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Author |
Thread Statistics | Show CCP posts - 189 post(s) |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.14 22:28:00 -
[1] - Quote
WARNING AND DOOMSAY:
The described mechanic favors exponential growth! As the ISK making through clones is not dependant on resource rarity and consumption, this can be cracked down to "attack spam 10000 districs, snowball effect and insert rapton of ISK in New Eden".
This is purely a numbers game by spam attacking, setting tedious timezones as defense and just using all manhours in district flipping.
Nullsec sov passive ISK is relying on the moon minerals as industry materials, and by bottlenecks favors defending precious ones. As explained in blog, the system is cracked and won by exponential attack growth and hence by numbers.
NOOOOoooo!
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trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 08:24:00 -
[2] - Quote
Beren Hurin wrote:trollsroyce wrote:WARNING AND DOOMSAY:
The described mechanic favors exponential growth! As the ISK making through clones is not dependant on resource rarity and consumption, this can be cracked down to "attack spam 10000 districs, snowball effect and insert rapton of ISK in New Eden".
This is purely a numbers game by spam attacking, setting tedious timezones as defense and just using all manhours in district flipping.
Nullsec sov passive ISK is relying on the moon minerals as industry materials, and by bottlenecks favors defending precious ones. As explained in blog, the system is cracked and won by exponential attack growth and hence by numbers.
NOOOOoooo!
The more districts you own the more places you will be able to be attacked from. The way they describe it, you will be able to be attacked at 100% efficiency from all districts in your system each day, the at decent efficiency from what will probably be like 25-30% of remaining districts. Just because you have lots of money it doesn't give you a win button. If you own 10 districts that is 10 man-hours x 16 members you will be vulnerable. You will be responsible for 160 man hours of defense time FOR DEFENSE ONLY. If you want to increase your attacking logarithmically you have to also find enough attacking teams good enough to make that pace of advance worth it.
You are forgetting the obvious solution of "do not defend, just flip more and more, get clones to flip faster". |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 09:34:00 -
[3] - Quote
Laurent Cazaderon wrote:trollsroyce wrote:
You are forgetting the obvious solution of "do not defend, just flip more and more, get clones to flip faster".
You're wrong on that one Trolls. It all comes down to how many districts are available. And the fact that even a 20 man corp can hold one or two district without that much problem means it's gonna be pretty crowded, pretty fast. So, flipping districts and dont care about fights wont work as at some point, there wont be any district left to flip.
The numbers here might be off by a lot: GÇó at the league of 10000 atmospheric nullsec planets GÇó lets approximate that to 10 districts per, resulting 100000 to grow exponentially in.
Give a no-show rate of 10%, and flipping 1000 per day using afk loners to flip after no show, you gain 100. Will you lose that daily? Perhaps, probably not if the attackers are roleplaying with 16 man squads.
In any case the exponential growth in beginning gives a massive clone advantage, as well as isk. Being able to hold 10000 districts by just attacking and setting nasty reinforce timexones seems viable, but:
GÇóGÇóGÇó it all comes down to CEO and clone seller clickfest. you want to win this game? prepare for burn outs. this will be worse than planeteering in EVE |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 09:43:00 -
[4] - Quote
The reason EVE nullsec is defended are moon minerals. The high end ones are valuable and defended. EVE nullsec has no direct passive isk generator like dust will. Dust planets, according to given info, are equal: they make isk from clones. Local identity matters little if you can make potentially 100x isk by spam attacking everywhere and taking passive isk for a week per planet in average, but from 1000 planets instead of 10. |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 09:52:00 -
[5] - Quote
Lets think of it as manpower efficiency: do you choose to attack or to defend?
GÇó defense 16 man: clones are lost, over 100 if you lose. GÇó defense no-show: 100 clones lost GÇó no-show takes 3 fights to flip. bad defense takes 2
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.
In any case, directors die to the probing attacks clickfest. |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 10:05:00 -
[6] - Quote
Now for the simple fix: steady, cumulative growth on clone production on owned disticts. Starts from 0, ends up 1000 clones per day on year held ones. This makes it worth keeping few over spam attacking based on probabilities of flipping. |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 10:09:00 -
[7] - Quote
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.
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trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 10:14:00 -
[8] - Quote
You see, if there was accumulative value in keeping planets long, small groups would have their place in holding very valuable ones. Now the corps with more players grow exponentially and there is no reason to care about which planets you own - just use the clone numbers and player number advantage to spam attack weaklings. |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 10:39:00 -
[9] - Quote
Excellent!
Thanks for shooting down the sidetrack on 1 clone rushing. It was a waste of thought.
The core issue I'm concerned about is still exponential growth: the only thing that matters is controlling a lot of districts. These generate more clones, allowing you to attack and defend more. This leads to the whole thing being a numbers game.
There needs to be massive value in controlling key planets, something that excellent small groups can do. A specific resource, or an empire wide boost prehaps. E.g. empire wide clone deployment speed boosting district, empire wide clone storage boost etc. Prehaps only as little as 5% per district, and rentable.
In addition to the previous, empires need to have a diminishing returns from controlling lots of stuff. Prehaps skillpoint modulated for director char.
I'm not giving this much thought as you can spot, keep shooting them down and taking them over. As is, the equal district system promotes exponential growth and numbers over strategic control. |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 10:41:00 -
[10] - Quote
R F Gyro wrote: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.
The 100 are lost: some to casuality from travel. |
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trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 10:44:00 -
[11] - Quote
Bendtner92 wrote:trollsroyce wrote:You see, if there was accumulative value in keeping planets long, small groups would have their place in holding very valuable ones. Now the corps with more players grow exponentially and there is no reason to care about which planets you own - just use the clone numbers and player number advantage to spam attack weaklings. There are only about 250 districts to start with, so I don't see how a corp like PRO will hold many districts. They will take one to start with (if they're quick enough that is, 250 other corps might take all the districts before them). After that 3 things can happen. 1. PRO doesn't attack anyone and nobody attacks them. Very unlikely. 2. PRO attacks someone with their 100 clones (that's all they have to begin with). The defender also have 100 clones. PRO will lose. They don't get the district and they lost all of their clones, so their own district is practically up for grabs. 3. PRO doesn't attack anyone, but is being attacked themself. Both sides have again 100 clones each. PRO will lose the match and the district as well. If 2 or 3 happens PRO is left without districts and will have to attack someone buying a pack of 100 clones. They will not win any attack they make, so they will have to take out more than 40 of the defender's clones (or more than 60 if the defender has the SI that produces 60 clones each day) because when they lose the defender will produce 40 clones more for the attack from PRO the next day. If they only take out 30 clones the defender will have 10 clones more than in the first match. In a 16 vs 16 battle I can see a lot of corps winning over PRO without losing more than 40 clones. How will PRO ever get any districts then?
Thanks for the 250 district clarification. I missed that one, and this changes the picture. The core issue with exponential growth, because of planet equality and just general interest to capture more, is still there. Diminishing returns?
Exponential growth leads to the only solution being numbers, and clickfest, if all planets are equal. This is with small amount of planets as well as big amount, though small keeps it capped to skill levels in keeping clones more. |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 10:45:00 -
[12] - Quote
dust badger wrote:it states if you loose you get no isk
But what about loot ?
Salvage should go to the winner, the one left on field. It's generated from the items equipped with a twist of adding stuff, from what I read quickly. |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 10:59:00 -
[13] - 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 :)
Don't need a dev to confirm this, it follows from the mechanics and is wholly accepted in New Eden. It won't make sense burning spies over districts, though. Possibly over lots of them by the insurgence stirring like you mentioned, but still probably not worth it. Doing the social engineering for what you describe would take you near to doing the engineering to kill a corporation from the inside: getting 5 on your side will have nasty internal struggles started, and soon more will follow or just quit. |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 11:01:00 -
[14] - Quote
CCP FoxFour wrote:dust badger wrote:trollsroyce wrote:dust badger wrote:it states if you loose you get no isk
But what about loot ?
Salvage should go to the winner, the one left on field. It's generated from the items equipped with a twist of adding stuff, from what I read quickly. yeah i thought it would just wanted clarification hopefully FoxFour will get to it ISK goes to the winning side based on the total number of clones killed in the match. Loot goes to both sides. Side A gets stuff from side B, side B gets stuff from side A. We discussed this a lot internally, which one of the two rewards should only go to the winner, and we ended up with ISK going to the winner. We really want one of the two to go to the loser as incentive to show up and fight even if they know they are going to lose.
The salvage dev blog along with current suggests that it's all added in a pool and divided to players standing on field to me; good clarification and thanks for that :)
(makes more BPO fits) |
trollsroyce
Seraphim Initiative. CRONOS.
210
|
Posted - 2013.03.15 11:04:00 -
[15] - Quote
Can I get short clarification on the worth of specific planets, or how to combat exponential growth?
Since the ISK generator mechanics is equal to districts, it only makes sense to try and control as many of possible, instead of strategic ones (except for locations). In EVE, you have moon minerals that make locations worth defending over others. Is there a mechanic in place to make for strategic conquest, e.g. bottleneck systems allowing access to attack a region? |
trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 11:12:00 -
[16] - Quote
R F Gyro wrote: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.
This is particularly awesome, as the good outfits can be hired to flip a projection district deep behind enemy lines, allowing attacks on multiple planets. A mechanic that helps combat the inevitable blob conquest by making big empires have a small weakness internally, asides from constant frontier struggles.
Still I think strategic resources are needed. Hoping the EVE link will be a PI boosting one, or even a moon mineral yield boosting one. This would make it worth defending a particular district to the last man, instead of just taking one from some weaklings to replace the lost one. |
trollsroyce
Seraphim Initiative. CRONOS.
210
|
Posted - 2013.03.15 11:13:00 -
[17] - Quote
CCP FoxFour wrote:trollsroyce wrote:Can I get short clarification on the worth of specific planets, or how to combat exponential growth?
Since the ISK generator mechanics is equal to districts, it only makes sense to try and control as many of possible, instead of strategic ones (except for locations). In EVE, you have moon minerals that make locations worth defending over others. Is there a mechanic in place to make for strategic conquest, e.g. bottleneck systems allowing access to attack a region? Different planets will have different numbers of districts, some systems will be right next to other systems with temperate planets, some systems will only have 1 temperate planet and be behind 2 or more systems with no temperate planets; which means to attack you from outside the system people needed to travel more systems which means more attrition.
Thanks! Now fingers crossed for a moon mineral yield booster structure to make some planets really coveted :) |
trollsroyce
Seraphim Initiative. CRONOS.
210
|
Posted - 2013.03.15 11:35:00 -
[18] - Quote
CCP FoxFour wrote: We are currently thinking PI bonuses, POS fuel reduction, POS manufacturing bonus, and more but only for corporation and alliance members on the planet or the moons of that planet. Would love to hear more suggestions though.
Sweet! Now we're lookign at interesting things here.
- PI bonus: scales with nullsec PI scaling, making low truesec planets coveted. This is the best proposed bonus, as it scales with truesec.
- POS fuel reduction: if linked with the clone reserve mod, makes otherwise worthless frontier systems easier to defend on dust side while making them easier to fuel on EVE side.
- POS manufacturing bonus: absolutely lovely link to EVE. This could be related to specific reactions by planet, in order to make some planets coveted reaction POS planets. E.g. the POS manufacturing bonus for a specific reaction could be 500% so, that it makes sense to control that particular planet in order to make that particular reaction.
- Moon mineral yield increaser could be added. This would scale with the moons, becoming very valuable. The percentage should be minimal though, prehaps 5%. This mechanic would also allow for more vivid moon mineral market, as the valuable ones would be pumped with yield increasing planets first, and the next bottleneck would follow afterwards.
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trollsroyce
Seraphim Initiative. CRONOS.
210
|
Posted - 2013.03.15 11:36:00 -
[19] - Quote
Django Quik wrote:Mr Gloo Gloo wrote:Possible scenario :
Corp A with 100 members split and make 100 corp. They put in the same alliance. Each corp take a distric. Then, they all going back to the 1st corp --> they own 100 district the first day.
I know that districts are own by the corp, and not the alliance. Just to be sure that you thought about this ;) !!! If Corp A has 100 * 20,000,000 isk to be able to buy the mercs required for such a feat, fair play. I don't see this being plausible though.
100 members donating 20M isk. Not a big deal, I have 150M isk currently put aside for donations to PC personally, and I get it from afk farming casually. |
trollsroyce
Seraphim Initiative. CRONOS.
210
|
Posted - 2013.03.15 11:40:00 -
[20] - Quote
Mr Gloo Gloo wrote:Possible scenario :
Corp A with 100 members split and make 100 corp. They put in the same alliance. Each corp take a distric. Then, they all going back to the 1st corp --> they own 100 district the first day.
I know that districts are own by the corp, and not the alliance. Just to be sure that you thought about this ;) !!!
Edit :
Can be extend :
Corp A with 100 members. Make 20 corps with 5 members. Take 20 district in the same system. Let principal corp attack all the district and make back the original corp.
Is it intended ?
I think this requires some looking into, because the initial boost from this uncontrolled clone amount growth allows for insane expansion speed. If someone does this and others don't, the someone will have all the clones required to defend whatever they please. |
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trollsroyce
Seraphim Initiative. CRONOS.
210
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Posted - 2013.03.15 11:47:00 -
[21] - Quote
CCP FoxFour wrote:
One of the things that makes this far more difficult is the EVE bonuses need to be stack-able. The possibility of one corporation, or alliance, owning more than 3 districts on one planet is very high. Each SI bonus for DUST is per district, so no problem, but the EVE bonuses are much broader. If we don't let them stack there is no point, EVE side, for owning more than 3 districts and one of each SI. Any stacking we do though would obviously have stacking penalties just like modules in EVE.
Thanks for the time! I like where this is going, because there could be that El Dorado planet with 24 districts located in a -1.0 truesec PI system generating 1 billion weekly. A 1% stacking PI booster would provide 24% more from that planet, which would have an impact.
This is why I also don't like the stacking penalties here. If there were none, but the bonus would be minimal, some planets would become very valuable to hold because of the 24 districts providing a stacked bonus. I suggest looking into that one and coming up with a median to make some planets very coveted as resource generators. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 11:50:00 -
[22] - Quote
CCP FoxFour wrote:Mr Gloo Gloo wrote:Well, that's true when you add all the ISK you need for SI, management, etc... it's a lot of work and money...
But it looks like an issue. You avoid direct conflicts, you're working on economy without deploying expensive clones/vehicules, easy conquest.
With an active corp and a lots of members, ISK is not really the big deal... I don't follow, what looks like an issue?
A corp splitting into 100 corps to each pick an initial district with player donated clones, then merging into a megacorp starting from day one with a major clone advantage from 100 districts. I think this really is a mechanic that needs to be regulated. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 11:55:00 -
[23] - Quote
Django Quik wrote:trollsroyce wrote:CCP FoxFour wrote:Mr Gloo Gloo wrote:Well, that's true when you add all the ISK you need for SI, management, etc... it's a lot of work and money...
But it looks like an issue. You avoid direct conflicts, you're working on economy without deploying expensive clones/vehicules, easy conquest.
With an active corp and a lots of members, ISK is not really the big deal... I don't follow, what looks like an issue? A corp splitting into 100 corps to each pick an initial district with player donated clones, then merging into a megacorp starting from day one with a major clone advantage from 100 districts. I think this really is a mechanic that needs to be regulated. You can't merge corps. Corp A would have to produce enough clones to be able to attack/claim the fake-corp's districts. This would take days/weeks.
Thanks for the clarification. Is there a limit in place on how many clones the corporation can buy from day1? If there is, it makes sense to split corps into smaller ones to bypass this limit and fast expand. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 12:01:00 -
[24] - Quote
Mr Gloo Gloo wrote:Ok, we'll start with 250 districts.
Take the 12 first corps. All of them make 20 corps each with 5 members in it, and a 20M wallet. 20x12 = 240
The first day, the all district will be "own" by 12 corps.
400M ISK ? WTF already have them today, and build is expect after fanfest. We've got all the time to make more and more ISK. Just a little logistic management...
Mayeb I'm going too far, but if the defenser choose the time for attacks ... Well, hope you see what I'm pointing out...
Absolutely, this is why there should not be a limit in place on how many clones a corporation can buy from day1 - otherwise it can be circumvented by making many small corps, which feels dull.
Day1) Alliance makes ton of small crops and flips a few regions. Day2) Small corps move to bottleneck systems and merge by dropping slowly to 1 member corps that are left holding planets in deep region fortresses. Day3) Merged big corps slowly take over the 1 member corp planets, while the small corps sell clones to make isk and ease the planet flip. Day4) Alliance holds a few regions bastion by bottleneck systems and massive clone production from fastly flipped planets.
Bit excaggerated, but definitely better than having one corp slowly expand.
EDIT: so, in order not to make this the preferred gold rush method, remove the cap on clone purchase and let corps rush freely instead of going around it by splitting. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 12:06:00 -
[25] - Quote
bolsh lee wrote: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 at a certain time before the 1-hour period is up?
Hehe, 1) set attack period to hour before downtime 2) go flip a null cannon by attacking 2 minutes before DT ??? 3) Profit |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 12:12:00 -
[26] - Quote
Django Quik wrote:trollsroyce wrote:Mr Gloo Gloo wrote:Ok, we'll start with 250 districts.
Take the 12 first corps. All of them make 20 corps each with 5 members in it, and a 20M wallet. 20x12 = 240
The first day, the all district will be "own" by 12 corps.
400M ISK ? WTF already have them today, and build is expect after fanfest. We've got all the time to make more and more ISK. Just a little logistic management...
Mayeb I'm going too far, but if the defenser choose the time for attacks ... Well, hope you see what I'm pointing out... Absolutely, this is why there should not be a limit in place on how many clones a corporation can buy from day1 - otherwise it can be circumvented by making many small corps, which feels dull. Day1) Alliance makes ton of small crops and flips a few regions. Day2) Small corps move to bottleneck systems and merge by dropping slowly to 1 member corps that are left holding planets in deep region fortresses. Day3) Merged big corps slowly take over the 1 member corp planets, while the small corps sell clones to make isk and ease the planet flip. Day4) Alliance holds a few regions bastion by bottleneck systems and massive clone production from fastly flipped planets. Bit excaggerated, but definitely better than having one corp slowly expand. The big corp wouldn't just absorb all the small corps' clones. Big Corp would have to attack and kill all those small corps and produce enough clones to do so. As I said to Gloo Gloo, there's nothing stopping all the other smaller corps that aren't fake from jumping in and stealing from the fake-corps before your big corp can get there. And it will be dead obvious which corps are unable to defend themselves because their player counts will be tiny.
There is, regional bottleneck systems and travel mechanics. Also, which would you prefer?
10x 16man corp able to defend during one hour timeframe daily, flipping with 1000 initial clones from day one and starting with 10 districts
1x 160man corp flipping with 100 initial clones, starting with one district
^ The obvious winner is the 10 corps, because their initial pace is 10 times more and they can set defense to keep a few places daily with small numbers. The 10 corps will have 10 times the initial clone production as opposed to the one corp.
This is why the 100 clone cap needs to go IMHO. It makes no sense to have a big corp in the beginning, in relation to this. Corps can be merged by giving off the districts when there is spare time, in the meanwhile you are generating isk from them as you would on the big corp. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 12:18:00 -
[27] - Quote
Mr Gloo Gloo wrote:Or need a delay when you leave a corp, join another, and be able to engage in PC.
Don't really know, but it looks like an exploit (not an issue, sorry ;))
Yep, it needs some looking at.
Solution1: let corps buy as many clones as they want and attack as many districts as they want in the first day, to put all on equal footing not requiring split corps. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 12:31:00 -
[28] - Quote
Django Quik wrote:trollsroyce wrote: There is, regional bottleneck systems and travel mechanics. Also, which would you prefer?
10x 16man corp able to defend during one hour timeframe daily, flipping with 1000 initial clones from day one and starting with 10 districts
1x 160man corp flipping with 100 initial clones, starting with one district
^ The obvious winner is the 10 corps, because their initial pace is 10 times more and they can set defense to keep a few places daily with small numbers. The 10 corps will have 10 times the initial clone production as opposed to the one corp.
This is why the 100 clone cap needs to go IMHO. It makes no sense to have a big corp in the beginning, in relation to this. Corps can be merged by giving off the districts when there is spare time, in the meanwhile you are generating isk from them as you would on the big corp.
Okay, you're getting more realistic now - yes a 16 man corp may be able to adequately defend a planet every single day. However, that is still a separate corp. You couldn't count all the clones of 10 separate corps as one total for the big corp because you'd have 10 * 100 clones, not 1 * 1000. That's not a corporation, that's effectively an alliance. In order to eventually become one big corp again, the main corp would have to attack 9 districts - in order to produce that many clones you're talking probably 18 days, depending on attrition for how spread out all those districts are. In that time you may also lose many clones from being attacked by other corps and your fake corps may also lose their districts too. Your numbers are slowly wittling down and eventually you will see that what you are concerned about isn't realistic.
You are missing the obvious scenario of taking a 10x lead start in clone production by splitting into 10 corps, as opposed to slowly growing. This is a massive advantage, and there is no reason to start off 10x slower than you could by splitting. Corp mergers will happen by moving mercs between corps, selling clones off district and attacking with time frame play, giving easy access to the planets.
Now the thing gets viable by bottleneck systems allowing holding of these fortress regions from the external boundary. Give a month, and split corps will have taken a region, are sitting in bottlenecks making it impossible for external attack, and are slowly flipping over the planets inside deep region protection to form the megacorp.
Splitting is an artificial and utterly stupid mechanic, opposed to just doign the same thing with one corporation like intended. It still gives such a huge speed advantage to alliances it will be the way to expand, if this goes through as is. If you play a game of production and expansion, and have the choise to 10x your first weeks production speed and initial resources, you either take it or lose.
10x is of course just an arbitrary number. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 12:41:00 -
[29] - Quote
Edited above to include this: have an example of 1000 player corp and think what you want to do with one.
1) Start with 100 clones, 1000 idle mercs and 1 fight on day one, taking 1 district. 2) Split start with thousands of clones and dozens of fights on day one, taking dozens of districts which produce multiple times the clones you would from that one district.
Now figure how many of the corps will take option 1, especially when their district can be attacked day2 by a better corp and their 1000 players can't do jack **** about it as it relies on the 16 in match, as that's all that a corp can field, no matter the merc numbers.
Large corps are just better off splitting by all means. Which is not ideal. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 12:52:00 -
[30] - Quote
HowDidThatTaste wrote:And remember your split corps can remove their clones the day before the main corp expands into that district. Allowing no loss to the alt corp and no loss to the main corp cause all they have to do is put 100 clones in there to claim it. If another coro tries to swoop in and take it the battle in sues.
This makes having your 10 smaller corps the advanced conquerers, then each day the main corp comes in behind the smaller corps as they abondon the district and keep advancing. The main coro is just acquiring each district that was left abondoned the day before.
And the corps would require 3 mercs so they could pull in the rest from the main corp as battles are required
As a side product you can drop 1 player to afk "defend" the districts from the flip. This gives you double the salvage officer loot random generator (nullsec was mentioned to have a better chance of rare loot bonus in a devblog), and some exp, for not fighting a battle. |
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trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 13:08:00 -
[31] - Quote
It'll be cluttered, sorry about this as im poasting bored from work. So, solutions in this gap...
Solution 1: Remove clone and attack limits from corps to even the gold rush playground. Better than promoting split corp advance.
Solution 2: Rethink the timers. Defender set timers are not good in the first attack, instead, the offender should be given first shot. So, free attack time for first offense, AFTER THAT the district goes to reinforce timer set by defender. This makes it slightly harder to play with the flipping timers and clone removal using sold clones as fast flip mechanic. Issue with this is that defense needs to have an advantage, not offense.
Sub solution 2.1: To give defenders an intrinsic advantage, they have all the null cannons in the start of every fight (obvious really). Make defender null cannons do more damage than attacker (targeting facilities). First reinforce timer has a boosted clone reproduction, to offset the initial attack that can result in no show defense because of timezones.
Solution 3: make corporation size affect the number of clones you can purchase from NPC and number of districts you can attack, e.g. 1 clone per member, 1 attack per 100 members daily. Better than solution 1, but has issues with numbers game.
Subsolution 3.1: Planet worth gives an edge to elite mercenary outfits, that can control the really valuable ones. Reinforce planet worth differences! Stacking district mods that affect eve moon mineral harvesting and PI are one solution; having 24 districts to boost mineral yield from would make some planets very coveted and fought over, and only controllable by the best of the best. You could rent the boosts to EVE alliances. |
trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 13:23:00 -
[32] - Quote
Django Quik wrote:
I envisage a mad land grab on day 1 in which every district goes. Every corp will have just 1 district and will fight like hell to keep it, while every corp that didn't manage to get one will be battling like hell to get one. If you're lucky enough to not be attacked in the first few days, you might just be able to produce enough clones to be able to attack someone else next door to you in 2 days but that's no guarantee of winning.
I envisage the bigger corps split into multiple smaller ones to take multiple districts at neighboring systems initially. They will be on the same line with 16 members as the 1000 member corp from day one, since the battle is only going to be 16vs16. These split corps will expand to take over a region with its bottleneck systems, pushing everyone else out and holding it. The mother corp will slowly flip the burgers and hold the region afterwards. While they do the flipping, they simultaneously gain tons of isk from clone production as opposed to the 1000 man corp sitting on one district and expanding slowly.
The 1000 players in unexpanded corp will afk farm pubs in insane boredom. Morale will shatter, as the A-team of 16 players gets picked for every fight and the core member gets to fight once during the first month, if lucky. The 1000 man corp will disband or move to steamrolling FW, wishing they had done the corp split exploit like the entities now holding all of nullsec in a blue donut.
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trollsroyce
Seraphim Initiative. CRONOS.
211
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Posted - 2013.03.15 14:11:00 -
[33] - Quote
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.
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trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 18:48:00 -
[34] - Quote
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. |
trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 19:25:00 -
[35] - Quote
What I want to understand is this:
(another example so people see my concern)
Option A: Corp of 200 members (random number) starts off by getting 1 district. They expand from there on normally. Option B: Same corp makes 4 alt corps with 5 squad leaders each. These alt corps do the excact same thing as the mother corp would, and they bring mercenaries into fight from mother corp. The 200 member corp reaches its peak districts 5 times faster, creating clones 5 times faster, being able to attack 5 times faster etc.
The only limit here is merc number in both cases, BUT as you have 5 corps you reach the limit divided to those corps 5 times faster. You stomp all competition, because you are able to attack with 5 corps bringing ringers while the single corp would just do its thing slowly.
The thing is, the main corp can still do its thing normally. They just bring ringers from the alt corps, since the player base is the same. So the same 200 players get 5 times more stuff done by making 5 corps so they can utilize their mercs fully from the start.
Now the 200 player corp would die of boredom trying to get fights for all the members, with clone amount being the cap. With 5 corps, you have 5 times the clones to get fights with for a good long while.
It feels intuitively very broken. I don't think the CCP posters have fully gotten an idea of how important it is to start off with alt corps and cross ringer fighting, if not for anything else than getting more fights. The base corp still builds at its pace, while the bonus corps are extra. And they can be eventually merged by giving free wins to base corp. |
trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 19:41:00 -
[36] - Quote
Django Quik wrote:trollsroyce wrote:What I want to understand is this:
(another example so people see my concern)
Option A: Corp of 200 members (random number) starts off by getting 1 district. They expand from there on normally. Option B: Same corp makes 4 alt corps with 5 squad leaders each. These alt corps do the excact same thing as the mother corp would, and they bring mercenaries into fight from mother corp. The 200 member corp reaches its peak districts 5 times faster, creating clones 5 times faster, being able to attack 5 times faster etc.
The only limit here is merc number in both cases, BUT as you have 5 corps you reach the limit divided to those corps 5 times faster. You stomp all competition, because you are able to attack with 5 corps bringing ringers while the single corp would just do its thing slowly.
The thing is, the main corp can still do its thing normally. They just bring ringers from the alt corps, since the player base is the same. So the same 200 players get 5 times more stuff done by making 5 corps so they can utilize their mercs fully from the start.
Now the 200 player corp would die of boredom trying to get fights for all the members, with clone amount being the cap. With 5 corps, you have 5 times the clones to get fights with for a good long while.
It feels intuitively very broken. I don't think the CCP posters have fully gotten an idea of how important it is to start off with alt corps and cross ringer fighting, if not for anything else than getting more fights. The base corp still builds at its pace, while the bonus corps are extra. And they can be eventually merged by giving free wins to base corp.
EDIT: in other words, this effectively bypasses the limit put on purchasing NPC clones by just doing it on alt corps. How are you still not getting this? Having 5 corps does not give you 5 times the number of clones to use on any attack. You could still only attack with the same number of clones as a single corp.
...
it gives you 5 times the clones to hold more planets and attack different locations simultaneously. it makes your empire big 5 times faster. its the only way to utilize a lot of mercs early. |
trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 19:43:00 -
[37] - Quote
and stalling hat empire growth is one key reason why the initial clone cap is in place. multicorp bypasses it. |
trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 20:13:00 -
[38] - Quote
The first to do it grabs a region and foritfies the bottlenecks with said alt corps. Then expands safely inside the region by giving it over to main corp by selling clones before fight, which is forfeited. If planets are anything like current nullsec with bottleneck, the alt corps allows a delve-style fortress creation within weeks.
Its the only way to make use of a lot of members.
The whole shenanigans is that a big corp will be held back severely by starting in one location with very limited expansion, capped by bringing 16 people in fights with limited clones. it only makes sense to split it into multiples, which means more work but is the only efficient way to start out. With multiple corps, you use multiple times the clones to be able to multiply your offensive fronts and clone production. Using only one starting point, a large corp can be shut down by just shutting down the one starting point from day2.
Logistically, the main corp doesnt change at any point. The main corp grows just as quickly as it would otherwise, if you have numbers to defend and attack. You just dump the numbers into alt corps in same real empire. Which is just odd, why not give big corps the same opportunity without forcing them to split for it?
At least thats what i get from the info we have. It feels potentially devastating.
Long example, no need to quote, just to put the point in numbers. A: 1 corp B: 4 corps who just bring mercs from main corp to fights
Flip1 (get clones, get district): A = 100 clones and district B = 400 clones and 4 districts
Flip2 (first expansion attack): A = 200 clones and 2 districts B = 800 clones and 8 districts
And so forth. Soon you reach the cap of how many fights your mercs can do in a big corp. However, you have now the option of letting the main corp leech from the others if you want, or just to continue growing all of the corps. Remember, the mercs are same - you just artificially have more options by putting more people into logistics. Why can you not do this on one corp, though? It's a bit odd to make the big entities split like this.
Now, if entity C in above example had done the normal thing.
Flip3 (first attack on C): A attacks C with potentially 200 clones. B attacks C in 2 places with potentially 800 clones.
Now A and B are just the options for a large corp. The second case is more powerful, and C is completely tied clone wise to defend vs. that. By splitting, B has won the expansion race vs. C, as B can use the 8 fast districts to produce clones for multiple front fight. THE BIG CORP THAT CHOSE OPTION A CANNOT DO IT.
In order to use numbers, you need to split unless im mistaken. |
trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 20:17:00 -
[39] - Quote
CCP FoxFour wrote:trollsroyce wrote:and stalling hat empire growth is one key reason why the initial clone cap is in place. multicorp bypasses it. Actually, you are wrong. The key reason for the limit on Genolution purposes is not to stall empire growth, but to prevent an organization that has a strong foundation from attacking all the way across the galaxy. Maybe they can take their members through the squads thing, but the logistical advantages of their existing infrastructure do not apply.
Splitting corps allows a big corp to attack all the way across the galaxy on multiple fronts from the get go, though. This is vastly better than getting stalled on just going 1 corp. |
trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 20:53:00 -
[40] - Quote
Django Quik wrote:Trolls, what you keep describing is an alliance, not a corp. As soon as you split into more than one corp, regardless of true affiliation or using 'ringers' as back up in battles, you are putting both isk and mercs into a separate entity that will need to be constantly monitored and administered. You will have to take people you trust to do the job properly out of your main corp and give them tens of millions of isk and that person will have to log in every day without fail in order to see if an attack is coming, then be able to contact the main corp to ask for 'ringers' to help in the defense. You might be able to keep this up with 2 or 3 sub corps but any more and you'll soon run into problems.
Also, you'll have to keep in mind that any corp could lose their initial district on day 2 or 3 to another corp (no corp is invincible) and that's instantly 21.6M isk down the drain. How much isk do you want to risk throwing away?
Alliance or corp is just semantics. It's a loose gathering of players.
What's the price of having a large corp's players held back by an artificial limiting factor of a clone supply, when you could bypass it by splitting into multicorp? PC as is sounds to me like a very much split promoting thing. The only way to bypass it.
Now what happens if your large corp loses the initial district over and over, never making it into a phase where you can afford to send in any other players than your A team? The rest leave. You actually ELIMINATE the risk of this by splitting, instead of "risking more". You see which one of the corps takes off best and make it your main corp eventually.
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trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 22:07:00 -
[41] - Quote
Where am I assuming no defense? This is a separate matter from the first, which can happily be put to rest (exp growth non issue with 250 planets).
The issue is (read carefully): Big corp cannot use numbers advantage because it only gets 100 clones to start with. Lot of small corps can use numbers because they each get a start. Big corp can become lot of small corps and for most purposes merge by ringing players regardless of which small corp is fighting.
With this in place, do you think it's wise for a corp like PRO with 900 members to rely in 1 starting location and 100 starting clones? They could split and profit: GÇó if one start fails, they have more to switch to GÇó by having more attack opportunities they can put many players in use GÇó the players that aren't their prime have their place, as fights abound. less fights that are more important (one corp needs to win, if you have multiple corps a loss won't bring the whole thing down) would mean that only the elite are allowed to fight for the few district fights (few because of clone amount)
This makes splitting a rather mandatory practise for big corps. In fact most corps would be best off with alternate starts just to see which one takes off best. Trust issues? Use alts as directors. |
trollsroyce
Seraphim Initiative. CRONOS.
215
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Posted - 2013.03.15 22:22:00 -
[42] - Quote
Main corp loses - alt corp that's doing better becomes main corp.
As opposed to only corp fails - restart.
In the alt scenario you are playing multiple times more players, too. This makes corp members stay. A month of not being allowed in PC because A-team needs to use clones makes members leave. |
trollsroyce
Seraphim Initiative. CRONOS.
217
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Posted - 2013.03.16 06:48:00 -
[43] - Quote
Good morning! New day, new effort. All in good spirit :)
Since I haven't really gotten answers to the core issue I think I see with this split corps thing, I'll further elaborate by posting what I feel is an issue. I'll start with two analogies to explain what I feel is wrong or possibly just bad design. The core issue is capping the usage of manpower through an artificial limit that can be bypassed. Possibly this only applies to the first month of the game, I haven't run any simulations on clone numbers. If it's a negligible thing, then excellent, but I want to be sure this is not the inevitable short cut to dominance of a few planets. I want to be sure it won't be that when nullsec planets are opened for PC.
Analogy from imaginary RL: You take your 30 friends on a trip to a strange country. The legislation of the hotels there says, that you can rent one room for one group signing in for the first week, two rooms beginning from the second week and four rooms after the first month. This feels very bad and you rent a room for the 30 people group, allowing eight of them to sleep inside while the rest have to get drunk and sleep in toilet or hallway. One day, a friend of yours gets an idea, though. Let's just sign in as multiple groups to get a room for everyone from the first day. Will you do it, or will you force the others to sleep in the hallway while you make sweet love to your A-girlfriend?
Analogy from EVE Online: CCP decides to put in place a limit on ships a corp can undock in nullsec. They figure, the more POS'es you set up, the more command structure points you generate to use ships. In order to further limit this, there will be a 24h cooldown after installing POS, and the POS will start to generate command points for which you can buy ships. Now your corp of 400 newly gathered pod pilots has an issue. They want ships, but the rules dictate your corp can only undock in 40 ships and 10 ships for each POS in system. Then, one day, a corp member comes up with an idea. Let's bypass this by splitting the corp into 10 corps so that everyone can fly a ship in your nullsec system. Will you consider it, or just tell him to HTFU and go set more POS up, or go back to highsec?
Situation in Dust514 A corporation can have up to 100 NPC clones from day one, restockable to that limit. You have corporations with 700 mercs. The only way for such a big corp to put those mercs into play is to split into corps so that you have more NPC clones to play with, gaining multiple districts and fighting on multiple fronts - because that is the only thing that you can do with the 700 players when fights are 16vs16. In order to have fun for the players, uncapped by artificial clone limit, is to split into fighting for alternate corps made just to remove the clone cap.
And this doesn't detach from the main corporation at all. In fact, you are just multiplying what you do in the beginning, because it is otherwise hugely capped to what you could potentially be doing. The corporations you make don't need members of their own, since you just bring members from the main corp. All of the corporations can expand at the speed of the main corp, given you have enough mercs for it. You are taking a short cut into controlling all the space your player number allows you to, be it 3-10 districts.
Let's say you can control 6 districts. You put 3 corps in to take 2 districts each, defend the spots, and eventually give them over to the main corp by a timeframe play. This way you make sure you won't need to fight an attacking battle for them. The main corp gets a clone advantage, since it won't lose any to capturing the districts from sister corps.
Let's say you can control a bottlenecked constellation with 20 districts in the endgame, if you get a superior clone production going there. Do the same: expand with sister corps, hold the bottleneck with main, defend with sister clones from the NPC clone attacks and let one corp slowly flip it over without losing clones to attack in the process.
Not only this. The 700 member corp could be average in it's member skill. There is a big risk, that every time you try to settle a district, someone comes and roflstomps you. After a month of trying in vain, the corp leadership decides to skip PC and go back to FW, where they can use the numbers without artificial clone limits. This can be circumvented by probability spamming. You spam five start districts and see which one of them gets some wind under its wings. You play every district start up to holding 3 for every corp normally, because you have the spare manpower to do so. The ones that failure cascade are left behind, and you focus in the developing ones that become strong enough to sustain an attack. If some entity is griefing you, you attack him from the five corporations to nuke down his clones so that he can't keep up the attack on the developing one. If four of the five start rolls fail, you still have one alive and kicking, and you didn't get booted out of PC in the first month. As a bonus, you can even manage to spam all the districts on a planet and eventually flip them over to the winning corp without clone loss by defending them from everyone except the winner corp. You can possibly even sell out clones and make the district easy to take over with timeframe play.
All of this has a price in management and clickfest time. But for the big corps, I see no other choice than splitting to be sure they don't lose every start and to use a good number of their player base. This is bad design, because they should be able to do it with the one big corp instead of expanding command structure artificially (this is debateable and just my opinion). The players don't want to be left without ships because of artificial POS limits. The players would want a hotel room. |
trollsroyce
Seraphim Initiative. CRONOS.
217
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Posted - 2013.03.16 06:57:00 -
[44] - Quote
R F Gyro wrote: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.
Having alt corps doesn't detach from making a corp bigger. In fact, you can make all of them big and see which survives to be your main.
On top of that, you can defend all the corps that you play as you would play one corp up to a point. When the time is right, you can choose NOT TO DEFEND from the main corp so that the main corp can expand without losing any clones to attack. |
trollsroyce
Seraphim Initiative. CRONOS.
217
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Posted - 2013.03.16 07:22:00 -
[45] - Quote
Bendtner92 wrote: They want this game to cater to relatively small corps (first and foremost). If they allow big corps to take as many districts as they possibly can on day one, the small corps won't have a chance.
Splitting up into smaller corps and you're no longer a single corp but an alliance of small corps (even though 90% of your members are still in the same corp). There's no problem with an alliance of small corps, they encourage that I believe.
This idea of splitting the corp and trying to get all the districts taken on day one into the mother corp requires you to not be attacked from the get go, which just won't happen. If you take a lot of districts, and there's others doing the same, there's a lot of corps left without a district at all, and they'll come for yours from day one.
It can also succeed if you're a supercorp that only loses 40 clones or less (or 60 clones if you have a Production Facility) every battle no matter the opponent. That's unlikely though.
Edit: And for being worried about 90% of the players in a big corp to never get to play, that's in my opinion entirely your own fault for not having good enough players all around. They can also always play FW battles, which will be in the Mercenary tab in the Battle finder.
Thanks for the response.
1) My issue with catering to small corps, leading to alternate corps etc. is just that every big corp that wants to play big needs to do it to stay in pace.
2) I don't get the getting attacked part. Of course you will, and that's where you can use your merc numbers. That's the whole point: to not have 16 mercs fighting a 700 merc's battle, but instead have multiple fights going to expand quicker. The main corp can eventually tip off the districts from the placeholder expansions you managed to secure after the initial struggle, without clone loss to main corp doing so.
3) I must be missing a mechanic that's in place. Defender gets to choose timeframe, and you get the empty district you land on. Spam corps, get districts, put timeframe to when you will defend them. Instead of using 16 players at a time, you can use multiple times that if your corp's numbers allow.
4) EDIT: the day one into mother corp part doesnt exist. You play multiple corps normally, and eventually give over to mother corp so that it wont lose clones on expansions. You play multiple corps, because your size allows it and it's the reasonable thing to do with the mechanics. |
trollsroyce
Seraphim Initiative. CRONOS.
217
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Posted - 2013.03.16 07:42:00 -
[46] - Quote
Bendtner92 wrote: On the other points. If you're a big corp (splitting into smaller corps), and you take 25 districts on day one. How many of those do you think you have on day 2 / 3 / 4 when they're being attacked and you have to use all of your mercs in your corp to defend them? With a lot of work in doing so as well, since you have 25 different corps and have to manage them all, get ringers into all the battles using people in the subcorps, dealing with disconnections where you have to get new guys into the battle.
My initial reaction was really megalomaniac. The numbers I gave in this mornings post were 3 corps to start with to triple your expansion. 25 is not really applicaple.
I can see it being viable on spamming 2-10 alternate corps given your mercenary numbers. Even if you get one extra start, it's worth it for a big corp. It doubles your initial attack strenght (by allowing successive attacks from 2 bases) and allows you to tip over the other expansion in the long run. Now if you spam 10 initial corps and cherry pick the ones that gain most strenght, then combining them over the long course, you're well off as a big alliance. If you have a strong rival, you can burn one or two of the alt corps in killing off their clone reserve during the initial rush as a sacrificial offense.
I think you should be able to do it without all the hassle, though. Limiting big corps artificially is just... artificial. Prehaps there is a smarter way of doing it that actually puts a limit in place, or prehaps the limit needs to be lifted? |
trollsroyce
Seraphim Initiative. CRONOS.
217
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Posted - 2013.03.16 08:49:00 -
[47] - Quote
SKETCH SOLUTION TO THE POSSIBLE ISSUE DESCRIBED IN POST #697 (Concerning large corporations being possibly driven towards expanding via alt corporations to boost start.)
Introduce a new module (I hate solutions that add new stuff, but this might address the core issue and expand possibilities in a reasonable way):
Genolution Outpost Module Cost: 50 million ISK Launches a new separate colony with 100 clones on a district, or attacks a district in effort to do it (same mechanic as creating alt corp and buying clone pack). Upgrades to a linked district hub using Infrastructure link that costs 50 million isk per district, requires at least 220 clones in storage, drops clone count to 100 in it and makes the colony into a district linked to your main clone infrastructure. Includes all districts linked to the Outpost.
With this expensive module in place, large corporations could use their player base and donations/tax to expand faster, allowing more fighting chances to the numbers. The isk cost would be substantial, but you won't need to do it using alt corps for the same result. The clone disintegration would balance the potential expansion to put it in line with "free flipping" districts from your alt corp by invading without defense. |
trollsroyce
Seraphim Initiative. CRONOS.
218
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Posted - 2013.03.16 10:59:00 -
[48] - Quote
Django Quik wrote:Trolls, anything you do to cater to the size of big corps will just make them instantly dominate as one instead of dominating as separate smaller corps that are vulnerable because you can't share clones between them.
If you want to go through the hassle and expense of splitting into many smaller corps to try to gain an advantage, that's fine. You're definitely going to lose a lot of isk and not necessarily going to be able to expand or consolidate as fast as you can. Let's say on day 1 you split into 10 corps and claim 10 districts without conflict. Day 2 every single one of your districts is attacked. You manage to successfully defend all 10 of them but lose 60 clones on each. Not only can none of your districts move clones (each could possibly recover to 100 but you need more than that to launch an attack), people will see that they're vulnerable and have low merc numbers in their corps and you will definitely be attacked again the next day, whether by the same attackers or new ones with another bunch of 100 clones. Unless you're doing well enough in every battle to lose less than 60 clones (40 without the prod SI), you won't be able to expand at all and your empire of small corps will slowly wittle away.
In fact this scenario is true in the case of single corps too. Every corp, no matter of size or splitting will find it difficult to maintain clones enough to be able to expand because it will be constant war.
As for your analogy - CCP Fox Four earlier said that you can only buy 100 mercs because you have nowhere to store more without a district. This makes sense. It's like the hotel owner telling you, sorry we've only got one room and due to insurance purposes only 4 people can stay in there tonight (this actually happened to me and my friends roadtripping the southern states a few years back and we had 10 people!).
I'll show the arguments and their weaknesses imho:
1) Catering to big corps, sharing clones between: The mechanic described by my solution of making outposts that you need to attach to your reserve by paying a lot in all practises simulates making an alt corp and flipping the planets over time. This can be done with current mechanics, and it caters to the big corps organized enough to exploit it. I'd rather have the option out in the open, with mechanics in place to hold it back.
2) Going through the hassle and using a shady mechanic is left for those who figure out to do it. This is unnecessary, IMHO. It creates unnecessary placeholder corps. Everyone should be on even ground here, and this mechanic should be pre thought and diminished.
3) You point out that all corps need to go through the test of fire. I have addressed this and I claim, that if you have manpower, it only makes sense to do it on multiple fronts in order for some of them to succeed. The current mechanics will have large corps stacked with manpower to do so, and to effectively improve their chance of getting through the purification. In fact, the harshness of initial struggle ONLY makes it more worth to try out many starts because you have a better chance of getting a good one. In the beginning, you have a vast surplus of players and a vast lack of clones.
4) The RL analogy means, that the situation you were in sucks, and should not happen in game. |
trollsroyce
Seraphim Initiative. CRONOS.
218
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Posted - 2013.03.16 11:28:00 -
[49] - Quote
Garrett Blacknova wrote: You can choose not to defend and automatically lose 100 clones and a district's worth of clone production per attack you ignore, you mean?
If someone attacks, you HAVE to be there to defend, or they get an empty battlefield to play with, and they kill your MCC. Because you lost, you lose 100 clones. And because you lost by MCC destruction, that also shuts down clone production for the next cycle.
And did you even read my comment that RF Gyro was replying to? Because that details pretty clearly why, while this "tactic" might work, it's not an "exploit" and has significant enough drawbacks to be totally fair play.
Yes. You are looking at wrong circumstances:
When you defend FROM YOUR MAIN CORP on your alt corp, you can choose not to show up - in which case main corp wins, and gets district which is the whole point. You can even push all the clones out from there to attack a rival just before you do that, in order to quicken the flip.
So, you can: 1) get some districts on alt corps 2) defend them normally 3) give them over to main corp when the time comes. Main corp wont lose clones to attack, making it stronger. You make sure nobody builds up a defense at the districts by having placeholders there. |
trollsroyce
Seraphim Initiative. CRONOS.
218
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Posted - 2013.03.16 11:33:00 -
[50] - Quote
Garrett Blacknova wrote: Except that the hotel also has regular VIP customers who come along, and groups are bumped off the list on a "smallest group first" basis and thrown out of their rooms on a regular basis, so you're actually playing a balancing act between being the too-big-for-our-room group or being the too-small-and-thrown-out group.
And this comparison would only work if, when your POS is attacked, the defending fleet - even though it can include other members of your Alliance as well as the Corp being attacked, is limited to the numbers the POS under attack is capable of launching. That limiting mechanic (which doesn't exist in EVE, but which is alive and well in DUST, balances the advantage with a significant drawback.
Not relevant to my argument. My argument is that it's bad you can't use all the numbers and get people to play, which is why people will circumvent it by using the mechanics that are currently in place - by making alt corps.
Single fight balance is in place. The war balance is not, as you can expand by using alt corps. This will be exploited, which is why it should just be used as a normal mechanic or effectively limited. Right now its neither, its a shady mechanic that circumvents expansion limitation on big groups by what feels like a significant degree.
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trollsroyce
Seraphim Initiative. CRONOS.
218
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Posted - 2013.03.16 11:38:00 -
[51] - Quote
Django Quik wrote:The RL analogy applies to the game because you have nowhere to store more than 100 clones without a district.
Honestly, I'm not quite sure I entirely follow your outposts idea - are you saying you could just spend some isk and create a new district to own? If so, this is just allowing anyone with enough isk to create their own empire from scratch without anyone being able to stop them.
Everyone starts with only 100 clones. Yes making many corps will give you the best chance of getting one of the lucky district with the prod SI but you're always going to struggle to expand because you'll be under constant attack.
There really is nothing wrong with your splitting idea if you want to do it - I'm sure many of the big corps will try because they have enough isk to throw away but no one will be able to expand enough to dominate early on because of what I've already said about being under constant attack on all fronts. If you really want to throw away hundreds of millions of isk, be my guest, it won't guarantee you the expansion you're predicting.
I suppose what you could do is anytime you're attacked you just hide and don't lose any clones, except for the 20% that are turned over to the attackers for winning. However, losing stops you being able to produce any new clones and after a few days your district becomes virtually indefensible and unreinforcable.
Spot on topic, thanks :)
The outposts idea is a mechanic put in place to open this shady alt corp business for all and make it public with significant drawbacks, still on line with the exploit power. This way people would stick with one corp and the ground would be even for all the large ones to do it.
The idea is: you defend normally when attacked. You just have the clones to defend individually each expansion, just like you get them for the main base. You just multiply your bases. This requires mercenary numbers, which is what being in 1 corp wont allow to put in usage.
Later on, you give the expansions you have as free victories to main corp and boost it by giving expansion without clone loss. |
trollsroyce
Seraphim Initiative. CRONOS.
218
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Posted - 2013.03.16 12:54:00 -
[52] - Quote
Django Quik wrote:The big problem suggested here is that you guys think that one corp (split into many smaller corps) will become invulnerable because they can claim large areas of space and then outproduce any other corp in terms of clones.
The big rebuttal is that you will be under constant attack on all fronts from day one. Even if you make a circle of self-attacks/district sacrifices against your own sub-corps to keep your districts locked, you'll never be able to produce any extra clones to be able to expand from your initial positions.
As previously stated many times now - you will struggle to even produce enough clones to attack a 2nd district from any of your sub-corps, when under constant attack from external corps.
Invulnerable, by all means nope. Just bigger and capable of attacking multiple targets.
What is "constant attack"? An 1 hour timeframe, when you can be attacked. 1 hour daily. How does a big corp utilize numbers in this 1 hour timeframe? By having many districts to multiply the usage of numbers.
There is no circle exploit or such, just plain and simple: GÇó put placeholders on districts and play them as normal corps GÇó instead of fighting for expansion, you remove placeholders and will not lose the attack clones GÇó the above fortifies one corp in relation to the same corp fighting for districts and losing clones on hard attack
Again, think of the corps in relation to same corp not split placeholder expanding. The 1 hour daily fight goes for the good players that put the clones to best use. If you have a ton of members, you can just do many corps and feed the strongest child. Players are same - they just join as ringers.
To me, from the given info it follows that split expand is vastly easier and moresustainable than trying to eek out clones to exp.
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trollsroyce
Seraphim Initiative. CRONOS.
218
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Posted - 2013.03.16 13:27:00 -
[53] - Quote
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. |
trollsroyce
Seraphim Initiative. CRONOS.
221
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Posted - 2013.03.18 11:50:00 -
[54] - Quote
Django's method here is kind of feasible; lockdown from attacks while gaining clones. Kind of a corp "reinforce mode" burning isk. Taking notes... |
trollsroyce
Seraphim Initiative. CRONOS.
221
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Posted - 2013.03.18 12:05:00 -
[55] - Quote
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? |
trollsroyce
Seraphim Initiative. CRONOS.
221
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Posted - 2013.03.18 12:13:00 -
[56] - Quote
So, the extent of alt corp usage for the very wealthy big corp looking to safe expand:
1) create enough 1man ringer corps to claim a planet. 2) settle main corp on planet. 3) reinforce main district by burning new alt corp genolution packs for 20 clone steady growth during lockdown. 4) continuously defend on alt placeholder districts 5) claim placeholder districts without losing clones on main corp eventually
Costs isk, but should be doable for a big corp if they were capable of holding the planet in the first place.
Skill applies, isk is burned, not too harsh exploit to me. Should not have discussed, as its on the open now (though all corps have ran this through by themselves anyhow) :D |
trollsroyce
Seraphim Initiative. CRONOS.
221
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Posted - 2013.03.18 13:13:00 -
[57] - 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.
- This would open up options and remain balanced in general purposes. Good premise.
- The alt corp lockdown play would be reinforced by this providing more clones daily. You would not lose in growth speed by doing it, only in isk. This is not an issue, if the lockdown spam is addressed otherwise.
- The long distance clone drop attack would be much stronger with 200 clones. I'm talking about a scenario, where a wealthy corp chooses to burn ISK and project force by dropping clone bombs on remote enemies from alt corps. If you have 100 clones in such an attack it's easy to defend it by cloning the enemy team. I think this could be the main gameplay balance thing of the mechanic: the remote genolution attack (whatever you want to call it) might become the bread and butter mechanic for a mercenary outfit hired to harass a competitor. If they have 100 clones to do so, they need to be really good. If they have 200, they can do with less skill. Whether this is a good thing should be pondered. I don't like the mechanic, as it allows bypassing the clone projection jump cost by just spending ISK.
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trollsroyce
Seraphim Initiative. CRONOS.
221
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Posted - 2013.03.18 13:28:00 -
[58] - Quote
Hey, was the remote clone bomb topic beat to death already? Has it been discussed?
Planned mechanic loveliness: Attacking 6 clone jumps gives a survival rate of 20%, making this the business of the very best out there. The clone projection makes logistical borders and creates local empires.
Metagame problem: The above cool thing is ruined by dropping genolution clone bombs from alt corps, giving 100 (or 200) clones instantly anywhere on the map. Metagaming around clone projection breaks logistical borders and would be pretty shattering when thought in the grand New Eden future nullsec content.
Solutions?
- Make this an acceptable form of force projection and limit the strenght by sticking with a low genolution clone pack amount.
- System upgrades resembling cynosural jammers, that limit the genolution attack strenght on districts or remove the possibility.
- Genolution clones cannot be used in nullsec; you need to expand to nullsec from lowsec.
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trollsroyce
Seraphim Initiative. CRONOS.
221
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Posted - 2013.03.18 14:02:00 -
[59] - Quote
Garrett Blacknova 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. I'd say yes. As a few people have suggested, an option to buy either 100 or 200 clones would be great, but if the current implementation only supports one purchase option, I can think of a few reasons to go with the 200 clones pack instead of only 100. The biggest argument is that you want it to feel like a Skirmish, and with the current Skirmish mechanics, 100 vs. 100 is just going to turn into a clone count battle. 200 vs. 200 would potentially make for much harder-fought battles, and the numbers would make it more sensible to risk pushing a little past that basline 100 clones if you've got a good chance of collecting 20% of something more than 0 clones at the end of the battle if you win by objectives.
Oh, it would be 100 vs. 300 or 200 vs. 300 in the case of genolution bombing later on. There is a major difference in how hard it is to defend; with the 100 clone setup you could try and clone the offender with your advantage. If there are 200 clones, it would be a different story.
In the start, the mechanics would be more balanced in any case. |
trollsroyce
Seraphim Initiative. CRONOS.
221
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Posted - 2013.03.18 14:10:00 -
[60] - Quote
Django Quik wrote:
It's a bit of a double edged sword. In the long term, once everything's settled, the only way to get into PC if you've not already, is to use a genolution pack. If you only get 100 clones, that's not going to be enough to take on a lot of districts that will already probably be well stocked up to the 300 mark. With 200 you have a much better chance at succeeding. Otherwise we'd be effectively shutting out anyone who doesn't get in at the start but wants to have a go later on.
Your gen-bombing idea would be good to harass distant enemies with but wouldn't really achieve much long term because even if your alt-corp managed to take a district, it's totally isolated and will likely get horrendously counter attacked. It would distract your target for sure and maybe use up some of their resources but the result would be negligible.
Let's not get into supposition on null-sec just yet; we have no idea what's planned for that.
Background info: The preliminary leaked Dust-EVE bonuses were into POS production (days off supercapital cooking times?), PI (low truesec planet booster for isk generation) and a seemingly meaningless POS fuel reduction.
With that in place, if gen-bombing would be allowed in nullsec later on, or if lowsec got a meaningful Dust-EVE mechanic, it would make a lot of sense to shut down remote places to e.g. stall supercapital production. This would be a possible link for EVE alliances to hire Dust mercenaries.
This is why the instant clone bombing from alt corps needs to be looked carefully so, that the mechanic fits EVE. After all, what happens in Dust is relatively meaningless - the rewards for owning planets will come mainly from EVE for those of us who play both games.
Now the mechanic that allows behind the lines work is an enriching one for the EVE link, so there should definitely be one. I'd have it rely on EVE eventually, and I'm sure the genolution pack is just a placeholder as far as nullsec is concerned. Still, it's good to get it right from the get go so that CCP won't need to change it drastically later on. |
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trollsroyce
Seraphim Initiative. CRONOS.
221
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Posted - 2013.03.18 14:22:00 -
[61] - Quote
Also, with the mechanics currently in place, there will be Bounty Hunter(z) corporations in PC that will be using the genolution mechanic if it goes live as is. They will be hired to shut down competition or just to cause issues to certain unwanted parties. This will be abundant at launch. E.g. I could hire a quality mercenary corporation to genolution bomb some big corporation out of the PC for ***** and giggles: I'd just pay them 100 mill to sweep off the first couple efforts the big corp makes into settling a district.
If you haven't got a top quality team and are hated, your only chance of reaching a defendable clone count is to lock down your district with alt corp play.
This would be boosted by the 200 clone genolution pack, be it good or bad. I personally lean towards mercenary outfits having to prove their worth with low clone count: being mercs should, to me, be a quality game whereas building an empire should be more of a numbers game. |
trollsroyce
Seraphim Initiative. CRONOS.
226
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Posted - 2013.03.19 14:28:00 -
[62] - 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. |
trollsroyce
Seraphim Initiative. CRONOS.
228
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Posted - 2013.03.20 18:30:00 -
[63] - Quote
He ran out of all the 5 hours in "Keeping customers happy" project.
Just kidding, awesome work and a nice improvement lately CCP! <3<3<3<3<3<3 |
trollsroyce
Seraphim Initiative. CRONOS.
230
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Posted - 2013.03.21 05:58:00 -
[64] - Quote
I would like the defenders to start with all installations and NULL cannons blue. This would make sense lorewise and give a much needed advantage to defense.
After this kind of boost, if attackers win they deserve the spoils and if defenders lose they deserve the clone loss and lockdown. |
trollsroyce
Seraphim Initiative. CRONOS.
234
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Posted - 2013.03.24 12:45:00 -
[65] - Quote
Meconium Blue wrote:Here is just a thought I would like to throw out there. Is it possible to add more functions to the MCC's? My main idea is to charge for the purchase of mcc's but I'm sure there could be a lot more ideas to go with it other than just balancing issues.
I'm sure they will look into MCC and warbarge customization later on. Warbarge is prolly on EVE side as a physical ship, MCC dust side asset. All of this for nullsec PC. However, this is a topic for suggestions forum. |
trollsroyce
Seraphim Initiative. CRONOS.
242
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Posted - 2013.03.27 09:27:00 -
[66] - Quote
PC launch date 6th may, or after we get to experiment a bit with the new dropsuits and equipment? |
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