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Thread Statistics | Show CCP posts - 189 post(s) |
Absolute Idiom II
BetaMax. CRONOS.
68
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Posted - 2013.03.15 16:10:00 -
[571] - Quote
CCP FoxFour wrote:Garrett Blacknova wrote:If they get to buy another batch, then win with more than 100 clones left from the partial batches, still without reducing the defenders to 0 clones, will they be eligible (since they still don't own a district yet) to buy ANOTHER 100 clones when they attack again? If that's possible, will it mean that a Corporation can attack a high-value district and start off with over 200 clones when they take over? I think my answer to the first paragraph answers this, but because the remainder clones are sold the most a district can have after being taken over with a starter pack of clones is 100 clones. This may even mean that the attacking corporation decides "hey, if we win this right now we will only have like 10 clones at the district. Maybe we should lose and attack again tomorrow with a fresh 100."
Why not allow any corp with no districts AND less than 100 clones be able to buy another 100 from Genelution? That way they wont have to throw those 10 clones away.
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Beren Hurin
OMNI Endeavors
272
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Posted - 2013.03.15 16:12:00 -
[572] - Quote
Khalid Iunnrais wrote:Question: In a large clone-count battle, is there any disadvantage to having your MCC destroyed after you've already lost 100 clones?
For example, defender has 500 clones, fights until they lose 100 clones, then sits behind the redline, allowing the attacker to end the match, forcing them to retry tomorrow.
Anything to discourage that, and to encourage actually duking it out further? Because it sounds to me like once the 100 clone mark is hit, the defender has no incentive to fight more if they want to stall.
Well in a way it would sort of be imposed clone loss of 40 for the defender, because if the attacker kills the MCC, then clone production stops. |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:15:00 -
[573] - Quote
Absolute Idiom II wrote:CCP FoxFour wrote:Garrett Blacknova wrote:If they get to buy another batch, then win with more than 100 clones left from the partial batches, still without reducing the defenders to 0 clones, will they be eligible (since they still don't own a district yet) to buy ANOTHER 100 clones when they attack again? If that's possible, will it mean that a Corporation can attack a high-value district and start off with over 200 clones when they take over? I think my answer to the first paragraph answers this, but because the remainder clones are sold the most a district can have after being taken over with a starter pack of clones is 100 clones. This may even mean that the attacking corporation decides "hey, if we win this right now we will only have like 10 clones at the district. Maybe we should lose and attack again tomorrow with a fresh 100." Why not allow any corp with no districts AND less than 100 clones be able to buy another 100 from Genelution? That way they wont have to throw those 10 clones away. He explained they DON'T "throw the clones away" though. They SELL them after the battle if the district isn't captured.
What this part was saying is that if you get worn down to 10 or 20 clones, it might be worth throwing the match even if you could win, because you'll come into the district with only those 10 or 20 clones you have left. Losing the battle and letting the defenders hold their ground might give you an easier fight next time around. |
Booker DaFooker
Seraphim Initiative. CRONOS.
69
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Posted - 2013.03.15 16:16:00 -
[574] - Quote
well, fantastic stuff, it's the start of what I have been waiting for since start of closed beta. It's taken me all day to read throught he thread and I have a couple of Q's
As a defender or holder of a district can you move clones out of your district to another that you own and leave less than 100 clones in the original district?
As I understand it, a corp that does not own a district buys a pack to fight for a district they want. This may take several days of clone attrition to achieve. The attacking side has it's surviving clones sold back at half price after the battle. In order to continue they will have to buy another pack to continue the attack the next day and so on until success. Is it viable to expect that small corps will be able to afford up to a potential 100 mil ISK expense to take a district?
If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible!
Defending side may also know that attacking corp is small so they remain in Mcc and sacrifice 100 clones knowing attackers cant afford to come back, assuming thay had plenty more in storage of course! lol |
ChromeBreaker
SVER True Blood Unclaimed.
260
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Posted - 2013.03.15 16:17:00 -
[575] - Quote
Can you buy/sell single clones? or will they be in batches of 10-100-200? |
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CCP FoxFour
C C P C C P Alliance
1880
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Posted - 2013.03.15 16:20:00 -
[576] - Quote
Garrett Blacknova wrote:Can a Corp choose to NOT use all their clones in defense of a district?
Say you have 300 clones when the district is attacked, would it be possible to only fight with 200? And if so, would that mean a loss by cloning out would forfeit the district? And in turn from there, would the surviving unused clones be sold on, or would you be able to move them to another district?
Yes, you can just stop fighting. Just keep in mind that there is a minimum of 100 clones lost. |
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Beren Hurin
OMNI Endeavors
272
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Posted - 2013.03.15 16:20:00 -
[577] - Quote
ChromeBreaker wrote:Can you buy/sell single clones? or will they be in batches of 10-100-200?
Buy in batches of 100. Sell what you choose, and whatever is over the amount your district can hold.
It should be noted that this is how the market is being created, eventually players will somehow completely control clone generation, and then you'll probably be able to buy one at a time. That's why I suggested a Clone Shipping/Trade Hub as infrastructure. It'd basically be a marketplace for buying/selling clones and delivering them a limited distance. |
Django Quik
R.I.f.t
267
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Posted - 2013.03.15 16:21:00 -
[578] - Quote
ChromeBreaker wrote:Can you buy/sell single clones? or will they be in batches of 10-100-200?
You can only buy one pack of 100 clones, that's it. |
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CCP FoxFour
C C P C C P Alliance
1880
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Posted - 2013.03.15 16:21:00 -
[579] - Quote
ChromeBreaker wrote:Can you buy/sell single clones? or will they be in batches of 10-100-200?
The only way to buy clones is from Genolution and they only sell packs of 100 for 20 million ISK. Genolution also will only sell to you if you don't own a district. You can sell them from districts you own in whatever quantities you want. |
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Garrett Blacknova
Codex Troopers
2036
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Posted - 2013.03.15 16:23:00 -
[580] - Quote
Booker DaFooker wrote:As a defender or holder of a district can you move clones out of your district to another that you own and leave less than 100 clones in the original district? They've confirmed that you can sell off ALL the clones in a district, or move ALL the clones out of one, and in doing so, it will revert to being unclaimed territory.
I'd say that's a pretty clear "yes" on being allowed less than 100 clones.
You need to move 100 in at a time when claiming territory, but if most of them die in transit or battle, you'll have less than the baseline100 you were meant to "need" as well. |
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Django Quik
R.I.f.t
267
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Posted - 2013.03.15 16:23:00 -
[581] - Quote
CCP FoxFour wrote:ChromeBreaker wrote:Can you buy/sell single clones? or will they be in batches of 10-100-200? The only way to buy clones is from Genolution and they only sell packs of 100 for 20 million ISK. Genolution also will only sell to you if you don't own a district. You can sell them from districts you own in whatever quantities you want.
Wait, does that mean you can buy multiple packs as long as you don't have a district? |
Garrett Blacknova
Codex Troopers
2036
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Posted - 2013.03.15 16:24:00 -
[582] - Quote
CCP FoxFour wrote:Garrett Blacknova wrote:Can a Corp choose to NOT use all their clones in defense of a district?
Say you have 300 clones when the district is attacked, would it be possible to only fight with 200? And if so, would that mean a loss by cloning out would forfeit the district? And in turn from there, would the surviving unused clones be sold on, or would you be able to move them to another district? Yes, you can just stop fighting. Just keep in mind that there is a minimum of 100 clones lost. If you "just stop fighting" in this scenario, what happens? Does the enemy team have to kill your MCC to end the battle? Is there some form of penalty for a "surrender" decision? Or would something else happen? |
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CCP FoxFour
C C P C C P Alliance
1880
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Posted - 2013.03.15 16:28:00 -
[583] - Quote
Booker DaFooker wrote:well, fantastic stuff, it's the start of what I have been waiting for since start of closed beta. It's taken me all day to read throught he thread and I have a couple of Q's
As a defender or holder of a district can you move clones out of your district to another that you own and leave less than 100 clones in the original district?
You can move as many clones as you want, but you must move at LEAST 100 clones.
Booker DaFooker wrote:As I understand it, a corp that does not own a district buys a pack to fight for a district they want. This may take several days of clone attrition to achieve. The attacking side has it's surviving clones sold back at half price after the battle. In order to continue they will have to buy another pack to continue the attack the next day and so on until success. Is it viable to expect that small corps will be able to afford up to a potential 100 mil ISK expense to take a district?
Based on the statistics we have yes, the bigger concern is if it is worth it to commit that much money. Meaning will the districts be generating enough money. We are starting small as it is a lot easier for us to up these numbers than it is for us to lower them. We also don't expect people trying to get in to target districts that are maxed out on clone count, so I don't think corporations will have to spend 100 million ISK to get their first district.
Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible!
Keep in mind that if the defending side loses their district will not generate new clones on the next cycle and if another attack is launched they won't be able to move new clones in.
Booker DaFooker wrote:Defending side may also know that attacking corp is small so they remain in Mcc and sacrifice 100 clones knowing attackers cant afford to come back, assuming thay had plenty more in storage of course! lol
A possibility, we will have to monitor the situation when it goes live. |
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CCP FoxFour
C C P C C P Alliance
1883
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Posted - 2013.03.15 16:30:00 -
[584] - Quote
Garrett Blacknova wrote:CCP FoxFour wrote:Garrett Blacknova wrote:Can a Corp choose to NOT use all their clones in defense of a district?
Say you have 300 clones when the district is attacked, would it be possible to only fight with 200? And if so, would that mean a loss by cloning out would forfeit the district? And in turn from there, would the surviving unused clones be sold on, or would you be able to move them to another district? Yes, you can just stop fighting. Just keep in mind that there is a minimum of 100 clones lost. If you "just stop fighting" in this scenario, what happens? Does the enemy team have to kill your MCC to end the battle? Is there some form of penalty for a "surrender" decision? Or would something else happen?
As it stands they just have to kill the MCC to end the battle. We hope to incentivise the defenders with the loot to keep them fighting. |
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CCP FoxFour
C C P C C P Alliance
1883
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Posted - 2013.03.15 16:31:00 -
[585] - Quote
Django Quik wrote:CCP FoxFour wrote:ChromeBreaker wrote:Can you buy/sell single clones? or will they be in batches of 10-100-200? The only way to buy clones is from Genolution and they only sell packs of 100 for 20 million ISK. Genolution also will only sell to you if you don't own a district. You can sell them from districts you own in whatever quantities you want. Wait, does that mean you can buy multiple packs as long as you don't have a district?
You can't buy them and store them, you buy them by selecting to attack. Having an attack pending will also prevent you from buying more. |
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LXicon
VENGEANCE FOR HIRE
63
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Posted - 2013.03.15 16:35:00 -
[586] - Quote
CCP FoxFour wrote:Beren Hurin wrote:CCP FoxFour wrote:LXicon wrote:Could you make a single page version of this thread with only the Dev posts? Or, could you compile a Q&A thread that has all the questions asked and answers given?
The Devs tend to quote the question they are currently answering and having a single page with all the Dev posts would make it much easier to search for an answer that might have been on page 5 or 17 or 22.
Thanks.
This will take a lot of effort but I shall poke some people and see if we can maybe look at updating the FAQ on the first page. We did reserve a second post for that purpose. Can't you just go through the Dev-posts forum tab...?Not the prettiest, but you can subscribe to it. It's a search query so it will give you all dev responses. Someone could spend a couple hours summarizing everything that has been said, but there is still a lot between the lines that we will need to reason out. I really need to stop having quotes the first thing said in my posts. The dev post thing does not show what is a quote and what is not. :(
actually, Beren Hurin's link is great. i can use [ctrl]+[F] to find instances of a word or phrase and then click the link to see the post proper for the correct formatting.
THANKS! |
Beren Hurin
OMNI Endeavors
273
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Posted - 2013.03.15 16:36:00 -
[587] - Quote
Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible! quote]
Also I've done the math on MCC/null cannon damage mechanics, and unless they start to tweak them it is not possible for matches to last that long, UNLESS we can have the single objective map and the mechanics work different on them (I haven't actually tested them).
MCC missiles and null cannons do ~500 damage per second to somebody and MCCs have ~2.3 million HP. That means if you have JUST the enemy MCC on you and ONE Null cannon half of the time (750 HP/s note: it would be splitting its damage with the other MCC) then it would take about 51 minutes for your or your enemies MCC to go down.
So there is no way to stall and reinforce as far as I know. |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:42:00 -
[588] - Quote
Beren Hurin wrote:Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible! Also I've done the math on MCC/null cannon damage mechanics, and unless they start to tweak them it is not possible for matches to last that long, UNLESS we can have the single objective map and the mechanics work different on them (I haven't actually tested them on that map). MCC missiles and null cannons do ~500 damage per second to somebody and MCCs have ~2.3 million HP. That means if you have JUST the enemy MCC on you and ONE Null cannon half of the time ([750 HP/s] & note: it would be splitting its damage with the other MCC) then it would take about 51 minutes for either you or your enemies MCC to go down. So there is no way to stall and reinforce as far as I know. So what happens when nobody captures ANY of the cannons? |
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CCP FoxFour
C C P C C P Alliance
1888
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Posted - 2013.03.15 16:45:00 -
[589] - Quote
Garrett Blacknova wrote:Beren Hurin wrote:Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible! Also I've done the math on MCC/null cannon damage mechanics, and unless they start to tweak them it is not possible for matches to last that long, UNLESS we can have the single objective map and the mechanics work different on them (I haven't actually tested them on that map). MCC missiles and null cannons do ~500 damage per second to somebody and MCCs have ~2.3 million HP. That means if you have JUST the enemy MCC on you and ONE Null cannon half of the time ([750 HP/s] & note: it would be splitting its damage with the other MCC) then it would take about 51 minutes for either you or your enemies MCC to go down. So there is no way to stall and reinforce as far as I know. So what happens when nobody captures ANY of the cannons?
The MCCs still shoot at each other and because the defenders do have at least 100 clones I assume they will at least try and capture the null cannons which will force the other team to take them back if they want them. |
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CCP FoxFour
C C P C C P Alliance
1888
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Posted - 2013.03.15 16:46:00 -
[590] - Quote
Beren Hurin wrote:Booker DaFooker wrote:If true this may spark some interesting tactics, such as the attacking side preventing the hacking of null cannons to prevent MCC destruction on either side while attempting to kill as many enemy clones as possible. Mind you, the defending side may exploit this by retreating and making the battle last over an hour so they could reinforce, an unlikely scenario but possible! Also I've done the math on MCC/null cannon damage mechanics, and unless they start to tweak them it is not possible for matches to last that long, UNLESS we can have the single objective map and the mechanics work different on them (I haven't actually tested them on that map). MCC missiles and null cannons do ~500 damage per second to somebody and MCCs have ~2.3 million HP. That means if you have JUST the enemy MCC on you and ONE Null cannon half of the time ([750 HP/s] & note: it would be splitting its damage with the other MCC) then it would take about 51 minutes for either you or your enemies MCC to go down. The way to make a match last the longest is completely splitting NC damage. As a result all maps have a maximum and minimum length. 5 objective maps are the shortest because they have the most 'stuff' doing damage. But basically HP/s damage for longest times on maps is (# of Objectives)/2*500+500. So 5 objective limit is 22 mins, 4= 26 mins 3= 31 mins 2= 38 mins 1= 51 mins So there is no way to stall and reinforce as far as I know.
The MCC's shoot each other as well yea?
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Brush Master
HavoK Core
251
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Posted - 2013.03.15 16:47:00 -
[591] - Quote
I am interested in the jump mechanics, maybe I missed where you have answered this but when moving clones, can you only move clones to attack? Meaning the only way to move them is to move them to a district that is unowned or controlled by someone else?
So is the journey outward (towards low/null sec) a very long journey and if while you moving out, say only taking one district at a time in an effort to go somewhere, not really interested in districts along the way and get destroyed on the move, you have to start all over at the base that we are current set at or what are the plans to allow us to set our HQ? |
Garrett Blacknova
Codex Troopers
2036
|
Posted - 2013.03.15 16:48:00 -
[592] - Quote
My point there was that if the attackers control the battle so well they can keep the defenders away from the NULL Cannons and not have to cap any themselves, they could drag out the battle WAY past an hour... |
Beren Hurin
OMNI Endeavors
273
|
Posted - 2013.03.15 16:49:00 -
[593] - Quote
CCP FoxFour wrote: The MCC's shoot each other as well yea?
They do. MCC HP starts to go down as soon as you start a battle.
I edited for MCC only damage (76 minutes total time). But you can really mitigate for a stall fast.
But It looks possible to go over an hour now that he brought that up and coders probably should figure out what that will do. |
Beren Hurin
OMNI Endeavors
273
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Posted - 2013.03.15 16:51:00 -
[594] - Quote
Garrett Blacknova wrote:My point there was that if the attackers control the battle so well they can keep the defenders away from the NULL Cannons and not have to cap any themselves, they could drag out the battle WAY past an hour...
If they tried to use that strategy, that's 5-6 people they'd probably have at each objective, and is pretty easy to over power. Like I said, all you would need to do is have 8-9 minutes worth of time any objective is hacked for the game to be under an hour with MCC damage. But your instincts were correct that it looks POSSIBLE to make it last a bit over an hour. |
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CCP FoxFour
C C P C C P Alliance
1888
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Posted - 2013.03.15 16:52:00 -
[595] - Quote
Garrett Blacknova wrote:My point there was that if the attackers control the battle so well they can keep the defenders away from the NULL Cannons and not have to cap any themselves, they could drag out the battle WAY past an hour...
I guess if they wanted to. If they are controlling it that well though the defenders are probably going to stop fighting at the 100 lost clone count. I kind of expect some of the really good corporations baiting the defenders into fighting so they lose more than 100 clones. |
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Mr Gloo Gloo
What The French CRONOS.
35
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Posted - 2013.03.15 16:53:00 -
[596] - Quote
I'm coming back with my projection on the first day.
LetGÇÖs do this properly.
Mother corp = A Sister corps = B1-B2-B3-B4-B5
A need to provide at least 21.6M ISK to each sister corps nâá 108M ISK, and 3 members each to prepare defenses nâá 15 people.
Day 1 : Every corps take 1 district on the same planet, A in the middle (just for the style ;)) Reinforcement timer set (for an EU corp as us) EVE time : A : 20.00 B1 : 21.00 B2 : 22.00 B3 : 23.00 B4 : 0.00 B5 : 1.00 [District are locked, but they can be attack. If they are lock, you canGÇÖt build a SI. So 24h later, each district will have 140 clones (x6 = 840) Suppose that a corp attack one of the district, we can defend it easily with the ringer system. Just need to count on our tactical and FPS skills. But on day after, just the corp that attacked has a prerogative to attack again. But they canGÇÖt buy another clone set to attack the day after. So youGÇÖll have a window to interact. Well, just for the example, no one attack us during a week.]
Day 2 : A build Production Facility nâá up to 60 clones a day. Attack on B1. B1 sell 139 clones. B2-B3-B4-B5 no moves
Day 3 : A has 2 districts with 100 clones on each (follow me ;)), and build a production facility on the new district. B2-B3-B4-B5 have now 180 clones No moves at all (A canGÇÖt empty a district) If we are attack on others districts, we have enough clones to defend it (suppose ;)) : ringer system
Day 4 : A attack B2 nâá 60 clones left on the first district, the new one has 160 clones. B2 sell 219 clones (100,000 ISK each) B3-B4-B5 no moves.
Etc, etc, etcGǪ
So for each sister corp, itGÇÖs 2 days to capture their district, keeping enough clones on each to defend them, earning ISK for A selling clones, capturing new district without fighting, members of sister corp wait 24h until join mother corp (what else ?).
So ok, this system is weak the 1st day. After that, itGÇÖs just syncGǪ
Once again, donGÇÖt really know if itGÇÖs realistic (at least, it is to me), but it does need a simulationGǪ
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LXicon
VENGEANCE FOR HIRE
63
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Posted - 2013.03.15 16:59:00 -
[597] - Quote
Brush Master wrote:I am interested in the jump mechanics, maybe I missed where you have answered this but when moving clones, can you only move clones to attack? Meaning the only way to move them is to move them to a district that is unowned or controlled by someone else?
So is the journey outward (towards low/null sec) a very long journey and if while you moving out, say only taking one district at a time in an effort to go somewhere, not really interested in districts along the way and get destroyed on the move, you have to start all over at the base that we are current set at or what are the plans to allow us to set our HQ?
you can move clones from one of your own districts to another district you own (Move Clones To Friendly District) in addition to just attacking or taking unclaimed territory: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_Actions * if you move all your clones out of a district it become unoccupied.
you can move clones within the same system or jump them directly to other systems but you lose clones the further you travel: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Distance_And_Its_Effect_On_Moves |
Beren Hurin
OMNI Endeavors
274
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Posted - 2013.03.15 17:04:00 -
[598] - Quote
CCP FoxFour wrote:Garrett Blacknova wrote:My point there was that if the attackers control the battle so well they can keep the defenders away from the NULL Cannons and not have to cap any themselves, they could drag out the battle WAY past an hour... I guess if they wanted to. If they are controlling it that well though the defenders are probably going to stop fighting at the 100 lost clone count. I kind of expect some of the really good corporations baiting the defenders into fighting so they lose more than 100 clones.
I was thinking about though, and if as an attacker you knew you were going to lose, you could still 'win' with extremely cheap militia fits, and doing as much damage as you could especially if the other team brought out plenty of proto gear and vehicles. You COULD essentially force a pyhhric victory as their loot would hopefully not be worth next to anything, and the damage you inflict on them could be equal to what you lost.
This would still be very difficult as every kill the defender (winner) gets nets them 50k at least, and every loss you get is basically -100k+. IOW you'd have to do more than one of the following:
1) Die an optimal amount of times preventing them from collecting your biomass and clones. 2) Kill more defender material in isk than the clone worth of the attackers. 3) Attack in such a way that you are preventing them from another more crucial supporting manuever of another district. |
Bendtner92
Imperfects Negative-Feedback
422
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Posted - 2013.03.15 17:07:00 -
[599] - Quote
Mr Gloo Gloo wrote:I'm coming back with my projection on the first day.
LetGÇÖs do this properly.
Mother corp = A Sister corps = B1-B2-B3-B4-B5
A need to provide at least 21.6M ISK to each sister corps nâá 108M ISK, and 3 members each to prepare defenses nâá 15 people.
Day 1 : Every corps take 1 district on the same planet, A in the middle (just for the style ;)) Reinforcement timer set (for an EU corp as us) EVE time : A : 20.00 B1 : 21.00 B2 : 22.00 B3 : 23.00 B4 : 0.00 B5 : 1.00 [District are locked, but they can be attack. If they are lock, you canGÇÖt build a SI. So 24h later, each district will have 140 clones (x6 = 840) Suppose that a corp attack one of the district, we can defend it easily with the ringer system. Just need to count on our tactical and FPS skills. But on day after, just the corp that attacked has a prerogative to attack again. But they canGÇÖt buy another clone set to attack the day after. So youGÇÖll have a window to interact. Well, just for the example, no one attack us during the first day.]
Day 2 : A build Production Facility nâá up to 60 clones a day. Attack on B1. B1 sell 139 clones. B2-B3-B4-B5 no moves
Day 3 : A has 2 districts with 100 clones on each (follow me ;)), and build a production facility on the new district. B2-B3-B4-B5 have now 180 clones No moves at all (A canGÇÖt empty a district) If we are attack on others districts, we have enough clones to defend it (suppose ;)) : ringer system
Day 4 : A attack B2 nâá 60 clones left on the first district, the new one has 160 clones. B2 sell 219 clones (100,000 ISK each) B3-B4-B5 no moves.
Etc, etc, etcGǪ
So for each sister corp, itGÇÖs 2 days to capture their district, keeping enough clones on each to defend them, earning ISK for A selling clones, capturing new district without fighting, members of sister corp wait 24h until join mother corp (what else ?).
So ok, this system is weak the 1st day, and maybe the third. After that, itGÇÖs just syncGǪ
Once again, donGÇÖt really know if itGÇÖs realistic (at least, it is to me), but it does need a simulationGǪ
Edit : on day 4, A become A1 and A2... A week or 10 days max to have 6 district without fighting... I guess this would work if you aren't attacked, but I can guarantee that you will be attacked on most of those districts from day 1.
If say B1 to B4 are attacked from the first day this plan will already be ruined. Even if you manage to win all those 4 battles, you should end up with less than 100 clones. The next day the same districts would be attacked by the same / another corp.
In the end you can't keep up with the ongoing attacks. |
Garrett Blacknova
Codex Troopers
2036
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Posted - 2013.03.15 17:11:00 -
[600] - Quote
Assuming that 100 clones is enough to defend might also be a liability with teams frequently being cloned out in Skirmish right now - and we have more than 100 clones per side in the current iteration of the mode.
If someone attacks with 200 or more clones, your 100 will turn into a TDM where you're outnumbered 2:1. Good luck? |
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