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Thread Statistics | Show CCP posts - 189 post(s) |
Vrain Matari
ZionTCD Legacy Rising
453
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Posted - 2013.03.17 04:29:00 -
[1] - Quote
CCP Nullarbor wrote:Beren Hurin wrote:CCP FoxFour wrote:
I should clarify 3. No you cannot cancel the attack. Think carefully about how many clones you want to attack with.
You can however move clones from district A (which you own) to district X (which someone else owns) and then move clones from district B (which you also own) to district A. Once another district attacks district A though you cannot move more clones to it.
This is alot like the rules of Diplomacy. Which kind of begs the question of reinforcements...How will allies factor in to all this? I love diplomacy. It has been a big inspiration for this design. This is a little off-topic but pertinent to your post.
Been thinking about posting this for a while.
If I was pondering the design of deep, meaningful, smart planetary content, I would want to have a serious bull session with Brian Reynolds.
That's http://en.wikipedia.org/wiki/Brian_Reynolds_%28game_designer%29 just in case there's any confusion, but i'm sure you CCP devs know exactly who I mean.
Here's the reason: Brian Reynolds understood New Eden intimately - long before it was born.
Case in point(there's many, but this is close to our clone hearts): http://www.youtube.com/watch?v=rGCaACqy1Ro
and for kicks, Ammarian laser tech: http://www.youtube.com/watch?v=iwqN3Ur-wP0
And if you recall the masterful knowledge of science and history that was displayed in all those in-game quotes you'll see my motivation here.
P.S. Cage match: Jamyl Sarum or Corazon Santiago? |
Vrain Matari
ZionTCD Legacy Rising
453
|
Posted - 2013.03.17 13:55:00 -
[2] - 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. ^ This is how I read it also. I'm only on page 15 of this thread atm, but if we haven't been told the intimate details of the timer rules yet we definitely need to be. |
Vrain Matari
ZionTCD Legacy Rising
453
|
Posted - 2013.03.17 19:06:00 -
[3] - Quote
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. |
Vrain Matari
ZionTCD Legacy Rising
454
|
Posted - 2013.03.19 15:00:00 -
[4] - Quote
Sextus Hardcock wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:50/100/400 Where did you get those numbers from? They are 50/100/200 You are correct, however you lose 30m per attack instead of 20m per attack now (as a raider). I have said it before and will say it again, this gameplay is not meant to encouraging raiding with the clone starter packs, it is actually designed to discourage that. Once you own a raiding should be viable, but not owning a district and making money from those that do is not something we are designing for. I agree with this design idea. The Geno Pack has no travel cost associated with it, and so must be made inferior to using your clones and paying to transport them from your district, to the point of invasion. The Pack serves to allow corps who have no foothold in a district yet to get a shot, not as a spec ops option for mercs/raiders or to otherwise bypass the clone travel degredation mechanic. Agreed. The supernatural force projection allowed by the Genolution Pack is immersion breaking - this way at least it's balanced.
And the raiding playstyle is still supported, with the caveat that you will need you own industrial base to make the raiding economically viable. This makes a lot of historical sense - the last great raiding force we've seen in RL had a serious industrial infrastructure.
[Polemics] I believe an important point to keep in mind is the caution to avoid balancing using ISK, as FoxFour has stressed. The way to do this is make everything associated with PC cost 0 ISK, as well as reversing losses of equipment upon match completion. For the purposes of this phase of the beta content-starved corps will fight for pride, and everybody will be able to play, contingent only on player numbers and logistical issues.
This provides the freedom the players need to test the entire state-space of solutions, limited only by imagination. The dynamics this reveals are the pure dynamics inherent in your ruleset, the fundametal 'geometry' of your game, so-to-speak. These dynamics/geometry are always present in any game ruleset, ISK or no ISK. At the beginning it's judicious to test for pathologies in the ruleset before adding on a secondary consideration, namely ISK.
Testing pure game mechanics is an especially valid approach in this case, since the design of Planetary Conquest is taking a lot from Diplomacy, which has no currency and is basically a zero-sum game, as is this proposed PC game mode(any resource you control was taken from another player).
It is also an important case-in-point for the day when ISK flows freely between DUST and EVE. [/Polemics] |
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