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Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 14:49:00 -
[1] - Quote
If a corp with no districts attacks a district with 450 clones, and wins by blitzing the objectives, what happens? They (probably) won't have a full 100 clones in the district any more. Do they lose the lot and have to buy a new batch? Do they keep what they have, but get the option to buy another batch to put them above the 100-clone attack requirement? Can they press the attack with whatever's left?
If they get to buy another batch, then win with more than 100 clones left from the partial batches, still without reducing the defenders to 0 clones, will they be eligible (since they still don't own a district yet) to buy ANOTHER 100 clones when they attack again? If that's possible, will it mean that a Corporation can attack a high-value district and start off with over 200 clones when they take over?
Also, if you attack and win, then choose to continue, can you make another attack somewhere else? If your corporation is attacking a district, you don't have control of one yet, does that mean you're still eligible for a Genolution pack for an attack somewhere else? Or are you limited to only having one attack at a time when you don't own any territory.
On a totally separate aspect of the topic, we need more freedom to assign roles (whether we can name those roles or not) to corp members. And this WILL be needed for Planetary Conquest to be viable with large Corporations where there's a hierarchy and members are given specialised roles within the corporate structure.
At the moment, there are 3 tiers.
1. CEO 2. Director 3. Member
There's VERY little that a CEO can do which isn't also available to all Directors. Members effectively have no say in how the Corporation is run as far as game mechanics go. The former is a problem, the latter is fine for MOST Corporations, but it would be nice to have some flexibility on that. CEOs need more control over the organisation and the access they give Corp members (including Directors). This should include freedom to not only remove or limit certain access, but also to add certain access that currently only the CEO is given. In effect, if not name, it should be possible to have a Corporation run by 2 (or more) characters with full CEO access.
Keeping members as a baseline with no access level is a fair starting point. Eventually, being able to give members limited access to certain functions would be nice, but unnecessary.
Directors are currently always given full access to everything. So far, there hasn't been enough freedom within the system for this to become a problem, but with the introduction of PC, this would be too easy to exploit in the name of trolling, espionage or general silliness. The easiest (though not ideal) fix would be to add a "Board Member" tier between Directors and Members. This new tier could have limited access to the Corp Wallet (able to move X amount of ISK per day from the wallet) instead of full access, and wouldn't be able to interact with the planetary conquest system directly. No moving of clones, and thus no declaring of attacks, no purchasing of SI or Genolution clones, etc.
A better option would be to give the CEO (and anyone he designates) the ability to alter access on an individual level. As a base, when a CEO is naming a Corp Member as a Director, they can just go with the default "all access" or they can restrict certain areas to define a Director's role within the Corporation. Combining this with the "Board Member" idea would make for a relatively easy system to manage, but still give significant control to the CEO and anyone who's able to access this system.
Eventually, it would be good to have a variable "Corp wallet access" setting so individuals could be given the right to draw limited funds from the Wallet without needing a title, and the level to which they can do so would be variable from one member to the next depending on their role and importance to the corp. And even better options would be if you could set a "retainer" where you pay your members to remain in the Corp (either per battle or for duration of service), and set taxes based on time (1% of current ISK per day) or activity (1% of ISK earned per battle). Another thing that would be nice - unnecessary, but useful - is the option to create custom titles. Either working within the established framework of CEO/Director/Member (and maybe adding the "Board Member" title as well) and allowing you to rename those positions, or allowing CEOs (and authorised personnel) to create titles and access levels as they see fit and assign them to members of the Corp. |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 15:01:00 -
[2] - Quote
In addition to my previous (already huge - sorry) post, there are also the problems with Alliances and EVE Interaction to be considered.
How long before we get Alliance tools in DUST?
And more importantly, will a Corporation with no assets in EVE, and no affiliation with any EVE-based Corp, have access to any form of Orbital Strike? I'm hoping we're going to at least be given a Precision Strike from our Warbarge. We DO get to bring a Warbarge, right? |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 15:15:00 -
[3] - Quote
CCP FoxFour wrote:Garrett Blacknova wrote:If a corp with no districts attacks a district with 450 clones, and wins by blitzing the objectives, what happens? They (probably) won't have a full 100 clones in the district any more. Do they lose the lot and have to buy a new batch? Do they keep what they have, but get the option to buy another batch to put them above the 100-clone attack requirement? Can they press the attack with whatever's left? As it stands the spare clones would be sold at the sell value of 100,000 ISK and the corporation would have to buy another starter pack. That's a very... elegant solution, and answered most of the other questions nicely.
Thank you.
Also, glad to hear that the corp management side is being looked at, although I think some of the larger Corporations may see it as a higher priority than it is for someone in my position right now.
As for the Orbital Strikes, I'm glad there will be some form of support available to those Corporations without EVE connections. While less powerful, I think a Precision Strike will probably be sufficient - particularly with FF being turned on (finally). |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 15:17:00 -
[4] - Quote
ChromeBreaker wrote:edit: no ones said anything about warbarge logistics... This is, in fact, a completely separate question that I was working towards, but not really sure how to phrase.
I'm still not entirely sure what to say about this.
At present, it seems like MCCs will be free, and Warbarges will be a source of free off-map support for those without EVE-based assets.
For an initial rollout, I don't have a problem with this, but I'll be expecting that setup to change eventually. |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:03:00 -
[5] - Quote
Can a Corp choose to NOT use all their clones in defense of a district?
Say you have 300 clones when the district is attacked, would it be possible to only fight with 200? And if so, would that mean a loss by cloning out would forfeit the district? And in turn from there, would the surviving unused clones be sold on, or would you be able to move them to another district? |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:15:00 -
[6] - Quote
Absolute Idiom II wrote:CCP FoxFour wrote:Garrett Blacknova wrote:If they get to buy another batch, then win with more than 100 clones left from the partial batches, still without reducing the defenders to 0 clones, will they be eligible (since they still don't own a district yet) to buy ANOTHER 100 clones when they attack again? If that's possible, will it mean that a Corporation can attack a high-value district and start off with over 200 clones when they take over? I think my answer to the first paragraph answers this, but because the remainder clones are sold the most a district can have after being taken over with a starter pack of clones is 100 clones. This may even mean that the attacking corporation decides "hey, if we win this right now we will only have like 10 clones at the district. Maybe we should lose and attack again tomorrow with a fresh 100." Why not allow any corp with no districts AND less than 100 clones be able to buy another 100 from Genelution? That way they wont have to throw those 10 clones away. He explained they DON'T "throw the clones away" though. They SELL them after the battle if the district isn't captured.
What this part was saying is that if you get worn down to 10 or 20 clones, it might be worth throwing the match even if you could win, because you'll come into the district with only those 10 or 20 clones you have left. Losing the battle and letting the defenders hold their ground might give you an easier fight next time around. |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:23:00 -
[7] - Quote
Booker DaFooker wrote:As a defender or holder of a district can you move clones out of your district to another that you own and leave less than 100 clones in the original district? They've confirmed that you can sell off ALL the clones in a district, or move ALL the clones out of one, and in doing so, it will revert to being unclaimed territory.
I'd say that's a pretty clear "yes" on being allowed less than 100 clones.
You need to move 100 in at a time when claiming territory, but if most of them die in transit or battle, you'll have less than the baseline100 you were meant to "need" as well. |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:24:00 -
[8] - Quote
CCP FoxFour wrote:Garrett Blacknova wrote:Can a Corp choose to NOT use all their clones in defense of a district?
Say you have 300 clones when the district is attacked, would it be possible to only fight with 200? And if so, would that mean a loss by cloning out would forfeit the district? And in turn from there, would the surviving unused clones be sold on, or would you be able to move them to another district? Yes, you can just stop fighting. Just keep in mind that there is a minimum of 100 clones lost. If you "just stop fighting" in this scenario, what happens? Does the enemy team have to kill your MCC to end the battle? Is there some form of penalty for a "surrender" decision? Or would something else happen? |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:42:00 -
[9] - Quote
Beren Hurin wrote:Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible! Also I've done the math on MCC/null cannon damage mechanics, and unless they start to tweak them it is not possible for matches to last that long, UNLESS we can have the single objective map and the mechanics work different on them (I haven't actually tested them on that map). MCC missiles and null cannons do ~500 damage per second to somebody and MCCs have ~2.3 million HP. That means if you have JUST the enemy MCC on you and ONE Null cannon half of the time ([750 HP/s] & note: it would be splitting its damage with the other MCC) then it would take about 51 minutes for either you or your enemies MCC to go down. So there is no way to stall and reinforce as far as I know. So what happens when nobody captures ANY of the cannons? |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:48:00 -
[10] - Quote
My point there was that if the attackers control the battle so well they can keep the defenders away from the NULL Cannons and not have to cap any themselves, they could drag out the battle WAY past an hour... |
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Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 17:11:00 -
[11] - Quote
Assuming that 100 clones is enough to defend might also be a liability with teams frequently being cloned out in Skirmish right now - and we have more than 100 clones per side in the current iteration of the mode.
If someone attacks with 200 or more clones, your 100 will turn into a TDM where you're outnumbered 2:1. Good luck? |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 17:34:00 -
[12] - Quote
Beren Hurin wrote:Garrett Blacknova wrote:Assuming that 100 clones is enough to defend might also be a liability with teams frequently being cloned out in Skirmish right now - and we have more than 100 clones per side in the current iteration of the mode.
If someone attacks with 200 or more clones, your 100 will turn into a TDM where you're outnumbered 2:1. Good luck? Well the liability with having less than 100 clones as a defender is that the attacker has 2 ways of winning (clones or MCC). If you have more than 100 clones, as soon as you lose your 100th, if it looks close, it'd be better to hide than lose everything. Then you get one more round, can be supported by friendly clones, and maybe have allies counter attack a hostile/aggresor district. That would only apply though if you have a way of sending more clones to the district and/or you know what kind of follow-up attack you could face. I really encourage people to read the rules/strategy of the game diplomacy as a lot of supporting/blocking/defending/attacking sorts of strategies will be similar. One example would be that you could organize a chain of more efficient attacks so that your enemy 5 jumps away, could be degraded by an ally who is in his system. But in order for that player to be confident in his attack, you attack his most likely threat that is 2 jumps from you and 3 jumps from him. If you get down to those last clones and hide, the enemy victory by MCC will clone you out, because you only had 100 clones, and a territory that's dropped to 0 clones reverts to unclaimed or falls into the attacker's hands when they win. |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 17:40:00 -
[13] - Quote
Beren Hurin wrote:Garrett Blacknova wrote: If you get down to those last clones and hide, the enemy victory by MCC will clone you out, because you only had 100 clones, and a territory that's dropped to 0 clones reverts to unclaimed or falls into the attacker's hands when they win.
I meant if you had 105 clones as defender, they killed 100, then you have 5 left. Those 5 hide. We were specifically talking about an early-game scenario where that isn't an option though.
It REQUIRES you to buildup to 200 and IMMEDIATELY send 100 to "attack" a district your dummy corp has just abandoned, otherwise the "strategy" has to basically double the timeframe it's working under. |
Garrett Blacknova
Codex Troopers
2040
|
Posted - 2013.03.15 18:35:00 -
[14] - Quote
CCP FoxFour wrote:Mr Gloo Gloo wrote:A need to provide at least 21.6M ISK to each sister corps nâá 108M ISK, and 3 members each to prepare defenses nâá 15 people. Why at least 21.6 million ISK? Clone starter packs are 20 million and they can be deployed anywhere. No fee for distance on those. Pretty sure this is counting the cost of establishing each new Corp, since they're "child" Corps created from the main one |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 21:09:00 -
[15] - Quote
trollsroyce wrote:Long example, no need to quote, just to put the point in numbers. A: 1 corp B: 4 corps who just bring mercs from main corp to fights
Flip1 (get clones, get district): A = 100 clones and district B = 400 clones and 4 districts
Flip2 (first expansion attack): A = 200 clones and 2 districts B = 800 clones and 8 districts Problem with your numbers.
400 clones and 4 districts in the first instance, yes.
BUT where are you getting the next step from?
You have to produce the clones, independently within each Corp, to fight with. They aren't magically handed to you because you're attacking again. It takes time to build the numbers up so you have 800 clones, and even then, if you attack from all 4 districts, you're spreading your forces too thin and leaving EVERYWHERE vulnerable to being cloned out. And you're STILL assuming that you're always on the offense and never on the defense in both scenarios.
Any territory you decide to sell off and give to the primary corp is a vulnerability, and if another Corp happens to be online and looking in the right place at the right time (luck or a well-placed spy), they can get a free starting foothold in your territory. Also, you're ignoring the fact that the 100-attacker number is a MINIMUM, not the only option, and that Corps without any territory can attack you ANYWHERE AT ALL. |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 21:26:00 -
[16] - Quote
Shadowswipe wrote:Django Quik wrote: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? 20 million for the starter pack. 5 million if you kill all 100 clones and let none get wasted in the MCC. The final 6 mil comes from the district producing at max cap 60 extra clones, cause if it lost the fight, it would lose those clones and the dummy corp is preventing the district from losing. Total net lose. 20 - 5 - 6 = 9. EDIT: Note this scenario could be used to protect a money farm located behind the district being locked and/or delay while reinforcements showed up. And then they target another district on the planet instead for the same price because there aren't any real "bottlenecks" as such in the way you're thinking. Or someone else attacks one of your other districts. Or you realise that you didn't have your full clone count for the district yet and that 6 million you're earning back doesn't count. Or you realise that there's no efficient method of transferring that money between Corps so while your Alliance as a whole isn't losing money, the "defender" Corp is. |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 21:34:00 -
[17] - Quote
Django Quik wrote: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. It CAN potentially be broken if you have a spy in the enemy corp's ranks, and they get the job of delivering the money.
Your plant could "accidentally" join the wrong corp and give you all the money. |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 21:43:00 -
[18] - Quote
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. With the starting scenario, unless there's a single, lone 5-district planet in a system that's the only route to 25-district one more than a jump "behind" it, that bottleneck can be bypassed by someone attacking from a territory with a Research Lab with minimal trouble.
And in that scenario, you're still vulnerable to new corps, or those with "lesser morals" than yourself (which is almost everyone in New Eden). |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 22:26:00 -
[19] - Quote
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. A large corp could split into a series of smaller corps where everyone (or at least the majority) share the same (or similar) timezones/sleep patterns. This would allow for several tight-knit coordinated groups to form and work together for a common goal - TRY TO TAKE OVER THE (insert scale of claim here). As part of an Alliance (whether formalised in-game or not), this group wouldn't be attacking their "partners", at least to begin with. It's conceivable that a large enough group dividing like this would end up functioning better as a series of small groups, and yes, they could use one another's members as "ringers" where they needed to make up the numbers, but the majority of their activities would have to be based around having the right players in the right corp based on when they're available.
You could essentially achieve the same result in a more easily-managed way by having a single corp and spreading out slowly from a stable beginning.
Claim a district using your "best" players, and set the reinforcement window for the "best" players to be as likely as possible to show up in defense of the district. Some of your "lesser" players will be there to fill in as needed during defense battles, but the primary goal will NOT be to expand as fast as possible and be initiating attacks all the time. It will be to SOLIDIFY your control of the district, then expand gradually. Initially, you'll want to try for a territory with either the Cargo Hub (higher max clone count) or the Production Facility (faster clone production). The second district, if possible, should be the other of these two if possible. Once you have a district with a Cargo Hub, that will be the primary region you're attacking from to try and secure your entire chosen planet. Why? Because you can send 150 clones out and still have 300 in reserve in the district. Send 200, keep 250 on-site, and when you take the district, move another 50 from another district you control to further reinforce your control of the area. When a defense isn't critical (you have 200+ clones on-site), you can let the lower-skilled players in the Corp take a more prominent role in your defense. When you're making an initial "probe" attack, you can bring more of these lesser-skilled players as well. It won't be limited to only using your "A-team" for Conquest battles, although you'll want a couple of them in the battle to see what you're going up against. |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 22:41:00 -
[20] - Quote
trollsroyce wrote:Main corp loses - alt corp that's doing better becomes main corp.
As opposed to only corp fails - restart.
In the alt scenario you are playing multiple times more players, too. This makes corp members stay. A month of not being allowed in PC because A-team needs to use clones makes members leave. Lets look at the problem with this argument:
One corp gets a solid base: Lets say you hold 2 planets in a system, but they're small, with only 5 districts each.
That's 10 districts held by a single corp.
An enemy attacks one of your districts, and manages to win the battle. In the next battle, you bring your a-game and win, giving yourself the chance to restock your clones in that district. Because you're a single corp, there are 4 districts on the planet from which you can draw reinforcements in small numbers. If you need more than that, you can use the Research Lab on your other planet as a staging point for cross-world transfers with no (or at least minimal, if the numbers change from their current values) clone loss. You have NINE districts that can be used to reinforce the weakened location when attacked. Because you're not moving significant numbers of clones from each district, you're retaining a viable defense in the reinforcing districts as well as securing the weakened position totally (or almost so).
Lets look at the same scenario, but with a 5-corp Alliance instead of a centralised Corporation. The Corporations here are all the same players, but divided across several Corps that are working together. Each one holds 2 of the Alliance's territorries.
Now, when a Corp is losing ground, they only have one territory to help mitigate the losses. If they win that second defense battle, they can reinforce, but reinforcing will still be limited by the lack of Districts that individual Corp has access to. As such, they can't reinforce as completely, because of the risk that the enemy will look at the other district and attack it while it's weakened. You can't reinforce as totally, so when the enemy returns, both your districts are in a weakened state. Each victory for the enemy whittles your strength away more, and eventually they wear you down and claim a district. Because of the continued partial reinforcements, the Corp's other district is also in a weakened state, making it an easy target now that there's nobody to reinforce them.
An Alliance of this kind MIGHT let you expand faster, but it leaves your divided Corp far more vulnerable to being pulled apart and losing it all much faster than you would as a unified force. |
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Garrett Blacknova
Codex Troopers
2046
|
Posted - 2013.03.15 22:58:00 -
[21] - Quote
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. This is a very good point.
There are strengths and weaknesses to both approaches. Thanks to reminding me of that fact.
+1. |
Garrett Blacknova
Codex Troopers
2048
|
Posted - 2013.03.16 11:12:00 -
[22] - Quote
trollsroyce wrote: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. Having alt corps doesn't detach from making a corp bigger. In fact, you can make all of them big and see which survives to be your main. On top of that, you can defend all the corps that you play as you would play one corp up to a point. When the time is right, you can choose NOT TO DEFEND from the main corp so that the main corp can expand without losing any clones to attack. You can choose not to defend and automatically lose 100 clones and a district's worth of clone production per attack you ignore, you mean?
If someone attacks, you HAVE to be there to defend, or they get an empty battlefield to play with, and they kill your MCC. Because you lost, you lose 100 clones. And because you lost by MCC destruction, that also shuts down clone production for the next cycle.
And did you even read my comment that RF Gyro was replying to? Because that details pretty clearly why, while this "tactic" might work, it's not an "exploit" and has significant enough drawbacks to be totally fair play. |
Garrett Blacknova
Codex Troopers
2048
|
Posted - 2013.03.16 11:23:00 -
[23] - Quote
trollsroyce wrote:Analogy from imaginary RL: You take your 30 friends on a trip to a strange country. The legislation of the hotels there says, that you can rent one room for one group signing in for the first week, two rooms beginning from the second week and four rooms after the first month. This feels very bad and you rent a room for the 30 people group, allowing eight of them to sleep inside while the rest have to get drunk and sleep in toilet or hallway. One day, a friend of yours gets an idea, though. Let's just sign in as multiple groups to get a room for everyone from the first day. Will you do it, or will you force the others to sleep in the hallway while you make sweet love to your A-girlfriend? Except that the hotel also has regular VIP customers who come along, and groups are bumped off the list on a "smallest group first" basis and thrown out of their rooms on a regular basis, so you're actually playing a balancing act between being the too-big-for-our-room group or being the too-small-and-thrown-out group.
Quote:Analogy from EVE Online: CCP decides to put in place a limit on ships a corp can undock in nullsec. They figure, the more POS'es you set up, the more command structure points you generate to use ships. In order to further limit this, there will be a 24h cooldown after installing POS, and the POS will start to generate command points for which you can undock ships. Now your corp of 400 newly gathered pod pilots has an issue. They want ships, but the rules dictate your corp can only undock in 40 ships and 10 ships for each POS in system. Then, one day, a corp member comes up with an idea. Let's bypass this by splitting the corp into 10 corps so that everyone can fly a ship in your nullsec system. Will you consider it, or just tell him to HTFU and go set more POS up, or go back to highsec? And this comparison would only work if, when your POS is attacked, the defending fleet - even though it can include other members of your Alliance as well as the Corp being attacked, is limited to the numbers the POS under attack is capable of launching. That limiting mechanic (which doesn't exist in EVE, but which is alive and well in DUST, balances the advantage with a significant drawback. |
Garrett Blacknova
Codex Troopers
2048
|
Posted - 2013.03.16 11:34:00 -
[24] - Quote
trollsroyce wrote:Situation in Dust514 A corporation can have up to 100 NPC clones from day one, restockable to that limit. You have corporations with 700 mercs. The only way for such a big corp to put those mercs into play is to split into corps so that you have more NPC clones to play with, gaining multiple districts and fighting on multiple fronts - because that is the only thing that you can do with the 700 players when fights are 16vs16. In order to have fun for the players, uncapped by artificial clone limit, the corp needs to split into fighting for alternate corps made just to remove the clone cap. Alternatively, you could swap mercs out during the battle if it's dragging on, giving players a break from an intense battle and substiituting other players in. Or, when you've got multiple districts, designate different Corp members to defend different districts at different times or on different days, so you have a 7-day rotation (or longer) of members based on availability. You'd alos be able to set different reinforcement timers for different districts to work around the various timezone/sleep patterns of your Corp members.
Quote:And this doesn't detach from the main corporation at all. In fact, you are just multiplying what you do in the beginning, because it is otherwise hugely capped to what you could potentially be doing. The corporations you make don't need members of their own, since you just bring members from the main corp. All of the corporations can expand at the speed of the main corp, given you have enough mercs for it. You are taking a short cut into controlling all the space your player number allows you to, be it 3-10 districts. It doesn't detach from the main Corporation until you're trying to hold onto your territory. You HAVE to win a fight if you want to have a chance at reinforcing a district, and you HAVE to have a safe district with enough clones to make a delivery (and not leave the district providing those clones vulnerable) and it has to be a district controlled by the same corporation. If you have 5 corporations with territory, that means you have 1/5 as much territory that's available to provide reinforcements.
Quote:Let's say you can control 6 districts. You put 3 corps in to take 2 districts each, defend the spots, and eventually give them over to the main corp by a timeframe play. This way you make sure you won't need to fight an attacking battle for them. The main corp gets a clone advantage, since it won't lose any to capturing the districts from sister corps. How does the main corp get a clone advantage? You have to take the previous Corp's district over by cloning them out, which means all their clones are sold off (no longer available to you) or destroyed (still no longer available to you). Your main corp will only have the clones that it's managed to produce in either scenario, they just have more territory.
Quote:Let's say you can control a bottlenecked constellation with 20 districts in the endgame, if you get a superior clone production going there. Do the same: expand with sister corps, hold the bottleneck with main, defend with sister clones from the NPC clone attacks and let one corp slowly flip it over without losing clones to attack in the process. But you're still going to have to sacrifice clones in the attack.
Not only this. The 700 member corp could be average in it's member skill. There is a big risk, that every time you try to settle a district, someone comes and roflstomps you. After a month of trying in vain, the corp leadership decides to skip PC and go back to FW, where they can use the numbers without artificial clone limits. This can be circumvented by probability spamming. You spam five start districts and see which one of them gets some wind under its wings. You play every district start up to holding 3 for every corp normally, because you have the spare manpower to do so. The ones that failure cascade are left behind, and you focus in the developing ones that become strong enough to sustain an attack. If some entity is griefing you, you attack him from the five corporations to nuke down his clones so that he can't keep up the attack on the developing one. If four of the five start rolls fail, you still have one alive and kicking, and you didn't get booted out of PC in the first month. As a bonus, you can even manage to spam all the districts on a planet and eventually flip them over to the winning corp without clone loss by defending them from everyone except the winner corp. You can possibly even sell out clones and make the district easy to take over with timeframe play.
All of this has a price in management and clickfest time. But for the big corps, I see no other choice than splitting to be sure they don't lose every start and to use a good number of their player base. This is bad design, because they should be able to do it with the one big corp instead of expanding command structure artificially (this is debateable and just my opinion). The players don't want to be left without ships because of artificial POS limits. The players would want a hotel room.[/quote] And as mentioned, the collection of smaller corps WOULD be a useful short-term strategy, but it's ALSO an additional layer of vulnerability when you're attacked - and you WILL be attacked, frequently and potentially very hard. |
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Posted - 2013.03.16 11:43:00 -
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trollsroyce wrote:Garrett Blacknova wrote: You can choose not to defend and automatically lose 100 clones and a district's worth of clone production per attack you ignore, you mean?
If someone attacks, you HAVE to be there to defend, or they get an empty battlefield to play with, and they kill your MCC. Because you lost, you lose 100 clones. And because you lost by MCC destruction, that also shuts down clone production for the next cycle.
And did you even read my comment that RF Gyro was replying to? Because that details pretty clearly why, while this "tactic" might work, it's not an "exploit" and has significant enough drawbacks to be totally fair play.
Yes. You are looking at wrong circumstances: When you defend FROM YOUR MAIN CORP on your alt corp, you can choose not to show up - in which case main corp wins, and gets district which is the whole point. You can even push all the clones out from there to attack a rival just before you do that, in order to quicken the flip. So, you can: 1) get some districts on alt corps 2) defend them normally 3) give them over to main corp when the time comes. Main corp wont lose clones to attack, making it stronger. You make sure nobody builds up a defense at the districts by having placeholders there. You attack, and if you lose, all those clones are gone. Or you don't attack and you lose, and your main corp gains the district, thus further "centralising" your Corp structure and un-doing the division of the Corp. But it leaves you vulnerable, because if someone else happens to look in the right place when you sell, they can drop into the district without having to fight for it (because you just unloaded all the clones). And you CAN'T circumvent that risk - small as it is - because as soon as you attack, the district is locked into "under attack" state and can't move more clones in or out. |
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Posted - 2013.03.16 11:53:00 -
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Django Quik wrote: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. Actually, you always lose a minimum of 100 clones for losing, so you get 4 days at most for non-defense of a district assuming it has a Cargo Hub, and that will take 10 days of unbroken defense to replenish its numbers if you assume the losses and the winnings balance out.
trollsroyce wrote:The idea is: you defend normally when attacked. You just have the clones to defend individually each expansion, just like you get them for the main base. You just multiply your bases. This requires mercenary numbers, which is what being in 1 corp wont allow to put in usage. Actually, a single corp allows you - once established - to BETTER put your numbers to good use than with split Corps. |
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Posted - 2013.03.16 22:39:00 -
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gbghg wrote:well a quick calculation shows that with the default production rates and the default clone storage it would take 5 days to start making money assuming you buy a clone pack and take over a abandoned district, and then you would make roughly 4 million isk a day from 1 district. so long as the total battle price doesn't exceed 4 million isk your going to make a profit. How so?
20 milliion out.
Lets, for the sake of argument, assume no incoming attacks from anyone, which means no clone losses for the duration of the attempt to earn money.
You have 100 clones.
Lets assume a best-case scenario of taking a region with a Production Facility, meaning you're producing 60 clones a day.
Day 1: 60 clones. You now have 160, and are still 20 million down. Day 2: 60 clones. You now have 220, and are still 20 million down. Day 3: 60 clones. You now have 280, and are still 20 million down. Day 4: 60 clones. You now have 300, and 40 clones to sell. 16 million down. Day 5: 60 clones. Still maxed at 300, with 60 clones to sell. 10 million down. Day 6: 60 clones. Still maxed at 300, with 60 clones to sell. 4 million down.
It takes a week to see a profit given the best-case scenario for fast earnings. And that best-case scenario is a district that's more vulnerable to attack than a well-stocked world with a Cargo Hub. |
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Posted - 2013.03.17 17:49:00 -
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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? Have you seen EVE-based Orbital Bombardments in comparison with the Precision Strike? It's the difference between 2 - 4 kills and wiping out the entire enemy team, Proto tanks and all, with a single shot. |
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Posted - 2013.03.18 12:12:00 -
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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. |
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Posted - 2013.03.18 13:59:00 -
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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. I'd say yes.
As a few people have suggested, an option to buy either 100 or 200 clones would be great, but if the current implementation only supports one purchase option, I can think of a few reasons to go with the 200 clones pack instead of only 100. The biggest argument is that you want it to feel like a Skirmish, and with the current Skirmish mechanics, 100 vs. 100 is just going to turn into a clone count battle. 200 vs. 200 would potentially make for much harder-fought battles, and the numbers would make it more sensible to risk pushing a little past that basline 100 clones if you've got a good chance of collecting 20% of something more than 0 clones at the end of the battle if you win by objectives. |
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Posted - 2013.03.18 14:53:00 -
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Kristoff Atruin wrote:Here's a problem with the 200 clone pack - it doesn't really allow you to take a district that is well defended (nor should it). Say you attack a district with 300 clones in it. You're not going to lose all 200 in a single battle, but you could very well lose a good portion of them. In the meantime if one of your attacks is unsuccessful the defender reinforces from a nearby district or gets a round of production. You don't get any reinforcement at all. A 100 clone pack forces you to look for the low hanging fruit.
You can do that with the 200 pack as well, but I think it would draw a lot of new players into overreaching. Not necessarily a bad thing. On the other hand, having 200 clones could mean you're more likely to hold on to what you take. It would allow you to lose your first battle and still have a second chance to keep your territory. It would also allow larger entities to expand more quickly. Actually, the 200 clone pack gives you MORE options. Even if you're losing and obviously can't turn the battle around, you can push for a pyrrhic victory, forcing the enemy team to sacrifice a LOT more clones than they're getting back (40 - 60 from production if they win, plus 20% of your survivors).
Also, I'm under the impression that the one hour attack option is valid even after a loss, so you could keep the district locked into that "under attack" state, which I'm pretty sure means they can't reinforce from another district.
If the defenders are losing enough clones in an otherwise winning battle, they might have a tough decision between pulling out to avoid too many losses, but sacrificing the battle, or staying and winning, but having the district weakened enough to be vulnerable against a follow-up attack.
While still retaining several advantages on the defenders' side, a 200 clone pack makes attacking a much more viable strategy.
Also, there's a bigger chance that you'll push the enemy clone count low enough that when you take over the district, you'll be in a strong enough position to actually stand a chance of holding onto it. |
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Posted - 2013.03.18 15:36:00 -
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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 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. |
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Posted - 2013.03.18 15:45:00 -
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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. Sorry, I missed a line. I was SO wrong.
MINIMUM 24 hours, AND it unlocks in the reinforcement window. So if you had your RT set to that 12:00 time I specified, and reinforced it at 13:00, you'd end up waiting through 24 hours, just past your next RT, then have another 23 hours (total of 47) before the district unlocks. Ouch. |
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Posted - 2013.03.18 15:50:00 -
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Django Quik 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 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. 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. |
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Posted - 2013.03.18 16:04:00 -
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CCP FoxFour wrote:See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange Surface Infrastructure Scenario 01: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 11:00 on Monday District state changed to locked District unlocks at 12:00 on Tuesday Change Surface Infrastructure Scenario 02: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 14:00 on Monday District state changed to locked District unlocks at 12:00 on Wednesday As mentioned in my post a couple above yours, I got it wrong in the post you quoted (although this answers the question posed by the post immediately before mine).
But it also brings up another question I'm curious about.
What happens with reinforcements or other actions that occur DURING the RT window?
With that 12:00 to 13:00 window, when would a district unlock if you shipped clones to it at 12:30? Would it unlock in the middle of the RT the following day, or do unlocks like this only happen at the beginning of the RT? |
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Posted - 2013.03.18 17:09:00 -
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Mr Gloo Gloo wrote:Is this scenario possible ?
Day 1 :
200 stack on a district. Move 100 clones to the district next to the first one build a SI on each They are both lock
--> 2 districts on day 1 ? Cause attack an empty district is an imediate capture... From the info we have, while not practical, it looks like this would be not only possible, but possibly easier and cheaper than you're making it sound. Districts all start with randomly-seeded SIs built on-site. You pay to CHANGE the SI, not to build it from empty. If there are a couple of unclaimed districts on a planet yu want, it sounds like you'll be able to do this pretty easily.
But if anyone without a district sees those districts with only 100 clones each when they sign in on day 2, I think their first response will be "Easy target" followed by dropping their 200 clones in so they can afford to run at almost 1:2 K/D average and still come out on top.
EDIT: In response to the above edit, the RTs are also randomly seeded, if you get really lucky, it might be an option to have these handed to you on a silver platter as well... |
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Posted - 2013.03.18 17:24:00 -
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CCP FoxFour wrote:Genolution starter package clones: 100 -> 200 Genolution starter package ISK: 20M ISK -> 40M ISK Awesome, my reasons for agreeing are already stated.
Quote:Clone generation rate: 40 -> 100 PF clone generation rate: 60 -> 150 Interesting. Very interesting. This is something that was feeling a little "off" for me before. It seemed like production was a little slow for 100-clone attacks if you want to maintain active battlefronts. Bumping this number looks like it will tie in well with the other changes, especially...
Quote:Minimum clone loss: 100 -> 150 ...this one. This is what holds the entire thing together, imo.
This SEEMS like it will mean, though, that if someone claims a district, moves 100 clones from it (as in the example used above) to another, they'll effectively have 200 clones on each - possibly 250 if they have the right SI. Taking a region over will mean they start producing clones immediately on capture, right? Because that means they'll be producing a wave of 100 or 150 clones (again, depending on SI) when the first attacks come in on the district.. That gives a new "landowner" Corp a pretty solid and secure starting point to defend from. Possibly a hole to be plugged?
Quote:Clone sell value: No change Minimum clone movement: No change Definitely seems right to me. |
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Posted - 2013.03.18 17:34:00 -
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Parson Atreides wrote:Does such a dramatic increase in clone generation also come with some increase in max number of clones you can have in a district? It seems like unless you have a cargo hub, you would lose even a fully-stocked district in 2 waves. Is more shifting of district ownership one of the goals here?
Otherwise, I like the changes a lot, especially being able to make more money per district. If they attack, and win, then you'll be losing a fully-stocked district in 2 waves.
The point seems to be that an attack from a skilled corp will have a high probability of success with only a couple of attacks instead of needing to "grind" a well-defended district. You'll still need to have the skill to win two consecutive battles though, because your surviving clones will count towards the enemy team's clone recovery post-battle, and on top of that, the victory means they'll be seeing another 100 or 150 clones coming back to them by the time your next attack hits.
Seems to me that this will encourage a lot more fights coming down to objectives rather than clone counts. |
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Posted - 2013.03.18 17:45:00 -
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CCP FoxFour wrote:S Park Finner wrote:I noticed the states a district can be in are online, offline, locked and under attack. Are they mutually exclusive or can a district be in several states at once?
Also, what state is a district in if it is abandoned or before it has been taken the first time?
Are those different from each other in some way? http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_States"Both locked and under attack attack have two variations, the online and offline version. A district can be locked-offline or locked-online." An unowned district is in the state of unowned. Which is not listed there... woops. Is "unowned" functionally different from "offline" in any way? |
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Posted - 2013.03.18 18:05:00 -
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Brush Master wrote:Just something I want to note. I hope the regeneration timer has some nice helpful timezone features. Right now corp battles are just confusing with figuring out what the time in GMZ is right then and figuring out how long until that battle happen. Or an in-game clock that's consistently and easily acessible and shows up on the starmap while you're looking at the reinforcement timer. |
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Posted - 2013.03.19 07:04:00 -
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Skihids wrote:You have a problem when a corp can win every battle but still lose their district.
With a minimum clone loss of 150, the attackers won't bring any less. That means the defenders would lose 75 clones if they managed a win with a 2:1 KDR. That's what you need to just break even (assuming you don't have other clones available to move).
So less than a 2:1 ratio will result in a whittling down of available clones even if every battle is won. Eventually the defender will be cloned out of their district.
Things will go better for the defenders if they can win by MCC destruction, but I don't think by much.
You need to balance the replacement rate against expected losses at a decent KDR. Demanding 2:1 is a bit much. I'm going to build an example using the following list of criteria:
1. Both teams are similarly equipped and have equal skill at killing other players. This means there should be approximately a 1:1 K/D during each battle.
2. The attacker holds their own district, thus allowing them to send only 150 clones (instead of the 200 you'd be sending in a Genolution pack).
3. The attacker's district isn't under attack, but they only hold one district.
4. The Defenders are holding a district with a Research Lab, meaning they get no bonuses that relate to defense of the district.
5. The attackers are on the same planet as the defenders, meaning no clone loss on their attack.
Using these criteria, it's obvious that a defender who is winning has all the advantages. I'm going to present two scenarios below, working with the above criteria, one where the attacker has a Cargo Hub, and one where they have a Production Facility. For simplicity's sake, we'll assume the defender is winning the battle by MCC destruction, but after killing 100 clones and losing 100 of their own.
Cargo Hub:
Day 1: Attacker starts with 450 clones. Sends 150 to attack defender. Defender has 300 clones, and loses 100. Attacker loses 150 clones, 50 of which survive the battle. Of those 50 survivors, 20% are given to the defenders.
Day 2: Attacker has only 300 clones left, meaning 150 left after launching the attack. Their 75 clone production means they have 225 left in the district post-battle. Defender recovered 10 clones from the enemy, and 75 clones are produced on-site. They have 285 clones remaining.
Day 3: Attacker has 225 clones left. That leaves 75 after launching the attack, plus the 75 being produced that day. This means you only have 150 clones left. If you attack again on day 4, you will be abandoning your current district to do so. I wouldn't call that a viable strategy when you've been destroying the profitability of your own district to inflict minimal damage against the defenders.
Day 4: No attack happens, but a new one is scheduled for day 5. Now-stalled attacker has 225 clones again, but the defender has a full 300 based on only 45 of their 75 clones produced. That means they get PROFIT from the remaining 30 while the attacker is earning NOTHING because they're spending all their clones on attacks.
Production Facility:
Day 1: Attacker starts with 300 clones. Sends 150 to attack defender. Defender has 300 clones, and loses 100. Attacker loses 150 clones, 50 of which survive the battle. Of those 50 survivors, 20% are given to the defenders. Because there are only 15 clones left, launching an immediate follow-up attack will result in the attackers cloning themselves out of their own district before they produce enough clones to retain the territory.
Day 2: No attack happens, but a follow-up is scheduled for the following day. The defenders are only down 15 clones, and that means they make a profit from selling the other 60. Attacker has 225 clones after production.
Day 3: Attacker sends 150 clones from their district. After production, they only have 150 clones, meaning they lose the district if they follow up with another attack. Obviously, this means the attacker can lock down an enemy district on alternating days as long as they manage to go without any need to defend their territory.
Conclusion:
Attacking and NOT winning in Planetary Conquest will quickly become unsustainable, and achieves too little to be a cost-effective way to "grind" an enemy district down. I don't see this being much of an exploit, if at all. |
Garrett Blacknova
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Posted - 2013.03.19 07:05:00 -
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Rubico wrote:Random question that i cant find the answer to:
It seems that there is no real value of clones outside of planetary conquest. Is CCP going to create a demand for these surplus clones to be of value? Will these clones initially be sold back to NPCs? Clones are going to be (initially) sold back to Genolution. So yes, NPC Corp.
And probably will only be useful to Corps going into NullSec, where (hopefully) Genolution won't be operating so you'll be relying purely on player-sold clones. |
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Posted - 2013.03.19 09:13:00 -
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The minimum 150 clone loss is for the loser of the battle, not for everyone involved, and not for the attacker every time.
Attacking and winning is viable and practical.
Attacking and losing (see my previous post) isn't sustainable long-term. |
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Posted - 2013.03.19 10:27:00 -
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5Y5T3M 3RR0R wrote:The Black Jackal wrote:5Y5T3M 3RR0R wrote:Maken Tosch wrote:5Y5T3M 3RR0R wrote:Okay this is a really important question to me about the current conquest system.
Who really wants to sell your conflict resource (clones) for a profit in a conflict game?
Ships, moon resources, control towers, ammunition, modules, etc. are all conflict resources in Eve Online yet plenty of people buy and sell them like the New York Stock Exchange. But that doesn't mean the vast majority of the players don't use those resources to start conflicts. Much of the reason for buying and selling (once the market opens up to allow a player-controlled economy) is to fund for wars. Much of the reason for farming is to fund wars. So far, Eve Online has thrived under this system and I'm confident it will help FPS players as well since it provides a supplemental source (secondary) income to the average corp needing to find ways to fund their battles. I understand how that works for EVE and in that environment it makes sense because EVE has periods of both peace and war. This is because EVE has other things to do. In DUST 514 there is nothing but war... There will be areas that are more peaceful... and you primarily sell off excess clones, not the ones you plan to attack with. Border zones will likely be under constant attack, whereas a district 2-4 jumps from the front lines wont likely see as much action due to clone attrition. 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.. When a territory is full (300 or 450), selling off the clones is the only option. If you want to use them to reinforce, you send your 150 men forward right before the RT, so that the replacement clones (75 or 100) will fill out the reduced numbers. |
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Posted - 2013.03.19 10:34:00 -
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Korvin Lomont wrote:Django Quik wrote:Django Quik wrote: What's this new number? 'Genolution base cost to move: 500,000 -> 3M ISK'
Can anyone explain what this number is please? I think I've missed something somewhere... That should be the cost you have to pay to move your clones from one district to another on the same planet http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_Moves
It's that, I think.
Would be nice to know if the ISK prices are all being scaled up to match, or if they're just putting a minimum cap on the transport price... |
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Posted - 2013.03.19 11:25:00 -
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Django Quik wrote: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? This is a brilliant idea.
Especially if it's something big like a 50% reduction in base cost.
So that 3 million becomes a much more manageable 1.5 million ISK. 2 Million to move to another planet in the system, then the other costs as advertised. |
Garrett Blacknova
Codex Troopers
2066
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Posted - 2013.03.19 12:42:00 -
[47] - Quote
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. Using a 1:1 ratio and a blitz on the MCC against a bad team that's just trying to grind/outspend you, it's reasonable that you could keep losses to a minimum, you can come out with a net GAIN in clones instead of a loss (meaning you're still running a profit if you're already at the clone cap).
For a district with a Production Facility, you can comfortably lose 100 clones and still more than cover your losses. If you can keep the clone loss below 85, then you'll make those back no matter what SI your district runs.
Firstly, you gain 75 clones. If the attackers' MCC is killed, they lose 150 clones. Unless you've killed more than that, you'll get 10 clones back from the attackers (50 remaining clones x 20% = 10). That means that with 85 clones lost, you made back your losses.
For an attack like this to be practical, the defenders basically have to be running negative consistently, and even then, the attackers will need to pour impractical amounts of money given the profits they'll see in return. |
Garrett Blacknova
Codex Troopers
2070
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Posted - 2013.03.19 16:46:00 -
[48] - Quote
Parson Atreides wrote:There's one major flaw with your example, and that's the fact that, given your criterion of equal skill level, the attackers should be winning as much as the defenders are. In other words, every other attack should be successful and therefore would not only reduce the clones of the defender by 150, but also wouldn't allow them to produce any more, bring in any reinforcements, nor would they bolster their reserves by stealing clones from the attacker's left-over supply.
I'm not going to run any numbers because I think it'll turn out whoever wins the first battle is going to probably end up winning overall or it may end up that defenders have a slight advantage because of the 20% thing (although the attacking district never stops producing clones regardless of outcome), but that's sort of how it should be. If the attacks were hitting with 2 districts, it would be a completely different story. I don't see a problem with that mechanic. The established premise I was replying to was one where the defender was consistently winning, but still supposedly gtting worn down by an attacker sending the minimum number of clones (150). I was taking a worst-case scenario for the defender in which that would happen.
Equal skill in direct combat, meaning a 1:1 K/D, but with the attackers not focusing on obkectives, meaning the defenders win by MCC destruction. |
Garrett Blacknova
Codex Troopers
2070
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Posted - 2013.03.19 17:05:00 -
[49] - Quote
Parson Atreides wrote:Alright I ran some numbers just to see how it would turn out.
Assuming loss of 100 clones by attacker and defender every battle, meaning 50 left over for stealing by the defender if they win. Roughly the same criteria as Blacknova earlier. You appear to have missed the edit on my post that you're referring: Here, I'll repost the quote that I got from the Wiki where this scenario doesn't play out quite how I said it would originally...
Quote:Clones not lost in combat but destroyed in MCC destruction do not get biomassed and sold. If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" If you only send the minimum 150 clones into battle and you lose, any survivors are killed off instead of letting the winners sell off the excess.
Also, both of our examples were assuming, at best, attacking from a district on the same planet, and at worst, attacking from another planet in the same system, but with a Research Lab to negate the clone losses. If you want to have 150 soldiers on the ground a couple of systems away, you're going to be sending more than 200 clones. That's going to have a HUGE impact on how fights play out when this goes live.
Laurent Cazaderon wrote:This doesnt de-incentive attacking. Some mechanic could just add a feelin of "set-back" just like losing as a defender gives you that feeling as you dont generate any clone. How about this for an disincentive/setback when losing?
Quote:Clones not lost in combat but destroyed in MCC destruction do not get biomassed and sold. If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" Oh. RIght. They already did that. Winning means you EITHER have your remaining clones in the district if you clone out the defenders, or you get to sell off the surviving clones, thus recovering some of the investment cost required for the attack. Losing means you lose all the clones, regardless of whether you ACTUALLY lose all your clones or not. |
Garrett Blacknova
Codex Troopers
2070
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Posted - 2013.03.19 17:17:00 -
[50] - Quote
Django Quik wrote:Equal skill in combat suggests a 50/50 chance of either side winning. Equal skill in DIRECT combat means that face-to-face on the battlefield, there's a 50/50 chance of either side winning the encounter. But in an objective-based game mode, the focus is no longer on direct combat, and because the suggested scenario I was working with had been a scenario where the attackers were LOSING EVERY TIME, I was suggesting a worst-case scenario in which this would actually be a logical scenario to see happening. |
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Garrett Blacknova
Codex Troopers
2071
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Posted - 2013.03.19 18:10:00 -
[51] - Quote
Parson Atreides wrote:I'm 99% sure that quote refers directly to the ISK gain from damaged/destroyed clones in a fight, ie 50,000 ISK per clone. It does not mean that any clones left over aren't stolen (20% anyway) by the defending team. In other words, the defender will get the ISK for the 100 clones destroyed and biomassed in the match (not 150), but will still get 20% of the 50 remaining clones as reinforcements (though not ISK), so mathematically, 140 clones were destroyed on the attacking side (100 biomassed for ISK), with 10 defecting to the defenders. That would be good logic, apart from the fact that this addresses a very specific scenario:
Quote:If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" That says you're wrong. It's the same part I missed the first time I read it.
Parson Atreides wrote:Garrett Blacknova wrote:Equal skill in DIRECT combat means that face-to-face on the battlefield, there's a 50/50 chance of either side winning the encounter. But in an objective-based game mode, the focus is no longer on direct combat, and because the suggested scenario I was working with had been a scenario where the attackers were LOSING EVERY TIME, I was presenting a defender's worst-case scenario in which this would actually logically happen. You can't say equal skill and then give one side an advantage in combat, whether it's objective-based combat or not. Equal skill means equal skill in everything. Gun game, players, strategy, etc. Limiting the scenario to direct combat for the purposes of PC-related discussion is pointless considering all of the matches are going to be objective-based. Which is why I was emphasising that I was working with the presented scenario where the defender always won the battle, but lost their district through attrition anyway. That was the scenario presented, and what I was providing is a situation by which that could happen in basically the worst possible way for the defenders. It's also why I specifically emphasised equal skill in DIRECT combat, not equal skill in all areas. That argument is a completely separate one to what I was actually addressing. |
Garrett Blacknova
Codex Troopers
2071
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Posted - 2013.03.19 18:27:00 -
[52] - Quote
Booker DaFooker wrote:true but the situation still stands, you could be small but pretty good, win all your defensive battles but still lose your district in a few days depending on your clone losses in battle. A well stocked corp/alliance may well choose to continue on the offensive even if they are not winning battles because they know that eventually they will get the district. If the defending district is restocked after winning then it is much less likely to be bullied off it's district by corps who are just bigger but not better
Of course, if you lose then you lose your clones and your new total is the new maximum you can be re-stocked to, but I'm also still inclined to allow a mechanic that allows some guaranteed increase in clone stocks if you keep winning consecutive attacks If you're small and good, winning every battle, I've shown the numbers in a particularly bad situation where you're suffering 100 clone deaths per battle, and you're still only suffering a net loss of 25 clones - less if the attackers brought more than 150 clones per attack and you win by MCC destruction, or if you have the Production Facility SI.
It would require a minimum of 4 districts to sustain attacks like for any length of time, and it would require more than a week of constant attacking to grind the target district down in this manner.
7 days x 3 million ISK = 21 million if you hold the required number of districts and can go for a week without ANY of your districts being attacked at the wrong moment, and assuming any attacks that do happen are repelled with minimal losses on your part.
7 days x 40 million ISK = 280 million ISK if you hold no districts and are really, REALLY serious about wanting that particular district and money is no object.
Either way, the defenders spend a grand total of 0 ISK making you fight for it for over a week. Who's really getting the better deal here? |
Garrett Blacknova
Codex Troopers
2073
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Posted - 2013.03.19 19:25:00 -
[53] - Quote
Parson Atreides wrote:I see what you're saying now. They're going to have to tweak that, since the only time I imagine someone sending so many clones that more than 150 will reach the district is when they're confident they'll take it. It's interesting, though, if they send 200 (none lost on transport), and lose 100 in the battle and lose the battle itself, does the 20% get taken away from the remaining 100 or only 50 because they have to lose 150 minimum? That's a VERY good question. But if you're wanting to grind down a defender's forces heavily, a 200 or even 250 clone attack would be a practical option if you can be sure of losing enough clones - and killing enough - to balance out the numbers in your favour. Unless you get totally dominated, the worst-case scenario is that the defenders see through the plan, retreat, and let you lock the district down with 150 clones killed.
Quote:Regardless, it's possible after you take a hostile district, it becomes Unlocked, meaning you could just reinforce it if needed, giving even less reason to send more than 150. And this MIGHT be countered by someone following your victory up with an immediate attack if they're watching for the battle results and set the attack before your corp can send those reinforcements.
Quote:Ah, I missed the very first line of Skihids post, which says the defender wins every battle. The more interesting question is why the defender loses the district every time even with the same skill level and number of victories (with in many cases relative-little clone loss by the attackers), which is what my long post in the previous page is about. And that IS a big question... and I THINK I have an answer... Or at least part of one.
Instead of biomassed clones being 50,000 ISK each, you get a choice. Either you can sell them, or you can rebuild clones from them. Because of all the processes involved in recovering viable parts and actually reclaiming them, it should be at a MASSIVE loss in numbers - even worse than the 20% you get back from capturing clones that survive a battle. I'm leaning towards maybe a 5 or 10% reclamation rate, and because you've taken the most intact - and therefore valuable - parts from the biomass, the remainder is only going to have enough resale value to cover the cost of producing those extra clones. |
Garrett Blacknova
Codex Troopers
2074
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Posted - 2013.03.19 19:32:00 -
[54] - Quote
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? |
Garrett Blacknova
Codex Troopers
2079
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Posted - 2013.03.19 23:23:00 -
[55] - Quote
Laurent Cazaderon wrote:Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions. This particular question - do the clones travel immediately on declaring the attack, or immediately on INITIATING it? - is an important one that I'm now surprised we didn't think to ask earlier.
As for the scenario you're presenting though, the OPTION to attack is created just BEFORE the attacker goes into battle. They have one hour to accept that option, and if they take it, the attack is initiated based on the time the option was created - NOT the time it was accepted. This allows you to effectively declare an attack an hour later than you should be allowed to under normal circumstances. |
Garrett Blacknova
Codex Troopers
2079
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Posted - 2013.03.19 23:43:00 -
[56] - Quote
Laurent Cazaderon wrote:Garrett Blacknova wrote:Laurent Cazaderon wrote:Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions. This particular question - do the clones travel immediately on declaring the attack, or immediately on INITIATING it? - is an important one that I'm now surprised we didn't think to ask earlier. As for the scenario you're presenting though, the OPTION to attack is created just BEFORE the attacker goes into battle. They have one hour to accept that option, and if they take it, the attack is initiated based on the time the option was created - NOT the time it was accepted. This allows you to effectively declare an attack an hour later than you should be allowed to under normal circumstances. ok so the "dibs hour" gives you the possibility to not wait 24h+ before rematch. Makes sense and thanks for clearing the air. Let's hope Foxfour or Null can give us an answer regarding clone movement timing when setting an attack. TECHNICALLY, it "backdates" the attack order to a moment before the RT.
11:59:59 Attack option created for the target district of the attack that's about to happen. THIS is when an attack using the option is actually created, not the time that the option is claimed.
12:00:00 Attack begins.
12:00:01 - 12:59:59 At any point during this window, the attacker can claim their option to attack, and it activates as of the option's creation - thus allowing the attack to effectively have already been initiated before being confirmed.
Another thing I'm curious about is whether or not this attack can be initiated before the battle ends. We already know it's possible - if unlikely - to draw a battle out for more than an hour. If it looks like that hour is about to run out, can you initiate the attack for the following day in spite of the battle still continuing?
And more importantly, if you can, and you do, and after setting the follow-up attack, what happens if you win the battle and claim the district? does the attack turn into a normal clone move? Is it cancelled? Do you get to launch an attack on your own territory? |
Garrett Blacknova
Codex Troopers
2080
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Posted - 2013.03.20 09:05:00 -
[57] - Quote
Rigor Mordis wrote:Devs only need respond. Fanboys will not be acknowledged. Oh, I'm sorry, I thought you were posting this on a public forum, not emailing the devs directly.
Nice try, but too bad, you're getting my response anyway. Deal with it.
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? Q1: No idea. I want to know this too. Good question. Probably SOONGäó though.
Q2: If you want to be involved with Planetary Conquest, you need to be in a Corp. If you want control over a group in PC, you need to at least reach a senior level within the Corp. It depends what you want out of the game.
Q3: They've already offered different game modes at different times during development, so this is a no-brainer. I could probably find official sources using google, or just by digging a little in these forums, but I'll trust that you're either intelligent enough to find them for yourself, or cynical enough not to even trust those sources until they're replying directly to your question. |
Garrett Blacknova
Codex Troopers
2080
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Posted - 2013.03.20 09:13:00 -
[58] - Quote
After thinking about this a lot while I slept all day (because asleep is when I do my best thinking, apparently), I've realised that sending the attackers instantly is a GOOD thing for the game.
Why?
Because it forces the attackers to balance out the delays in attacking and the delay in their own reinforcements replacing the attacking clones.
Lets say the attacker has their RT set to 06:00 and the defender has 12:00. If the attacker declares their attack at 11:30 to minimise the amount of warning their target is given, that means they're waiting for almost 18 hours with a 150 clone hole in their defenses. If they instead launch their attack at 5:30 to better line up with their reinforcements, then they give the enemy Corp an extra 6 hours' notice about the attack, which could potentially mean the difference between having your best player (or a high-tier squad from a friendly/mercenary Corp) and not getting to them in time. |
Garrett Blacknova
Codex Troopers
2080
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Posted - 2013.03.20 10:04:00 -
[59] - Quote
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. |
Garrett Blacknova
Codex Troopers
2080
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Posted - 2013.03.20 10:31:00 -
[60] - Quote
Yes, you did specify Orbitals, not Precision Strikes, I was just pointing out that there's still a (limited) option for off-map support without EVE connections. Not saying it's a fully-functional alternative, just that you're not left TOTALLY high and dry.
Also, thanks for beating me to finding the reference. |
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Garrett Blacknova
Codex Troopers
2084
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Posted - 2013.03.21 12:28:00 -
[61] - Quote
I have an idea.
Transporting clones - whether for an attack or not - should take the district offline, so the attackers DON'T get their next downtime's worth of clone production. If someone declares an attack, they still get their clone production for the next downtime, which will hit as the attack comes in.
It doesn't mean you're instantly screwed (you still have a minimum of 225 clones on site), but there's that little bit more vulnerability when you're sending your forces out against the enemy. |
Garrett Blacknova
Codex Troopers
2084
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Posted - 2013.03.21 18:11:00 -
[62] - Quote
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. |
Garrett Blacknova
Codex Troopers
2109
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Posted - 2013.03.22 14:08:00 -
[63] - Quote
Django Quik wrote: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. When we asked what happens to an attack declared during the RT, they said that it doesn't count the current one, so you'd go through to 24 hours, miss your chance in the next RT, then attack in the one after.
So if you've just attacked a district, whether you finish the battle before the RT ends or not, your next attack CAN'T come in the next RT unless you get your "dibs hour" attack option.
I still think it would be better to give the defenders the option of either a partial clone restoration from the corpses or an ISK payout for the biomass of killed enemy clones. |
Garrett Blacknova
Codex Troopers
2225
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Posted - 2013.03.30 10:23:00 -
[64] - Quote
CODE Breaker93 wrote:Question: When capturing a district for another corp do you obtain their infrastructures or are they destroyed are you put in your own?? We pay to CHANGE the SI, not to build a fresh one on a district without one.
There's always an existing SI, even right from the beginning before any player holds the district. The starting SIs are supposed to be randomly seeded along with the default RTs on each district. |
Garrett Blacknova
Codex Troopers
2272
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Posted - 2013.03.31 14:38:00 -
[65] - Quote
Thor Odinson42 wrote:Garrett Blacknova wrote:CODE Breaker93 wrote:Question: When capturing a district for another corp do you obtain their infrastructures or are they destroyed are you put in your own?? We pay to CHANGE the SI, not to build a fresh one on a district without one. There's always an existing SI, even right from the beginning before any player holds the district. The starting SIs are supposed to be randomly seeded along with the default RTs on each district. I thought it was predetermined which SI is on a district. As in we won't know pre-launch, but each district will have the same SI no matter how many times it changes hands. They said it will be randomly seeded when the PC system goes live (which will probably happen before our client is linked to the system). From there, it won't change unless the current owner changes it, which (according to the wiki) will cost 100 million ISK. |
Garrett Blacknova
Codex Troopers
2374
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Posted - 2013.04.04 10:28:00 -
[66] - Quote
From Costa Rica wrote:Just came here to make sure this gets to 100 pages long, also a question , if the planet has a pair number of regions and they got split down the middle. Lets say Zion owns 3 districts and GAG ows 3... who owns the planet? Nobody. They own 3 districts each. For any purpose where we might get a benefit from owning a planet, a single Corp will definitely need MORE than 50% control over the planet, though how much more is still up in the air.
If you had an example where Zion held 3 districts, GAG had 2 and PRO had 1, I don't think you could call that a Zion planet either. |
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