Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 189 post(s) |
Django Quik
R.I.f.t
271
|
Posted - 2013.03.15 21:09:00 -
[661] - Quote
trollsroyce wrote: 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.
But it's a separate corp. You then have two completely separate entities that can not ever transfer or merge resources (isk or clones). The people you put into your other corps are stuck there because it needs constant maintenance.
Alliance or Corp is more than just semantics - at the moment in Dust alliance means nothing. You have no control or power over the other corps other than trusting that they will respect and listen to their alliance leader.
Also, (forgot about this) to add to your isk costs, if you want to change the default SI on your district, that costs another 100M isk. If you run out of clones, that's another 20M isk. If you go out on day 1 and claim 5 districts but lose 3 of them a few days later, that's a lot of isk gone (not that you have to change the SI but it's still 20M per district lost). In order for your idea to be successful, you're going to need at least double figures of sub-corps and that's a lot of isk and a lot of trust to a lot of people.
Don't get me wrong, you are welcome to try but that 150M (or whatever number you said) you have saved up will be disappearing pretty rapidly. |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 21:09:00 -
[662] - Quote
trollsroyce wrote: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 Problem with your numbers.
400 clones and 4 districts in the first instance, yes.
BUT where are you getting the next step from?
You have to produce the clones, independently within each Corp, to fight with. They aren't magically handed to you because you're attacking again. It takes time to build the numbers up so you have 800 clones, and even then, if you attack from all 4 districts, you're spreading your forces too thin and leaving EVERYWHERE vulnerable to being cloned out. And you're STILL assuming that you're always on the offense and never on the defense in both scenarios.
Any territory you decide to sell off and give to the primary corp is a vulnerability, and if another Corp happens to be online and looking in the right place at the right time (luck or a well-placed spy), they can get a free starting foothold in your territory. Also, you're ignoring the fact that the 100-attacker number is a MINIMUM, not the only option, and that Corps without any territory can attack you ANYWHERE AT ALL. |
Django Quik
R.I.f.t
271
|
Posted - 2013.03.15 21:12:00 -
[663] - Quote
Shadowswipe wrote:Whats to stop a corp making a dummy corp to attack a bottleneck time and time again and auto losing. If you want to lock one district, it would cost a net 9 million a day to lock one district. Which if it is the right planet, it would be protecting other planets through attrition and the real enemy wouldn't be able to launch an attack, because the dummy corp gets an hour to re-queue up a fight. Thus delaying death through using a 1 man corp that dies 100 times a day.
What if the attacking force losses, other corps can queue an assault? Or does the hour to start another fight only happen if you win?
Maybe a queue system for attackers, once an attacker loses a fight, the next attacker in the queue gets the option to attack and so on. Or maybe a silent bid system where corps put forth extra funds that no one can see, whoever puts forth the highest silent amount gets the right to attack that district. The bid system could be isk or clones, any clones used in the bid get lost as a "side" conflict on who gets to attack. Only losing the difference of the side bid verse the second highest bidder.
A dummy corp attacking just to lose will be instantly down 20M isk. How long can anyone keep up throwing 20M isk around every day just to keep a district locked? |
Shadowswipe
WarRavens
22
|
Posted - 2013.03.15 21:15:00 -
[664] - Quote
Disturbingly Bored wrote:Shadowswipe wrote:Or maybe a silent bid system where corps put forth extra funds that no one can see, whoever puts forth the highest silent amount gets the right to attack that district. The bid system could be isk or clones, any clones used in the bid get lost as a "side" conflict on who gets to attack. Only losing the difference of the side bid verse the second highest bidder. That actually sounds pretty balanced. It introduces a small advantage for the defender (by making attacking more of an economic investment), but also guarantees the defender can't game the system to cowardly ends. You're going to get attacked either way, but it ensures that the person who wants the attack most pays the dearest price.
Hell, if you made a skill for it, it would reduce the total isk needed to outbid someone else that doesn't have the skill. "Political Ties" or something... lol |
Shadowswipe
WarRavens
22
|
Posted - 2013.03.15 21:16:00 -
[665] - Quote
Django Quik wrote:Shadowswipe wrote:Whats to stop a corp making a dummy corp to attack a bottleneck time and time again and auto losing. If you want to lock one district, it would cost a net 9 million a day to lock one district. Which if it is the right planet, it would be protecting other planets through attrition and the real enemy wouldn't be able to launch an attack, because the dummy corp gets an hour to re-queue up a fight. Thus delaying death through using a 1 man corp that dies 100 times a day.
What if the attacking force losses, other corps can queue an assault? Or does the hour to start another fight only happen if you win?
Maybe a queue system for attackers, once an attacker loses a fight, the next attacker in the queue gets the option to attack and so on. Or maybe a silent bid system where corps put forth extra funds that no one can see, whoever puts forth the highest silent amount gets the right to attack that district. The bid system could be isk or clones, any clones used in the bid get lost as a "side" conflict on who gets to attack. Only losing the difference of the side bid verse the second highest bidder. A dummy corp attacking just to lose will be instantly down 20M isk. How long can anyone keep up throwing 20M isk around every day just to keep a district locked?
20 million for the starter pack. 5 million if you kill all 100 clones and let none get wasted in the MCC. The final 6 mil comes from the district producing at max cap 60 extra clones, cause if it lost the fight, it would lose those clones and the dummy corp is preventing the district from losing. Total net lose. 20 - 5 - 6 = 9. |
Vaerana Myshtana
Bojo's School of the Trades
410
|
Posted - 2013.03.15 21:22:00 -
[666] - Quote
Kain Spero wrote:Django Quik wrote:Kain Spero wrote:My question is if we are going to be limited to one region of low-sec to start is it going to be owned by a particular faction? (Gallente, Minmatar, Amarr, etc.)? That could end up tipping this in favor of folks involved FW for that Empire. It was mentioned earlier today that FW and PC do not interact at this stage. The issue is if you are in an opposing faction's space their NPC faction forces will still attack you, regardless if you are doing Dust FW at the time. You also can't cloak in opposing faction space, which would give an advantage to FW players that are in the region of their aligned faction.
Setting aside the FW issues, there is still an issue with empire control- standing.
http://wiki.eveonline.com/en/wiki/Standings_mechanics
Standing affects the economic costs of doing business for EVE pilots, in particular missioning and refining. So if an corp wants to keep its EVE pilots close by, those pilots need a way to make money while they are not OBing the corp's enemies.
Someone who has been busy raising their Amarr (and Caldari) standing is losing Minmatar (and Gallente) standing at the same time. As your standing goes up, you gain access to better missions and discounted refining. As it goes down, you get crummier missions and pay higher taxes.
Furthermore, an EVE corp can establish Player-Owned Structures (POSs) in systems where the members have good standing with the controlling faction. This is potentially another source of income (or at least a place to keep ships) but you need to have the correct faction standing to do it. |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 21:26:00 -
[667] - Quote
Shadowswipe wrote:Django Quik wrote:Shadowswipe wrote:Whats to stop a corp making a dummy corp to attack a bottleneck time and time again and auto losing. If you want to lock one district, it would cost a net 9 million a day to lock one district. Which if it is the right planet, it would be protecting other planets through attrition and the real enemy wouldn't be able to launch an attack, because the dummy corp gets an hour to re-queue up a fight. Thus delaying death through using a 1 man corp that dies 100 times a day.
What if the attacking force losses, other corps can queue an assault? Or does the hour to start another fight only happen if you win?
Maybe a queue system for attackers, once an attacker loses a fight, the next attacker in the queue gets the option to attack and so on. Or maybe a silent bid system where corps put forth extra funds that no one can see, whoever puts forth the highest silent amount gets the right to attack that district. The bid system could be isk or clones, any clones used in the bid get lost as a "side" conflict on who gets to attack. Only losing the difference of the side bid verse the second highest bidder. A dummy corp attacking just to lose will be instantly down 20M isk. How long can anyone keep up throwing 20M isk around every day just to keep a district locked? 20 million for the starter pack. 5 million if you kill all 100 clones and let none get wasted in the MCC. The final 6 mil comes from the district producing at max cap 60 extra clones, cause if it lost the fight, it would lose those clones and the dummy corp is preventing the district from losing. Total net lose. 20 - 5 - 6 = 9. EDIT: Note this scenario could be used to protect a money farm located behind the district being locked and/or delay while reinforcements showed up. And then they target another district on the planet instead for the same price because there aren't any real "bottlenecks" as such in the way you're thinking. Or someone else attacks one of your other districts. Or you realise that you didn't have your full clone count for the district yet and that 6 million you're earning back doesn't count. Or you realise that there's no efficient method of transferring that money between Corps so while your Alliance as a whole isn't losing money, the "defender" Corp is. |
Django Quik
R.I.f.t
272
|
Posted - 2013.03.15 21:30:00 -
[668] - Quote
The 5 million goes to the main corp, not the dummy corp. There's no way to put more money into the dummy corp from the main corp's winnings (actually, just thought of an exploit that would allow this - damn!). And yes you're assuming the district has the SI that increases production - without it you'd only earn 4 million worth of clones, making potential lose of 11M by your maths.
Also, remember that you can only attack if you have 100 clones to move. If the dummy corp loses, they need to either buy (-20M isk) or produce another 2 days (3 days without the production SI, which costs 100M isk) worth of clones before they can attack again. By that time I can assure you another corp has been waiting to jump on the bandwagon and attack for real in the period that your dummy corp is restocking clones.
Now, as for the exploit of actually being able to transfer isk between corps (and I can't see a way to stop this) - corp A gives one merc lots of isk, that merc quits corp A and joins corp B, then donates that lots of isk to new corp. Pretty simple really; can't be detected, can't be stopped, not even really an exploit.
The problem with being attacked before restocking clones still stands. |
Shadowswipe
WarRavens
22
|
Posted - 2013.03.15 21:34:00 -
[669] - Quote
Garrett Blacknova wrote:Shadowswipe wrote:Django Quik wrote:Shadowswipe wrote:Whats to stop a corp making a dummy corp to attack a bottleneck time and time again and auto losing. If you want to lock one district, it would cost a net 9 million a day to lock one district. Which if it is the right planet, it would be protecting other planets through attrition and the real enemy wouldn't be able to launch an attack, because the dummy corp gets an hour to re-queue up a fight. Thus delaying death through using a 1 man corp that dies 100 times a day.
What if the attacking force losses, other corps can queue an assault? Or does the hour to start another fight only happen if you win?
Maybe a queue system for attackers, once an attacker loses a fight, the next attacker in the queue gets the option to attack and so on. Or maybe a silent bid system where corps put forth extra funds that no one can see, whoever puts forth the highest silent amount gets the right to attack that district. The bid system could be isk or clones, any clones used in the bid get lost as a "side" conflict on who gets to attack. Only losing the difference of the side bid verse the second highest bidder. A dummy corp attacking just to lose will be instantly down 20M isk. How long can anyone keep up throwing 20M isk around every day just to keep a district locked? 20 million for the starter pack. 5 million if you kill all 100 clones and let none get wasted in the MCC. The final 6 mil comes from the district producing at max cap 60 extra clones, cause if it lost the fight, it would lose those clones and the dummy corp is preventing the district from losing. Total net lose. 20 - 5 - 6 = 9. EDIT: Note this scenario could be used to protect a money farm located behind the district being locked and/or delay while reinforcements showed up. And then they target another district on the planet instead for the same price because there aren't any real "bottlenecks" as such in the way you're thinking. Or someone else attacks one of your other districts. Or you realise that you didn't have your full clone count for the district yet and that 6 million you're earning back doesn't count. Or you realise that there's no efficient method of transferring that money between Corps so while your Alliance as a whole isn't losing money, the "defender" Corp is.
Ok, there are some bottlenecks, so a planet with 5 districts would lose 45 mil isk a day, but could be protecting a 25 district planet, so the costs could be worth it. Also, a big corp could make 45 million in a day easy through instant battle matches..
As for transferring funds, its easy. Give 20 million to a corp mate through the give money from the corp menu, and then have that guy leave and join the other corp. Once he is there, he gives the money through donate, and heads back to the main corp to get more money for the next day.
|
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 21:34:00 -
[670] - Quote
Django Quik wrote:The 5 million goes to the main corp, not the dummy corp. There's no way to put more money into the dummy corp from the main corp's winnings (actually, just thought of an exploit that would allow this - damn!). And yes you're assuming the district has the SI that increases production - without it you'd only earn 4 million worth of clones, making potential lose of 11M by your maths.
Also, remember that you can only attack if you have 100 clones to move. If the dummy corp loses, they need to either buy (-20M isk) or produce another 2 days (3 days without the production SI, which costs 100M isk) worth of clones before they can attack again. By that time I can assure you another corp has been waiting to jump on the bandwagon and attack for real in the period that your dummy corp is restocking clones.
Now, as for the exploit of actually being able to transfer isk between corps (and I can't see a way to stop this) - corp A gives one merc lots of isk, that merc quits corp A and joins corp B, then donates that lots of isk to new corp. Pretty simple really; can't be detected, can't be stopped, not even really an exploit.
The problem with being attacked before restocking clones still stands. It CAN potentially be broken if you have a spy in the enemy corp's ranks, and they get the job of delivering the money.
Your plant could "accidentally" join the wrong corp and give you all the money. |
|
Django Quik
R.I.f.t
272
|
Posted - 2013.03.15 21:36:00 -
[671] - Quote
Shadowswipe wrote: Ok, there are some bottlenecks, so a planet with 5 districts would lose 45 mil isk a day, but could be protecting a 25 district planet, so the costs could be worth it. Also, a big corp could make 45 million in a day easy through instant battle matches..
As for transferring funds, its easy. Give 20 million to a corp mate through the give money from the corp menu, and then have that guy leave and join the other corp. Once he is there, he gives the money through donate, and heads back to the main corp to get more money for the next day.
If a corp has no district, it can buy 100 clones and attack absolutely anywhere it wants, thus circumventing any potential bottlenecks. |
Shadowswipe
WarRavens
22
|
Posted - 2013.03.15 21:41:00 -
[672] - Quote
Django Quik wrote:Shadowswipe wrote: Ok, there are some bottlenecks, so a planet with 5 districts would lose 45 mil isk a day, but could be protecting a 25 district planet, so the costs could be worth it. Also, a big corp could make 45 million in a day easy through instant battle matches..
As for transferring funds, its easy. Give 20 million to a corp mate through the give money from the corp menu, and then have that guy leave and join the other corp. Once he is there, he gives the money through donate, and heads back to the main corp to get more money for the next day.
If a corp has no district, it can buy 100 clones and attack absolutely anywhere it wants, thus circumventing any potential bottlenecks.
Except if its another decent sized corp that doesn't feel right about making a dummy corp and moving members. They are stuck going through the bottleneck. I for one will never leave my corp. But I would pay isk to another corp to cause havoc on the back lines of said corp. But I would prefer to do the dirty work myself. |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 21:43:00 -
[673] - Quote
Shadowswipe wrote:Ok, there are some bottlenecks, so a planet with 5 districts would lose 45 mil isk a day, but could be protecting a 25 district planet, so the costs could be worth it. Also, a big corp could make 45 million in a day easy through instant battle matches..
As for transferring funds, its easy. Give 20 million to a corp mate through the give money from the corp menu, and then have that guy leave and join the other corp. Once he is there, he gives the money through donate, and heads back to the main corp to get more money for the next day. With the starting scenario, unless there's a single, lone 5-district planet in a system that's the only route to 25-district one more than a jump "behind" it, that bottleneck can be bypassed by someone attacking from a territory with a Research Lab with minimal trouble.
And in that scenario, you're still vulnerable to new corps, or those with "lesser morals" than yourself (which is almost everyone in New Eden). |
Bendtner92
Imperfects Negative-Feedback
426
|
Posted - 2013.03.15 21:43:00 -
[674] - Quote
Shadowswipe wrote:20 million for the starter pack. 5 million if you kill all 100 clones and let none get wasted in the MCC. The final 6 mil comes from the district producing at max cap 60 extra clones, cause if it lost the fight, it would lose those clones and the dummy corp is preventing the district from losing. Total net lose. 20 - 5 - 6 = 9.
EDIT: Note this scenario could be used to protect a money farm located behind the district being locked and/or delay while reinforcements showed up. In fact it's actually a 7 million net lost isn't it?
5 million from winning + 6 million from the production of 60 clones + 2 million due to 20% of the attacker's clones being transferred to the defender = 13 million. |
Django Quik
R.I.f.t
272
|
Posted - 2013.03.15 21:44:00 -
[675] - Quote
Shadowswipe wrote: Except if its another decent sized corp that doesn't feel right about making a dummy corp and moving members. They are stuck going through the bottleneck. I for one will never leave my corp. But I would pay isk to another corp to cause havoc on the back lines of said corp. But I would prefer to do the dirty work myself.
Someone earlier said there are over 1000 corps right now. With only 250 districts, chances are every single one will be contested every single day. Especially for the first few weeks or months while it's the only fun new thing to play. |
Shadowswipe
WarRavens
22
|
Posted - 2013.03.15 21:54:00 -
[676] - Quote
Bendtner92 wrote:Shadowswipe wrote:20 million for the starter pack. 5 million if you kill all 100 clones and let none get wasted in the MCC. The final 6 mil comes from the district producing at max cap 60 extra clones, cause if it lost the fight, it would lose those clones and the dummy corp is preventing the district from losing. Total net lose. 20 - 5 - 6 = 9.
EDIT: Note this scenario could be used to protect a money farm located behind the district being locked and/or delay while reinforcements showed up. In fact it's actually a 7 million net lost isn't it? 5 million from winning + 6 million from the production of 60 clones + 2 million due to 20% of the attacker's clones being transferred to the defender = 13 million. Nope, the 20% is only for the close left in the MCC when it dies. So 20% of 0 since you want full mitigation, you want to lose all 100 on the field and not in the MCC.
Django: As for the first few weeks or months, I don't care about short term, I am a Duster for life. It could also happen on a small scale though, where one strong isk corp denies a large corp that one last district to complete a planet and move on. Instead they stuck trying to kill a small corp they could easily take out if not for a the loophole of attackers right to launch another attack back to back to back. Theoretically, a bunch of small corps could work together to do this to a large corp and the large corp could never fight back. Unless the small corps run out of money, but 9 mil, like I said before, is nothing for a decent corp to pull down in a day if they really wanted to. |
LXicon
VENGEANCE FOR HIRE
64
|
Posted - 2013.03.15 21:55:00 -
[677] - Quote
Shadowswipe wrote:... I for one will never leave my corp. But I would pay isk to another corp to cause havoc on the back lines of said corp. But I would prefer to do the dirty work myself.
VENGEANCE FOR HIRE would like to offer our services. Contact TheBLAZZED or one of our Directors to discuss rates :) * Please be sure to let them know that LXicon referred you, I'll get a commission. |
Django Quik
R.I.f.t
272
|
Posted - 2013.03.15 22:02:00 -
[678] - Quote
Shadowswipe wrote: Django: As for the first few weeks or months, I don't care about short term, I am a Duster for life. It could also happen on a small scale though, where one strong isk corp denies a large corp that one last district to complete a planet and move on. Instead they stuck trying to kill a small corp they could easily take out if not for a the loophole of attackers right to launch another attack back to back to back. Theoretically, a bunch of small corps could work together to do this to a large corp and the large corp could never fight back. Unless the small corps run out of money, but 9 mil, like I said before, is nothing for a decent corp to pull down in a day if they really wanted to.
The short term matters a lot because those big corps need to be able to gain that foothold in order to be able to block off a 'bottleneck'. The short term matters also because this is only the first iteration of PC and things will be changing every few months when more new elements are introduced.
Furthermore consider this - with only 250 districts and at least 25 (maybe 50) properly organised decent sized corps out there, you're talking an average of 10 districts each (if not 5). Trust me, everyone's going to be fighting all the time because peace is boring and war makes money (and more importantly loot!). |
trollsroyce
Seraphim Initiative. CRONOS.
215
|
Posted - 2013.03.15 22:07:00 -
[679] - 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. |
Django Quik
R.I.f.t
272
|
Posted - 2013.03.15 22:17:00 -
[680] - Quote
trollsroyce wrote: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.
What do you do if you main corp doesn't manage to hold it's starting district (by whatever small possibility this could happen)? You just have sub-corps fighting PC instead of your main force?
Also, if you're using alts to run 10 different corps, that's a hell of a lot of logging in and switching characters. It'd also be a hell of a lot of organisation if you manage to take a few more districts and need to defend them all every day. If (and this is a massive IF) you manage to take 23 districts between all your corps, either you've got to be doubling up on teams defending districts simultaneously or you've got to have teams on every hour of the day (bar downtime).
Now, as previously stated, the big corps will still likely eventually dominate but there are enough big corps that conflict will still be continuous on all districts. It only takes 25 corps to own 10 districts each for this to happen in a way that won't result in one corp steamrolling the entire region. |
|
trollsroyce
Seraphim Initiative. CRONOS.
215
|
Posted - 2013.03.15 22:22:00 -
[681] - 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. |
Django Quik
R.I.f.t
272
|
Posted - 2013.03.15 22:26:00 -
[682] - Quote
It's just not sustainable when you consider how many other corps will be battling against you. Make as many alt corps as you like, even if you held all 250 districts you wouldn't be able to field enough good teams to defend all of them all the time. |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 22:26:00 -
[683] - Quote
trollsroyce wrote: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. A large corp could split into a series of smaller corps where everyone (or at least the majority) share the same (or similar) timezones/sleep patterns. This would allow for several tight-knit coordinated groups to form and work together for a common goal - TRY TO TAKE OVER THE (insert scale of claim here). As part of an Alliance (whether formalised in-game or not), this group wouldn't be attacking their "partners", at least to begin with. It's conceivable that a large enough group dividing like this would end up functioning better as a series of small groups, and yes, they could use one another's members as "ringers" where they needed to make up the numbers, but the majority of their activities would have to be based around having the right players in the right corp based on when they're available.
You could essentially achieve the same result in a more easily-managed way by having a single corp and spreading out slowly from a stable beginning.
Claim a district using your "best" players, and set the reinforcement window for the "best" players to be as likely as possible to show up in defense of the district. Some of your "lesser" players will be there to fill in as needed during defense battles, but the primary goal will NOT be to expand as fast as possible and be initiating attacks all the time. It will be to SOLIDIFY your control of the district, then expand gradually. Initially, you'll want to try for a territory with either the Cargo Hub (higher max clone count) or the Production Facility (faster clone production). The second district, if possible, should be the other of these two if possible. Once you have a district with a Cargo Hub, that will be the primary region you're attacking from to try and secure your entire chosen planet. Why? Because you can send 150 clones out and still have 300 in reserve in the district. Send 200, keep 250 on-site, and when you take the district, move another 50 from another district you control to further reinforce your control of the area. When a defense isn't critical (you have 200+ clones on-site), you can let the lower-skilled players in the Corp take a more prominent role in your defense. When you're making an initial "probe" attack, you can bring more of these lesser-skilled players as well. It won't be limited to only using your "A-team" for Conquest battles, although you'll want a couple of them in the battle to see what you're going up against. |
Django Quik
R.I.f.t
272
|
Posted - 2013.03.15 22:28:00 -
[684] - Quote
And another point - you're just going to move everyone in your corp to another corp? Yeah, can't see that going wrong at all... because people love having to move around a lot... |
Garrett Blacknova
Codex Troopers
2045
|
Posted - 2013.03.15 22:41:00 -
[685] - Quote
trollsroyce wrote: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. Lets look at the problem with this argument:
One corp gets a solid base: Lets say you hold 2 planets in a system, but they're small, with only 5 districts each.
That's 10 districts held by a single corp.
An enemy attacks one of your districts, and manages to win the battle. In the next battle, you bring your a-game and win, giving yourself the chance to restock your clones in that district. Because you're a single corp, there are 4 districts on the planet from which you can draw reinforcements in small numbers. If you need more than that, you can use the Research Lab on your other planet as a staging point for cross-world transfers with no (or at least minimal, if the numbers change from their current values) clone loss. You have NINE districts that can be used to reinforce the weakened location when attacked. Because you're not moving significant numbers of clones from each district, you're retaining a viable defense in the reinforcing districts as well as securing the weakened position totally (or almost so).
Lets look at the same scenario, but with a 5-corp Alliance instead of a centralised Corporation. The Corporations here are all the same players, but divided across several Corps that are working together. Each one holds 2 of the Alliance's territorries.
Now, when a Corp is losing ground, they only have one territory to help mitigate the losses. If they win that second defense battle, they can reinforce, but reinforcing will still be limited by the lack of Districts that individual Corp has access to. As such, they can't reinforce as completely, because of the risk that the enemy will look at the other district and attack it while it's weakened. You can't reinforce as totally, so when the enemy returns, both your districts are in a weakened state. Each victory for the enemy whittles your strength away more, and eventually they wear you down and claim a district. Because of the continued partial reinforcements, the Corp's other district is also in a weakened state, making it an easy target now that there's nobody to reinforce them.
An Alliance of this kind MIGHT let you expand faster, but it leaves your divided Corp far more vulnerable to being pulled apart and losing it all much faster than you would as a unified force. |
R F Gyro
ZionTCD Legacy Rising
328
|
Posted - 2013.03.15 22:52:00 -
[686] - Quote
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.
|
Garrett Blacknova
Codex Troopers
2046
|
Posted - 2013.03.15 22:58:00 -
[687] - 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. This is a very good point.
There are strengths and weaknesses to both approaches. Thanks to reminding me of that fact.
+1. |
Django Quik
R.I.f.t
276
|
Posted - 2013.03.15 23:00:00 -
[688] - 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.
You've it the nail on the head there - Trolls is trying to say this is a potential exploit that will make large corps want to split and become unbeatable but this is not the case and it has been repeatedly and conclusively refuted. His idea can be done but it won't be productive and will not last. |
Shadowswipe
WarRavens
22
|
Posted - 2013.03.15 23:36:00 -
[689] - Quote
What happens if PSN goes down during a combat window, but not DUST 514?
I could see this happening and messing up lots of plans and timing. Maybe some get in before PSN goes down, but not kicked out of game, and get to attack a district without the defenders being able to log in to put up a fight. |
Django Quik
R.I.f.t
278
|
Posted - 2013.03.15 23:38:00 -
[690] - Quote
Shadowswipe wrote:What happens if PSN goes down during a combat window, but not DUST 514?
I could see this happening and messing up lots of plans and timing. Maybe some get in before PSN goes down, but not kicked out of game, and get to attack a district without the defenders being able to log in to put up a fight.
Yeah, this could be an issue. Also how about extended downtimes too? Anyone setting the attack window to 2 hours after DT (hour either side has already been confirmed as unsettable) could regularly see this coincide with extended DT beyond an extra hour. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 :: one page |
First page | Previous page | Next page | Last page |