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Author |
Thread Statistics | Show CCP posts - 189 post(s) |
Soozu
5o1st
16
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Posted - 2013.03.15 07:13:00 -
[1] - Quote
Will you make the starmaps, clone pre orders etc. available before the mad dash land grabs or is this all going to be in one shot? One big Garfield download? |
Soozu
5o1st
16
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Posted - 2013.03.15 13:31:00 -
[2] - Quote
There is some flawed logic in the splitting up a corp scenario.
For one, there might be a long line of people lining up to attack the sub corps districts, who is to say the "mothercorp" will even get a chance to attack? There are well over a 1000 corps and only 250 districts to start. Not only will there be a mad dash to grab land but all out war before corps can produce and stockpile clones.
Two, if a sub corp sells its clones for profit instead of saving them, anyone can swoop in and grab it on day two or three, it's easy prey.
Three, the mothercorp must bring 100 clones to battle to take the sub corp's land, meanwhile, they too are under attack and defending. Remember, they can't purchase them once they own a district, but must produce them.
Maybe someone could make it work if they stomped the field and demolished their own attackers, but I just don't see it as feasible or easy. The 100 clones max per corp (that must be lost to boot) is a great fail-safe. Allowing any number to be purchased as suggested??? Crazy talk... sways all favour to large and rich corps. |
Soozu
5o1st
17
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Posted - 2013.03.15 13:52:00 -
[3] - Quote
Django Quik wrote:ChromeBreaker wrote:Soozu wrote:There is some flawed logic in the splitting up a corp scenario.
For one, there might be a long line of people lining up to attack the sub corps districts, who is to say the "mothercorp" will even get a chance to attack? There are well over a 1000 corps and only 250 districts to start. Not only will there be a mad dash to grab land but all out war before corps can produce and stockpile clones.
Two, if a sub corp sells its clones for profit instead of saving them, anyone can swoop in and grab it on day two or three, it's easy prey.
Three, the mothercorp must bring 100 clones to battle to take the sub corp's land, meanwhile, they too are under attack and defending. Remember, they can't purchase them once they own a district, but must produce them.
Maybe someone could make it work if they stomped the field and demolished their own attackers, but I just don't see it as feasible or easy. The 100 clones max per corp (that must be lost to boot) is a great fail-safe. Allowing any number to be purchased as suggested??? Crazy talk... sways all favour to large and rich corps. There is only an hour window to attack, each day, and all those corps have to save up clones to attack too The corps that start getting large clone numbers are going to start steam rolling the little guys Anyone can buy the starter pack of 100 clones and launch an attack in 24 hours on any district. There'll be 750 corps with no districts who will want one because it will be the new thing to do. That's 3 corps wanting to attack every 1 district that's already owned. I repeat - there will be no peace. You will be lucky to be making any extra clones ever.
Ahh I step away from the computer and you beat me to the proper reply. Which was that.^^
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Soozu
5o1st
18
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Posted - 2013.03.15 18:56:00 -
[4] - Quote
trollsroyce wrote:CCP FoxFour wrote:ChromeBreaker wrote:trollsroyce wrote:Contest this thought, please: GÇó ringers are allowed GÇó you don't need to flip districts for mother corp GÇó mother corp just means the ringer community for split corps
GÇó results in that splitting corp ONLY expands possibilities, gives more attack chances, and speeds clone production to attack. why flip them for one corp? make a swam of corps, its even thief and disband proof.
You cant transfer clones between corps so each would be even until one produces more. 1 corp with 1 district (no upgrades) can attack once every 3 days (40Cl a day, 100Cl needed). 1 corp with 3 districts can attack everyday with spare. Its economically and tactically better to have more districts as you can attack, and enforce your own districts, more effectively. But you need to have more districts which is how this convo started It is only an advantage on day one where you can buy lots of starter packs and try and take a bunch of unowned districts. Once things get past that initial flash point it will be far better to be in one corporation and having the ability to transfer clones between districts. How about a big corp that makes a lot of 1 person corps and uses them to generate more ringer fights? Consider this carefully, because creating ton of corps to use as boost (not detaching anything from main) seems pretty powerful to me, especially since all of those corps are just extra clones for the main corp use. Sure, on another corp, but extra clones still.
Extra clones for who? The one man corp? I don't get it, what is it you don't get? |
Soozu
5o1st
19
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Posted - 2013.03.16 01:06:00 -
[5] - Quote
I'm pretty sure that it was posted somewhere that if there was server downtime or network issues everything would revert back to before the outage. |
Soozu
5o1st
24
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Posted - 2013.03.18 13:46:00 -
[6] - Quote
CCP FoxFour wrote:I want to open this up for discussion, we are currently thinking of increasing the clone starter pack to 200 clones. This also means an increase from 20 million to 40 million ISK in cost.
There are a few reasons for this, but before I go into that I want to hear your opinions and thoughts without influencing them.
If you do this the destruction of the MCC will be the deciding factor in the outcome of most of these early matches, if not all. I suppose that's OK, however, I recall it being said that it was to be skirmish mode for the sake of a timer ending the match in due course so that a lone remaining clone couldn't hide out and prolong the match or other strange scenarios ensuing.
It's all fine and dandy I suppose but it does seem a bit odd somehow.
Skirmish for the larger map (I assume) and a timer. But clone count is what really matters in a battle.. But most battles will end with the destruction of the MCC if put at 200 clones. Which is just there for the sake of the timer.
How about removing all but one hackable points but leaving in the MCCs to fire at each other and just increase their damage? You still have your timer. Possible destruction of the MC Puts the focus on fighting and clone count. Keeps the better, larger maps with the good (safer) spawn points and lines to launch the initial attack.
Just a thought.
Very curious as to your reasoning for the 200 clone count. |
Soozu
5o1st
24
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Posted - 2013.03.18 13:53:00 -
[7] - Quote
Django Quik wrote:Soozu wrote:CCP FoxFour wrote:I want to open this up for discussion, we are currently thinking of increasing the clone starter pack to 200 clones. This also means an increase from 20 million to 40 million ISK in cost.
There are a few reasons for this, but before I go into that I want to hear your opinions and thoughts without influencing them. If you do this the destruction of the MCC will be the deciding factor in the outcome of most of these early matches, if not all. I suppose that's OK, however, I recall it being said that it was to be skirmish mode for the sake of a timer ending the match in due course so that a lone remaining clone couldn't hide out and prolong the match or other strange scenarios ensuing. It's all fine and dandy I suppose but it does seem a bit odd somehow. Skirmish for the larger map (I assume) and a timer. But clone count is what really matters in a battle.. But most battles will end with the destruction of the MCC if put at 200 clones. Which is just there for the sake of the timer. How about removing all but one hackable points but leaving in the MCCs to fire at each other and just increase their damage? You still have your timer. Possible destruction of the MC Puts the focus on fighting and clone count. Keeps the better, larger maps with the good (safer) spawn points and lines to launch the initial attack. Just a thought. Very curious as to your reasoning for the 200 clone count. Early on most attacks will result in loss of MCC but that is why you must sustain an attack over several days. If the attacker wins, the defender loses 100 clones and can't produce more, so you go back the next day and wittle them down further until you finally wipe them out entirely.
I had to edit my post as I messed up a bit,,, about amount of MCC damage,
But anyway. 200 clones attacking everyday but the district still only produces a base 40? Is that right??? |
Soozu
5o1st
24
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Posted - 2013.03.18 14:37:00 -
[8] - Quote
Ok, so the 200 clone count makes it more expensive to attempt to lock down your district with alt corps. If this is the reasoning behind it then I'm happy. Perhaps there are other ways to reduce the alt corp abuse.
Limiting: How often you can switch corps How often you can create a corp How often an individual merc can unsuccessfully attack a district.
Just thinking out loud.
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Soozu
5o1st
26
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Posted - 2013.03.18 14:52:00 -
[9] - Quote
Django Quik wrote:Soozu wrote:
Ok, so the 200 clone count makes it more expensive to attempt to lock down your district with alt corps. If this is the reasoning behind it then I'm happy. Perhaps there are other ways to reduce the alt corp abuse.
Limiting: How often you can switch corps How often you can create a corp How often an individual merc can unsuccessfully attack a district.
Just thinking out loud.
I can't see any of them stopping this exploit because you could just have alts creating and controlling the sub-corps. And what if it is a legitimate continuous attack from an external corp? You could really really want to take that district but keep failing over and over but keep trying (unlikely but could happen).
Bah, I never was a fan of having alt toons anyway feel free to do away with them CCP. Just give us a heads up, |
Soozu
5o1st
26
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Posted - 2013.03.18 14:55:00 -
[10] - Quote
Django Quik wrote:I'd like to know what sort of information we'll be able to see on districts before attacking: e.g. current owner? current clone count? current SI?
And map? |
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Soozu
5o1st
27
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Posted - 2013.03.18 18:11:00 -
[11] - Quote
I like the new numbers as they give a better monetary incentive to actually holding districts. On the battle front however the focus changes from cloning out the enemy [100] to win via MCC. [200] Have you considered tweaking anything on the battle side to sway it back toward cloning out? Or is this strictly skirmish for now?
Also. Will we be able to see what map we are attacking / claiming?
Also will this come in a single update, or will you launch the starmaps and things previously for PS3 users? [I ask this for people who do not play EVE as they may have a disadvantage on the day one mad scramble]
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Soozu
5o1st
27
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Posted - 2013.03.18 18:19:00 -
[12] - Quote
Django Quik wrote:Soozu wrote:I like the new numbers as they give a better monetary incentive to actually holding districts. On the battle front however the focus changes from cloning out the enemy [100] to win via MCC. [200] Have you considered tweaking anything on the battle side to sway it back toward cloning out? Or is this strictly skirmish for now?
Also. Will we be able to see what map we are attacking / claiming?
Also will this come in a single update, or will you launch the starmaps and things previously for PS3 users? [I ask this for people who do not play EVE as they may have a disadvantage on the day one mad scramble]
It didn't say anywhere that you lose 200 clones if you lose the MCC. Minimum loss is 150, so if you lose 0 clones but your MCC dies, you lose 150 clones.
Oh I know, but with bringing in 200 clones to attack, it's almost certain the MCC will be destroyed before getting cloned out. |
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