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Author |
Thread Statistics | Show CCP posts - 189 post(s) |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
165
|
Posted - 2013.03.15 09:23:00 -
[1] - Quote
How does the clone Reinforcement timer work?
Is it a lump of clones in the beginning (or end) of the 1-hour period that gives you all of them at once? Or is it gradual, where if you were getting, say 60 clones, you'd get one per minute for the full hour? Or some other way?
When you move clones to a district you own from one you own, do the clones arrive immediately or do they wait until the Reinforcement timer to actually show up? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
165
|
Posted - 2013.03.15 11:42:00 -
[2] - Quote
How does the clone Reinforcement timer work?
Is it a lump of clones in the beginning (or end) of the 1-hour period that gives you all of them at once? Or is it gradual, where if you were getting, say 60 clones, you'd get one per minute for the full hour? Or some other way?
When you move clones to a district you own from one you own, do the clones arrive immediately or do they wait until the Reinforcement timer to actually show up?
Also, how will attacks during the Reinforcement timer work? Can someone set an attack to hit 1 minute before the timer ends? Or does the attack need to be completed before the 1-hour period is up? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
165
|
Posted - 2013.03.15 12:47:00 -
[3] - Quote
Oxskull Duncarino wrote:If you attack before the 1 hour Reinforcement Phase, the actual battle doesn't happen till 24 hours have passed and the next Reinforcement Phase happens. By attacking before the Reinforcement Phase you can battle the next day. If you attack after the Reinforcement Phase the actual battle won't happen till 24 hours have passed and you come to the next Reinforcement Phase, so the actual battle could be nearly 2 days after the attack started. http://wiki.eveonline.com/en/wiki/Planetary_ConquestAttack Scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday Attack Scenario 02: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 14:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Wednesday
The question, which is mine too, is if a corp can decide to have the attack actually start to take place 1 minute prior to that reinforcement timer ending (it's understood they must set the attack 24hours+ beforehand), or if the entire battle must be completed before that 1-hour window is up, meaning the latest you could safely set the beginning of the attack for would be with about 25 minutes left in the window. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
165
|
Posted - 2013.03.15 13:01:00 -
[4] - Quote
Bendtner92 wrote:Parson Atreides wrote:The question, which is mine too, is if a corp can decide to have the attack actually start to take place 1 minute prior to that reinforcement timer ending (it's understood they must set the attack 24hours+ beforehand), or if the entire battle must be completed before that 1-hour window is up, meaning the latest you could safely set the beginning of the attack for would be with about 25 minutes left in the window. You don't set the time yourself. It's randomly chosen within the 1-hour window. And I think it can start in the last minute of the window.
Just what I wanted to know. Where did you get that information? I don't remember that on the wiki page. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
165
|
Posted - 2013.03.17 12:53:00 -
[5] - Quote
How will taking your first district work? I understand you buy the clone package, and take an unoccupied district, but what happens after that?
Are you allowed to set the first Reinforcement timer without the penalty of locking the district, thereby allowing you to attack again? Or is the Reinforcement timer already set? Or do you get the first batch of clone reinforcements as soon as you take an unoccupied district and thus don't need to worry about the Reinforcement timer right away? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
166
|
Posted - 2013.03.17 19:32:00 -
[6] - Quote
Django Quik wrote:Parson Atreides wrote:How will taking your first district work? I understand you buy the clone package, and take an unoccupied district, but what happens after that?
Are you allowed to set the first Reinforcement timer without the penalty of locking the district, thereby allowing you to attack again? Or is the Reinforcement timer already set? Or do you get the first batch of clone reinforcements as soon as you take an unoccupied district and thus don't need to worry about the Reinforcement timer right away? How can you reinforce when you only have one district? Where are these reinforcements coming from? You can only buy one pack of clones before you have a district and can buy no more after. If you have no district, you select where you want to go and then buy your 100 clones and they get sent there. If it's unoccupied, you instantly claim it and can set your defense window time. If it's occupied and no one else is already set to attack it, you lock it in for attack at its next window after the next 24 hours.
The Reinforcement timer is what determines not only when you're allowing people to attack the district, but also when you receive clones. In other words, you'd be getting the clones from whatever produces them in each district.
The wiki says you get clones at the beginning of the reinforcement timer, but it also says changing that timer locks the district. That means, if on the first day of PC, you take an unoccupied district, then if you have to set the Reinforcement timer and thus lock your district, there's nothing you can do for the next 24 hours, since locking a district means you can't attack from it, correct?
If this is the case, then it seems to me that doing the sub-corp strategy of taking a district and then just abandoning it right before your mother corp attacks it is going to be the only truly viable way of expanding quickly in the beginning. Otherwise, you'll have to fight not only the 100 clones someone has in a district, but also whatever clones they've produced through the Reinforcement timer, plus the fact that you have to wait 24+ hours to actually be able to attack.
In other words, the earliest you could take another district (assuming it's occupied after those first 24 hours, which I'm guessing almost all will be) would be a full 3 days later--one to wait for lockdown to turn off, one to announce you're attacking and hit the first time, and one to kill off all the clones during the second attack (since the district would have more than 100 clones in it by that time). |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
166
|
Posted - 2013.03.17 23:32:00 -
[7] - Quote
Django Quik wrote:
You can't move for an attack on the first day anyway because you need to move a minimum of 100 clones and if you moved 100 clones when that is all you have, you'd be abandoning your initial district anyway. This is the same whether you have 1 corp or many sub-corps and a mother corp. The mother corp would also have to wait until it had enough clones to launch an attack on a sub-corp, even if the sub-corp had abandoned it. Also since abandoning a district causes the reinforcement timer to be removed, any corp with no district could just swoop in and claim it straight away because the mother corp would have to wait until it's own timer had gone 24 hours to have more clones to move there.
Maybe I'm not being clear enough. So let's take an example:
Corp A takes their first district at 1:35pm. They then set their Reinforcement timer for 2:00-3:00pm. Now Corp A has 140 clones and could theoretically take another unoccupied district, except for the fact that the first district may be Locked, preventing an attacking action.
The question is basically, what is the Reinforcement timer set to when you first conquer an unoccupied district? And if the first Reinforcement timer on any unoccupied district recently occupied didn't come with the Lock penalty, then PC would be interesting during the first few days. Instead it looks like nothing is going to happen for 3 days. 1 to set the timer and wait to get out of Locked status, 1 to set an attack and wait for the 24 hour notice, and possibly 1 needed to attack again to defeat any remaining clones if there were more than 100 the first time you attacked.
Quote:Nobody will be able to claim a 2nd district within the first few days, especially since the lack of districts compared to the number of corps means that everyone will be under attack everyday for the first few days if not weeks. There will be no way to expand quickly.
I think you're wrong here. If a mother corp coordinates well enough, they'll only have to wait that initial 24 hours during which their district will be Locked due to the Reinforcement timer. After that, the sub-corp can simply abandon the district a minute before the mother corp sets an attack on the district. The mother corp will be able to take over the district immediately because it's unoccupied. In another 24 hours they can do the same thing with another district one of their sub-corps own. 3 districts in as many days without having to fight one battle (though they may have to defend once or twice if one of their sub-corps gets hit).
(Depending on what Surface Infrastructure they have, it could actually be 4 districts in 3 days, because they could launch another 100 from their very first district on day 3, due to clone accumulation in the first district.) |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 13:27:00 -
[8] - Quote
CCP FoxFour wrote:Django Quik wrote:CCP FoxFour wrote:trollsroyce wrote:Couple of questions, sorry if I missed an earlier answer:
1) An important mechanic will be the queue on "who gets to attack". How would this be iterated? 2) Will the maps be enlarged from the skirmish of present, or perhaps in later versions of PC? 1) When someone attacks a district it is set as under attack and cannot be attacked by anyone else. To avoid district sniping for 1 hour from the time a battle starts only the currently attacking corporation can launch another attack. This means they can ensure they are the ones to grind a district down. 2) No comment on this. Just to go back to this point quickly - Am I understanding correctly that attacking an unlocked district works on a first come first serve basis? So should an attacker choose not to continue attacking, the attack will go to whoever launches an attack first after the exclusivity hour is up? Correct
I don't quite understand the exclusivity period. I realize the corp that attacks gets first dibs to attack again, but does that 1-hour exclusivity period include the attack itself or just setting the attack?
In other words, if we attack at 2:00-3:00pm, and want to attack again, will we be attacking at 3:00-4:00pm or will we have to set an attack and it will launch at 2:00-3:00pm the following day?
Also, does having your district in a state of Under Attack prevent that district from attacking anyone else? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 13:48:00 -
[9] - Quote
CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense?
Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself).
The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks.
How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 14:19:00 -
[10] - Quote
CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday.
Good to know, thanks.
And just to clarify, a district keeps producing clones during the Reinforcement timer even if the status is "Under Attack", right (assuming they haven't had their MCC destroyed in an earlier battle)? |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 14:48:00 -
[11] - Quote
Mr Gloo Gloo wrote:So, another question : We will be able to choose a district for his localisation, his default SI and a default RT ?
Or the RT will be randomly seeded after the capture ?
I'd like to know this as well. I know you said earlier that we'd get to see who owns it and how many clones they have, but have you guys decided what the full amount of information shown is going to be?
EDIT: It seems we'll be able to check the Reinforcement timer before we take a district.
Quote:And I'll ask my last question in this post : after that, we'll be able to change the RT 1 hour by 1 hour every day, so the district is lock during the operation that could take 1 day to 23 ?
Locking it just means you can't attack from it or reinforce it from your other districts, it doesn't mean people can't attack you. You'd only be pushing your Reinforcement window back further and further for no real reason, while at the same time preventing yourself from attacking anyone, unless I don't understand what you're saying. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 14:59:00 -
[12] - Quote
It's unclear to me whether or not we will be able to have more than one SI building in the same district. I saw somewhere that the main building will be the fighting area for battles, which seems to indicate we'll only get to have one. But if that's the case, can we sell/do we get any ISK for selling off the SI already seeded? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 15:01:00 -
[13] - Quote
Mr Gloo Gloo wrote:Parson Atreides wrote:Mr Gloo Gloo wrote:So, another question : We will be able to choose a district for his localisation, his default SI and a default RT ?
Or the RT will be randomly seeded after the capture ? I'd like to know this as well. I know you said earlier that we'd get to see who owns it and how many clones they have, but have you guys decided what the full amount of information shown is going to be? EDIT: It seems we'll be able to check the Reinforcement timer before we take a district. The question is for empty districts...
Then who owns it and clones would just be blank
Also, he said just a few pages ago that Reinforcement timers are seeded randomly, I assume that means before you take a district. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
168
|
Posted - 2013.03.18 15:11:00 -
[14] - Quote
I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
171
|
Posted - 2013.03.18 15:23:00 -
[15] - Quote
Django Quik wrote:Parson Atreides wrote:I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right? I think it all happens at the next RT. I don't know what difference this would make though, apart from the stats changing when someone checks on your districts.
Yea it's more of a "I'd like the information just to have it, in case I think of something", but the changing of stats might have its uses. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
171
|
Posted - 2013.03.18 15:32:00 -
[16] - Quote
Django Quik wrote:Parson Atreides wrote:Django Quik wrote:Parson Atreides wrote:I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right? I think it all happens at the next RT. I don't know what difference this would make though, apart from the stats changing when someone checks on your districts. Yea it's more of a "I'd like the information just to have it, in case I think of something", but the changing of stats might have its uses. It'd be good to get confirmation on this actually. If your reinforcements did arrive immediately, you could move them multiple times in 24 hours. I'm honestly not sure if this would ever be of use or a problem at all but it is a point nonetheless. And also to answer your first question from that post - locked or unlocked doesn't affect production, only online/offline status. Edit - CCP Fox Four answered as I typed! Wiley fox that one ;)
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) |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
171
|
Posted - 2013.03.18 15:38:00 -
[17] - Quote
Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced.
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. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
171
|
Posted - 2013.03.18 15:46:00 -
[18] - Quote
Django Quik wrote:Parson Atreides wrote:Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced. Oh that's interesting, so the Lock timer is directly related to the Reinforcement timer? I thought it was in Lock status for 24 hours regardless of when you do something that Locks it. I was under the impression that it locks until the RT at least 24 hours later. No?
I'm not sure why everyone thinks the RT is the deciding factor in everything. All I take away from the RT is:
That's when you get your produced clones That's when you let people attack your district
I was never under the impression doing stuff that locks the district is somehow contingent upon when the RT is set for.
Garrett Blacknova wrote: 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.
Is that in the wiki? Can you link where you found that? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
172
|
Posted - 2013.03.18 15:52:00 -
[19] - Quote
CCP FoxFour wrote:Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced. See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange Surface Infrastructure Scenario 01: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 11:00 on Monday District state changed to locked District unlocks at 12:00 on Tuesday Change Surface Infrastructure Scenario 02: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 14:00 on Monday District state changed to locked District unlocks at 12:00 on Wednesday
That's SI though, are we to assume clone reinforcements work the same way?
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
172
|
Posted - 2013.03.18 16:02:00 -
[20] - Quote
CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced. See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange Surface Infrastructure Scenario 01: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 11:00 on Monday District state changed to locked District unlocks at 12:00 on Tuesday Change Surface Infrastructure Scenario 02: Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 14:00 on Monday District state changed to locked District unlocks at 12:00 on Wednesday That's SI though, are we to assume clone reinforcements work the same way? http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_StatesThe locking and unlocking of districts works the same yes.
Yea, I was just going to edit my post because I saw that and the one line under RT that I must have missed earlier "Any action that causes a district to be locked will cause said district to be locked following these rules for length of time."
Anyway, thanks for all the answers, I'm off for a while. |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
172
|
Posted - 2013.03.18 17:30:00 -
[21] - Quote
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. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
173
|
Posted - 2013.03.18 18:15:00 -
[22] - Quote
CCP FoxFour wrote:Parson Atreides wrote:Does such a dramatic increase in clone generation also come with some increase in max number of clones you can have in a district? It seems like unless you have a cargo hub, you would lose even a fully-stocked district in 2 waves. Is more shifting of district ownership one of the goals here?
Otherwise, I like the changes a lot, especially being able to make more money per district. We kind of wanted to give more value to the cargo hub, so no changes to maximum clone storage.
I must be missing something, because it seems to be that they sort of have less value:
New System: Max Clones = 300 (450 with Cargo Hub) Min Clones lost per battle = 150 Min turns to take district = 2 (3 with CH)
Old System: Max clones = 300 (450 with CH) Min Clones lost per battle = 100 Min turns to take district = 3 (5 with CH)
Sure, you can't get pushed out in 2 days, but with the old system, you had 2 additional waves as a buffer as opposed to 1 in the new system. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
174
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Posted - 2013.03.18 18:23:00 -
[23] - Quote
Shouldn't you also change the minimum amount of clones to send to 150 as well? It seems like an attack only has to risk 100 whereas a defender has to risk 150. It's not like you can attack with 100 clones and lose a minimum of 150. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
176
|
Posted - 2013.03.18 23:39:00 -
[24] - Quote
Sontie wrote:These larger numbers make it seem like smaller/newer corps are going to have a hell of a time trying to get involved in PC, at least until the number of districts becomes substantially more.
Imagine if you were a smaller corp of moderately skilled players. You can field 16... barely. For a corp like this, participating in PC will be very... expensive. First, most other corps will know your not the best, so you will be a target. And every time your attacked, you will lose a significant amount of isk, even if you win. Combine that with the significant cost of just getting started, and if your not a top 20 corp, forget about PC. And if your not one of their best 16 fighting in one of these corps, your pretty much just a isk farmer for your corp.
Sucks.
There's no reason some of these smaller corps can't merge together to create an average-sized group with a moderate amount of players and decent amount of depth. A lot of these smaller corps have a few really good players, but can't shine in Corp battles nor will they be able to in PC because they're all spread around.
Plenty of people want to run their own corp, but if they're not willing to merge with similar corps (both in terms of skill and size) to try to be competitive, I really don't have a lot of sympathy.
Not to mention, it's going to be almost impossible to create a system that doesn't favor bigger corps over smaller ones or vice versa and still keep it skill-based, fun and balanced. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
178
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Posted - 2013.03.19 03:53:00 -
[25] - Quote
Talos Alomar wrote:Parson Atreides wrote:
There's no reason some of these smaller corps can't merge together to create an average-sized group with a moderate amount of players and decent amount of depth. A lot of these smaller corps have a few really good players, but can't shine in Corp battles nor will they be able to in PC because they're all spread around..
If they can't form an alliance then they shouldn't be thinking about sov. Holding sov is going to take more money and manpower than many people are expecting.
Exactly my point. I don't feel we need to cater to smaller corps at all when there are ways for them to be more competitive, or if they choose not to participate, then that's their choice. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.19 14:02:00 -
[26] - Quote
Garrett Blacknova wrote: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. EDIT: Just re-read the wiki page, and spotted something I forgot in the "notes" section of the combat resolution. 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" ...oops. So you're going to be wearing down the defending territory at a rate of 25 per attack if they win with 100 deaths each time.
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. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 14:43:00 -
[27] - Quote
Quote:An important question:
Defender positioning. Will defenders start with NULL cannon control? Will they start at a near location to bases as opposed to attackers who need to find a way in? Will defenders control all installations in the beginning of skirmish?
Anything else than the above scenario feels unintuitive and odd to me.
Would be a great way to bring Skirmish 1.0 back...hint hint... |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 14:49:00 -
[28] - Quote
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. A is attackers, D is defenders. The first numbers after each day is the starting forces(after clone reinforcements), the second line is the outcome of the battle, and the third line is the aftermath.
Cargo Hub for A, Cargo Hub for D, A wins first:
Day 1: A-450, D-450 A wins A-350 (450-100), D-300 (450-150)
Day 2: A-425 (350+75), D-300 D wins A-275 (425-150), D-210 (300-100+10)
Day 3: A-350 (275+75), D-285 (210+75) A wins A-250 (350-100), D-135 (285-150)
Day 4: A-325 (250+75), D-135 D wins A-175 (325-150), D-45 (135-100+10)
Day 5: A-250 (175+75), D-120 (45+75) A wins A takes over district by cloning out D.
CH for A, CH for D, D wins first:
Day 1: A-450, D-450 D wins A-300 (450-150), D-360 (450-100+10)
Day 2: A-375 (300+75), D-435 (360+75) A wins A-275 (375-100), D-285 (435-150)
Day 3: A-350 (275+75), D-285 D wins A-200 (350-150), D-195 (285-100+10)
Day 4: A-275 (200+75), D-270 (195+75) A wins A-175 (275-100), D-120 (270-150)
Day 5: A-250 (175+75), D-120 D wins A-100 (250-150), D-30 (120-100+10)
Day 5 (this is assuming A wants to attack, despite knowing even a win will leave them with only 25 clones in the district they're attacking from): A-175 (100+75), D-105 (30+75) A wins A takes over district by cloning out D.
CH for A, Production Facility for D, A wins first:
Day 1: A-450, D-300 A wins A-350 (450-100), D-150
Day 2: A-425 (350+75), D-150 D wins A-275 (425-150), D-60 (150-100+10)
Day 3: A-350 (275+75), D-160 (60+100) A wins A-250 (350-100), D-10 (160-150)
At this point it's basically impossible for D to win on Day 4 since they only have 10 clones.
CH for A, PF for D, D wins first:
Day 1: A-450, D-300 D wins A-300, D-210 (200+10)
Day 2: A-375, D-300 (210+100-10(clones sold over maximum)) A wins A-275 (375-100), D-150 (300-150)
Day 3: A-350 (275+75), D-150 D wins A-200, D-60 (150-100+10)
Day 4: A-275 (200+75), D-160 (60+100) A wins A-175 (275-100), D-10 (160-150)
At this point it's basically impossible for D to win Day 4 because they only have 10 clones.
It seems like D needs a CH to even have a chance of defending against a similarly skilled opponent. Also, this only takes into account 1 district attacking a defending district.
Another thing, is even when A loses, they only effectively lose 75 clones, because they'll get 75 back later from RT. If they win, they only lose 25. However, when D loses, they effectively lose 225 clones (150 for battle, 75 for no RT) which is devastating. Even with a win, they'll run negative because 75+10 is still less than the 100 they'll lose in battle. Not to mention they can't get any outside reinforcements, and will really have to rely upon someone attacking their attackers (I guess that's where allies/other districts come in).
Obviously a lot of this is academic and relies on some pretty consistent and unlikely stuff to happen, like A and D going back and forth in wins and always losing 100, but I think it still points out the problem that D is going to have a hard time defending, since even in the best case scenario for them here, they still lose. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 15:36:00 -
[29] - Quote
Laurent Cazaderon wrote: Those numbers are not surprising at all. For the sole fact that even when attacker and defender both win a game, attacker gets 2 clone reinforcement when defender only gets one (check my post above). And you're forgetting the fact that most fight wont play out on the same planet and that includes attrition. Also, what are the odds that this attacking corp isnt attacked at the same time while committing all those clones in the conquest of one district.
I don't think the attrition penalties are going to be entirely significant until you start talking about 2 jumps or more (and I'm guessing because of those attrition rates, we won't see massive jumping for some time). Only in the case of D winning first and having a CH would attrition affect A's ability to attack on the very last day.
As for A getting attacked, I mentioned that it was really the only chance for D, but by the same token, even if A is hit and stops attacking, D is still left severely diminished and is just as likely (actually more so in every day after 3 in any scenario, and after Day 2 in most scenarios) to be hit because they have fewer clones.
Quote:FInally, it only makes sense that a corp attacking over and over and over again a district ends up wearing out the defenders clones if they cant manage to win more games that their assailants. It's called a "siege" situation. And in most historical cases, it never ends well.
I don't ever liked to get too bogged down in "is this realistic enough" especially in Sci-Fi games. It usually doesn't make for great gameplay. Also, siege situations happen when A has a very large advantage in attacking numbers--that isn't the case here.
Quote:Now, i would like to suggest something for discussion. What if an attacker couldnt attack the same district for 24h when losing a fight ? Or could still attack it but not using the same base district to move the clones for 24h ? Adding some kind of cool down.
I don't generally like the idea of anything that further de-incentivizes attacking or makes it harder to do so. I do think the Defenders should get more than 20% of unused clones, though. Closer to 40%, maybe. If that means letting them reuse biomass instead of selling it, okay.The attackers not only have several means by which to deplete their own clone reserves if needed, but also decide exactly how many clones they send to a battle (with a minimum of 150, obviously). |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 17:59:00 -
[30] - Quote
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.
I also said "or makes it harder to do so." A couple of your suggestions make it impossible to attack the same district again from the one you originally attacked from, which seems silly. I don't think it's going to be the case where people are attacking haphazardly every district they can find, so if you lose once and can't attack the same district again from the one you just used, it's going to feel really slow and boring.
In fact, for any Corp that only owns one district, it's going to feel like every game is a must-win for fear of losing both the Lock-out period you had established (which means someone else can swoop in on the district you're hitting) or the defenders are going to be able to restock their losses. I just think the defenders need to be able to recoup more of their losses from a victory (fair to defenders) without preventing the attackers from continuing their effort to take the district (fair to attackers).
Garrett Blacknova wrote: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.
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.
Quote: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.
Yes, it will have a big impact, but until we know exactly how many systems it's going to be spread across, and how many districts are going to be in each system (not just on one planet), plus the fact that districts and planets don't have unique bonuses, then there may not be much reason to ever expand out of your own system. You can only hold so many districts effectively. |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.19 17:59:00 -
[31] - Quote
Double post because it won't let me quote more than 5 times in a single response...
Garrett Blacknova wrote: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 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.
Django Quik wrote: think what will end up happening a lot though is that the attackers will have a couple of goes and either burn out or decide they probably need to save some clones for their own defense and then some other corp will jump in and finish the job, seeing that the defenders clone count has already been reduced somewhat. Ooooor even if the attacker manages to take the district, they'll have reduced clone numbers from hard fighting, leaving the district vulnerable to another attacker in the same manner.
Let's not forget, as with my examples on the previous page, the defender is going to be the more appetizing target in almost every scenario after Day 2. Your very last sentence is the only thing I imagine will keep people from attacking 4 days in a row (but that's only if they only own 1 district, if they own 2 or more, they can simply reinforce the first or attack from the second). |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 18:42:00 -
[32] - Quote
Garrett Blacknova wrote: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.
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?
Regardless, I'm pretty sure 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.
Quote:Parson Atreides wrote: 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.
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. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.19 20:07:00 -
[33] - Quote
Garrett Blacknova wrote: 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.
Unless these battles are supposed to take a decent bit longer than the average skirmish today, then I sort of doubt you'd ever end up losing more than 150 on either side. Really the only way that happens now is if one side is just completely crushing the other side. Every so often you'll have a really good game that comes down to clones on both sides (in a skirmish), but I'm not sure you'd ever base a strategy off that rarity knowing that if you fail to kill enough, or fail to get killed enough yourself, you're going to end up bolstering their clone count moderately. Also, these will be Corp vs Corp, so those several blue dots that just run into the open to die really won't exist.
Quote: 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.
Eh, technically that's possible, but since you know exactly when and how (clone count) the battle will end, you really shouldn't have trouble sending reinforcements before anyone sees that the district is occupied by very few clones. If/when districts/planets provide unique bonuses, I think your caution would be warranted.
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. 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.[/quote]
I like the idea that you can use different parts to create another clone--and I think it solves, in some way, the problem of people treating these as Ambush instead of Skirmish when they just to try kill clones. I don't think you need to sacrifice the 50,000 ISK, though. It could easily be explained that 10% of clones killed in battle goes directly to the defenders as new clones, and the 90% of biomass left over gets sold off as a rough average of 50,000 ISK per clone killed. You should also get 20% of attacking clones not killed in combat--and that's under the 150 minimum. So if 50 survive, you get 10, regardless of whether or not they're all killed because of the minimum. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.19 21:46:00 -
[34] - Quote
Laurent Cazaderon wrote: Let's say both district engage in the fight have a RT set between 12h00-13h00pm.And both have a cargo hub. Same planet. No attacks on district A.
District A (attackers) 450 clones District B (defenders) 450 clones. Regen rate 75 clones per RT.
Day 1 District A attacks District B at 9h00 am with 150 clones. Come RT. No fight. Excess clone is sold for district B District A is at 375 clones.
You've already lost me. District A would have to wait, in the case of this example, 27 hours after Setting an Attack against B to actually Launch it. If the RT is at 1200-1300, then no fight can happen at any other time. Also, how is District A at 375 clones without fighting? Unless you mean that 150 is somewhere in limbo between Districts A and B and A doesn't need to account for them when accumulating clones, which I'm almost positive is incorrect. The clones themselves don't move out of the district until the actual fight, and therefore you can't send 150 off right before your RT and get 75 back while keeping the 150 in limbo.
Quote:Day 2 12h00. RT starts, both district generate clones District A is at 450 clones District B sells the excess of clones. Fight happens. Attackers win through MCC destruction. Defenders lose 150 clones. Attackers lose 140 clones. 10 clones sold.
Clones from the attacker wouldn't be sold, they'd just go back to District A, because, again, you would be down 150 (or in this case 75 because your RT is at the same time as theirs) and those 10 would go back.
Quote:District A sets another attack with 150 clones at 12h45 once battle is over.
District A : 300 clones District B : 300 Clones
Day 3 12h00
District B doesnt generate clones. District A does.
District A : 375 clones District B : 300 Clones
NO BATTLE happens as it's not been a full 24h since the first fight Don't know if you guys took that into account but it's important. Or at least that's the way i understood that part of the wiki
I think that exclusivity period takes into account that you're setting the timer after the RT, but doesn't need that minimum of 24 hours again. It would be incredibly stupid if you needed two days between every attack after the first.
Quote:It would be nice to know if what matters is the overall RT or the beginning of the RT regarding that rule. If it has been answered before then my bad but i dont think so. Let's move on.
I'm pretty sure he's said the beginning of the RT is what matters, just like the beginning of RT is when you get your clone reinforcements.
The rest of your post is contingent upon the above possibility that you'd have to wait 2 days between attacks after the first, which has to be wrong, or it breaks the system. Plus it would be really boring. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.19 23:33:00 -
[35] - 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.
It's been said that clones moved between two districts of the same corp is instant, I don't think they've said specifically what it is for battles, but I think we need to assume the clones only move when the battle actually takes place, otherwise attackers could manipulate the system to guarantee 150-200 more clones prior to the first attack like so:
Corp A has RT set for 1300 Corp B has RT for 1400
Corp A Sets an Attack against Corp B at 1259 on Tuesday (let's just say 150 clones). Corp A gets 75 clones from RT Tuesday. Corp A gets 75 clones from RT Wednesday Battle takes place at 1400 Wednesday.
If Corp A has a Cargo Hub, this effectively gives them 600 clones to attack with. This means, even if they lose, they've only really lost the chance at some ISK and are still maxed on clones. If they win, they're already maxed on clones, putting the defender in an even worse position. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.19 23:53:00 -
[36] - Quote
Booker DaFooker wrote:given that the act of moving your clones into a district is what either claims a district or sets up an attack, I think we can safely say that the movement of clones is instant
I think of attacking an occupied district more as setting down a flag and saying "okay we're going to hit these guys, so you can't". It sounds a little strange, but it makes a lot more sense then "okay we've moved these 150 clones to this district and we're going to wait 24-47 hours for the defenders to get ready before we attack".
Also, it makes more sense that moving them to one of your own districts or to an unoccupied district wouldn't take any time because there's no one to stop you from just walking in. With an enemy district, there is. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.19 23:57:00 -
[37] - Quote
Booker DaFooker wrote:
I seem to remember a dev post earlier here (i am not searching 50 odd pages for it! lol) that stated that the "dibs" hour happens for an hour after the battle has finished.
Same here, I'm pretty sure it's the hour after.
But we're all arguing about semantics (at least about that specific problem). Whether it backdates or is the one exception to the 24-47 hour rule is pointless because each has the same effect and no others. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.20 00:11:00 -
[38] - Quote
Booker DaFooker wrote:Parson Atreides wrote:Booker DaFooker wrote:given that the act of moving your clones into a district is what either claims a district or sets up an attack, I think we can safely say that the movement of clones is instant I think of attacking an occupied district more as setting down a flag and saying "okay we're going to hit these guys, so you can't". It sounds a little strange, but it makes a lot more sense then "okay we've moved these 150 clones to this district and we're going to wait 24-47 hours for the defenders to get ready before we attack". Also, it makes more sense that moving them to one of your own districts or to an unoccupied district wouldn't take any time because there's no one to stop you from just walking in. With an enemy district, there is. I think you have to suspend lore a little bit here regarding the 24 hour delay, your district is invaded by the arrival of enemy forces, but the delay is forced on us because of real world considerations to allow players from all over the world to play this game without descending into timezone chaos. Clearly, within new eden a defence would be immediately mounted
The thing is, both gameplay and lore work better with the way I think it works. You wouldn't have attackers stacking 150-200 past the clone limit, and you wouldn't have fictional mercs in the EVE/Dust universe sitting around playing cards while there were enemies on the other side of the door. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.20 00:37:00 -
[39] - Quote
Laurent Cazaderon wrote:
Yeah well. Regarding lore and such. If you receive an attack notice and clones move at the last moment, why would your district be locked in a way that even stops you from getting reinforcements from another district for the next 24 hours ?
Just sayin, lore is to be forgottent atm.
I didn't say it was perfect, but I could level the same inquiry with regards to why you can't reinforce a district with mercs even when the enemy is already there. Surely 150 mercs can't blockade an entire district, and even if they could, why couldn't mercs come up behind them and attack anyway?
Just think of that timer as a way to let your forces know they need to start planning and setting up strategies to attack the district, and there was some intelligence leak that alerted the enemy, so they know you're coming. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.20 00:40:00 -
[40] - Quote
Rigor Mordis wrote:Devs only need respond. Fanboys will not be acknowledged.
I'm glad I saw this first so I didn't have to read that entire post |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
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Posted - 2013.03.20 00:48:00 -
[41] - Quote
Maximus Creed wrote:Just out of interest, where has this 75 clones generated at RT come from?
40 + 50% = 60?
You have some reading to do, sir.
Link.
Link. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
180
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Posted - 2013.03.20 06:24:00 -
[42] - Quote
God Hates Lags wrote:
1. Clone packs are inordinately expensive. At 43 mill isk a piece it's all but impossible for a corp to keep a steady stream of them coming.
I'm pretty sure there isn't any movement cost associated with the Genolution pack because you're not attacking from any district, you're just sort of plopping down, so 40mil.
Quote:2. 1:1 is almost never an issue. Most skirmish games, even the close ones right now are won by mcc destruction rather than clone count. Usually both sides have a little under half their original clones left. Also, defender gets twenty percent of the attackers clones upon a victory, so there's that.
The defender only gets 20% of the clones that weren't destroyed, though there's still some confusion about how that's going to be calculated with respect to people who bring more than 150, but lose less. Either way, it's likely the number will be pretty small.
Quote:3. If an attacker is winning consistently, even by just a few clones, then they should take the district.
Indeed. With the loss of 150 minimum clones for the defenders, and the fact that they don't produce any more clones from the RT, it shouldn't take more than a couple days if the attackers are winning every fight (unless the defenders have a Cargo Hub, in which case it will take 1 more day). |
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Ahrendee Mercenaries Legacy Rising
183
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Posted - 2013.03.20 15:12:00 -
[43] - Quote
Garrett Blacknova wrote: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. And because it gives the attackers some chance to attack while also having at least a chance at defending themselves against someone else - or a retaliatory attack from another district under the same (or allied/hired) ownership.
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.
You're ignoring the fact that a Corp is going to know if their district is under attack before they send clones. If we did it where clones moved instantly, we'd have situations like this:
District A has RT set for 0600 District B has RT set for 0700 A sets attack on B at 0559 on Tuesday with 150 A gets 75 from RT on Tuesday
Now even if District C sets an attack on District A, A is still going to have 150 going to B and a full compliment of clones in their own district, because C needs to wait until the next full RT (Wednesday) to attack. It just gives too much advantage to any attacking districts. There's no risk at all involved with attacking the first time.
Laurent Cazaderon wrote:Extra question : does buying an SI affects your district status in any way ?
Example : can you first buy a new SI and then change RT ? Does buying a New SI locks your district so you then cannot attack or move clones ?
This one the wiki answers. Link.. Changing RT, SI, being reinforced or being attacked all locks the district.
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
183
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Posted - 2013.03.20 23:10:00 -
[44] - Quote
Booker DaFooker wrote:Django Quik wrote:Booker DaFooker wrote:Laurent Cazaderon wrote: What do you guys think is best ? Should a defender be able to reinforce its district with clones from another district between two attacks from the same assailant ?
Attacker can only use the dibs hour after battle, it is activated by the ending of the battle for an hour I think there should be a mechanic to allow a winning defending team to reinforce or to get a production bonus so that they can replenish to the level of clones they were at before battle start I like the idea of being able to reinforce your district if you win a defense. Effectively an attacker gets to reinforce whether they win or lose - maybe there should be some sort of mechanic that prevents a losing attacker from reinforcing? Don't reckon there's any need to change the attacker's outcome Win or lose, just buff a winning defence so that people have to beat you because they're better than you not just bigger
Agreed. I think defenders just need a way to survive prolonged attacks if they're winning the majority of the battles. Right now the penalty for losing is extremely harsh (150 clone lose, no reinforcements during RT), whereas the rewards for winning are just 20% left over clones, and that assumes they enemy brought more than 150. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
183
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Posted - 2013.03.21 02:20:00 -
[45] - Quote
I like the idea of defenders being able to turn some small percentage of the clones lost into new clones (assuming they win) much better than allowing reinforcements to come in from another district while it's locked.
If the defenders have another district to begin with, then they can just attempt to attack either the district hitting them or one of the districts in the corp attacking them, so it's not as if having multiple districts in a corp wouldn't be helpful in terms of defense. In other words, even if you can't send reinforcements directly to your district under attack while it's locked, your clones can still help indirectly through attacks (good for big corps). The percentage biomass turned into new clones could help bolster defender numbers if under constant attack and winning the majority of their battles (good for small corps).
I don't like the idea that you'd have to choose between ISK and clones as a defender for winning, though. If you can only use 10% of the biomass from destroyed clones (ie 10% of total clones killed are made into new clones for you), then it's reasonable to be able to sell off the other 90% of the biomass anyway.
But even if that didn't make sense, defenders are probably going to be treading water, at best, with regards to clone count as it is (if they're under constant attack by an opponent of slightly lesser skill level) and so won't be making ISK from clones sold over the cap (effectively every battle would be a loss in ISK due to all fittings destroyed). That's why they should get ISK and new clones. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
184
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Posted - 2013.03.21 17:11:00 -
[46] - Quote
Corbina Ninja wrote:"Game Of Clones"
Starmap Wars Episode II: Attack of the Clones |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
184
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Posted - 2013.03.21 21:32:00 -
[47] - Quote
Zekrin Free wrote: Vaerana Myshtana had a good idea on skills to boost ISK in post #340. Skihids was right that this is a "peacock's tail" from back in post #738. They guy who doesn't want fanboys responding in post #1078 claims it will be 3 days for all land to be taken, not a 3hour land grab rush. Hmmm, I agree. My corp is top 150 for warpoints, so out of the 250 districts we're involved enough to earn a spot and when I talked to them they weren't interested much when I said we defend the same map everyday until we lose it. I talked with another corp (the EVE player in it said "we can benefit much from an alliance with each other"...typical) that is ranked close to us and they only had 2 people online.
Did you happen to mention that your corp can earn up to 10mil per district per day?
Also, once they enact planetary bonuses, if you ever managed to control an entire planet (keep in mind, there's at least one planet with only 5 districts) EVE (and maybe Dust) players can get bonuses beyond the ISK accumulation. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
193
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Posted - 2013.03.27 01:47:00 -
[48] - Quote
Laurent Cazaderon wrote: if an attacker sends 200 clones (none lost on transport), and lose 100 in the battle and lose the battle itself through MCC destruction, does the 20% get taken away from the remaining 100 or only 50 because they have to lose 150 minimum? Number wise, would the defender get 10 or 20 clones in that case ? When do the clones travel to the targeted district when declaring an attack ? -Immediately after sending the notice -When RT starts on battle day -When fight starts About how the "Dibs Hour" is set up -The attack notice sent during the "Dibs Hour" is back dated to a moment before the RT so the attacker can attack on the next coming RT ? -Dibs Hour starts right after the battle ends ? -Can an attacker send another attack notice before the first fight happens or does he need to wait until Dibs Hour starts ? Does the clone survival rate apply for the journey back after the battle is over? About loot "being a percentage of the items lost in the battle such as vehicles, drop suits, and weapons. Including Aurum items." -Does that include modules and equipment (so basically everything being used) or just vehicle hulls, suits and weapons -What is that percentage exactly ? Planning on sending the mail tomorrow. And will obviously post every reply in that thread. Or FoxFour will do it himself.
Looks good, though I think on this point:
Quote: About the status of the targeted district on battle day, what state is it in when: -RT begins and before the battle starts -During the battle -During "Dibs Hour" and until attacker decides its next move
You might want to ask directly if it's possible for a defender to send reinforcement clones from another district in the few minutes after an attack ends and before the enemy decides to attack again or not. |
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