|
Author |
Thread Statistics | Show CCP posts - 189 post(s) |
gbghg
L.O.T.I.S. Legacy Rising
647
|
Posted - 2013.03.14 19:45:00 -
[1] - Quote
A question It states that a "Surface Research Lab Decreases the attrition of moving clones by 50%" does that apply to just the district that houses the infrastructure or all of a corps districts? and if it does apply to all districts would that allow you to stack its effects? |
gbghg
L.O.T.I.S. Legacy Rising
647
|
Posted - 2013.03.14 19:57:00 -
[2] - Quote
CCP FoxFour wrote:gbghg wrote:A question It states that a "Surface Research Lab Decreases the attrition of moving clones by 50%" does that apply to just the district that houses the infrastructure or all of a corps districts? and if it does apply to all districts would that allow you to stack its effects? Just the district the SI is on. so that mean's that districts with SRL's are going to be the natural staging points for the inital attacks on a planet and once you've got districts on a planet you can upgrade them for more clones...
hmm this could get interesting. also will we see some kind of planetary control mechanism that will give benefits to the SI/PI of the corp with the highest rating on that planet? |
gbghg
L.O.T.I.S. Legacy Rising
654
|
Posted - 2013.03.14 20:05:00 -
[3] - Quote
CCP FoxFour wrote:gbghg wrote:CCP FoxFour wrote:gbghg wrote:A question It states that a "Surface Research Lab Decreases the attrition of moving clones by 50%" does that apply to just the district that houses the infrastructure or all of a corps districts? and if it does apply to all districts would that allow you to stack its effects? Just the district the SI is on. so that mean's that districts with SRL's are going to be the natural staging points for the inital attacks on a planet and once you've got districts on a planet you can upgrade them for more clones... hmm this could get interesting. also will we see some kind of planetary control mechanism that will give benefits to the SI/PI of the corp with the highest rating on that planet? That is the hope, that we see people using the different SI for different strategic purposes. As for the planetary control mechanism, nothing yet. We are currently focusing on the ability to take and own districts which will lead to benefits for owning whole planets down the road. yeah I can see a control mechanism is well down the line for features to be implemented but it's the obvious evolution of the district system you're implementing. |
gbghg
L.O.T.I.S. Legacy Rising
655
|
Posted - 2013.03.14 20:24:00 -
[4] - Quote
Goric Rumis wrote:CCP FoxFour wrote:iceyburnz wrote:The Elephant in the room map question:-
Will this be released with a fully implimented - terrain unique to each planet - dynamic/procedurally generated maps
Or will it be ashland, line harvest, manus peak, skim junction, and the wards with the same old fishbowl terrain and randomly generated structues (what we sort of have now) with the SI as a central feature.
Not full unique, we don't have the art resources to make that many levels. We do go to some crazy crazy lengths though, see stars in EVE skybox actually lining up with where they will be. So while not ready to give away all the information, I am sure you can make some assumptions for now. :P Thought: Why not crowd-source the map building? Allow players to submit alternative maps, do a review and playtest in a special "map beta" mode, and then you decide where the new map goes (so players aren't creating maps for their own districts). This would obviously require a lot of work just to set up, but I imagine it would require less work than creating however many thousands of unique maps. Just a thought. hmm just the terrain maybe, and then allow CCP to play around with the design to fit SI into the map. |
gbghg
L.O.T.I.S. Legacy Rising
656
|
Posted - 2013.03.14 20:36:00 -
[5] - Quote
Skihids wrote:So the defender is limited to the clone count at the start of the timer, but what of the attacker?
As I read it, they can keep calling in follow on attacks from different districts until they whittle the defenders down to nothing. That means an attacker can almost be assured of a victory if they are willing to commit enough resources and a small corp can always be kicked back into space, correct? only for a set period of time, and both corps can funnel clones into that district so we're going to end up with situations like this big corp with lots of territory= more clones to throw into fights lots of territory= more attacks to beat off more attacks to beat off= less clones to be moved about to reinforce districts
this would mean that trying to win simply through attrition could be a risky strategy if the small corp got allies to attack the larger aggressor corp and prevent him from deploying his reserves |
gbghg
L.O.T.I.S. Legacy Rising
656
|
Posted - 2013.03.14 20:36:00 -
[6] - Quote
Skihids wrote:So the defender is limited to the clone count at the start of the timer, but what of the attacker?
As I read it, they can keep calling in follow on attacks from different districts until they whittle the defenders down to nothing. That means an attacker can almost be assured of a victory if they are willing to commit enough resources and a small corp can always be kicked back into space, correct? only for a set period of time, and both corps can funnel clones into that district so we're going to end up with situations like this big corp with lots of territory= more clones to throw into fights lots of territory= more attacks to beat off more attacks to beat off= less clones to be moved about to reinforce districts
this would mean that trying to win simply through attrition could be a risky strategy if the small corp got allies to attack the larger aggressor corp and prevent him from deploying his reserves |
gbghg
L.O.T.I.S. Legacy Rising
659
|
Posted - 2013.03.15 01:07:00 -
[7] - Quote
Evil-Stuffed-Animal wrote:Has the Devs mention anything about the "Secondary Market" or whether mercs will be able to unload their salvage for trade and/or profit? It will not be available when faction warfare is launched, it popped up a couple of times in the thread but that's like 5 pages+ back and i can't be bothered to look for it |
gbghg
L.O.T.I.S. Legacy Rising
670
|
Posted - 2013.03.16 19:37:00 -
[8] - Quote
Skihids wrote:Django Quik wrote:Skihids wrote:Missing from this discussion of mechanics is any mention of motivation.
Why as a corporation would I want to plunk down that first 20M ISK? What am I getting for my money? Is this a wise business decision? Is there sufficient ROI to warrant this action?
As described so far the only advantage of PC is to produce ISK, so I am buying future ISK with current ISK. There are two cases, either PC is an ISK fountain pumping more money into the DUST universe, or it is an ISK sink. From what IGÇÖve read so far CCP wants constant warfare so itGÇÖs going to be a sink. Each battle will see significant clone and equipment loss. Sure, the winning side might break even or come out ahead slightly, but in aggregate there will be a loss with CCP raking its take off the top of each battle. By definition the average corp is going to lose half its battles and therefore end up with an overall ISK loss.
With no EVE link all that money is coming from corp members farming public matches for ISK. ThatGÇÖs a lot of farming, especially if you donGÇÖt get picked to join the A-Team for the actual battle. How long are members going to contribute? This feels like the current corp battle system with some window dressing. The only motivation to run them is relief from constant public matches.
The level of conflict has to be fairly low for PC to be an ISK faucet for a corp, and that means constant expansion of the frontier. If you make the districts worth too much you will motivate more corps to fight for them until they are once again unprofitable. As I see it you just canGÇÖt balance it on an ISK basis. You have to be buying something else for your money than more ISK. What is that, and is it enough?
What you are getting for your money is a first glimpse of the Dust 514 end-game. One day this will be huge and hopefully encompass the entire of New Eden. It also gives you and your mercs something tangible to play for, instead of simply running the same old random matchmade blueberry-ful pub games. You're right that it could be either a big sink or faucet but that is entirely dependent on how well your corp does. Manage to hold a district for a week or so and you're suddenly earning 100k isk for every extra clone produced. What else do you get? Loot! The best loot because it'll come from players you kill, unlike pub games atm. You could even earn aurum gear! Awesome tanks! Whatever you've seen other people using, that could be yours. I'd say loot alone is more valuable than any isk you'll potentially earn. And you don't need to be constantly expanding to be profitable. Smaller corps won't be able to protect more than a handful of districts because of numbers but if you manage to hold them, you're in. So if your corp is good enough to discourage attacks you can make money, otherwise your districts are a PeacocksGÇÖ tail, funded by contributions from public matches. Yes, you get loot, but the average team is going to lose more than they get in return because a certain amount is destroyed in battle. ItGÇÖs a zero sum game as the only assets in play other than the clones produced in district are those the players bring themselves. If clone production isnGÇÖt more lucrative than your battle losses you have an ISK sink that you need to support from pub match ISK farming. 40 clones is 4M. How much gear is that going to buy if you have to fight every day? One tank and a few proto dropsuit fittings? Can the average corp keep their losses down to that level? WeGÇÖve already heard complaints from some corps that 5M ISK contracts arenGÇÖt enough to make up their losses in the current corp match system. Then that means they are using gear beyond their means to support, if you're making a loss because you're fielding proto fittings in every battle the answer is obvious, use less expenisve fittings whenever you can and only use proto when you absolutely have too |
gbghg
L.O.T.I.S. Legacy Rising
670
|
Posted - 2013.03.16 19:53:00 -
[9] - Quote
Skihids wrote:gbghg wrote:Skihids wrote:Django Quik wrote:Skihids wrote:Missing from this discussion of mechanics is any mention of motivation.
Why as a corporation would I want to plunk down that first 20M ISK? What am I getting for my money? Is this a wise business decision? Is there sufficient ROI to warrant this action?
As described so far the only advantage of PC is to produce ISK, so I am buying future ISK with current ISK. There are two cases, either PC is an ISK fountain pumping more money into the DUST universe, or it is an ISK sink. From what IGÇÖve read so far CCP wants constant warfare so itGÇÖs going to be a sink. Each battle will see significant clone and equipment loss. Sure, the winning side might break even or come out ahead slightly, but in aggregate there will be a loss with CCP raking its take off the top of each battle. By definition the average corp is going to lose half its battles and therefore end up with an overall ISK loss.
With no EVE link all that money is coming from corp members farming public matches for ISK. ThatGÇÖs a lot of farming, especially if you donGÇÖt get picked to join the A-Team for the actual battle. How long are members going to contribute? This feels like the current corp battle system with some window dressing. The only motivation to run them is relief from constant public matches.
The level of conflict has to be fairly low for PC to be an ISK faucet for a corp, and that means constant expansion of the frontier. If you make the districts worth too much you will motivate more corps to fight for them until they are once again unprofitable. As I see it you just canGÇÖt balance it on an ISK basis. You have to be buying something else for your money than more ISK. What is that, and is it enough?
What you are getting for your money is a first glimpse of the Dust 514 end-game. One day this will be huge and hopefully encompass the entire of New Eden. It also gives you and your mercs something tangible to play for, instead of simply running the same old random matchmade blueberry-ful pub games. You're right that it could be either a big sink or faucet but that is entirely dependent on how well your corp does. Manage to hold a district for a week or so and you're suddenly earning 100k isk for every extra clone produced. What else do you get? Loot! The best loot because it'll come from players you kill, unlike pub games atm. You could even earn aurum gear! Awesome tanks! Whatever you've seen other people using, that could be yours. I'd say loot alone is more valuable than any isk you'll potentially earn. And you don't need to be constantly expanding to be profitable. Smaller corps won't be able to protect more than a handful of districts because of numbers but if you manage to hold them, you're in. So if your corp is good enough to discourage attacks you can make money, otherwise your districts are a PeacocksGÇÖ tail, funded by contributions from public matches. Yes, you get loot, but the average team is going to lose more than they get in return because a certain amount is destroyed in battle. ItGÇÖs a zero sum game as the only assets in play other than the clones produced in district are those the players bring themselves. If clone production isnGÇÖt more lucrative than your battle losses you have an ISK sink that you need to support from pub match ISK farming. 40 clones is 4M. How much gear is that going to buy if you have to fight every day? One tank and a few proto dropsuit fittings? Can the average corp keep their losses down to that level? WeGÇÖve already heard complaints from some corps that 5M ISK contracts arenGÇÖt enough to make up their losses in the current corp match system. Then that means they are using gear beyond their means to support, if you're making a loss because you're fielding proto fittings in every battle the answer is obvious, use less expenisve fittings whenever you can and only use proto when you absolutely have too That's just it though. You have to or you lose to the attacker who brings high end gear. Using milita gear on a 200K ISK clone is like fitting a Sagaris with militia mods. False economy. If your clone costs far more than your fitting you aren't protecting it well enough. true but then as your gear upgrades so does your survivability proto suits with complex mods tend to die far less than standard suits and mods, if you played smart and minimised your losses it would take far longer to loss a district, and the longer you hold a district the more isk you make from it. and there will almost certainly be planets far enough away to make attacks uneconomical that will serve as the main isk generators for corps while they maintain other districts which take the majority of attacks. |
gbghg
L.O.T.I.S. Legacy Rising
671
|
Posted - 2013.03.16 20:29:00 -
[10] - Quote
Skihids wrote:Django Quik wrote:Skihids wrote: That's just it though. You have to or you lose to the attacker who brings high end gear. Using milita gear on a 200K ISK clone is like fitting a Sagaris with militia mods. False economy. If your clone costs far more than your fitting you aren't protecting it well enough.
If you're losing that much isk in corp matches, you need to realise your corp probably isn't ready for corp battles and will be even less ready for PC unless you get a lot better before it comes in. Seeing as you're in Tritan, I can't see how this could be the case but I rarely play against you guys, so couldn't say for sure. The costs involved are going to mean people will have to play carefully and strategically instead of just running and gunning like teams of rambos. If the attacker is bringing in high end gear, they also have a lot to lose in the battle, so it's a double edged sword for all involved. I'm speaking in general here, not about Tritan Industries. This is a discussion about the mechanics, and average profitability is a very important factor in the success of PC. We arenGÇÖt playing with free clones anymore. Each death is a 200K loss over and above the fitting. Payouts are half that for the clones you kill, resulting in a 100K loss for an even KDR (which by definition your average corp will have). Likewise you donGÇÖt get all your equipment losses back in loot as a percentage is destroyed in battle. So the question is, just how much will an average PC battle cost, and will a districtGÇÖs production be worth it? well a quick calculation shows that with the default production rates and the default clone storage it would take 5 days to start making money assuming you buy a clone pack and take over a abandoned district, and then you would make roughly 4 million isk a day from 1 district. so long as the total battle price doesn't exceed 4 million isk your going to make a profit. |
|
gbghg
L.O.T.I.S. Legacy Rising
673
|
Posted - 2013.03.16 21:29:00 -
[11] - Quote
Skihids wrote:gbghg wrote:Skihids wrote:Django Quik wrote:Skihids wrote: That's just it though. You have to or you lose to the attacker who brings high end gear. Using milita gear on a 200K ISK clone is like fitting a Sagaris with militia mods. False economy. If your clone costs far more than your fitting you aren't protecting it well enough.
If you're losing that much isk in corp matches, you need to realise your corp probably isn't ready for corp battles and will be even less ready for PC unless you get a lot better before it comes in. Seeing as you're in Tritan, I can't see how this could be the case but I rarely play against you guys, so couldn't say for sure. The costs involved are going to mean people will have to play carefully and strategically instead of just running and gunning like teams of rambos. If the attacker is bringing in high end gear, they also have a lot to lose in the battle, so it's a double edged sword for all involved. I'm speaking in general here, not about Tritan Industries. This is a discussion about the mechanics, and average profitability is a very important factor in the success of PC. We arenGÇÖt playing with free clones anymore. Each death is a 200K loss over and above the fitting. Payouts are half that for the clones you kill, resulting in a 100K loss for an even KDR (which by definition your average corp will have). Likewise you donGÇÖt get all your equipment losses back in loot as a percentage is destroyed in battle. So the question is, just how much will an average PC battle cost, and will a districtGÇÖs production be worth it? well a quick calculation shows that with the default production rates and the default clone storage it would take 5 days to start making money assuming you buy a clone pack and take over a abandoned district, and then you would make roughly 4 million isk a day from 1 district. so long as the total battle price doesn't exceed 4 million isk your going to make a profit. Ok, so what does 4M ISK buy us? A clone costs 200K, a decent fitting will add another 100K. That gives us 13 deaths for the team before it goes negative, and that doesnGÇÖt count any vehicles. My concern is that it just isnGÇÖt nearly enough return to make PC a wining business strategy for the average corp, and that will shrink participation to a small percentage of the corps. Not only that, but only the cream of that corp will be able to participate due to the high stakes, and those not involved with become disaffected That's one district with an SRL as the SI, a production facility would make 6m isk a day and we're assuming a corp has one district that is being attacked every day. The simple fact is that it would be uneconomic for a corp to attack someone everyday as a loss guarentee's at least 2 mil isk lost, so some days you're unlikely to be attacked at all. And you're assuming that the corp will pay for every fitting fielded in the battle, in practice most people fund their own fittings as much as possible and they'll be able to because the players not the corps will get the money and salvage from these battles. As for your last point the a team is unlikely to be on every time a district is vulnerable and a good ceo will make sure to rotate participation of every battle that isn't an absolutely must win |
gbghg
L.O.T.I.S. Legacy Rising
673
|
Posted - 2013.03.16 22:19:00 -
[12] - Quote
Belzeebub Santana wrote:What I haven't read is the 20% of left over clones given to the defenders and how this could help with the mega corp. splitting to smaller ones to get more land off the initial land grab.
If your sister corp. goes to attack your mother corp. and doesn't use a single clone 20 out of the 100 go to the mother, this is half a day production.
As I understand a corp. can do both attack and defend as long as they have the clones to do it.
Mother corp. is locked by a sister corp attacking it. Sister corp doesn't deploy anyone and mother corp. has 1 player sign on and cap all null cannons destroying sister corp. mcc with 100 clones left giving mother corp 20 additional clones. For only 20 mill more sister corp can do it again locking up mother corp. from other attackers, while mother corp can go on to attack other corps not worrying about it.
The whole grudge thing between corps will only happen as long as they are within a couple of jumps of each other or one decides to stay homeless. If the two corps.that don't like each other are too far apart you won't see them attacking each other because of attrition cost. or you're going to see a corp migrate across systems to get into range of the other. and your point about sister corps is unworkable, you would make such a large isk loss doing that it would be unsustainable. |
gbghg
L.O.T.I.S. Legacy Rising
673
|
Posted - 2013.03.16 22:19:00 -
[13] - Quote
stupid double post |
gbghg
L.O.T.I.S. Legacy Rising
674
|
Posted - 2013.03.16 22:37:00 -
[14] - Quote
Skihids wrote:gbghg wrote: That's one district with an SRL as the SI, a production facility would make 6m isk a day and we're assuming a corp has one district that is being attacked every day. The simple fact is that it would be uneconomic for a corp to attack someone everyday as a loss guarentee's at least 2 mil isk lost, so some days you're unlikely to be attacked at all. And you're assuming that the corp will pay for every fitting fielded in the battle, in practice most people fund their own fittings as much as possible and they'll be able to because the players not the corps will get the money and salvage from these battles. As for your last point the a team is unlikely to be on every time a district is vulnerable and a good ceo will make sure to rotate participation of every battle that isn't an absolutely must win
You are correct in that any one corp won't be able to fund a 20M attack every day, but you forget that there will be alot of landless corps that can take turns attacking you. To take that into account you need to assume a large enough district supply that there isn't a steady stream of landless corps queuing up to attack every existing district every day. It also assumes that the players will be paying the cost of their own gear which is to say they are funding PC from farming public matches for ISK and PC won't be paying for itself. That makes PC a Peacocks' tail. Something that you spend resources on to show off how capable you are, but not something that generates worth on its own. That brag is certainly a valid driver and recruitment tool. It offers non-pub matches which is a big draw. I just want to point out that it likely isn't going to pay for itself, and in that way it's just like our current corp battle system. well I was always under the understanding that dust was meant to be an isk sink for EVE so isk won't be a problem when they finally merge economies, but your also going to have to rely on that brag to protect you, tell me honestly how many corps landless or not are going to throw themselves at the imperfect or their allies? The more matches you fight and the better you do, the more people will know that you aren't an easy target and they should be prepared to take significant losses going up against you. This means we're going to end up with the corps at the top almost exclusively targeting each other and occasionally a weaker corp if they want the territory, while the lower level corps will fight amongst themselves and beat off attacks from landless corps. so some of the best corps will probably end up making a profit for a couple of days, loss a load of isk as they beat off an attack and then generate more isk. |
gbghg
L.O.T.I.S. Legacy Rising
674
|
Posted - 2013.03.16 22:39:00 -
[15] - Quote
Belzeebub Santana wrote:gbghg wrote:Belzeebub Santana wrote:What I haven't read is the 20% of left over clones given to the defenders and how this could help with the mega corp. splitting to smaller ones to get more land off the initial land grab.
If your sister corp. goes to attack your mother corp. and doesn't use a single clone 20 out of the 100 go to the mother, this is half a day production.
As I understand a corp. can do both attack and defend as long as they have the clones to do it.
Mother corp. is locked by a sister corp attacking it. Sister corp doesn't deploy anyone and mother corp. has 1 player sign on and cap all null cannons destroying sister corp. mcc with 100 clones left giving mother corp 20 additional clones. For only 20 mill more sister corp can do it again locking up mother corp. from other attackers, while mother corp can go on to attack other corps not worrying about it.
The whole grudge thing between corps will only happen as long as they are within a couple of jumps of each other or one decides to stay homeless. If the two corps.that don't like each other are too far apart you won't see them attacking each other because of attrition cost. or you're going to see a corp migrate across systems to get into range of the other. and your point about sister corps is unworkable, you would make such a large isk loss doing that it would be unsustainable. A large enough corp taxing their members I think could easily cover the costs, you get around 200 k a pub match with enough members and the time until this launches it might not be sustainable forever but it could help the mother corp gain a strong foothold immediately and then once they are sustainable by themselves the sister corp doesn't need to be funded. So it isn't a tactic that you would continue just use at the beginning. please look at the current discussion about whether or not PW is sustainable |
gbghg
L.O.T.I.S. Legacy Rising
674
|
Posted - 2013.03.16 22:43:00 -
[16] - Quote
Garrett Blacknova wrote:gbghg wrote:well a quick calculation shows that with the default production rates and the default clone storage it would take 5 days to start making money assuming you buy a clone pack and take over a abandoned district, and then you would make roughly 4 million isk a day from 1 district. so long as the total battle price doesn't exceed 4 million isk your going to make a profit. How so? 20 milliion out. Lets, for the sake of argument, assume no incoming attacks from anyone, which means no clone losses for the duration of the attempt to earn money. You have 100 clones. Lets assume a best-case scenario of taking a region with a Production Facility, meaning you're producing 60 clones a day. Day 1: 60 clones. You now have 160, and are still 20 million down. Day 2: 60 clones. You now have 220, and are still 20 million down. Day 3: 60 clones. You now have 280, and are still 20 million down. Day 4: 60 clones. You now have 300, and 40 clones to sell. 16 million down. Day 5: 60 clones. Still maxed at 300, with 60 clones to sell. 10 million down. Day 6: 60 clones. Still maxed at 300, with 60 clones to sell. 4 million down. It takes a week to see a profit given the best-case scenario for fast earnings. And that best-case scenario is a district that's more vulnerable to attack than a well-stocked world with a Cargo Hub. gah I wasn't counting the price of the pack, i was making the assumption you just dropped 100 clones you had generated yourself on a district. the 5 days was how long it would take you to reach the storage cap with no storage increase or production bonus |
gbghg
L.O.T.I.S. Legacy Rising
674
|
Posted - 2013.03.16 22:57:00 -
[17] - Quote
miso crazy wrote:I am very confused why the debate is over whether or not creating dummy corps and sister corps to speed up your expansion is better than just increasing the size of a single corp. I also realize that the object here is to find the exploits well before anything is published.
What are Alliances for ?
I think the reality that is being missed is that you are injecting an entirely different demographic than the very eccentric EVE players are used to. Suddenly I find myself in voice chat with a 16 year old Zit faced punk that thinks he can rap and talks in ebonics... Sorry, I just canGÇÖt even be in a corp that lets that kid in it. I am kinda old and set in my ways. I am quite sure that guy will find his place in the universe and I look forward to meeting him on the battlefield again.
So these dust corps will only work long term if they build bonds and stay small, random invite corps always seem to splinter and fail eventually. So an alliance of smaller corps that coordinate cycle times is what this system is catering to... The more logistics you add by trying to make a 3 person corp the more difficult it will be to control and it will wreck hard and fast. Imagine with friendly fire active, say you are trying to fill your squads in a hurry and the 2 random guys you picked up waste like 30 clones before you can bump them from the squad...
I foresee a massive land grab at the launch, I see many planets just off the radar to some degree and expanding uncontested for a short period of time. Possibly allowed to expand way beyond their means if only to get that clone surplus to market. I see certain systems constantly at battle and a major drain on the corp or alliances resources.
I see exciting battles where a squad of only 6 guys in militia gear fends of a full strength attack and humiliates the attacking corp, into looking elsewhere for their next fight.
Then there is EVE. You will need to control the space above your planet at least as long as your battles are on or you donGÇÖt get no stinking Orbital Strikes and your oponent will. That can easily decide a battle and from day to day who owns the space has a distinct advantage. I assume eventually the capsuleers will be pumping out all the resources their Dust guys could possibly want. A strong corp could easily fund an all GÇ£ProtoGÇ¥ fit for hours of curb stomping fun.
Does your splinter corp plan factor any of this ? splinter corps would only work at the very start and even then you're going to make a loss, some people are still probably going to try it though |
gbghg
L.O.T.I.S. Legacy Rising
675
|
Posted - 2013.03.16 23:15:00 -
[18] - Quote
Belzeebub Santana wrote:Sorry I'm a simple person please tell me what PW is and where you would find said discussion?
I've read through this thread and see where this cant be sustainable but it does seem like an advantage that can be used. Sorry I meant PC and I've now fixed the post |
gbghg
L.O.T.I.S. Legacy Rising
677
|
Posted - 2013.03.17 01:11:00 -
[19] - Quote
True it could work well in certain situations but as you said there's no need for it once you have enough clones/isk to take the attacks, but your still losing isk somewhere so it's not the most efficient strategy |
gbghg
L.O.T.I.S. Legacy Rising
686
|
Posted - 2013.03.17 18:11:00 -
[20] - Quote
slypie11 wrote:At this point, I don't see the reasoning behind defending your district. Defenders have no advantage, and you can always take it back. But if you do decide to defend it, what if you are in a small corp and everyone is offline? Will the enemy just take it for free the point is too cost the enemy as many clones as you can, the more clones you kill, the more isk you cost the attacker, the harder it makes for him to attack you again. also it builds up your reputation as a corp that will fight not dodge battles as some corps are getting a reputation for doing. |
|
gbghg
L.O.T.I.S. Legacy Rising
690
|
Posted - 2013.03.17 23:25:00 -
[21] - Quote
Beren Hurin wrote:I think a big part of the balance will be how much salvage returns back to you. If two teams lost the same amount in clones (100 per side) and in salvage 2 million each, then the winning team would have lost 5 million in clones. They would have to get back in salvage 10 million even. In other words each clone they lost/killed would have to be wearing 100k+ isk suits in addition they could also lose some vehicles if they killed some. is that taking into account reclaimed biomass? the percentage of clones the winner takes |
|
|
|