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Mr Gloo Gloo
What The French CRONOS.
32
|
Posted - 2013.03.15 11:53:00 -
[451] - Quote
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... |
trollsroyce
Seraphim Initiative. CRONOS.
211
|
Posted - 2013.03.15 11:55:00 -
[452] - 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. |
Django Quik
R.I.f.t
262
|
Posted - 2013.03.15 11:56:00 -
[453] - Quote
trollsroyce wrote: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.
You can only buy a single pack of 100 clones and only if you don't own a district. |
Mr Gloo Gloo
What The French CRONOS.
32
|
Posted - 2013.03.15 11:56:00 -
[454] - 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.
Doesn't matter, as a CEO/director you can choose to produce or not clones... And it would takes 2 days to split 20 corps to 10. Another 2 days from 10 to 5 ...
Well, one week and you get it. |
Django Quik
R.I.f.t
262
|
Posted - 2013.03.15 12:00:00 -
[455] - Quote
Mr Gloo Gloo wrote:Django Quik wrote: 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.
Doesn't matter, as a CEO/director you can choose to produce or not clones... And it would takes 2 days to split 20 corps to 10. Another 2 days from 10 to 5 ... Well, one week and you get it.
You can only produce a max of 60 clones per district. You have to take at least 100 to attack another district. So, you'd only be able to take a new district every other day. In the meantime, you're being attacked by the other 50+ corps that want in on the action on your current districts. It won't be sustainable. |
trollsroyce
Seraphim Initiative. CRONOS.
211
|
Posted - 2013.03.15 12:01:00 -
[456] - 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. |
Mr Gloo Gloo
What The French CRONOS.
32
|
Posted - 2013.03.15 12:03:00 -
[457] - Quote
Django Quik wrote:Mr Gloo Gloo wrote:Django Quik wrote: 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.
Doesn't matter, as a CEO/director you can choose to produce or not clones... And it would takes 2 days to split 20 corps to 10. Another 2 days from 10 to 5 ... Well, one week and you get it. You can only produce a max of 60 clones per district. You have to take at least 100 to attack another district. So, you'd only be able to take a new district every other day. In the meantime, you're being attacked by the other 50+ corps that want in on the action on your current districts. It won't be sustainable.
Yes, this... That's true... |
bolsh lee
Ahrendee Mercenaries Legacy Rising
43
|
Posted - 2013.03.15 12:04:00 -
[458] - Quote
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? |
Beren Hurin
OMNI Endeavors
270
|
Posted - 2013.03.15 12:04:00 -
[459] - Quote
Are you guys ready to make any guarantees to corps about losses based on bugs? I.E. What happens if I attack, something is totally glitched and all of a sudden I land on planet with 50% of the clones I know I sent.? I imagine you don't want people to be too reserved at the beginning. |
Django Quik
R.I.f.t
262
|
Posted - 2013.03.15 12:06:00 -
[460] - Quote
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' clone. 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 abvious which corps are unable to defend themselves because their player counts will be tiny. |
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trollsroyce
Seraphim Initiative. CRONOS.
211
|
Posted - 2013.03.15 12:06:00 -
[461] - 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 |
Django Quik
R.I.f.t
262
|
Posted - 2013.03.15 12:09:00 -
[462] - Quote
trollsroyce wrote: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
You're assuming the defender won't do the same, having had at least 24 hours to prepare? |
Mr Gloo Gloo
What The French CRONOS.
33
|
Posted - 2013.03.15 12:11:00 -
[463] - 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.
Yes, and :
Day 1 : you put 100 clones on a district Day 2 : you attack the fake corp but you loose MINIMUM 100 clones
So you need all of them, and then need to produce more...
Ok I get it... Really really difficult btw :)
But not so stupid for 2 or 3 districts... |
trollsroyce
Seraphim Initiative. CRONOS.
211
|
Posted - 2013.03.15 12:12:00 -
[464] - 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. |
Mr Gloo Gloo
What The French CRONOS.
33
|
Posted - 2013.03.15 12:14:00 -
[465] - Quote
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 ;)) |
Beren Hurin
OMNI Endeavors
270
|
Posted - 2013.03.15 12:17:00 -
[466] - Quote
trollsroyce wrote: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.
What about local faction standings increases for the owners and actions performed in that system. It could make it easier for players to improve their market effieciency and spin off side benefits. |
trollsroyce
Seraphim Initiative. CRONOS.
211
|
Posted - 2013.03.15 12:18:00 -
[467] - 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. |
Mr Gloo Gloo
What The French CRONOS.
33
|
Posted - 2013.03.15 12:19:00 -
[468] - Quote
trollsroyce wrote: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. The quality over quantity issue is better addressed by making a few planets 100 times more valuable than others by Dust-EVE planet value mechanics, making them the elite playground.
Don't know if this is the solution, but it needs at least a simulation... |
Django Quik
R.I.f.t
262
|
Posted - 2013.03.15 12:21:00 -
[469] - Quote
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. |
Kovinis Sparagas
Final Fortress Happy Tree Fiends
60
|
Posted - 2013.03.15 12:22:00 -
[470] - Quote
CCP FoxFour wrote:Muchomojo wrote:Will we have access these districts outside of battle? Would it be logical that the defender has some sort of advantage in terms of knowing the terrain etc? Not at this time no. But t would be really cool to walk in terrain outside battle... It will be more open world, than just battle arena
And why I cant walk in my own territory? Do I not own this land?
P.S. GREAT stuff with planetary conquest! looking forward to it! |
|
Oxskull Duncarino
Shadow Company HQ
179
|
Posted - 2013.03.15 12:23:00 -
[471] - 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? If you attack before the 1 hour Reinforcement Phase, the actual battle doesn't happen till 24 hours have passed and the next Reinforcement Phase happens. By attacking before the Reinforcement Phase you can battle the next day.
If you attack after the Reinforcement Phase the actual battle won't happen till 24 hours have passed and you come to the next Reinforcement Phase, so the actual battle could be nearly 2 days after the attack started.
http://wiki.eveonline.com/en/wiki/Planetary_Conquest
Attack Scenario 01:
Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday
Attack Scenario 02:
Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 14:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Wednesday |
trollsroyce
Seraphim Initiative. CRONOS.
211
|
Posted - 2013.03.15 12:31:00 -
[472] - 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. |
Mr Gloo Gloo
What The French CRONOS.
34
|
Posted - 2013.03.15 12:36:00 -
[473] - Quote
trollsroyce wrote: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.
You can produce, and sell any clone you want...
So take 10 district, day 1 sell 90% on 5 district, with the other 5, attack, capture, sell clones, attack, capture...
Ok we need 100 clones to attack each time, but it's realistic btw... |
Django Quik
R.I.f.t
262
|
Posted - 2013.03.15 12:38:00 -
[474] - Quote
trollsroyce wrote: 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.
Corp mergers won't work as you've suggested because even if the district is left empty, you still need an extra 100 clones to be able to claim it. You can't sell clones between corps, only back to Genolution, so your main corp would still be left with a slow initial clone production and it'd take around 18 days to get all of your corps 'merged' again.
If you use all your 10 mini-corps to take over an entire region of the map, that's great but it's still 10 corps in an effective alliance, not a megacorp. You won't be sharing your clones or your isk - eventually if you want to be a single corp again, you will have to go through and slowly attack each of those districts your mini-corps have taken.
As previously stated - in the meantime you also have to contend with other corps attacking you. Even if you manage to corner off a bottleneck region, someone could come into PC for the first time with their 100 clones and attack one of your districts wherever it may be. |
trollsroyce
Seraphim Initiative. CRONOS.
211
|
Posted - 2013.03.15 12:41:00 -
[475] - 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. |
ChromeBreaker
SVER True Blood Unclaimed.
257
|
Posted - 2013.03.15 12:43:00 -
[476] - Quote
I have corp X with 200 members.
Day of release each of my 10 directors create their own 1 man corps. Each of them and the "mother corp" takes a district (11 total)
The sub corps sell any created clones, the mother corp slowly builds clones and "buys out" each sub. (abandoned and instantly retaken by mother corp) If attacked the sub corps pulls in the mother corp to help defend.
corp will have 10 districts in 8 days... |
HowDidThatTaste
Imperfects Negative-Feedback
2316
|
Posted - 2013.03.15 12:44:00 -
[477] - Quote
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 |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
165
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Posted - 2013.03.15 12:47:00 -
[478] - Quote
Oxskull Duncarino wrote:If you attack before the 1 hour Reinforcement Phase, the actual battle doesn't happen till 24 hours have passed and the next Reinforcement Phase happens. By attacking before the Reinforcement Phase you can battle the next day. If you attack after the Reinforcement Phase the actual battle won't happen till 24 hours have passed and you come to the next Reinforcement Phase, so the actual battle could be nearly 2 days after the attack started. http://wiki.eveonline.com/en/wiki/Planetary_ConquestAttack Scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday Attack Scenario 02: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 14:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Wednesday
The question, which is mine too, is if a corp can decide to have the attack actually start to take place 1 minute prior to that reinforcement timer ending (it's understood they must set the attack 24hours+ beforehand), or if the entire battle must be completed before that 1-hour window is up, meaning the latest you could safely set the beginning of the attack for would be with about 25 minutes left in the window. |
Bendtner92
Imperfects Negative-Feedback
421
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Posted - 2013.03.15 12:51:00 -
[479] - Quote
Parson Atreides wrote:The question, which is mine too, is if a corp can decide to have the attack actually start to take place 1 minute prior to that reinforcement timer ending (it's understood they must set the attack 24hours+ beforehand), or if the entire battle must be completed before that 1-hour window is up, meaning the latest you could safely set the beginning of the attack for would be with about 25 minutes left in the window. You don't set the time yourself. It's randomly chosen within the 1-hour window. And I think it can start in the last minute of the window.
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Mr Gloo Gloo
What The French CRONOS.
34
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Posted - 2013.03.15 12:52:00 -
[480] - Quote
Django Quik wrote:trollsroyce wrote: 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.
Corp mergers won't work as you've suggested because even if the district is left empty, you still need an extra 100 clones to be able to claim it. You can't sell clones between corps, only back to Genolution, so your main corp would still be left with a slow initial clone production and it'd take around 18 days to get all of your corps 'merged' again. If you use all your 10 mini-corps to take over an entire region of the map, that's great but it's still 10 corps in an effective alliance, not a megacorp. You won't be sharing your clones or your isk - eventually if you want to be a single corp again, you will have to go through and slowly attack each of those districts your mini-corps have taken. As previously stated - in the meantime you also have to contend with other corps attacking you. Even if you manage to corner off a bottleneck region, someone could come into PC for the first time with their 100 clones and attack one of your districts wherever it may be.
Ok, let's do this with 5...
Take 5 guys, give them 30M each. They take 3-4 more active guys... They create a new corp. With 5 corp + 1 mother corp, take 6 circle district on the same planet on day 1. 1 fake corp sell clone day 1, mother corp and others produce. Day 2, mother corp attack and capture the selling fake corp. Others produce. Day 3, 1 fake corp sell clone, mother corp with 2 distric produce and others. Day 4, mother corp attack and capture the selling fake corp. Others produce. Day 5, mother corp produce with 3 districts, or and here is the best, the first fake corp took buy mother corp send reinforcement to first mother corp district...
Do you see what I try to explain ? (and sorry for my english, i use the easiest to be sure I'm understandable)
You produce on your fake corp, ok they can be attack, but they produce, and ringers are available. The only weak district during 2 days, is the first mother's one. But if some people here played Travian, it we won't be a problem for some players to plan this.
Edit : forgot the step where you need to set the reinforcement timer day 1 for each district, so they're lock and they produce !!! Easy to set this up... |
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