs into a separate entity that will need to be constantly monitored and administered. You will have to take people you trust to do the job properly out of your main corp and give them tens of millions of isk and that person will have to log in every day without fail in order to see if an attack is coming, then be able to contact the main corp to ask for 'ringers' to help in the defense. You might be able to keep this up with 2 or 3 sub corps but any more and you'll soon run into problems.
Also, you'll have to keep in mind that any corp could lose their initial district on day 2 or 3 to another corp (no corp is invincible) and that's instantly 21.6M isk down the drain. How much isk do you want to risk throwing away? |
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Posted - 2013.03.15 21:09:00 -
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trollsroyce wrote: Alliance or corp is just semantics. It's a loose gathering of players.
What's the price of having a large corp's players held back by an artificial limiting factor of a clone supply, when you could bypass it by splitting into multicorp? PC as is sounds to me like a very much split promoting thing. The only way to bypass it.
Now what happens if your large corp loses the initial district over and over, never making it into a phase where you can afford to send in any other players than your A team? The rest leave. You actually ELIMINATE the risk of this by splitting, instead of "risking more". You see which one of the corps takes off best and make it your main corp eventually.
But it's a separate corp. You then have two completely separate entities that can not ever transfer or merge resources (isk or clones). The people you put into your other corps are stuck there because it needs constant maintenance.
Alliance or Corp is more than just semantics - at the moment in Dust alliance means nothing. You have no control or power over the other corps other than trusting that they will respect and listen to their alliance leader.
Also, (forgot about this) to add to your isk costs, if you want to change the default SI on your district, that costs another 100M isk. If you run out of clones, that's another 20M isk. If you go out on day 1 and claim 5 districts but lose 3 of them a few days later, that's a lot of isk gone (not that you have to change the SI but it's still 20M per district lost). In order for your idea to be successful, you're going to need at least double figures of sub-corps and that's a lot of isk and a lot of trust to a lot of people.
Don't get me wrong, you are welcome to try but that 150M (or whatever number you said) you have saved up will be disappearing pretty rapidly. |
Django Quik
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Posted - 2013.03.15 21:12:00 -
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Shadowswipe wrote:Whats to stop a corp making a dummy corp to attack a bottleneck time and time again and auto losing. If you want to lock one district, it would cost a net 9 million a day to lock one district. Which if it is the right planet, it would be protecting other planets through attrition and the real enemy wouldn't be able to launch an attack, because the dummy corp gets an hour to re-queue up a fight. Thus delaying death through using a 1 man corp that dies 100 times a day.
What if the attacking force losses, other corps can queue an assault? Or does the hour to start another fight only happen if you win?
Maybe a queue system for attackers, once an attacker loses a fight, the next attacker in the queue gets the option to attack and so on. Or maybe a silent bid system where corps put forth extra funds that no one can see, whoever puts forth the highest silent amount gets the right to attack that district. The bid system could be isk or clones, any clones used in the bid get lost as a "side" conflict on who gets to attack. Only losing the difference of the side bid verse the second highest bidder.
A dummy corp attacking just to lose will be instantly down 20M isk. How long can anyone keep up throwing 20M isk around every day just to keep a district locked? |
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Posted - 2013.03.15 21:30:00 -
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The 5 million goes to the main corp, not the dummy corp. There's no way to put more money into the dummy corp from the main corp's winnings (actually, just thought of an exploit that would allow this - damn!). And yes you're assuming the district has the SI that increases production - without it you'd only earn 4 million worth of clones, making potential lose of 11M by your maths.
Also, remember that you can only attack if you have 100 clones to move. If the dummy corp loses, they need to either buy (-20M isk) or produce another 2 days (3 days without the production SI, which costs 100M isk) worth of clones before they can attack again. By that time I can assure you another corp has been waiting to jump on the bandwagon and attack for real in the period that your dummy corp is restocking clones.
Now, as for the exploit of actually being able to transfer isk between corps (and I can't see a way to stop this) - corp A gives one merc lots of isk, that merc quits corp A and joins corp B, then donates that lots of isk to new corp. Pretty simple really; can't be detected, can't be stopped, not even really an exploit.
The problem with being attacked before restocking clones still stands. |
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Posted - 2013.03.15 21:36:00 -
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Shadowswipe wrote: Ok, there are some bottlenecks, so a planet with 5 districts would lose 45 mil isk a day, but could be protecting a 25 district planet, so the costs could be worth it. Also, a big corp could make 45 million in a day easy through instant battle matches..
As for transferring funds, its easy. Give 20 million to a corp mate through the give money from the corp menu, and then have that guy leave and join the other corp. Once he is there, he gives the money through donate, and heads back to the main corp to get more money for the next day.
If a corp has no district, it can buy 100 clones and attack absolutely anywhere it wants, thus circumventing any potential bottlenecks. |
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Posted - 2013.03.15 21:44:00 -
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Shadowswipe wrote: Except if its another decent sized corp that doesn't feel right about making a dummy corp and moving members. They are stuck going through the bottleneck. I for one will never leave my corp. But I would pay isk to another corp to cause havoc on the back lines of said corp. But I would prefer to do the dirty work myself.
Someone earlier said there are over 1000 corps right now. With only 250 districts, chances are every single one will be contested every single day. Especially for the first few weeks or months while it's the only fun new thing to play. |
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Posted - 2013.03.15 22:02:00 -
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Shadowswipe wrote: Django: As for the first few weeks or months, I don't care about short term, I am a Duster for life. It could also happen on a small scale though, where one strong isk corp denies a large corp that one last district to complete a planet and move on. Instead they stuck trying to kill a small corp they could easily take out if not for a the loophole of attackers right to launch another attack back to back to back. Theoretically, a bunch of small corps could work together to do this to a large corp and the large corp could never fight back. Unless the small corps run out of money, but 9 mil, like I said before, is nothing for a decent corp to pull down in a day if they really wanted to.
The short term matters a lot because those big corps need to be able to gain that foothold in order to be able to block off a 'bottleneck'. The short term matters also because this is only the first iteration of PC and things will be changing every few months when more new elements are introduced.
Furthermore consider this - with only 250 districts and at least 25 (maybe 50) properly organised decent sized corps out there, you're talking an average of 10 districts each (if not 5). Trust me, everyone's going to be fighting all the time because peace is boring and war makes money (and more importantly loot!). |
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Posted - 2013.03.15 22:17:00 -
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trollsroyce wrote:Where am I assuming no defense? This is a separate matter from the first, which can happily be put to rest (exp growth non issue with 250 planets).
The issue is (read carefully): Big corp cannot use numbers advantage because it only gets 100 clones to start with. Lot of small corps can use numbers because they each get a start. Big corp can become lot of small corps and for most purposes merge by ringing players regardless of which small corp is fighting.
With this in place, do you think it's wise for a corp like PRO with 900 members to rely in 1 starting location and 100 starting clones? They could split and profit: GÇó if one start fails, they have more to switch to GÇó by having more attack opportunities they can put many players in use GÇó the players that aren't their prime have their place, as fights abound. less fights that are more important (one corp needs to win, if you have multiple corps a loss won't bring the whole thing down) would mean that only the elite are allowed to fight for the few district fights (few because of clone amount)
This makes splitting a rather mandatory practise for big corps. In fact most corps would be best off with alternate starts just to see which one takes off best. Trust issues? Use alts as directors.
What do you do if you main corp doesn't manage to hold it's starting district (by whatever small possibility this could happen)? You just have sub-corps fighting PC instead of your main force?
Also, if you're using alts to run 10 different corps, that's a hell of a lot of logging in and switching characters. It'd also be a hell of a lot of organisation if you manage to take a few more districts and need to defend them all every day. If (and this is a massive IF) you manage to take 23 districts between all your corps, either you've got to be doubling up on teams defending districts simultaneously or you've got to have teams on every hour of the day (bar downtime).
Now, as previously stated, the big corps will still likely eventually dominate but there are enough big corps that conflict will still be continuous on all districts. It only takes 25 corps to own 10 districts each for this to happen in a way that won't result in one corp steamrolling the entire region. |
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Posted - 2013.03.15 22:26:00 -
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It's just not sustainable when you consider how many other corps will be battling against you. Make as many alt corps as you like, even if you held all 250 districts you wouldn't be able to field enough good teams to defend all of them all the time. |
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Posted - 2013.03.15 22:28:00 -
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And another point - you're just going to move everyone in your corp to another corp? Yeah, can't see that going wrong at all... because people love having to move around a lot... |
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Posted - 2013.03.15 23:00:00 -
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R F Gyro wrote:Garrett Blacknova wrote:Lets look at the problem with this argument: I don't think there's a problem here at all. I see a trade-off, which is exactly what we want from the game. As I understand the argument, large corps have to decide between alt corp (high admin, fast expansion, weak defense) or single corp (low admin, slow expansion, stronger defense once established) strategy. Smaller corps don't really have this problem. That's wonderful isn't it? No right answer, and bigger isn't entirely better.
You've it the nail on the head there - Trolls is trying to say this is a potential exploit that will make large corps want to split and become unbeatable but this is not the case and it has been repeatedly and conclusively refuted. His idea can be done but it won't be productive and will not last. |
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Posted - 2013.03.15 23:38:00 -
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Shadowswipe wrote:What happens if PSN goes down during a combat window, but not DUST 514?
I could see this happening and messing up lots of plans and timing. Maybe some get in before PSN goes down, but not kicked out of game, and get to attack a district without the defenders being able to log in to put up a fight.
Yeah, this could be an issue. Also how about extended downtimes too? Anyone setting the attack window to 2 hours after DT (hour either side has already been confirmed as unsettable) could regularly see this coincide with extended DT beyond an extra hour. |
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Posted - 2013.03.16 09:18:00 -
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Trolls, anything you do to cater to the size of big corps will just make them instantly dominate as one instead of dominating as separate smaller corps that are vulnerable because you can't share clones between them.
If you want to go through the hassle and expense of splitting into many smaller corps to try to gain an advantage, that's fine. You're definitely going to lose a lot of isk and not necessarily going to be able to expand or consolidate as fast as you can. Let's say on day 1 you split into 10 corps and claim 10 districts without conflict. Day 2 every single one of your districts is attacked. You manage to successfully defend all 10 of them but lose 60 clones on each. Not only can none of your districts move clones (each could possibly recover to 100 but you need more than that to launch an attack), people will see that they're vulnerable and have low merc numbers in their corps and you will definitely be attacked again the next day, whether by the same attackers or new ones with another bunch of 100 clones. Unless you're doing well enough in every battle to lose less than 60 clones (40 without the prod SI), you won't be able to expand at all and your empire of small corps will slowly wittle away.
In fact this scenario is true in the case of single corps too. Every corp, no matter of size or splitting will find it difficult to maintain clones enough to be able to expand because it will be constant war.
As for your analogy - CCP Fox Four earlier said that you can only buy 100 mercs because you have nowhere to store more without a district. This makes sense. It's like the hotel owner telling you, sorry we've only got one room and due to insurance purposes only 4 people can stay in there tonight (this actually happened to me and my friends roadtripping the southern states a few years back and we had 10 people!). |
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Posted - 2013.03.16 09:20:00 -
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Bren Butchman wrote:You should take into consideration the influx of isk that'll come in when dust economy will be linked with the eve one. The idea isn't bad per se, but the price tag should be closer to the 5 billion isk mark, imho.
They've already said that the economies won't be linked before PC comes in. By the time that happens there'll be plenty of other things to spend your billions of isk on and the prices quoted here are always subject to change. |
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Posted - 2013.03.16 11:28:00 -
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The RL analogy applies to the game because you have nowhere to store more than 100 clones without a district.
Honestly, I'm not quite sure I entirely follow your outposts idea - are you saying you could just spend some isk and create a new district to own? If so, this is just allowing anyone with enough isk to create their own empire from scratch without anyone being able to stop them.
Everyone starts with only 100 clones. Yes making many corps will give you the best chance of getting one of the lucky district with the prod SI but you're always going to struggle to expand because you'll be under constant attack.
There really is nothing wrong with your splitting idea if you want to do it - I'm sure many of the big corps will try because they have enough isk to throw away but no one will be able to expand enough to dominate early on because of what I've already said about being under constant attack on all fronts. If you really want to throw away hundreds of millions of isk, be my guest, it won't guarantee you the expansion you're predicting.
I suppose what you could do is anytime you're attacked you just hide and don't lose any clones, except for the 20% that are turned over to the attackers for winning. However, losing stops you being able to produce any new clones and after a few days your district becomes virtually indefensible and unreinforcable. |
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Posted - 2013.03.16 11:54:00 -
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The big problem suggested here is that you guys think that one corp (split into many smaller corps) will become invulnerable because they can claim large areas of space and then outproduce any other corp in terms of clones.
The big rebuttal is that you will be under constant attack on all fronts from day one. Even if you make a circle of self-attacks/district sacrifices against your own sub-corps to keep your districts locked, you'll never be able to produce any extra clones to be able to expand from your initial positions.
As previously stated many times now - you will struggle to even produce enough clones to attack a 2nd district from any of your sub-corps, when under constant attack from external corps. |
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Posted - 2013.03.16 12:41:00 -
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Mr Gloo Gloo wrote:Django Quik wrote:The big problem suggested here is that you guys think that one corp (split into many smaller corps) will become invulnerable because they can claim large areas of space and then outproduce any other corp in terms of clones.
The big rebuttal is that you will be under constant attack on all fronts from day one. Even if you make a circle of self-attacks/district sacrifices against your own sub-corps to keep your districts locked, you'll never be able to produce any extra clones to be able to expand from your initial positions.
As previously stated many times now - you will struggle to even produce enough clones to attack a 2nd district from any of your sub-corps, when under constant attack from external corps. Your description works as well for 1 corp = 1 district... So why not multiply the chances, the battles per day, the "fake" production clones for the MOTHER corp (even if you can't share the clones between all the corps), possibility to lock districts from other attack with your own corps (if you have good sync, other corps won't be able to attack you !!!) Organization, management, logistic, but still a kind of "exploit" in my mind...
If you attack your own districts in order to lock them, you have to be using all your available clones to attack all your districts everyday (leave one district unattacked and someone else will attack it). You'd never be able to produce more clones because the districts would be constantly 'flipped' by your own sub-corps, so you'd never be able to have enough clones to expand further than the few districts you claimed on day 1. You'd never build up clones and never earn any isk and never expand. |
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Posted - 2013.03.16 12:53:00 -
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Mr Gloo Gloo wrote: Just play the game on multiple districts. Wait for a window. When you've got one, you take a district for your mother corp...
Take it for 2 or 3 sister corps. Don't tell me that some corp won't never find 4-6 really active guys and confidence to hold the scuad leader role in sister corp. And who will attack everyday the "bigger and better" corp ?
With more than 1000 corps and PC being the only new and fun thing to do, every district will be constantly under threat. And what about the other bigger and better corps? No one corp wins 100% of games. |
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Posted - 2013.03.16 12:59:00 -
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trollsroyce wrote: Invulnerable, by all means nope. Just bigger and capable of attacking multiple targets.
What is "constant attack"? An 1 hour timeframe, when you can be attacked. 1 hour daily. How does a big corp utilize numbers in this 1 hour timeframe? By having many districts to multiply the usage of numbers.
There is no circle exploit or such, just plain and simple: GÇó put placeholders on districts and play them as normal corps GÇó instead of fighting for expansion, you remove placeholders and will not lose the attack clones GÇó the above fortifies one corp in relation to the same corp fighting for districts and losing clones on hard attack
Again, think of the corps in relation to same corp not split placeholder expanding. The 1 hour daily fight goes for the good players that put the clones to best use. If you have a ton of members, you can just do many corps and feed the strongest child. Players are same - they just join as ringers.
To me, from the given info it follows that split expand is vastly easier and moresustainable than trying to eek out clones to exp.
By constant attack I mean every district being attacked in its window every day.
If you leave any district open to attack, it will be attacked by an external corp. Guaranteed. You will lose some clones - maybe not the entire district but enough to stop you from being able to expand beyond most if not all of your districts. |
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Posted - 2013.03.16 13:31:00 -
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Mr Gloo Gloo wrote: 1000 corp ? And how many real threat for the best corps ? So how many time will they really loose clone ?
I know what you mean, it's just not enough for me.
There are at least 25 if not up to 50 decent corps out there. Even if the smaller less able clones can't beat your clone counts down a lot, they'll still be able to take out a few. On a district without the prod SI, you need to lose less than 20 clones over the course of 3 matches in order to be able to expand to another district. If you lose more than 60 clones in a match on one of these districts, even if you win, you're down clones and worse off than when you started. |
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Posted - 2013.03.16 13:36:00 -
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trollsroyce wrote:I don't think the constant attack is actually related to the subject of split expand. Surely it makes expansion hard. Splitting makes it easier but won't ultimately allow you to hold any more (I never claimed this). What I claim is that split expand is a fast shortcut to your maximum districts.
The reason it makes expanding easy is that the expander corp will not need to waste clones on attack.
You may be able to get a 'shortcut to you maximum districts' but this won't be sustainable, so your shortcut will ultimately fail.
The 'expander corp' will instead waste clones on defense while hoping that the sub-corps' districts last long enough to be 'absorbed' into the main. |
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Posted - 2013.03.16 15:02:00 -
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You can't just say 'I know how this exploit could work but I'm not telling any of you' and claim something needs to be fixed or addressed. I thought this was supposed to be a constructive debate?
I'm still solidly of the opinion that you will never have the opportunity to consolidate either as a single big corp or multiple small corps because your districts will rarely if ever have the peace required to expand. Your sub corps will look small and weak, making them targets. Your main corp will be the target of larger corps who want to take you out of the picture early on. Mid-sized corps that try to fly under the radar may fair okay but with the corps:districts ratio so high nobody will be safe, especially early on. Who knows what might happen after everything settles down a few months later. |
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Posted - 2013.03.16 16:03:00 -
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Just to clarify my argument here - I'm not saying this is a problem and I'm not saying this can't be done; clearly it can (whether or not it will be productive remains to be seen and my opinion is it won't) but I don't see it as something needs to be addressed, as Trolls has suggested. That is my argument. |
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Posted - 2013.03.16 18:14:00 -
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Rookie corps will always struggle due to both ability and numbers but advanced corps can be just as competitive as the mega corps if they have the ability and numbers. If a corp can perform well enough to win every defense of their starter district without losing 40-60 clones, anyone can retain their position. The longer you retain your initial position, the more chance you have to gain a positive clone production rate and be able to expand. Try to expand too fast and you'll end up losing everything.
To be honest, everyone, even the mega corps, will struggle to expand, let alone 'conquer', even using the proposed mother/sister corp suggested above. If any one corp does manage to do well enough to hold more than 21 districts, it instantly has to double up on a attack windows, meaning 32 players needed online at that time to defend and enough competent players for every other hour of the day, unless they double up more. This will be difficult to maintain (massive understatement). |
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Posted - 2013.03.16 18:23:00 -
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Skihids wrote:Missing from this discussion of mechanics is any mention of motivation.
Why as a corporation would I want to plunk down that first 20M ISK? What am I getting for my money? Is this a wise business decision? Is there sufficient ROI to warrant this action?
As described so far the only advantage of PC is to produce ISK, so I am buying future ISK with current ISK. There are two cases, either PC is an ISK fountain pumping more money into the DUST universe, or it is an ISK sink. From what IGÇÖve read so far CCP wants constant warfare so itGÇÖs going to be a sink. Each battle will see significant clone and equipment loss. Sure, the winning side might break even or come out ahead slightly, but in aggregate there will be a loss with CCP raking its take off the top of each battle. By definition the average corp is going to lose half its battles and therefore end up with an overall ISK loss.
With no EVE link all that money is coming from corp members farming public matches for ISK. ThatGÇÖs a lot of farming, especially if you donGÇÖt get picked to join the A-Team for the actual battle. How long are members going to contribute? This feels like the current corp battle system with some window dressing. The only motivation to run them is relief from constant public matches.
The level of conflict has to be fairly low for PC to be an ISK faucet for a corp, and that means constant expansion of the frontier. If you make the districts worth too much you will motivate more corps to fight for them until they are once again unprofitable. As I see it you just canGÇÖt balance it on an ISK basis. You have to be buying something else for your money than more ISK. What is that, and is it enough?
What you are getting for your money is a first glimpse of the Dust 514 end-game. One day this will be huge and hopefully encompass the entire of New Eden. It also gives you and your mercs something tangible to play for, instead of simply running the same old random matchmade blueberry-ful pub games.
You're right that it could be either a big sink or faucet but that is entirely dependent on how well your corp does. Manage to hold a district for a week or so and you're suddenly earning 100k isk for every extra clone produced. What else do you get? Loot! The best loot because it'll come from players you kill, unlike pub games atm. You could even earn aurum gear! Awesome tanks! Whatever you've seen other people using, that could be yours. I'd say loot alone is more valuable than any isk you'll potentially earn.
And you don't need to be constantly expanding to be profitable. Smaller corps won't be able to protect more than a handful of districts because of numbers but if you manage to hold them, you're in. |
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Posted - 2013.03.16 18:25:00 -
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Raze Minhaven wrote:Can we please have an API available to us BEFORE this gets released?
What do you want an API for? I can't see anything like that being released before full launch (which can't really be anymore than 6 months away really). |
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Posted - 2013.03.16 18:26:00 -
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@CCP Fox Four - With the whole loot system in mind, are we expecting to have corp armories in place by the time this launches? So we can move our loot around the corp and give it to people who can actually use it. |
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Posted - 2013.03.16 18:42:00 -
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I think the 20M isk requirement is prohibitive enough to prevent rookie corps from trying to get in on the action and will make advanced corps think that they need to be very very prepared to take the chance.
What's been suggested is obviously possible but it's not going to be such a problem that it needs to be addressed now. Clearly if by some miracle somehow one corp manages to take over the entirety of PC, CCP's many many man hours of planning has failed somewhere and something will need to be changed but this is the whole point of testing it before full launch, right? |
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Posted - 2013.03.16 19:49:00 -
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Skihids wrote: That's just it though. You have to or you lose to the attacker who brings high end gear. Using milita gear on a 200K ISK clone is like fitting a Sagaris with militia mods. False economy. If your clone costs far more than your fitting you aren't protecting it well enough.
If you're losing that much isk in corp matches, you need to realise your corp probably isn't ready for corp battles and will be even less ready for PC unless you get a lot better before it comes in. Seeing as you're in Tritan, I can't see how this could be the case but I rarely play against you guys, so couldn't say for sure.
The costs involved are going to mean people will have to play carefully and strategically instead of just running and gunning like teams of rambos. If the attacker is bringing in high end gear, they also have a lot to lose in the battle, so it's a double edged sword for all involved. |
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Posted - 2013.03.16 19:51:00 -
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And I really don't think any corp name will 'discourage' attacks on their districts because the shortage of districts will mean that there will be very few that aren't attacked on a daily basis.
You've also missed that you get isk per player killed too, which will help fund you further. |
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Posted - 2013.03.17 10:09:00 -
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slypie11 wrote:I heard in a video that eve players will be able to give dust players contracts. What will the eve players have to gain. Will they get some of the isk, or will they need clones too. Also, I'd like to see eve players participating more in battles. Also, maybe some kind of faction hub would be cool
This is off topic and won't be factoring into this iteration of PC (for now at least).
The EvE interaction at this point will still be OBs but they are working on PI bonuses for EvE players in orbit above an owned or alliance district. |
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Posted - 2013.03.17 10:11:00 -
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@Skihids and anyone else concerned about the isk situation, it is true that PC probably won't be a profitable venture but it will be immensely fun and people are going to want to do it.
The fact that you're only going to be fighting 1 battle per district per day (at most) means that there's still going to be plenty of time to earn isk from random pub matches, hopefully funding your war efforts. |
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Posted - 2013.03.17 10:38:00 -
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I really don't see why the whole split corp thing is an issue. Each of your splits is just as vulnerable as any other single corp out there in PC. If instead you just give single mega corps the option to use their size to an advantage, they will become unbeatable. At least this way every corp (or split) corp has just as good a chance to survive.
Anyone in an alliance (or split corp) will be at a slight advantage because that'll be less other corps to attack them but there's still going to be plenty of other corps attacking you to worry about. |
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Posted - 2013.03.17 13:36:00 -
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Parson Atreides wrote:How will taking your first district work? I understand you buy the clone package, and take an unoccupied district, but what happens after that?
Are you allowed to set the first Reinforcement timer without the penalty of locking the district, thereby allowing you to attack again? Or is the Reinforcement timer already set? Or do you get the first batch of clone reinforcements as soon as you take an unoccupied district and thus don't need to worry about the Reinforcement timer right away?
How can you reinforce when you only have one district? Where are these reinforcements coming from? You can only buy one pack of clones before you have a district and can buy no more after.
If you have no district, you select where you want to go and then buy your 100 clones and they get sent there. If it's unoccupied, you instantly claim it and can set your defense window time. If it's occupied and no one else is already set to attack it, you lock it in for attack at its next window after the next 24 hours. |
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Posted - 2013.03.17 18:12:00 -
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slypie11 wrote:At this point, I don't see the reasoning behind defending your district. Defenders have no advantage, and you can always take it back. But if you do decide to defend it, what if you are in a small corp and everyone is offline? Will the enemy just take it for free
If you lose, you lose 100 clones (or whatever number you've got left if less than that). If you choose not to defend, you still lose 100 clones. If you lose all your clones on a district, you lose the district. The only way to get more clones if you've lost all your districts, is to buy new ones at a cost of 20M isk.
If you are a small corp and no one is online, you lose 100 clones. But you get to set the time that people can attack your districts at, so set it when most of your corp is likely to be online. If you have less than 16 online at the time of the battle, you could squad up with people outside your corp and bring them into the battle but unless they're people you know and trust, this may be more of a hindrance than a benefit.
For small corps with only just 16 players in, I would probably advise that you are too small to really be doing PC. By all means, you're welcome to try your hand at it but likelihood is you'll struggle. |
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Posted - 2013.03.17 18:15:00 -
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Skihids wrote:LT Dans Legs wrote:Yes, but dont forget about the resources gained by owning a planet. If you have good Eve support then you should be ok right? What, the 40 clones produced per day by an unlocked district? I've taken that into account.
I think LT Dans Legs is referring to the profit that EvE pilots could potentially make from PI (that is as yet undefined). However, as isk transfer between EvE and Dust will still not be available when this is launched, his point is null. |
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Posted - 2013.03.17 18:18:00 -
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DUST Fiend wrote:This was likely already asked, but if not:
Will the free precision strikes be removed from these battles?
If not, what is the actual benefit of maintaining orbital superiority?
Precision strikes aren't and won't be free - you'll still have to earn 2500 WP to get a strike and you'll need an EvE ship in orbit with the right equipment to do a strike, otherwise you get nought. No warbarge strikes in PC - pretty sure CCP Fox Four said this earlier but I may be misquoting...
The attacker can also bring in their own EvE ship to launch strikes but if there are opposing EvE ships in the same district, I imagine they'll be fighting too. This could be awesome! OMG this could be awesome! |
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Posted - 2013.03.17 20:31:00 -
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Parson Atreides wrote:Django Quik wrote:Parson Atreides wrote:How will taking your first district work? I understand you buy the clone package, and take an unoccupied district, but what happens after that?
Are you allowed to set the first Reinforcement timer without the penalty of locking the district, thereby allowing you to attack again? Or is the Reinforcement timer already set? Or do you get the first batch of clone reinforcements as soon as you take an unoccupied district and thus don't need to worry about the Reinforcement timer right away? How can you reinforce when you only have one district? Where are these reinforcements coming from? You can only buy one pack of clones before you have a district and can buy no more after. If you have no district, you select where you want to go and then buy your 100 clones and they get sent there. If it's unoccupied, you instantly claim it and can set your defense window time. If it's occupied and no one else is already set to attack it, you lock it in for attack at its next window after the next 24 hours. The Reinforcement timer is what determines not only when you're allowing people to attack the district, but also when you receive clones. In other words, you'd be getting the clones from whatever produces them in each district. The wiki says you get clones at the beginning of the reinforcement timer, but it also says changing that timer locks the district. That means, if on the first day of PC, you take an unoccupied district, then if you have to set the Reinforcement timer and thus lock your district, there's nothing you can do for the next 24 hours, since locking a district means you can't attack from it, correct? If this is the case, then it seems to me that doing the sub-corp strategy of taking a district and then just abandoning it right before your mother corp attacks it is going to be the only truly viable way of expanding quickly in the beginning. Otherwise, you'll have to fight not only the 100 clones someone has in a district, but also whatever clones they've produced through the Reinforcement timer, plus the fact that you have to wait 24+ hours to actually be able to attack. In other words, the earliest you could take another district (assuming it's occupied after those first 24 hours, which I'm guessing almost all will be) would be a full 3 days later--one to wait for lockdown to turn off, one to announce you're attacking and hit the first time, and one to kill off all the clones during the second attack (since the district would have more than 100 clones in it by that time). As opposed to requiring 1 day (for expansion) for the sub-corp strategy since you won't have to wait the additional 24+ hours it would normally take to announce you're attacking and another additional 24+ hours to hit the district the second time to drive off any remaining clones.
You can't move for an attack on the first day anyway because you need to move a minimum of 100 clones and if you moved 100 clones when that is all you have, you'd be abandoning your initial district anyway. This is the same whether you have 1 corp or many sub-corps and a mother corp. The mother corp would also have to wait until it had enough clones to launch an attack on a sub-corp, even if the sub-corp had abandoned it. Also since abandoning a district causes the reinforcement timer to be removed, any corp with no district could just swoop in and claim it straight away because the mother corp would have to wait until it's own timer had gone 24 hours to have more clones to move there.
Nobody will be able to claim a 2nd district within the first few days, especially since the lack of districts compared to the number of corps means that everyone will be under attack everyday for the first few days if not weeks. There will be no way to expand quickly. |
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Posted - 2013.03.17 21:04:00 -
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ca ronic wrote:If my district is going to be attacked and I cant find anyone in my corp to fight, can you just invite 16 players in from other corps. Or does the squad leader have to be in my corp and then go out and fill a squad with players outside the corp?
From the outset you can only bring people into the battle if the squad leader is in the corp - squad size is going up to 6, so that means you only technically need 3 corpmates online at the time of the attack.
That said, you get to choose what time each day you want to defend, so just set it for when you're most likely to have plenty of your corp online.
Eventually the plan is to be able to put the contracts up for the public to defend your districts but given the state of blueberries, would you really feel safer doing that? |
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Posted - 2013.03.17 21:22:00 -
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ca ronic wrote:Django Quik wrote:ca ronic wrote:If my district is going to be attacked and I cant find anyone in my corp to fight, can you just invite 16 players in from other corps. Or does the squad leader have to be in my corp and then go out and fill a squad with players outside the corp? From the outset you can only bring people into the battle if the squad leader is in the corp - squad size is going up to 6, so that means you only technically need 3 corpmates online at the time of the attack. That said, you get to choose what time each day you want to defend, so just set it for when you're most likely to have plenty of your corp online. Eventually the plan is to be able to put the contracts up for the public to defend your districts but given the state of blueberries, would you really feel safer doing that? Thanks. Speaking as a blueberry, I hear ya. Better than nothing though, you might get lucky. I was thinking of something like having a chat channel with full squads looking for a fight, if you see a name you recognize then send them an invite to fight to defend your district.
Yeah, that's a great idea and something I'm sure people will set up when this comes. |
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Posted - 2013.03.17 21:40:00 -
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CCP Nullarbor wrote:Django Quik wrote:ca ronic wrote:If my district is going to be attacked and I cant find anyone in my corp to fight, can you just invite 16 players in from other corps. Or does the squad leader have to be in my corp and then go out and fill a squad with players outside the corp? From the outset you can only bring people into the battle if the squad leader is in the corp - squad size is going up to 6, so that means you only technically need 3 corpmates online at the time of the attack. That said, you get to choose what time each day you want to defend, so just set it for when you're most likely to have plenty of your corp online. Eventually the plan is to be able to put the contracts up for the public to defend your districts but given the state of blueberries, would you really feel safer doing that? Actually technically you only need 1 person online because you can have them create the squad of 6, pull the outside corp members in to the battle then drop squad and repeat for the remaining squads.
Aha! Smart man this CCP Nullarbor ;) |
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Posted - 2013.03.17 22:22:00 -
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Can we please just ignore all the posts that don't actually pertain directly to Planetary Conquest, rather than bringing up other stuff that people might be concerned about. |
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Posted - 2013.03.18 09:45:00 -
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Parson Atreides wrote:Django Quik wrote:
You can't move for an attack on the first day anyway because you need to move a minimum of 100 clones and if you moved 100 clones when that is all you have, you'd be abandoning your initial district anyway. This is the same whether you have 1 corp or many sub-corps and a mother corp. The mother corp would also have to wait until it had enough clones to launch an attack on a sub-corp, even if the sub-corp had abandoned it. Also since abandoning a district causes the reinforcement timer to be removed, any corp with no district could just swoop in and claim it straight away because the mother corp would have to wait until it's own timer had gone 24 hours to have more clones to move there.
Maybe I'm not being clear enough. So let's take an example: Corp A takes their first district at 1:35pm. They then set their Reinforcement timer for 2:00-3:00pm. Now Corp A has 140 clones and could theoretically take another unoccupied district, except for the fact that the first district may be Locked, preventing an attacking action. The question is basically, what is the Reinforcement timer set to when you first conquer an unoccupied district? And if the first Reinforcement timer on any unoccupied district recently occupied didn't come with the Lock penalty, then PC would be interesting during the first few days. Instead it looks like nothing is going to happen for 3 days. 1 to set the timer and wait to get out of Locked status, 1 to set an attack and wait for the 24 hour notice, and possibly 1 needed to attack again to defeat any remaining clones if there were more than 100 the first time you attacked. Quote:Nobody will be able to claim a 2nd district within the first few days, especially since the lack of districts compared to the number of corps means that everyone will be under attack everyday for the first few days if not weeks. There will be no way to expand quickly. I think you're wrong here. If a mother corp coordinates well enough, they'll only have to wait that initial 24 hours during which their district will be Locked due to the Reinforcement timer. After that, the sub-corp can simply abandon the district a minute before the mother corp sets an attack on the district. The mother corp will be able to take over the district immediately because it's unoccupied. In another 24 hours they can do the same thing with another district one of their sub-corps own. 3 districts in as many days without having to fight one battle (though they may have to defend once or twice if one of their sub-corps gets hit). (Depending on what Surface Infrastructure they have, it could actually be 4 districts in 3 days, because they could launch another 100 from their very first district on day 3, due to clone accumulation.)
Firstly, I get the impression from the current info that you'd get your first set of clones produced 24 hours after you set the reinforcement timer - I may be wrong here but that's how I read it. During that first 24 hours of setting the timer you are locked, so can not move anything but can still be attacked when the timer comes around (this I see as very likely to happen).
Theoretically, you could take a 2nd unoccupied district as soon as you get your first set of reinforcements but chances are all 250 districts will be taken in a mad land grab immediately when PC launches. Furthermore, you would be leaving only 40 clones on your initial district, which is then extremely vulnerable to being not only attacked but completely taken by an enemy corp with no guarantee you'll win your own attack.
The first few days will be manic because people who manage to claim a district won't be able to expand but will likely be attacked at every opportunity by corps who didn't manage to get a district. Locking a district with the reinforcement timer doesn't stop other corps from attacking you, so you could (and probably will) be attacked on day 2.
As for you last paragraph about the mother corp situation - they suffer the same vulnerability as anyone trying to attack early on: you could take 100 clones to claim an abandoned district but that leaves only 40 (60 with the prod PI) clones to defend with. This also hinges on the mother corp not being attacked itself (unlikely) because when someone sets up to attack you, your district becomes locked until the battle has completed, so you can't launch your own attack elsewhere.
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Posted - 2013.03.18 09:59:00 -
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Finde R wrote:If corp A have 450 clones, can A move 100,100,100,100 clones to four hostiles districts on the same day? How to change offline to online ? I mean if defender lost MCC, how can defender change the offline state ? When corp A keep attacking corp B district, can corp B attack corp A district on the same day or the following day ? How long will the locked state keep ? 1 hour at most ? What is called friendly corp ? in same Alliance ? http://i.imgur.com/tcoH7Bi.png Is this correct or wrong? http://i.imgur.com/pq84I96.png Is this wrong ?
1) Correct, you can move as many times as you like, as long as each move is at least 100 clones.
2) Losing your MCC but not all your clones means you don't produce any new clones on that district at the next reinforcement timer. If you are not attacked at the next timer or you win your next defense, only then does the district come online again.
3) If corp B has a district that is not locked and enough clones at said district, they can attack corp A. All the time a district is being attacked, you can not move clones from that district, so can not launch an attack. If you are not locked by an attack (or by changing your reinforcement timer) you can move clones for an attack.
4) Locked status lasts until the district reaches its reinforcement timer. A district becomes locked immediately when an attack is set for your next reinforcement timer - if someone launches an attack 22 hours before your timer, you can not move anything to or from that district until that battle has taken place 22 hours later.
5) A friendly corp is anyone you can get to agree not to attack you.
Sorry, can't see those pics properly, so can't comment on them. |
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Posted - 2013.03.18 10:31:00 -
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Now I actually have realised that there is a potential kinda loophole that could be exploited by the really rich corps out there and I think this needs to be addressed:
A corp could set up a single 1 man sub corp to constantly attack and lose against the main corp without the sub corp ever having a district themself. The main corp gets extra income from killing 100 clones and 20 extra clones every day as well as ensuring they are locked from attack by other corps. Each time the sub-corp loses, it can immediately buy a new pack of clones and launch an attack during its 1 hour exclusivity window.
Depending on the SI, the main corp could potentially be gaining a lot of clones really really fast. Here's the numbers:
With research SI -
Day 1 +100 clones for main corp +100 clones for sub-corp -20M isk * 2 = -40M isk
Day 2 +40 clones from production +20 clones from winning 100-0 +5M isk from biomass -20M isk from sub-corps for new clone pack Total main corp clones 160 Net isk -55M
Day 3 Total clones 220 Net isk -70M
Day 4 clones 280 isk - 85M
Day 5 clones 300 (reach max) sell 40 clones for 4M isk isk - 96M
Now this is a fair sum of money but pocket change compared to what some people have saved up already and it gives a corp the potential to max out its clones by day 5 or be able to launch an attack on a neighbouring district on day 2 without any fear of losing their initial district.
If we do the numbers for a cargo hub, it's pretty much the same pattern as the research one but up to 450 clones in 6 days at a cost of 114M isk.
The scary part is if the main corp happens to get a production SI and then the numbers are max 300 clones in 4 days for just 81M isk.
And this is absolutely guaranteed to work if you have the money. Obviously it's not a long term plan because you net lose isk even when you hit the max with a prod SI but it means a corp with the cash could get a massive and uninterruptible headstart on clone production. I would definitely go as far as to say this is an exploit that requires addressing. |
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Posted - 2013.03.18 10:47:00 -
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double post |
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Posted - 2013.03.18 11:48:00 -
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CCP FoxFour wrote: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.
You also get 50k isk per clone killed, which is an extra 5M isk. Yes, my maths is still off but 7-9M isk per day is still not a lot for these megacorps
If you use my idea of only attacking yourself using a corp without a district, you don't have to worry about production rates and can buy a new pack of clones straight after an attack has been lost for the next attack. |
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Posted - 2013.03.18 11:56:00 -
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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. |
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Posted - 2013.03.18 12:22:00 -
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Would other clone numbers stay the same? Minimum movement of 100 clones? Max clones without cargo 300? etc. |
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Posted - 2013.03.18 12:25:00 -
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Garrett Blacknova wrote:With Django's exploit, you'd want to be running a 1 man Corp with a go-between delivering money so he doesn't have to earn all the costs for himself.
And you have to choose between the extra 20 clones/2 million ISK, or the extra 5 million from clone destruction.
So you're 20M down, and another 11 million (at most) up after each day. 9 million ISK a day may not be huge by EVE standards, but it's definitely not sustainable on its own, and the more territory you hold, the worse it becomes.
You could just give each sub corp 100M isk to start with.
And CCP Fox Four retracted his previous statement, so you could only spend 7M per day. With some corps supposedly holding 700M isk, this isn't unimagineable.
Also, it's not a sustainable longterm strategy but could definitely be used in the first few weeks to take a small planet of say 5 districts. |
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Posted - 2013.03.18 12:34:00 -
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I can't personally see the immediate advantages to the system of giving people more clones from the outset.
Let's see - things that could now be possible: -On day 1 each corp could claim 1 district with a decent number of 200 clones. -On day 1 each corp could claim 2 districts with 100 clones each. -Corps with no district could attack with greater numbers on day 2 but still less than a corp with a district that's produced clones since day 1. -Corps with no district could attack 2 districts with 100 clones each.
Erm, anything else different?
I guess the big change is the cost involved. It would mean any kind of corp-splitting system would be significantly more expensive, ruling out all but the richest of richness corps. I think it would also likely be a massive turn off for any corp less than a hundred or so members. |
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Posted - 2013.03.18 12:36:00 -
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Mr Gloo Gloo wrote:CCP FoxFour wrote: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. Damn no !!! You will increase the splits corp "issue" ... If you stil need a minimum of 100 clones to attack... Or it could be a real big war on day 1 !!! Well, we had rest enough, let's do some sport !!!
Let's not forget that you need to wait until your district unlocks from setting the initial reinforcement timer on day 1, so still no attacking from your first district until day 2. |
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Posted - 2013.03.18 12:38:00 -
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CCP FoxFour wrote:Mr Gloo Gloo wrote:You will increase the splits corp "issue" ... If you stil need a minimum of 100 clones to attack... How so?
Not really changing anything in respect to that. You'd still be spending the same amount of isk to fake attack 2 districts with 1 sub-corp instead of 2. |
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Posted - 2013.03.18 12:41:00 -
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Mr Gloo Gloo wrote:CCP FoxFour wrote:Mr Gloo Gloo wrote:You will increase the splits corp "issue" ... If you stil need a minimum of 100 clones to attack... How so? Day 1 Take one district with main corp. x districts with sisters. 1 sister attack a district (empty or not ?) with 199 clones, is that possible ? Main attack the 1st sister with 100 clones. It could be 3 districts for main on day 1. Or as I said, a damn war ....
Careful, you're in danger of going back down the route we earlier debunked as unsustainable.
As far as I can see, the only real split corp problem is the one I outlined here |
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Posted - 2013.03.18 12:54:00 -
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Mr Gloo Gloo wrote: And what if money is not a problem ? And this will be interesting to have a lots of battles day 1. We are hungry !!! ;)
First line is exactly my point and why this needs to be addressed. Second line is going to happen anyway. 1000+ corps to 250 districts? Granted a lot will be turned off by an even higher starting price of 40M isk but I'd say you're still looking at 500+ corps.
BTW, I have no idea where the 1000+ corps number came from - someone said that a few pages back and I've just been running with it ever since. Still, seems like a plausible number. |
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Posted - 2013.03.18 12:59:00 -
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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? |
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Posted - 2013.03.18 13:04:00 -
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Mavado V Noriega wrote:Django Quik wrote:Mr Gloo Gloo wrote: And what if money is not a problem ? And this will be interesting to have a lots of battles day 1. We are hungry !!! ;)
First line is exactly my point and why this needs to be addressed. Second line is going to happen anyway. 1000+ corps to 250 districts? Granted a lot will be turned off by an even higher starting price of 40M isk but I'd say you're still looking at 500+ corps. BTW, I have no idea where the 1000+ corps number came from - someone said that a few pages back and I've just been running with it ever since. Still, seems like a plausible number. there are 1000 corps on this game? corps that actually fight too?
There are over 1200 threads in the corporation recruitment forum section - granted a decent number of them may be old and defunct or duplicates but there are also many corps who don't use that section too. 1000 functioning corps seems reasonable with maybe 500 able and willing to take part in PC; I can see that being the case. |
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Posted - 2013.03.18 13:06:00 -
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Mr Gloo Gloo wrote:Tbh, 40M is a bigger cost with ISK value today, that's for sure...
Much more difficult to deploy this with 10+ districts, even with a huge and well organize corp as we don't have access to the corporation taxe today ... So it will decrease the massive effect that we could see with 100 clones = 20M.
Meh, not really because you could split your starting number to cover 2 districts (claiming or attacking). The costs in terms of splitting would be the same really. |
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Posted - 2013.03.18 13:12:00 -
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Mavado V Noriega wrote:Django Quik wrote:
There are over 1200 threads in the corporation recruitment forum section - granted a decent number of them may be old and defunct or duplicates but there are also many corps who don't use that section too. 1000 functioning corps seems reasonable with maybe 500 able and willing to take part in PC; I can see that being the case.
i see the vast majority of those corps being turned off after the initial failed attempt to take districts off someone and head back to IB or FW tbh
Yeh, totally true but the first few days everyone's going to want to try at least. |
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Posted - 2013.03.18 13:38:00 -
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Parson Atreides wrote:CCP FoxFour wrote:Django Quik wrote: 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?
The attack is always during the reinforcement time set by the defender, so in your scenario would be the same time the next day. The exclusivity window just allows the attackers to ensure they get to attack again without someone else trying to snipe the spot from them.
And to your last point - correct. As soon as you are 'under attack' your district is locked. You can't move clones in to defend or out to attack. |
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Posted - 2013.03.18 13:45:00 -
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trollsroyce wrote:Hey, was the remote clone bomb topic beat to death already? Has it been discussed? Planned mechanic loveliness:Attacking 6 clone jumps gives a survival rate of 20%, making this the business of the very best out there. The clone projection makes logistical borders and creates local empires. Metagame problem:The above cool thing is ruined by dropping genolution clone bombs from alt corps, giving 100 (or 200) clones instantly anywhere on the map. Metagaming around clone projection breaks logistical borders and would be pretty shattering when thought in the grand New Eden future nullsec content. Solutions?
- Make this an acceptable form of force projection and limit the strenght by sticking with a low genolution clone pack amount.
- System upgrades resembling cynosural jammers, that limit the genolution attack strenght on districts or remove the possibility.
- Genolution clones cannot be used in nullsec; you need to expand to nullsec from lowsec.
It's a bit of a double edged sword. In the long term, once everything's settled, the only way to get into PC if you've not already, is to use a genolution pack. If you only get 100 clones, that's not going to be enough to take on a lot of districts that will already probably be well stocked up to the 300 mark. With 200 you have a much better chance at succeeding. Otherwise we'd be effectively shutting out anyone who doesn't get in at the start but wants to have a go later on.
Your gen-bombing idea would be good to harass distant enemies with but wouldn't really achieve much long term because even if your alt-corp managed to take a district, it's totally isolated and will likely get horrendously counter attacked. It would distract your target for sure and maybe use up some of their resources but the result would be negligible.
Let's not get into supposition on null-sec just yet; we have no idea what's planned for that. |
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Posted - 2013.03.18 13:50:00 -
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Soozu wrote:CCP FoxFour wrote: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. If you do this the destruction of the MCC will be the deciding factor in the outcome of most of these early matches, if not all. I suppose that's OK, however, I recall it being said that it was to be skirmish mode for the sake of a timer ending the match in due course so that a lone remaining clone couldn't hide out and prolong the match or other strange scenarios ensuing. It's all fine and dandy I suppose but it does seem a bit odd somehow. Skirmish for the larger map (I assume) and a timer. But clone count is what really matters in a battle.. But most battles will end with the destruction of the MCC if put at 200 clones. Which is just there for the sake of the timer. How about removing all but one hackable points but leaving in the MCCs to fire at each other and just increase their damage? You still have your timer. Possible destruction of the MC Puts the focus on fighting and clone count. Keeps the better, larger maps with the good (safer) spawn points and lines to launch the initial attack. Just a thought. Very curious as to your reasoning for the 200 clone count.
Early on most attacks will result in loss of MCC but that is why you must sustain an attack over several days. If the attacker wins, the defender loses 100 clones and can't produce more, so you go back the next day and wittle them down further until you finally wipe them out entirely. |
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Posted - 2013.03.18 14:23:00 -
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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)?
No. If you're under attack you produce no clones unless you defend successfully. |
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Posted - 2013.03.18 14:24:00 -
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CCP FoxFour wrote: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.
Wait, what? I thought you only produce clones if you win? |
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Posted - 2013.03.18 14:27:00 -
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Yosef Autaal wrote:The one problem I have with this purchasing clone system is by using alt corps this is a quick and easy way for a corp to purchase clones of the npc market although at a hefty price of 1mil a pop so by using an alt corp and consitantly attacking a district until corp supplies are full is going to be a common practice when a corp takes over a district/
while expensive a large corp will not care. For example corp A captures district B (either at beginning first come first serve or by depleting the opponents clone count). corp A has a alt corp C set up and ready soon as the system becomes unlocked they attack with corp C after 24hours and a battle they instantly win the stock of the system has gone up by 40-60 from district and 40 from the battle if they have not reached cap yet they attack again for another 40mil and another 24hours of invun means after the auto win battle corp A now has a district that is fully supplied in clones without the need of any moving of clones around districts,
so using this system they can keep all districts at max clones never having move around clones causing districts to have less then max apart from when a district attacks.
though saying all this i understand this will cost corp A a lot isk to maintain (which large corps will have either way) and apart from making it more difficult for a corp to attack a district it has lost agaisnt multiple times one idea could be as every battle lost causes clone attrition for example
Corp B attacks corp A with 200 clones after first attack corp B was defeated, in the hour exclusive period they select to battle again with 200 clones in this next battle due to the first loss the clones suffer attrition and 10% are lost before the battle starts meaning clone count for next battle is 180
if corp B is defeated again and choose to attack in the exclusive period again the attrition is 20% (two consecutive losses) resulting in only 160 out of 200 clones availble for battle (SI upgrades could be used to reduce attrition amount)
With this system a corp will have a limit to many losses they can suffer before the match is unable to take part (after 5 consecutive losses corp B is no longer able to supply the 100 clone minumum count) meaning corps have to carefully decide if they want to keep pushing an attack even though they are loosing or retreat for a time and attack once penalty is lifted (if they attack outside of the exclusive timezone)
A single win could either reduce the attrition or cancel it all together. this would stop Corp A from using an alt corp to keep there district safe using exclusive timer as there is a limit to how many battles can be thought this way and with reduced clones earned from each fight makes it more expensive to keep this up.
although it is possible for Corp to switch between multiple alt corps it would mean the district would at some point become accessable to another corp at some point rather then at current where a district may never become at risk if the isk supply is large enough
Your whole post is pretty much covered in a less cluttered way here |
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Posted - 2013.03.18 14:34:00 -
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Ah okay, yeah that makes sense - read it wrong there. |
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Posted - 2013.03.18 14:36:00 -
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Right, so assuming the 200 clone pack goes ahead - how many of you guys planning to play PC would go for 200 to secure one district or 100 to grab 2 districts but leave them vulnerable?
(also assuming the self-locking loophole is tied off) |
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Posted - 2013.03.18 14:45:00 -
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Soozu wrote:
Ok, so the 200 clone count makes it more expensive to attempt to lock down your district with alt corps. If this is the reasoning behind it then I'm happy. Perhaps there are other ways to reduce the alt corp abuse.
Limiting: How often you can switch corps How often you can create a corp How often an individual merc can unsuccessfully attack a district.
Just thinking out loud.
I can't see any of them stopping this exploit because you could just have alts creating and controlling the sub-corps.
And what if it is a legitimate continuous attack from an external corp? You could really really want to take that district but keep failing over and over but keep trying (unlikely but could happen). |
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Posted - 2013.03.18 14:47:00 -
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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? |
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Posted - 2013.03.18 14:50:00 -
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Django Quik wrote:Soozu wrote:
Ok, so the 200 clone count makes it more expensive to attempt to lock down your district with alt corps. If this is the reasoning behind it then I'm happy. Perhaps there are other ways to reduce the alt corp abuse.
Limiting: How often you can switch corps How often you can create a corp How often an individual merc can unsuccessfully attack a district.
Just thinking out loud.
I can't see any of them stopping this exploit because you could just have alts creating and controlling the sub-corps. And what if it is a legitimate continuous attack from an external corp? You could really really want to take that district but keep failing over and over but keep trying (unlikely but could happen).
I'm thinking that monitoring would be the only way to prevent it - have a flag raised to CCP every time a district is attacked and the attacker doesn't get any WP or kills. It should be made clear to everyone that this is a known exploit and will be punished in some way. |
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Posted - 2013.03.18 15:00:00 -
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Parson Atreides wrote:It's unclear to me whether or not we will be able to have more than one SI building in the same district. I saw somewhere that the main building will be the fighting area for battles, which seems to indicate we'll only get to have one. But if that's the case, can we sell/do we get any ISK for selling off the SI already seeded?
One SI per district. 100M isk to replace the seeded one. |
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Posted - 2013.03.18 15:19:00 -
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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?
I think it all happens at the next RT. I don't know what difference this would make though, apart from the stats changing when someone checks on your districts. |
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Posted - 2013.03.18 15:27:00 -
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Parson Atreides wrote:Django Quik wrote: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? I think it all happens at the next RT. I don't know what difference this would make though, apart from the stats changing when someone checks on your districts. Yea it's more of a "I'd like the information just to have it, in case I think of something", but the changing of stats might have its uses.
It'd be good to get confirmation on this actually. If your reinforcements did arrive immediately, you could move them multiple times in 24 hours. I'm honestly not sure if this would ever be of use or a problem at all but it is a point nonetheless.
And also to answer your first question from that post - locked or unlocked doesn't affect production, only online/offline status.
Edit - CCP Fox Four answered as I typed! Wiley fox that one ;) |
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Posted - 2013.03.18 15:40:00 -
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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 all within 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)
Hmm, okay, so there's no way to cancel a move or move clones back or elsewhere within 24 hours. So if had 2 districts and you moved a bunch of clones from A to B, then A you realise you moved too many and left yourself vulnerable, you can't move some back to fix your error.
Lore wise this seems a little contradictory to be honest. You can move from A to B instantly but once at B you have to wait to move again.
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Posted - 2013.03.18 15:42:00 -
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Parson Atreides 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. Oh that's interesting, so the Lock timer is directly related to the Reinforcement timer? I thought it was in Lock status for 24 hours regardless of when you do something that Locks it.
I was under the impression that it locks until the RT at least 24 hours later. No? |
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Posted - 2013.03.18 15:51:00 -
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Ah no, we don't think the RT is a big deciding factor in everything, it's just an interesting thing to discuss around. For instance, if you do as Garrett just said and moved some clones at the wrong time, they (and the clones already at the receiving district) get tied up for 47 hours! That's a pretty significant length of time. |
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Posted - 2013.03.18 15:53:00 -
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Garrett Blacknova wrote: Lore-wise, it makes sense that the travel time is short enough that they're definitely going to show up during the next reinforcement window, and because of that, travel time is negligible. Also, it's possible to handwave with the explanation that preparations for transport will be known about in advance, hence why the starmap updates as if the transport happens instantly.
It also makes sense that when transported, the clones need to be transferred to on-site storage facilities, thus necessitating a delay before they can be repackaged to be shipped elsewhere.
Okay, good reasoning there.
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Posted - 2013.03.18 17:22:00 -
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Die? This thread? Never? It is perpetuated by immortal clones! mwahahaha
In regards to your changes, I think I like them all, especially the increase in clone production. It would make a massive difference to the potential profitability of PC in general at the same time as likely instigating more and more battles as successful corps get greedier. I like it lots.
I still think something will need to be done beyond just the price increase to prevent the alt/sub/sister-corp self-locking thingy but I trust you're fully aware of this now and will have something in the works to counter it. |
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Posted - 2013.03.18 18:16:00 -
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Soozu wrote:I like the new numbers as they give a better monetary incentive to actually holding districts. On the battle front however the focus changes from cloning out the enemy [100] to win via MCC. [200] Have you considered tweaking anything on the battle side to sway it back toward cloning out? Or is this strictly skirmish for now?
Also. Will we be able to see what map we are attacking / claiming?
Also will this come in a single update, or will you launch the starmaps and things previously for PS3 users? [I ask this for people who do not play EVE as they may have a disadvantage on the day one mad scramble]
It didn't say anywhere that you lose 200 clones if you lose the MCC. Minimum loss is 150, so if you lose 0 clones but your MCC dies, you lose 150 clones. |
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Posted - 2013.03.18 18:32:00 -
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Erm, just realised, you'll need to make some sort of adjustment to account for min clone loss, since taking only 100 to battle won't meet the minimum loss number. |
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Posted - 2013.03.18 19:10:00 -
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Ah jeez, how'd we miss that!? heh
What's this new number? 'Genolution base cost to move: 500,000 -> 3M ISK' |
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Posted - 2013.03.19 00:36:00 -
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PC is really not going to be viable for smaller/newer corps. There is nothing inherently wrong with the design on that. A corp that can't field a full team every day just isn't ready for this yet. Now if you want to form up an alliance with other corps, you might be able to join in some of the fun but this is not meant to be easy-town; this will be a tooth and nail battle to survive, let alone thrive.
If anything the high entry cost is saving the smaller corps from wasting time, effort and isk on something that they have no chance of doing well at. And this isn't meant to be elitist and condescending - you see those <5 man corps who put up corp contracts? This is saving them from 'trying it out' until they have the funds, mercs and experience to compete.
But don't get me wrong, there will still be plenty of corps playing PC. Just take a look at the leaderboards - The top 50 corps will easily all be playing and probably all the way down to the 250 and 500 marks too. |
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Posted - 2013.03.19 10:05:00 -
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SHANN da MAN wrote: You say Minimum Clone movement is going to be 150 clones ... is that only for movement to attack? What about moving clones from one District you own to another District you own (reinforcement)? Is it going to stay at 100 Minimum or will that be raised to 150 Minimum also? If Reinforcement Movement is raised to 150 clone Minimum it will ALWAYS be a severe drain on the donating district ( 1/2 or 1/3 of Maximum clones allowed in District depending on SI in District) and leave it vulnerable to attack from another Corp in its weakened state.
Minimum movement is for any movement whether it's attacking or just reinforcing another district you own. You're correct about it being a severe drain on the donating district and that's all part of the game - strategy. |
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Posted - 2013.03.19 10:09:00 -
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5Y5T3M 3RR0R wrote: Will you really be selling them? Wouldn't you instead be moving them to the front lines to bolster your forces for other attacks and defences? I mean the average front line territory under sustained assault needs between 2 and 5 territories to support it depending on which currently suggested system you choose..
If you're winning the defense of your border systems, as Garrett described earlier, you won't need to send reinforcements to them. Also though, if your border systems are under constant attack, they're locked and you can't send reinforcements (but they will still be producing their own clones as long as you win the defenses). |
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Posted - 2013.03.19 10:10:00 -
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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... |
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Posted - 2013.03.19 11:01:00 -
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Ah right, all this time I'd missed that you have to pay to move clones... makes sense but doesn't having it so high provide a massive disincentive to sending an attack? |
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Posted - 2013.03.19 11:05:00 -
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Also, I've been thinking that currently the Research SI is the weakest of the three available and could do with a bit of a buff in some way. I understand that the Production and Cargo SIs are good for bolstering your defense and profit margins; how about if the Research SI as well as decreasing attrition, also decreased the cost of moving clones? |
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Posted - 2013.03.19 12:32:00 -
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Skihids wrote:The defender losing the district even when winning each battle can happen when they are constanty attacked by starter packs.
A corp with deep pockets can wipe out a smaller corp simply by outspending them. This can be done via a splinter corp if they currently own a district.
It's expensive, but not prohibitively so if you manage to keep it close to 1:1.
It's possible but only if you lose more than 95 clones and win each time. And even then, in order to lose the district the defenders do actually need to lose a battle. If you're losing that many clones each game, you're probably not going to survive that long anyway. |
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Posted - 2013.03.19 12:39:00 -
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Here's another suggestion: How about some sort of retreat mechanic for abandoning a district under attack (but not during a battle). Say you survive the first wave of an attack from a much bigger better corp on one of your districts; you are locked because they have decided they'll come back to finish you off tomorrow. You know you're probably going to lose but can move your remaining clones to another nearby district to save the lose of (clone) lives. The district remains attack locked, so no one else can swoop in to claim it (as if it were abandoned) and the attackers still have to wait until the next RT to find out the defenders have left and the district is turned over to them.
This could only be done after losing a defense and only if you have more than one district, so you have somewhere to move your clones to. What do you all think? |
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Posted - 2013.03.19 12:41:00 -
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Another thought on the minimum movement amount - what happens if you've only got 50 clones left on a district but you want to abandon the district and move all those clones to another district you own? Can you move less if that's all there is to move? |
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Posted - 2013.03.19 14:46:00 -
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Bendtner92 wrote:trollsroyce wrote:An important question:
Defender positioning. Will defenders start with NULL cannon control? Will they start at a near location to bases as opposed to attackers who need to find a way in? Will defenders control all installations in the beginning of skirmish?
Anything else than the above scenario feels unintuitive and odd to me. It's the current Skirmish mode being used, so I would guess no to those questions (although some of the current maps favor one side to a certain point, Manus Peak for instance). But I agree that we need actual defender vs attacker modes soon, but I think they are aware of that.
Yeah, I'm sure CCP Fox Four confirmed this earlier. No null canons held at start. |
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Posted - 2013.03.19 17:12:00 -
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Equal skill in combat suggests a 50/50 chance of either side winning. Sometimes this will happen and the defenders will burn out the attackers and sometimes vice versa. That's the very nature of the game. I think what will end up happening a lot though is that the attackers will have a couple of goes and either burn out or decide they probably need to save some clones for their own defense and then some other corp will jump in and finish the job, seeing that the defenders clone count has already been reduced somewhat. Ooooor even if the attacker manages to take the district, they'll have reduced clone numbers from hard fighting, leaving the district vulnerable to another attacker in the same manner.
I imagine some corps having set intelligence snipers just scouring the region looking for districts under attack, so they can target them as soon as the attack is over. Man I'm gonna spend even more of my life on this game when this comes out...
This raises another point for CCP Fox Four: can anyone look at the stats for any district at any time? If a district is under attack, external parties will still be able to see the clone counts? Maybe some sort of recon mechanic could be added, whereby you have to spend isk to get a scouting report or it takes a certain length of time to get stats on a district depending on how far away it is. |
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Posted - 2013.03.19 17:32:00 -
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Booker DaFooker wrote:Sorry if this has been covered but just got in from work after thinking about this and wanted to get it down while on my mind Surely there should be a mechanic in place to allow defenders to reinforce to at least their pre attack levels with some room to also increase numbers if they successfully defend their district. Otherwise there is a possibility that corps will just abandon districts if they know that a large corp/ alliance has targeted them and may even be coerced into doing so by prior arrangement. A big alliance with big resources can basically guarantee victory through attrition even if they lose some battles. It doesn't seem right that a defender may win a hard fought victory but with significant clone losses which under the current system it can't replace in 24 hrs if a well stocked alliance continues its attack with a restocked clone attack force. In this scenario the defenders could lose their district even though they win every battle! A small corps that realizes this in a fully stocked district can abandon and receive either 30 mil or 45 mil for selling their clones which gets them a new clone pack. They are not in as great a position as they were but better than kicked from district with all clones destroyed and they now have the means to go and try and usurp someone they have a chance against with a clone pack. Big corps that know this can sweeten the deal by prior arrangement with some extra isk and why would the little corps refuse? they can't win over time as a defender and its cheaper for a big corp to part fund an abandonment. The 100 clone production rate partly mitigates this and it is almost solved if on a PF but otherwise I think this is a real issue. Under current proposals, district defenders are 100% doomed to fail if up against well stocked rivals even if they win all their battles. Thoughts?
If the defender wins, they get their next batch of clones produced (75 or 100 with the Production SI). If a corp (not necessarily a big one) has enough districts and clones to be launching attacks from multiple locations on a single district, yes that district will be in trouble but if you win your defenses repeatedly, you'll still likely burn out the attacker's clones to the point that their own districts become very vulnerable. |
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Posted - 2013.03.19 19:39:00 -
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@Garrett - just wanted to say thanks for helping me field some of these questions lately; it's really good to see someone else helping out who has a real good grasp of the whole thing too. There are still a few niggling little bits and bobs to iron out but we've really ground this whole PC thing to the bones.
Also props to everyone who's been posting their insights and contributing to the debate. Most thorough analysis I've seen on the forums ever I think. |
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Posted - 2013.03.19 19:42:00 -
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Garrett Blacknova wrote:Booker DaFooker wrote:Your point is good and obviously we are talking about the big corps being very determined in it's task but 150 clones a day is the product of two districts or less which doesn't seem to me to be a big drain if you have many districts and the little guy has no ally's to lock reinforcing district.
This also brings me back to my previous point that small corps could be bought out of a no win situation for them and abandon to order at a preset time allowing big corps in hassle free for a price plus whatever the small corps gets for its clone sale While it's true that 150 clones a day can be produced by a single district, that's NOT how it works out when you're calculating an attack on an enemy district. EDIT: Also, if you get your corp paid off, what's to stop you from using that huge wad of cash to launch a war of attrition against the district you just sold and reclaim it? Because if you could negotiate the kind of payout that would support it, why not?
I wouldn't ever take or offer a payout when one of the big corps is involved - because you can't guarantee either will happen, you're trusting that either the money will be paid when you hand over the district, or that the district will be handed over when you pay the money. There aren't any corps I'd trust that would hold me to ransom and then give me a good deal. |
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Posted - 2013.03.20 10:01:00 -
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Rigor Mordis wrote:Q1 When will the system expand beyond 250 districts?
Q2 Is it worth while to found a corp on Dust?
Q3 Will ANY other game modes be offered in the future?
You've clearly got some bones to pick but I'm going to look past your attitude and answer your question nonetheless:
1) You can not and should not assume that the 12 biggest corps will form a big alliance and not attack each other. Firstly, they all want the bragging rights of being the biggest and best and picking on small corps will give them no respect. Secondly, some of them HATE each other; like absolutely hate each other. There's a couple of the big corps who are allies but certainly not all of them by a long shot.
2) EvE is an important part of this game, whether you want it to be or not. People with EvE links are in a good positiion in Corp battles because of the orbital bombardments (people without an EvE ship above their district get no OBs in PC). That doesn't mean you have to get an EvE player in your corp; you can find yourself an alliance to join (many form everyday and many accept smaller corps under their wings) and have an ally send an EvE ship to help you out.
Honestly though, yes small corps are going to struggle in PC unless they are very skilled and dedicated. If you want easy time casual play, stick to pub games or Faction Warfare because this is entering hardcore mode here.
3) You sound very much like you've never had a proper corp battle. Spawn camping only happens in pub games. And if you're worried about being dominated by big boys with expensive toys every match, you could again try finding an alliance to join. Make some friends in good corps and bring them into your matches to help out.
The biggest point I can make to you is that this is an FPS but it is also much much more. You can just play pub games if all you care about is SP and Isk and normal FPS stuff. If you really want to start getting involved in the higher levels of the game though, there is a lot more to it - you NEED to strategise, make EvE contacts, form or join an alliance. You can't just ignore large and important aspects of the game and then complain that you can't take part in significant areas of it. You might as well just play this and never use any skill points or buy any new stuff and just use militia starter fits in pub games all the time - not that you shouldn't be allowed to do that if you really want to; you just can't complain about losing lots if you do. |
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Posted - 2013.03.20 10:07:00 -
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Garrett Blacknova wrote:Django Quik wrote:2) EvE is an important part of this game, whether you want it to be or not. People with EvE links are in a good positiion in Corp battles because of the orbital bombardments (people without an EvE ship above their district get no OBs in PC). That doesn't mean you have to get an EvE player in your corp; you can find yourself an alliance to join (many form everyday and many accept smaller corps under their wings) and have an ally send an EvE ship to help you out.
Honestly though, yes small corps are going to struggle in PC unless they are very skilled and dedicated. If you want easy time casual play, stick to pub games or Faction Warfare because this is entering hardcore mode here. Pretty sure when I asked about this, FoxFour confirmed you'll have Precision Strikes at least. Ah, I was sure of the opposite - might have to hunt through a bit to find it though... |
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Posted - 2013.03.20 16:58:00 -
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Haven't heard from CCP Fox Four for a while - do you think we killed him off with all our questions and numbers? Or is he just catching up on the sleep he should have been getting when he's been 24/7 doing PC stuff lately? |
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Posted - 2013.03.20 18:44:00 -
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Booker DaFooker wrote:Laurent Cazaderon wrote: What do you guys think is best ? Should a defender be able to reinforce its district with clones from another district between two attacks from the same assailant ?
Attacker can only use the dibs hour after battle, it is activated by the ending of the battle for an hour I think there should be a mechanic to allow a winning defending team to reinforce or to get a production bonus so that they can replenish to the level of clones they were at before battle start
I like the idea of being able to reinforce your district if you win a defense. Effectively an attacker gets to reinforce whether they win or lose - maybe there should be some sort of mechanic that prevents a losing attacker from reinforcing? |
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Posted - 2013.03.21 09:01:00 -
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Booker DaFooker wrote:trollsroyce wrote:I would like the defenders to start with all installations and NULL cannons blue. This would make sense lorewise and give a much needed advantage to defense.
After this kind of boost, if attackers win they deserve the spoils and if defenders lose they deserve the clone loss and lockdown. I agree that this so obvious it should have been an automatic consideration! Come on CCP what we're you thinking? I think you may have a point then that if the defenders can't keep clone loss to a minimum in this situation then they can be rightfully ground down by attrition. Hmmm, not sure, interesting to think on though
I too like this idea, as I think many people will but there;'s a big problem in that it necessitates wholesale map redesign and this will just delay PC longer and longer. Think about how hard it is to break a red-lined battle - now think about if every time you played you started as red-lined; with current maps this is too far weighted towards defenders.
Booker DaFooker wrote: A restock of 150 would certainly solve the question of any disadvantage tor winning defenders though
The reason the numbers were lowered from max 150 was because with that many it's possible to self-lock your districts with genolution attacks and make a profit! |
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Posted - 2013.03.21 11:03:00 -
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Laurent Cazaderon wrote: We need more information on how this goes down : - Does the defending district goes back to online state when RT starts and before attacker decides to use dibs hour to attack again ? - Can an attacker decide to attack again before or after the fight ? (at the moment, i think it would be after)
It's my understanding that nothing can be done by anyone during the 'dibs hour' except for the attacker setting another attack, so with current rules the defender couldn't reinforce until the dibs hour is over.
We do need clarification on this though. |
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Posted - 2013.03.21 17:30:00 -
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Here's an idea that might provide the reinforcement answer - if an attack fails, the attacker doesn't get the 'dibs hour'. Successful defense means you could call in reinforcements before another attack could be sent. |
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Posted - 2013.03.21 19:55:00 -
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Garrett Blacknova wrote:Django Quik wrote:Here's an idea that might provide the reinforcement answer - if an attack fails, the attacker doesn't get the 'dibs hour'. Successful defense means you could call in reinforcements before another attack could be sent. You wouldn't NEED to call in reinforcements if you lost less than 150 clones (or 200 with PF), because the next available attack window gives you 2 RTs to restock. Not sure what you mean - where does the extra RT come from? If all that happens is that the attackers lose their 'dibs hour', it doesn't stop someone else (or even the same attacker) from launching an attack; it just gives the defender a chance at a very small window to send more clones to the district before an attack is set. It would only be one RT. |
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Posted - 2013.03.21 20:02:00 -
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Bojo The Mighty wrote: So if a lone wolf can receive Biomass, and Biomass can be sold, yet needs to be bought, would this still occur in NPC market where Biomass/Clones are sold to NPC or would it be direct to player with the involvement of NPC?
At the moment this is all done using the Genolution NPC. |
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Posted - 2013.03.21 20:35:00 -
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Zekrin Free wrote:Out of 1000 posts 300 went to 5 guys in a cyclic debate about how losing ISK to win is an exploit, but we're all broke!
Vaerana Myshtana had a good idea on skills to boost ISK in post #340. Skihids was right that this is a "peacock's tail" from back in post #738. They guy who doesn't want fanboys responding in post #1078 claims it will be 3 days for all land to be taken, not a 3hour land grab rush. Hmmm, I agree. My corp is top 150 for warpoints, so out of the 250 districts we're involved enough to earn a spot and when I talked to them they weren't interested much when I said we defend the same map everyday until we lose it. I talked with another corp (the EVE player in it said "we can benefit much from an alliance with each other"...typical) that is ranked close to us and they only had 2 people online.
People talk with certainty that corps will split up to take more. I sure hope so! The majority of players are in NPC corps! Tens of thousands in each one! They aren't apart of this. It seems there are so many ways to be punished in the name of balance, but I have a sneaking suspicion all this debate is coming from exclusive EVE players who bought a PS3 to get an edge on the Dust side of things.
Nope. Never played EvE before in my life. Granted I've read up a lot on it over the last 6 months of playing the Dust beta.
The 300 post debate on the exploit actually came to a productive conclusion and came up with some really good points, so I hope you're not deriding all that analysis we did.
I am sure that some of the big corps will split anyway, if only so they can ensure that more of their members get to be involved, but I still don't think this will provide much of a strategic advantage over being a single entity.
It is true that many players won't be able to take part in this initially because they aren't in corps. Well, that's their choice but they're missing out on a huge part of the game by playing solo. You couldn't possibly hold a district on your own. This game is intended to be played in groups, especially if you want to be doing anything more than your typical FPS. I'll say it again - they won't be a part of this unless they choose |
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Posted - 2013.03.27 10:02:00 -
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trollsroyce wrote:PC launch date 6th may, or after we get to experiment a bit with the new dropsuits and equipment?
I can't imagine PC launching the same day that everyone will be downloading the patch - that would just leave whoever can download first to get all the districts and people who have problems will get left behind with nothing. |
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Posted - 2013.03.27 20:20:00 -
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Cheers Caz. Can you ask CCP Fox Four to come back to this thread too; it misses him. |
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Posted - 2013.03.29 10:41:00 -
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Head xXCaseXx wrote:I'm unclear on one thing after reading the dev blog and the notes here. Is this only for low sec/FW or will null sec corps finally have a use for Dust mercs in their sov space?
This is only for 1 low sec region at the moment but there are plans to eventually expand to null-sec in the future. |
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