|
Author |
Thread Statistics | Show CCP posts - 189 post(s) |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
258
|
Posted - 2013.03.15 11:51:00 -
[1] - Quote
Thinking about the district and clone count mechanic vividly reminds me of these simple clever games: Phage War 1 & 2
http://armorgames.com/play/2675/phage-wars (On that link you get to test the game with fewer clicks but AI is very passive in the beginning)
and
http://www.newgrounds.com/portal/view/502416 (The better of the two, good action from the beginning but you have to suffer some fantasy game ad and the game menu UI you have to find the 'start experiment' to begin game)
I wonder how hectic the dust clone movements will be. At least in the beginning the land grab could very well be intense as these...
Worth checking anyways as many mechanics seem similar. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
258
|
Posted - 2013.03.17 10:22:00 -
[2] - Quote
trollsroyce wrote:It'll be cluttered, sorry about this as im poasting bored from work. So, solutions in this gap...
Solution 1: Remove clone and attack limits from corps to even the gold rush playground. Better than promoting split corp advance.
Solution 2: Rethink the timers. Defender set timers are not good in the first attack, instead, the offender should be given first shot. So, free attack time for first offense, AFTER THAT the district goes to reinforce timer set by defender. This makes it slightly harder to play with the flipping timers and clone removal using sold clones as fast flip mechanic. Issue with this is that defense needs to have an advantage, not offense.
Sub solution 2.1: To give defenders an intrinsic advantage, they have all the null cannons in the start of every fight (obvious really). Make defender null cannons do more damage than attacker (targeting facilities). First reinforce timer has a boosted clone reproduction, to offset the initial attack that can result in no show defense because of timezones.
Solution 3: make corporation size affect the number of clones you can purchase from NPC and number of districts you can attack, e.g. 1 clone per member, 1 attack per 100 members daily. Better than solution 1, but has issues with numbers game.
Subsolution 3.1: Planet worth gives an edge to elite mercenary outfits, that can control the really valuable ones. Reinforce planet worth differences! Stacking district mods that affect eve moon mineral harvesting and PI are one solution; having 24 districts to boost technetium yield from an orbital moon would make some planets very coveted and fought over, and only controllable by the best of the best. You could rent the boosts to EVE alliances.
1: maybe that's needed.
2: Definate no. Defender set timer (windows) are better. If we need to give attackers some timers of their choosing, it MUST not be the first. Reason: otherwise all the initial attacks would be at uncomfortable tz, it would make sense to spam with attacks on many districts and as the deffers are more likely to give noshow, it would be too easy to enter the district. And to control several districts would be pain. So the first has to be deffers timer. If succesful, the NEXT could very well be attackers timer! They've made their beach head and earned some initiative as deffers are yanked off from their optimal status.
3: The numbers game... I don't like it as filling nonplayed alts would be the solution to bolster the numbers and gain advantage.
3.1: yes, something like this. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
260
|
Posted - 2013.03.19 16:27:00 -
[3] - Quote
Pryke Bastion wrote:Well in the interests of PC, I'm curious if these districts that we control would allow any other industrial production facilities besides the clone affecting ones. With the economies split there isn't much drawing the average EVE player to PC besides good will toward alliances with the hope that one day all these manic ground troops might prove useful.
I suggest that CCP allow industrialism on these districts to be tied in. Gives the EVE players an incentive to set roots in these systems with increased production capabilities and output. Might get the industrialist corps interested at any rate.
Another idea to bring more interactivity. An EVE fleet could install a satellite defense system geo-synchronous with their favoured district. This would allow the district the ability to destroy or damage incoming clone assault packets sent by Genolution, Increasing the attrition rate by a modest percentile. These satellite defense networks could be destroyed by a hostile fleet, but it would be necessary to hold the system for a period long enough to root out all the cloaked satellites. This would allow more context and purpose for fleet involvement other than, "Nuke the CLONES!"
Pryke out.
Awesome idea! |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
261
|
Posted - 2013.03.21 15:26:00 -
[4] - Quote
Laurent Cazaderon wrote: Against that, the sole perk for defending is the 20% "cashback" on the unused clones the attacker brought to the fight. And i wouldnt be surprised to see attackers ruin on purpose all of their clones when a game seems lost. Using militia gear and killing themselves just to avoid offering clones to the enemy.
Or, what about offering a deal for defenders through the reward system ? When winning, defender could choose to process used biomass into new clones instead of getting full ISK reward ?
Idea for future: When districts are going to have Main Surface Infrastructure and perhaps 1-3 additional Minor Surface Infrastructures, one could be Corpse Processing Facility "Necro SI" Which would grant the district ability to gain extra clones from casualties on both sides.
Of course having that Necro SI would be a choice from several defence modification options (like district-wide AA Def Battery, Orbital Defence Artillery Battery, District-wide Orbital Resistance Shield, Artillery Installation firesupporting other maps of the district and the likes of those) |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
261
|
Posted - 2013.03.21 15:33:00 -
[5] - Quote
Pryke Bastion wrote:Well in the interests of PC, I'm curious if these districts that we control would allow any other industrial production facilities besides the clone affecting ones. With the economies split there isn't much drawing the average EVE player to PC besides good will toward alliances with the hope that one day all these manic ground troops might prove useful.
I suggest that CCP allow industrialism on these districts to be tied in. Gives the EVE players an incentive to set roots in these systems with increased production capabilities and output. Might get the industrialist corps interested at any rate.
Another idea to bring more interactivity. An EVE fleet could install a satellite defense system geo-synchronous with their favoured district. This would allow the district the ability to destroy or damage incoming clone assault packets sent by Genolution, Increasing the attrition rate by a modest percentile. These satellite defense networks could be destroyed by a hostile fleet, but it would be necessary to hold the system for a period long enough to root out all the cloaked satellites. This would allow more context and purpose for fleet involvement other than, "Nuke the CLONES!"
Pryke out.
Already gave +1 to this.
My addition: hostile satellites which wouldn't do anything dramatic on their own but which would reduce the districts capabilities. For example, reduce districts production reduce attackers attrition reduce districts clone production
So this why this is on-topic discussion. |
|
|
|