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Thread Statistics | Show CCP posts - 189 post(s) |
R F Gyro
ZionTCD Legacy Rising
317
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Posted - 2013.03.14 22:37:00 -
[1] - Quote
Average Joe81 wrote:What of Eve's current planetary installation system?
And also besides that, at the end of the blog it says corps will have to form armies and navies so does that mean that we are going to get boats or will we just be swimming around in a big ocean? lol - I get through 14.8 pages with no-one asking the question I was thinking, and then you pop up 2 posts from the end of the last page!
I too would like to know whether the planets we'll be fighting for will also have Eve PI happening on them.
I'm guessing there'd be no interaction between them anyway, but it is still interesting to think about. Maybe there could be some indication in the Eve PI interface that the planet has battles raging on it? |
R F Gyro
ZionTCD Legacy Rising
318
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Posted - 2013.03.15 10:02:00 -
[2] - Quote
trollsroyce wrote: GÇó attacking 3 fight timeframe, GÇó split 16 players on 16 planets, run from defended and only afk farm non defended. you can roll approx 5 min per fight to see if defended. 1player kills 100 clones when no show happens.
When you run from the defenders, don't you lose 100 clones? So if 14 of those 16 planets are defended, won't you lose 1400 clones? More if you lost some when moving them. You'll also have given those 14 defending corps a load of biomass income so they can fight you better in future.
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R F Gyro
ZionTCD Legacy Rising
318
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Posted - 2013.03.15 10:33:00 -
[3] - Quote
trollsroyce wrote:R F Gyro wrote:trollsroyce wrote: GÇó attacking 3 fight timeframe, GÇó split 16 players on 16 planets, run from defended and only afk farm non defended. you can roll approx 5 min per fight to see if defended. 1player kills 100 clones when no show happens.
When you run from the defenders, don't you lose 100 clones? So if 14 of those 16 planets are defended, won't you lose 1400 clones? More if you lost some when moving them. You'll also have given those 14 defending corps a load of biomass income so they can fight you better in future. This is passed by bringing 16 and leaving one behind, but you are right in that I am slipping from the growth period where planets are empty. My main concern is the exponential gold rush in start.
From the Wiki...
Quote: Minimum of 100 clones must be moved at a time
The attacker will have committed at least 100 clones to the attack (before attrition), and will lose at least 100.
That actually raises another question, which I'll direct to CCP in another post. |
R F Gyro
ZionTCD Legacy Rising
318
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Posted - 2013.03.15 10:38:00 -
[4] - Quote
If you move 100 clones to attack a district on a planet 2 jumps away, but only 60 survive the travel, then you lose the battle, what happens? You are supposed to lose a minimum of 100 clones.
Do you only lose the 60 surviving ones?
Or does the attacker need to send enough clones to ensure that at least 100 arrive safely?
Sorry if this has been answered already. |
R F Gyro
ZionTCD Legacy Rising
318
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Posted - 2013.03.15 10:43:00 -
[5] - Quote
Bendtner92 wrote:PRO will lose Are you suggesting that PRO won't be able to field any teams that are capable of beating any other corp? That sounds unlikely.
They may need a few starts to make it happen, but eventually they'll win a couple, and once their ball starts rolling their size will become more and more of a factor.
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R F Gyro
ZionTCD Legacy Rising
318
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Posted - 2013.03.15 10:57:00 -
[6] - Quote
Here's a question for the leaders of the larger corps with a global (RL multi-timezone) presence...
Will you set your districts to always defend at the time your corp is strongest, or will you spread them out?
If you spread them out then you'll often be fighting without your strongest team. If you always set them to the same time, your strongest team will risk burnout and the other timezones risk withering away as they feel they aren't contributing.
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R F Gyro
ZionTCD Legacy Rising
318
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Posted - 2013.03.15 10:57:00 -
[7] - Quote
5Y5T3M 3RR0R wrote:What I just want to confirm is:
If I get one spy into another corp he could pull in 5 other guys for my side and because of friendly fire make it essentially 22 vs 10 and any kills they got on my 'commandos' would come out of their pocket?
This is going to be a murder fest :) Welcome to New Eden |
R F Gyro
ZionTCD Legacy Rising
318
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Posted - 2013.03.15 11:00:00 -
[8] - Quote
CCP FoxFour wrote:If you send 100, 60 make it to the planet, then you lose the battle you lose all 60. In the end our goal of ensuring a minimum of 100 clones lost is met, so we will not enforce 100 clones making it to the planet. Thanks for the clarification.
I can see the corps with better KDRs specialising in long range attacks: only 20 clones arrive safely to fight the 100+ defenders, but that is enough to do the job. Larger corps with lower KDRs would specialise in short range attacks. Room for everyone.
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R F Gyro
ZionTCD Legacy Rising
325
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Posted - 2013.03.15 19:20:00 -
[9] - Quote
Can I interject at this point and mention that this thread has gone on far too long without degenerating into mindless drivel and the same tired stereotypes. If we aren't careful the Dust forum's immune system will soon begin to reject it.
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R F Gyro
ZionTCD Legacy Rising
328
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Posted - 2013.03.15 22:52:00 -
[10] - Quote
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.
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R F Gyro
ZionTCD Legacy Rising
334
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Posted - 2013.03.16 15:24:00 -
[11] - Quote
trollsroyce wrote:I don't think the constant attack is actually related to the subject of split expand. Surely it makes expansion hard. Splitting makes it easier but won't ultimately allow you to hold any more (I never claimed this). What I claim is that split expand is a fast shortcut to your maximum districts.
The reason it makes expanding easy is that the expander corp will not need to waste clones on attack.
EDIT: I'm sorry for the unclear discussion, the potential of splitting is just getting clearer while at it. Right now what I see happening is: 1) corp splits based on how many fights they can sustain merc number wise. E.g. having 64 active every day at your defense frame allows 4 districts. 2) corp takes said 4 to start with, possibly more to narrow down the chances of failure and to get 4 good starts. 3) one of the 4, the main corp, expands to the pre defended districts by yielding fights on alt corps.
Gains as opposed to going 1 corp "as supposed": GÇó fighting no show, one fight district flips as opposed to 300 clone districts with reinforcements that fight back. this for all your expansions, since they were pre taken and defended as individual corps GÇó any spare clones on the alt corps can be used to counter attack (clone wars) GÇó you can put more of your mercs in nullsec fights, providing content GÇó if one of the starts fails, hop on another instead of trying to restart with pitiful 100 clones
Losses as opposed to 1 corp: GÇó costs isk to set up GÇó is tedious to manage GÇó requires planning
The outposts mechanic could make this less tedious and public, widely used as opposed to shady try hard game. Still the issue of attack spam by making satellite 100 cloners and dropping them on distant enemies exists. You can do that by alt corps currently; outposts would be more expensive in isk, less on metagame and alt creation. I don't disagree with any of this apart from the view that CCP should spend development time addressing it.
This is at worst a short term issue caused by the initial conditions, and will sort itself out relatively quickly. Yes, large corps will probably use alt corps to increase their share of the initial 250 districts. These large corps will end up with more districts than small ones, but the increased admin & trust requirements will mean it won't scale linearly. All good imho.
Once the alt corps have handed their districts back over to their parent, in a few days or weeks at most, everyone will forget about all of this. |
R F Gyro
ZionTCD Legacy Rising
334
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Posted - 2013.03.16 21:44:00 -
[12] - Quote
I'd be willing to wager that most corps will make a significant loss from planetary conquest, and will fund it by running instant battle ambush maps. A few of the better corps will make an income from it I'm sure, but it won't be the norm.
There's no problem with this, of course. PvP in Eve is only profitable for a tiny fraction of players, but that doesn't stop everyone else. You grind to make ISK, you spend the ISK on ships which you lose while trying to find "good fights". |
R F Gyro
ZionTCD Legacy Rising
336
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Posted - 2013.03.17 19:37:00 -
[13] - Quote
Vrain Matari wrote:hershman001 wrote:You say youre turning your attention to the planets... CCP, shouldnt you turn your attention to the broken game mechanics?
- Terrible Hit detection
- Unable to traverse uneven terrain
- Poor controls all around for vehicles, dropsuits and interfaces.
- Text, font, icons, reticule, and other HUD items that are color washed invisible half the time.
- Ridiculous low fov for an fps.
- Invisible walls in every map
This is only the beginning. What is being done to fix these issues? +1 for the forst three points. Other points have validity too. Hate to keep on this, but it's a stark reality and not really being publicly addressed by CCP, in spite of their stated commitment to prioritize core mechanics. OK, i'll shut up about it. For now. Somewhere back in the threadmonster there's a statement from the devs that there will be lots of stuff in the next release other than PC, including core gameplay changes/fixes. There's a regular pattern over Eve-side of the devs releasing details of some minor changes for the next release, the community then saying "is that all?" and getting all worked up, then finding out that there is way more to it than that. |
R F Gyro
ZionTCD Legacy Rising
338
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Posted - 2013.03.18 23:08:00 -
[14] - Quote
PT SD wrote:I love the changes. This is turning into a real time game of Slay, I love the mechanics. It actually makes the DUST4514 become strategical, complex, and a lite war sim for our arm chair strategists. CCP do not dumb this type of gameplay down, because simple people can't figure it out. We want New Eden, and we want it now. Don't forget the plans for MCC commanders playing a RTS-style game as well, to sit in between the turn-based strategy that is planetary conquest and the console FPS elements. Add the New Eden metagame and you've got fun on so many levels. |
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