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Thread Statistics | Show CCP posts - 189 post(s) |
Shadowswipe
WarRavens
22
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Posted - 2013.03.15 23:42:00 -
[691] - Quote
Django Quik wrote: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? Extended down times hopefully will fit into the 2 hours they have blocked out for. Their words, too lazy to find it in this monster 30+ page thread. :)
If it goes over 2 hours... who knows. |
Gunner Nightingale
Internal Error. Negative-Feedback
361
|
Posted - 2013.03.16 00:50:00 -
[692] - Quote
Shadowswipe wrote:Django Quik wrote: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? Extended down times hopefully will fit into the 2 hours they have blocked out for. Their words, too lazy to find it in this monster 30+ page thread. :) If it goes over 2 hours... who knows.
Smart play for CCP is to simply disable the system during those extended periods to keep it fair
Though i rarely see downtimes go longer than 24 hours which means at most a district is vulnerable to 100 clone loss at most/day psn network is down. |
Soozu
5o1st
19
|
Posted - 2013.03.16 01:06:00 -
[693] - Quote
I'm pretty sure that it was posted somewhere that if there was server downtime or network issues everything would revert back to before the outage. |
Commander Dizzle
Closed For Business
0
|
Posted - 2013.03.16 04:33:00 -
[694] - Quote
So from what I have gathered, there will be nothing in the Corporation Contracts. Only Instant Battles? At least until the next build drops? |
From Costa Rica
Grupo de Asalto Chacal CRONOS.
71
|
Posted - 2013.03.16 05:00:00 -
[695] - Quote
So just to be sure, the table/ map on the war room will still do nothing on the next build?? |
Odiain Suliis
ZionTCD Legacy Rising
132
|
Posted - 2013.03.16 05:19:00 -
[696] - Quote
From Costa Rica wrote:So just to be sure, the table/ map on the war room will still do nothing on the next build??
As far as I know, this is Planetary Concuest thread, not a thread where next expansions features are discussed. Only one feature.
So it might be on the table, but we'll see. |
trollsroyce
Seraphim Initiative. CRONOS.
217
|
Posted - 2013.03.16 06:48:00 -
[697] - Quote
Good morning! New day, new effort. All in good spirit :)
Since I haven't really gotten answers to the core issue I think I see with this split corps thing, I'll further elaborate by posting what I feel is an issue. I'll start with two analogies to explain what I feel is wrong or possibly just bad design. The core issue is capping the usage of manpower through an artificial limit that can be bypassed. Possibly this only applies to the first month of the game, I haven't run any simulations on clone numbers. If it's a negligible thing, then excellent, but I want to be sure this is not the inevitable short cut to dominance of a few planets. I want to be sure it won't be that when nullsec planets are opened for PC.
Analogy from imaginary RL: You take your 30 friends on a trip to a strange country. The legislation of the hotels there says, that you can rent one room for one group signing in for the first week, two rooms beginning from the second week and four rooms after the first month. This feels very bad and you rent a room for the 30 people group, allowing eight of them to sleep inside while the rest have to get drunk and sleep in toilet or hallway. One day, a friend of yours gets an idea, though. Let's just sign in as multiple groups to get a room for everyone from the first day. Will you do it, or will you force the others to sleep in the hallway while you make sweet love to your A-girlfriend?
Analogy from EVE Online: CCP decides to put in place a limit on ships a corp can undock in nullsec. They figure, the more POS'es you set up, the more command structure points you generate to use ships. In order to further limit this, there will be a 24h cooldown after installing POS, and the POS will start to generate command points for which you can buy ships. Now your corp of 400 newly gathered pod pilots has an issue. They want ships, but the rules dictate your corp can only undock in 40 ships and 10 ships for each POS in system. Then, one day, a corp member comes up with an idea. Let's bypass this by splitting the corp into 10 corps so that everyone can fly a ship in your nullsec system. Will you consider it, or just tell him to HTFU and go set more POS up, or go back to highsec?
Situation in Dust514 A corporation can have up to 100 NPC clones from day one, restockable to that limit. You have corporations with 700 mercs. The only way for such a big corp to put those mercs into play is to split into corps so that you have more NPC clones to play with, gaining multiple districts and fighting on multiple fronts - because that is the only thing that you can do with the 700 players when fights are 16vs16. In order to have fun for the players, uncapped by artificial clone limit, is to split into fighting for alternate corps made just to remove the clone cap.
And this doesn't detach from the main corporation at all. In fact, you are just multiplying what you do in the beginning, because it is otherwise hugely capped to what you could potentially be doing. The corporations you make don't need members of their own, since you just bring members from the main corp. All of the corporations can expand at the speed of the main corp, given you have enough mercs for it. You are taking a short cut into controlling all the space your player number allows you to, be it 3-10 districts.
Let's say you can control 6 districts. You put 3 corps in to take 2 districts each, defend the spots, and eventually give them over to the main corp by a timeframe play. This way you make sure you won't need to fight an attacking battle for them. The main corp gets a clone advantage, since it won't lose any to capturing the districts from sister corps.
Let's say you can control a bottlenecked constellation with 20 districts in the endgame, if you get a superior clone production going there. Do the same: expand with sister corps, hold the bottleneck with main, defend with sister clones from the NPC clone attacks and let one corp slowly flip it over without losing clones to attack in the process.
Not only this. The 700 member corp could be average in it's member skill. There is a big risk, that every time you try to settle a district, someone comes and roflstomps you. After a month of trying in vain, the corp leadership decides to skip PC and go back to FW, where they can use the numbers without artificial clone limits. This can be circumvented by probability spamming. You spam five start districts and see which one of them gets some wind under its wings. You play every district start up to holding 3 for every corp normally, because you have the spare manpower to do so. The ones that failure cascade are left behind, and you focus in the developing ones that become strong enough to sustain an attack. If some entity is griefing you, you attack him from the five corporations to nuke down his clones so that he can't keep up the attack on the developing one. If four of the five start rolls fail, you still have one alive and kicking, and you didn't get booted out of PC in the first month. As a bonus, you can even manage to spam all the districts on a planet and eventually flip them over to the winning corp without clone loss by defending them from everyone except the winner corp. You can possibly even sell out clones and make the district easy to take over with timeframe play.
All of this has a price in management and clickfest time. But for the big corps, I see no other choice than splitting to be sure they don't lose every start and to use a good number of their player base. This is bad design, because they should be able to do it with the one big corp instead of expanding command structure artificially (this is debateable and just my opinion). The players don't want to be left without ships because of artificial POS limits. The players would want a hotel room. |
trollsroyce
Seraphim Initiative. CRONOS.
217
|
Posted - 2013.03.16 06:57:00 -
[698] - Quote
R F Gyro wrote:Garrett Blacknova wrote:Lets look at the problem with this argument: I don't think there's a problem here at all. I see a trade-off, which is exactly what we want from the game. As I understand the argument, large corps have to decide between alt corp (high admin, fast expansion, weak defense) or single corp (low admin, slow expansion, stronger defense once established) strategy. Smaller corps don't really have this problem. That's wonderful isn't it? No right answer, and bigger isn't entirely better.
Having alt corps doesn't detach from making a corp bigger. In fact, you can make all of them big and see which survives to be your main.
On top of that, you can defend all the corps that you play as you would play one corp up to a point. When the time is right, you can choose NOT TO DEFEND from the main corp so that the main corp can expand without losing any clones to attack. |
Bendtner92
Imperfects Negative-Feedback
430
|
Posted - 2013.03.16 07:12:00 -
[699] - Quote
trollsroyce wrote:Good morning! New day, new effort. All in good spirit :)
Since I haven't really gotten answers to the core issue I think I see with this split corps thing, I'll further elaborate by posting what I feel is an issue. I'll start with two analogies to explain what I feel is wrong or possibly just bad design. The core issue is capping the usage of manpower through an artificial limit that can be bypassed. Possibly this only applies to the first month of the game, I haven't run any simulations on clone numbers. If it's a negligible thing, then excellent, but I want to be sure this is not the inevitable short cut to dominance of a few planets. I want to be sure it won't be that when nullsec planets are opened for PC. They want this game to cater to relatively small corps (first and foremost). If they allow big corps to take as many districts as they possibly can on day one, the small corps won't have a chance.
Splitting up into smaller corps and you're no longer a single corp but an alliance of small corps (even though 90% of your members are still in the same corp). There's no problem with an alliance of small corps, they encourage that I believe.
This idea of splitting the corp and trying to get all the districts taken on day one into the mother corp requires you to not be attacked from the get go, which just won't happen. If you take a lot of districts, and there's others doing the same, there's a lot of corps left without a district at all, and they'll come for yours from day one.
It can also succeed if you're a supercorp that only loses 40 clones or less (or 60 clones if you have a Production Facility) every battle no matter the opponent. That's unlikely though.
Edit: And for being worried about 90% of the players in a big corp to never get to play, that's in my opinion entirely your own fault for not having good enough players all around. They can also always play FW battles, which will be in the Mercenary tab in the Battle finder. |
trollsroyce
Seraphim Initiative. CRONOS.
217
|
Posted - 2013.03.16 07:22:00 -
[700] - Quote
Bendtner92 wrote: They want this game to cater to relatively small corps (first and foremost). If they allow big corps to take as many districts as they possibly can on day one, the small corps won't have a chance.
Splitting up into smaller corps and you're no longer a single corp but an alliance of small corps (even though 90% of your members are still in the same corp). There's no problem with an alliance of small corps, they encourage that I believe.
This idea of splitting the corp and trying to get all the districts taken on day one into the mother corp requires you to not be attacked from the get go, which just won't happen. If you take a lot of districts, and there's others doing the same, there's a lot of corps left without a district at all, and they'll come for yours from day one.
It can also succeed if you're a supercorp that only loses 40 clones or less (or 60 clones if you have a Production Facility) every battle no matter the opponent. That's unlikely though.
Edit: And for being worried about 90% of the players in a big corp to never get to play, that's in my opinion entirely your own fault for not having good enough players all around. They can also always play FW battles, which will be in the Mercenary tab in the Battle finder.
Thanks for the response.
1) My issue with catering to small corps, leading to alternate corps etc. is just that every big corp that wants to play big needs to do it to stay in pace.
2) I don't get the getting attacked part. Of course you will, and that's where you can use your merc numbers. That's the whole point: to not have 16 mercs fighting a 700 merc's battle, but instead have multiple fights going to expand quicker. The main corp can eventually tip off the districts from the placeholder expansions you managed to secure after the initial struggle, without clone loss to main corp doing so.
3) I must be missing a mechanic that's in place. Defender gets to choose timeframe, and you get the empty district you land on. Spam corps, get districts, put timeframe to when you will defend them. Instead of using 16 players at a time, you can use multiple times that if your corp's numbers allow.
4) EDIT: the day one into mother corp part doesnt exist. You play multiple corps normally, and eventually give over to mother corp so that it wont lose clones on expansions. You play multiple corps, because your size allows it and it's the reasonable thing to do with the mechanics. |
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Bendtner92
Imperfects Negative-Feedback
431
|
Posted - 2013.03.16 07:30:00 -
[701] - Quote
trollsroyce wrote:Bendtner92 wrote: They want this game to cater to relatively small corps (first and foremost). If they allow big corps to take as many districts as they possibly can on day one, the small corps won't have a chance.
Splitting up into smaller corps and you're no longer a single corp but an alliance of small corps (even though 90% of your members are still in the same corp). There's no problem with an alliance of small corps, they encourage that I believe.
This idea of splitting the corp and trying to get all the districts taken on day one into the mother corp requires you to not be attacked from the get go, which just won't happen. If you take a lot of districts, and there's others doing the same, there's a lot of corps left without a district at all, and they'll come for yours from day one.
It can also succeed if you're a supercorp that only loses 40 clones or less (or 60 clones if you have a Production Facility) every battle no matter the opponent. That's unlikely though.
Edit: And for being worried about 90% of the players in a big corp to never get to play, that's in my opinion entirely your own fault for not having good enough players all around. They can also always play FW battles, which will be in the Mercenary tab in the Battle finder.
Thanks for the response. 1) My issue with catering to small corps, leading to alternate corps etc. is just that every big corp that wants to play big needs to do it to stay in pace. 2) I don't get the getting attacked part. Of course you will, and that's where you can use your merc numbers. That's the whole point: to not have 16 mercs fighting a 700 merc's battle, but instead have multiple fights going to expand quicker. The main corp can eventually tip off the districts from the placeholder expansions you managed to secure after the initial struggle, without clone loss to main corp doing so. 3) I must be missing a mechanic that's in place. Defender gets to choose timeframe, and you get the empty district you land on. Spam corps, get districts, put timeframe to when you will defend them. Instead of using 16 players at a time, you can use multiple times that if your corp's numbers allow. 4) EDIT: the day one into mother corp part doesnt exist. You play multiple corps normally, and eventually give over to mother corp so that it wont lose clones on expansions. You play multiple corps, because your size allows it and it's the reasonable thing to do with the mechanics. On point 4. Yes, it's the reasonable thing to do with the mechanics because there's no problem with alliances of small corps. So if you're a big corp that is a good thing to do. You'll be an alliance though, and not a single corp.
On the other points. If you're a big corp (splitting into smaller corps), and you take 25 districts on day one. How many of those do you think you have on day 2 / 3 / 4 when they're being attacked and you have to use all of your mercs in your corp to defend them? With a lot of work in doing so as well, since you have 25 different corps and have to manage them all, get ringers into all the battles using people in the subcorps, dealing with disconnections where you have to get new guys into the battle. |
trollsroyce
Seraphim Initiative. CRONOS.
217
|
Posted - 2013.03.16 07:42:00 -
[702] - Quote
Bendtner92 wrote: On the other points. If you're a big corp (splitting into smaller corps), and you take 25 districts on day one. How many of those do you think you have on day 2 / 3 / 4 when they're being attacked and you have to use all of your mercs in your corp to defend them? With a lot of work in doing so as well, since you have 25 different corps and have to manage them all, get ringers into all the battles using people in the subcorps, dealing with disconnections where you have to get new guys into the battle.
My initial reaction was really megalomaniac. The numbers I gave in this mornings post were 3 corps to start with to triple your expansion. 25 is not really applicaple.
I can see it being viable on spamming 2-10 alternate corps given your mercenary numbers. Even if you get one extra start, it's worth it for a big corp. It doubles your initial attack strenght (by allowing successive attacks from 2 bases) and allows you to tip over the other expansion in the long run. Now if you spam 10 initial corps and cherry pick the ones that gain most strenght, then combining them over the long course, you're well off as a big alliance. If you have a strong rival, you can burn one or two of the alt corps in killing off their clone reserve during the initial rush as a sacrificial offense.
I think you should be able to do it without all the hassle, though. Limiting big corps artificially is just... artificial. Prehaps there is a smarter way of doing it that actually puts a limit in place, or prehaps the limit needs to be lifted? |
trollsroyce
Seraphim Initiative. CRONOS.
217
|
Posted - 2013.03.16 08:49:00 -
[703] - Quote
SKETCH SOLUTION TO THE POSSIBLE ISSUE DESCRIBED IN POST #697 (Concerning large corporations being possibly driven towards expanding via alt corporations to boost start.)
Introduce a new module (I hate solutions that add new stuff, but this might address the core issue and expand possibilities in a reasonable way):
Genolution Outpost Module Cost: 50 million ISK Launches a new separate colony with 100 clones on a district, or attacks a district in effort to do it (same mechanic as creating alt corp and buying clone pack). Upgrades to a linked district hub using Infrastructure link that costs 50 million isk per district, requires at least 220 clones in storage, drops clone count to 100 in it and makes the colony into a district linked to your main clone infrastructure. Includes all districts linked to the Outpost.
With this expensive module in place, large corporations could use their player base and donations/tax to expand faster, allowing more fighting chances to the numbers. The isk cost would be substantial, but you won't need to do it using alt corps for the same result. The clone disintegration would balance the potential expansion to put it in line with "free flipping" districts from your alt corp by invading without defense. |
Bren Butchman
Tgrad Mercs
5
|
Posted - 2013.03.16 09:15:00 -
[704] - Quote
You should take into consideration the influx of isk that'll come in when dust economy will be linked with the eve one. The idea isn't bad per se, but the price tag should be closer to the 5 billion isk mark, imho. |
Django Quik
R.I.f.t
279
|
Posted - 2013.03.16 09:18:00 -
[705] - Quote
Trolls, anything you do to cater to the size of big corps will just make them instantly dominate as one instead of dominating as separate smaller corps that are vulnerable because you can't share clones between them.
If you want to go through the hassle and expense of splitting into many smaller corps to try to gain an advantage, that's fine. You're definitely going to lose a lot of isk and not necessarily going to be able to expand or consolidate as fast as you can. Let's say on day 1 you split into 10 corps and claim 10 districts without conflict. Day 2 every single one of your districts is attacked. You manage to successfully defend all 10 of them but lose 60 clones on each. Not only can none of your districts move clones (each could possibly recover to 100 but you need more than that to launch an attack), people will see that they're vulnerable and have low merc numbers in their corps and you will definitely be attacked again the next day, whether by the same attackers or new ones with another bunch of 100 clones. Unless you're doing well enough in every battle to lose less than 60 clones (40 without the prod SI), you won't be able to expand at all and your empire of small corps will slowly wittle away.
In fact this scenario is true in the case of single corps too. Every corp, no matter of size or splitting will find it difficult to maintain clones enough to be able to expand because it will be constant war.
As for your analogy - CCP Fox Four earlier said that you can only buy 100 mercs because you have nowhere to store more without a district. This makes sense. It's like the hotel owner telling you, sorry we've only got one room and due to insurance purposes only 4 people can stay in there tonight (this actually happened to me and my friends roadtripping the southern states a few years back and we had 10 people!). |
Django Quik
R.I.f.t
279
|
Posted - 2013.03.16 09:20:00 -
[706] - Quote
Bren Butchman wrote:You should take into consideration the influx of isk that'll come in when dust economy will be linked with the eve one. The idea isn't bad per se, but the price tag should be closer to the 5 billion isk mark, imho.
They've already said that the economies won't be linked before PC comes in. By the time that happens there'll be plenty of other things to spend your billions of isk on and the prices quoted here are always subject to change. |
trollsroyce
Seraphim Initiative. CRONOS.
218
|
Posted - 2013.03.16 10:59:00 -
[707] - Quote
Django Quik wrote:Trolls, anything you do to cater to the size of big corps will just make them instantly dominate as one instead of dominating as separate smaller corps that are vulnerable because you can't share clones between them.
If you want to go through the hassle and expense of splitting into many smaller corps to try to gain an advantage, that's fine. You're definitely going to lose a lot of isk and not necessarily going to be able to expand or consolidate as fast as you can. Let's say on day 1 you split into 10 corps and claim 10 districts without conflict. Day 2 every single one of your districts is attacked. You manage to successfully defend all 10 of them but lose 60 clones on each. Not only can none of your districts move clones (each could possibly recover to 100 but you need more than that to launch an attack), people will see that they're vulnerable and have low merc numbers in their corps and you will definitely be attacked again the next day, whether by the same attackers or new ones with another bunch of 100 clones. Unless you're doing well enough in every battle to lose less than 60 clones (40 without the prod SI), you won't be able to expand at all and your empire of small corps will slowly wittle away.
In fact this scenario is true in the case of single corps too. Every corp, no matter of size or splitting will find it difficult to maintain clones enough to be able to expand because it will be constant war.
As for your analogy - CCP Fox Four earlier said that you can only buy 100 mercs because you have nowhere to store more without a district. This makes sense. It's like the hotel owner telling you, sorry we've only got one room and due to insurance purposes only 4 people can stay in there tonight (this actually happened to me and my friends roadtripping the southern states a few years back and we had 10 people!).
I'll show the arguments and their weaknesses imho:
1) Catering to big corps, sharing clones between: The mechanic described by my solution of making outposts that you need to attach to your reserve by paying a lot in all practises simulates making an alt corp and flipping the planets over time. This can be done with current mechanics, and it caters to the big corps organized enough to exploit it. I'd rather have the option out in the open, with mechanics in place to hold it back.
2) Going through the hassle and using a shady mechanic is left for those who figure out to do it. This is unnecessary, IMHO. It creates unnecessary placeholder corps. Everyone should be on even ground here, and this mechanic should be pre thought and diminished.
3) You point out that all corps need to go through the test of fire. I have addressed this and I claim, that if you have manpower, it only makes sense to do it on multiple fronts in order for some of them to succeed. The current mechanics will have large corps stacked with manpower to do so, and to effectively improve their chance of getting through the purification. In fact, the harshness of initial struggle ONLY makes it more worth to try out many starts because you have a better chance of getting a good one. In the beginning, you have a vast surplus of players and a vast lack of clones.
4) The RL analogy means, that the situation you were in sucks, and should not happen in game. |
Garrett Blacknova
Codex Troopers
2048
|
Posted - 2013.03.16 11:12:00 -
[708] - Quote
trollsroyce wrote:R F Gyro wrote:Garrett Blacknova wrote:Lets look at the problem with this argument: I don't think there's a problem here at all. I see a trade-off, which is exactly what we want from the game. As I understand the argument, large corps have to decide between alt corp (high admin, fast expansion, weak defense) or single corp (low admin, slow expansion, stronger defense once established) strategy. Smaller corps don't really have this problem. That's wonderful isn't it? No right answer, and bigger isn't entirely better. Having alt corps doesn't detach from making a corp bigger. In fact, you can make all of them big and see which survives to be your main. On top of that, you can defend all the corps that you play as you would play one corp up to a point. When the time is right, you can choose NOT TO DEFEND from the main corp so that the main corp can expand without losing any clones to attack. You can choose not to defend and automatically lose 100 clones and a district's worth of clone production per attack you ignore, you mean?
If someone attacks, you HAVE to be there to defend, or they get an empty battlefield to play with, and they kill your MCC. Because you lost, you lose 100 clones. And because you lost by MCC destruction, that also shuts down clone production for the next cycle.
And did you even read my comment that RF Gyro was replying to? Because that details pretty clearly why, while this "tactic" might work, it's not an "exploit" and has significant enough drawbacks to be totally fair play. |
Garrett Blacknova
Codex Troopers
2048
|
Posted - 2013.03.16 11:23:00 -
[709] - Quote
trollsroyce wrote:Analogy from imaginary RL: You take your 30 friends on a trip to a strange country. The legislation of the hotels there says, that you can rent one room for one group signing in for the first week, two rooms beginning from the second week and four rooms after the first month. This feels very bad and you rent a room for the 30 people group, allowing eight of them to sleep inside while the rest have to get drunk and sleep in toilet or hallway. One day, a friend of yours gets an idea, though. Let's just sign in as multiple groups to get a room for everyone from the first day. Will you do it, or will you force the others to sleep in the hallway while you make sweet love to your A-girlfriend? Except that the hotel also has regular VIP customers who come along, and groups are bumped off the list on a "smallest group first" basis and thrown out of their rooms on a regular basis, so you're actually playing a balancing act between being the too-big-for-our-room group or being the too-small-and-thrown-out group.
Quote:Analogy from EVE Online: CCP decides to put in place a limit on ships a corp can undock in nullsec. They figure, the more POS'es you set up, the more command structure points you generate to use ships. In order to further limit this, there will be a 24h cooldown after installing POS, and the POS will start to generate command points for which you can undock ships. Now your corp of 400 newly gathered pod pilots has an issue. They want ships, but the rules dictate your corp can only undock in 40 ships and 10 ships for each POS in system. Then, one day, a corp member comes up with an idea. Let's bypass this by splitting the corp into 10 corps so that everyone can fly a ship in your nullsec system. Will you consider it, or just tell him to HTFU and go set more POS up, or go back to highsec? And this comparison would only work if, when your POS is attacked, the defending fleet - even though it can include other members of your Alliance as well as the Corp being attacked, is limited to the numbers the POS under attack is capable of launching. That limiting mechanic (which doesn't exist in EVE, but which is alive and well in DUST, balances the advantage with a significant drawback. |
trollsroyce
Seraphim Initiative. CRONOS.
218
|
Posted - 2013.03.16 11:28:00 -
[710] - Quote
Garrett Blacknova wrote: You can choose not to defend and automatically lose 100 clones and a district's worth of clone production per attack you ignore, you mean?
If someone attacks, you HAVE to be there to defend, or they get an empty battlefield to play with, and they kill your MCC. Because you lost, you lose 100 clones. And because you lost by MCC destruction, that also shuts down clone production for the next cycle.
And did you even read my comment that RF Gyro was replying to? Because that details pretty clearly why, while this "tactic" might work, it's not an "exploit" and has significant enough drawbacks to be totally fair play.
Yes. You are looking at wrong circumstances:
When you defend FROM YOUR MAIN CORP on your alt corp, you can choose not to show up - in which case main corp wins, and gets district which is the whole point. You can even push all the clones out from there to attack a rival just before you do that, in order to quicken the flip.
So, you can: 1) get some districts on alt corps 2) defend them normally 3) give them over to main corp when the time comes. Main corp wont lose clones to attack, making it stronger. You make sure nobody builds up a defense at the districts by having placeholders there. |
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Django Quik
R.I.f.t
280
|
Posted - 2013.03.16 11:28:00 -
[711] - Quote
The RL analogy applies to the game because you have nowhere to store more than 100 clones without a district.
Honestly, I'm not quite sure I entirely follow your outposts idea - are you saying you could just spend some isk and create a new district to own? If so, this is just allowing anyone with enough isk to create their own empire from scratch without anyone being able to stop them.
Everyone starts with only 100 clones. Yes making many corps will give you the best chance of getting one of the lucky district with the prod SI but you're always going to struggle to expand because you'll be under constant attack.
There really is nothing wrong with your splitting idea if you want to do it - I'm sure many of the big corps will try because they have enough isk to throw away but no one will be able to expand enough to dominate early on because of what I've already said about being under constant attack on all fronts. If you really want to throw away hundreds of millions of isk, be my guest, it won't guarantee you the expansion you're predicting.
I suppose what you could do is anytime you're attacked you just hide and don't lose any clones, except for the 20% that are turned over to the attackers for winning. However, losing stops you being able to produce any new clones and after a few days your district becomes virtually indefensible and unreinforcable. |
trollsroyce
Seraphim Initiative. CRONOS.
218
|
Posted - 2013.03.16 11:33:00 -
[712] - Quote
Garrett Blacknova wrote: Except that the hotel also has regular VIP customers who come along, and groups are bumped off the list on a "smallest group first" basis and thrown out of their rooms on a regular basis, so you're actually playing a balancing act between being the too-big-for-our-room group or being the too-small-and-thrown-out group.
And this comparison would only work if, when your POS is attacked, the defending fleet - even though it can include other members of your Alliance as well as the Corp being attacked, is limited to the numbers the POS under attack is capable of launching. That limiting mechanic (which doesn't exist in EVE, but which is alive and well in DUST, balances the advantage with a significant drawback.
Not relevant to my argument. My argument is that it's bad you can't use all the numbers and get people to play, which is why people will circumvent it by using the mechanics that are currently in place - by making alt corps.
Single fight balance is in place. The war balance is not, as you can expand by using alt corps. This will be exploited, which is why it should just be used as a normal mechanic or effectively limited. Right now its neither, its a shady mechanic that circumvents expansion limitation on big groups by what feels like a significant degree.
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Garrett Blacknova
Codex Troopers
2048
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Posted - 2013.03.16 11:34:00 -
[713] - Quote
trollsroyce wrote:Situation in Dust514 A corporation can have up to 100 NPC clones from day one, restockable to that limit. You have corporations with 700 mercs. The only way for such a big corp to put those mercs into play is to split into corps so that you have more NPC clones to play with, gaining multiple districts and fighting on multiple fronts - because that is the only thing that you can do with the 700 players when fights are 16vs16. In order to have fun for the players, uncapped by artificial clone limit, the corp needs to split into fighting for alternate corps made just to remove the clone cap. Alternatively, you could swap mercs out during the battle if it's dragging on, giving players a break from an intense battle and substiituting other players in. Or, when you've got multiple districts, designate different Corp members to defend different districts at different times or on different days, so you have a 7-day rotation (or longer) of members based on availability. You'd alos be able to set different reinforcement timers for different districts to work around the various timezone/sleep patterns of your Corp members.
Quote:And this doesn't detach from the main corporation at all. In fact, you are just multiplying what you do in the beginning, because it is otherwise hugely capped to what you could potentially be doing. The corporations you make don't need members of their own, since you just bring members from the main corp. All of the corporations can expand at the speed of the main corp, given you have enough mercs for it. You are taking a short cut into controlling all the space your player number allows you to, be it 3-10 districts. It doesn't detach from the main Corporation until you're trying to hold onto your territory. You HAVE to win a fight if you want to have a chance at reinforcing a district, and you HAVE to have a safe district with enough clones to make a delivery (and not leave the district providing those clones vulnerable) and it has to be a district controlled by the same corporation. If you have 5 corporations with territory, that means you have 1/5 as much territory that's available to provide reinforcements.
Quote:Let's say you can control 6 districts. You put 3 corps in to take 2 districts each, defend the spots, and eventually give them over to the main corp by a timeframe play. This way you make sure you won't need to fight an attacking battle for them. The main corp gets a clone advantage, since it won't lose any to capturing the districts from sister corps. How does the main corp get a clone advantage? You have to take the previous Corp's district over by cloning them out, which means all their clones are sold off (no longer available to you) or destroyed (still no longer available to you). Your main corp will only have the clones that it's managed to produce in either scenario, they just have more territory.
Quote:Let's say you can control a bottlenecked constellation with 20 districts in the endgame, if you get a superior clone production going there. Do the same: expand with sister corps, hold the bottleneck with main, defend with sister clones from the NPC clone attacks and let one corp slowly flip it over without losing clones to attack in the process. But you're still going to have to sacrifice clones in the attack.
Not only this. The 700 member corp could be average in it's member skill. There is a big risk, that every time you try to settle a district, someone comes and roflstomps you. After a month of trying in vain, the corp leadership decides to skip PC and go back to FW, where they can use the numbers without artificial clone limits. This can be circumvented by probability spamming. You spam five start districts and see which one of them gets some wind under its wings. You play every district start up to holding 3 for every corp normally, because you have the spare manpower to do so. The ones that failure cascade are left behind, and you focus in the developing ones that become strong enough to sustain an attack. If some entity is griefing you, you attack him from the five corporations to nuke down his clones so that he can't keep up the attack on the developing one. If four of the five start rolls fail, you still have one alive and kicking, and you didn't get booted out of PC in the first month. As a bonus, you can even manage to spam all the districts on a planet and eventually flip them over to the winning corp without clone loss by defending them from everyone except the winner corp. You can possibly even sell out clones and make the district easy to take over with timeframe play.
All of this has a price in management and clickfest time. But for the big corps, I see no other choice than splitting to be sure they don't lose every start and to use a good number of their player base. This is bad design, because they should be able to do it with the one big corp instead of expanding command structure artificially (this is debateable and just my opinion). The players don't want to be left without ships because of artificial POS limits. The players would want a hotel room.[/quote] And as mentioned, the collection of smaller corps WOULD be a useful short-term strategy, but it's ALSO an additional layer of vulnerability when you're attacked - and you WILL be attacked, frequently and potentially very hard. |
trollsroyce
Seraphim Initiative. CRONOS.
218
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Posted - 2013.03.16 11:38:00 -
[714] - Quote
Django Quik wrote:The RL analogy applies to the game because you have nowhere to store more than 100 clones without a district.
Honestly, I'm not quite sure I entirely follow your outposts idea - are you saying you could just spend some isk and create a new district to own? If so, this is just allowing anyone with enough isk to create their own empire from scratch without anyone being able to stop them.
Everyone starts with only 100 clones. Yes making many corps will give you the best chance of getting one of the lucky district with the prod SI but you're always going to struggle to expand because you'll be under constant attack.
There really is nothing wrong with your splitting idea if you want to do it - I'm sure many of the big corps will try because they have enough isk to throw away but no one will be able to expand enough to dominate early on because of what I've already said about being under constant attack on all fronts. If you really want to throw away hundreds of millions of isk, be my guest, it won't guarantee you the expansion you're predicting.
I suppose what you could do is anytime you're attacked you just hide and don't lose any clones, except for the 20% that are turned over to the attackers for winning. However, losing stops you being able to produce any new clones and after a few days your district becomes virtually indefensible and unreinforcable.
Spot on topic, thanks :)
The outposts idea is a mechanic put in place to open this shady alt corp business for all and make it public with significant drawbacks, still on line with the exploit power. This way people would stick with one corp and the ground would be even for all the large ones to do it.
The idea is: you defend normally when attacked. You just have the clones to defend individually each expansion, just like you get them for the main base. You just multiply your bases. This requires mercenary numbers, which is what being in 1 corp wont allow to put in usage.
Later on, you give the expansions you have as free victories to main corp and boost it by giving expansion without clone loss. |
Mr Gloo Gloo
What The French CRONOS.
37
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Posted - 2013.03.16 11:39:00 -
[715] - Quote
Well, Trollsroyce keep going on this subject, I keep reading all of this, and I still think that there is a problem in this system, as it offers an advantage to big, really good and rich corps...
If we take off the good arguments from Django Quik, FoxFour and others, the only thing we need to set up is how much you trust in your corpm8.
So, a district NEED a SI... So each group of people need at least 121.6M ISK (20M clones + 100M SI + 1.6M corp creation).
As I said, and we've got time to farm ISK before PC release, it's still represent a lots of ISK in DUST, but less and less everyday.
I think it is a good investment. And what is the problem to have REAL sister corps, and not fake ones...
In the other hand, you can try to exploit this, with a lots of ISK at the beginning. This could work with really really really good corp. Just play the game during a while with all the fake sister corps. Let other corps braking their teeths on your district. When the storm goes away, sell your clones, and "friendly attack".
You'll have a lots of good wars for all your corpm8 excites by this new feature (and not 1 battle per day...). The first investment will be reimburse pretty easily, and you'll have a good foot in PC.
The real risk, is community management : no corp channel (ok, custom channels exists, but it's not the same...), risk to leave one of the territory to another, members of the first one could be mad...
It is maybe the bigger risk, but the only problem is people management... |
Garrett Blacknova
Codex Troopers
2048
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Posted - 2013.03.16 11:43:00 -
[716] - Quote
trollsroyce wrote:Garrett Blacknova wrote: You can choose not to defend and automatically lose 100 clones and a district's worth of clone production per attack you ignore, you mean?
If someone attacks, you HAVE to be there to defend, or they get an empty battlefield to play with, and they kill your MCC. Because you lost, you lose 100 clones. And because you lost by MCC destruction, that also shuts down clone production for the next cycle.
And did you even read my comment that RF Gyro was replying to? Because that details pretty clearly why, while this "tactic" might work, it's not an "exploit" and has significant enough drawbacks to be totally fair play.
Yes. You are looking at wrong circumstances: When you defend FROM YOUR MAIN CORP on your alt corp, you can choose not to show up - in which case main corp wins, and gets district which is the whole point. You can even push all the clones out from there to attack a rival just before you do that, in order to quicken the flip. So, you can: 1) get some districts on alt corps 2) defend them normally 3) give them over to main corp when the time comes. Main corp wont lose clones to attack, making it stronger. You make sure nobody builds up a defense at the districts by having placeholders there. You attack, and if you lose, all those clones are gone. Or you don't attack and you lose, and your main corp gains the district, thus further "centralising" your Corp structure and un-doing the division of the Corp. But it leaves you vulnerable, because if someone else happens to look in the right place when you sell, they can drop into the district without having to fight for it (because you just unloaded all the clones). And you CAN'T circumvent that risk - small as it is - because as soon as you attack, the district is locked into "under attack" state and can't move more clones in or out. |
Gusk Hevv
Circle of Huskarl Minmatar Republic
32
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Posted - 2013.03.16 11:46:00 -
[717] - Quote
How will PC in dust go along with PI in EVE , Let's just think about planet A district 3 where Corp X has conquered And there a pod pilot who has PI in the very same district will dust players be able to push them off planet so friendly pilots can establish a colony there? |
Garrett Blacknova
Codex Troopers
2048
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Posted - 2013.03.16 11:53:00 -
[718] - Quote
Django Quik wrote:I suppose what you could do is anytime you're attacked you just hide and don't lose any clones, except for the 20% that are turned over to the attackers for winning. However, losing stops you being able to produce any new clones and after a few days your district becomes virtually indefensible and unreinforcable. Actually, you always lose a minimum of 100 clones for losing, so you get 4 days at most for non-defense of a district assuming it has a Cargo Hub, and that will take 10 days of unbroken defense to replenish its numbers if you assume the losses and the winnings balance out.
trollsroyce wrote:The idea is: you defend normally when attacked. You just have the clones to defend individually each expansion, just like you get them for the main base. You just multiply your bases. This requires mercenary numbers, which is what being in 1 corp wont allow to put in usage. Actually, a single corp allows you - once established - to BETTER put your numbers to good use than with split Corps. |
Django Quik
R.I.f.t
281
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Posted - 2013.03.16 11:54:00 -
[719] - Quote
The big problem suggested here is that you guys think that one corp (split into many smaller corps) will become invulnerable because they can claim large areas of space and then outproduce any other corp in terms of clones.
The big rebuttal is that you will be under constant attack on all fronts from day one. Even if you make a circle of self-attacks/district sacrifices against your own sub-corps to keep your districts locked, you'll never be able to produce any extra clones to be able to expand from your initial positions.
As previously stated many times now - you will struggle to even produce enough clones to attack a 2nd district from any of your sub-corps, when under constant attack from external corps. |
Mr Gloo Gloo
What The French CRONOS.
37
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Posted - 2013.03.16 12:35:00 -
[720] - Quote
Django Quik wrote:The big problem suggested here is that you guys think that one corp (split into many smaller corps) will become invulnerable because they can claim large areas of space and then outproduce any other corp in terms of clones.
The big rebuttal is that you will be under constant attack on all fronts from day one. Even if you make a circle of self-attacks/district sacrifices against your own sub-corps to keep your districts locked, you'll never be able to produce any extra clones to be able to expand from your initial positions.
As previously stated many times now - you will struggle to even produce enough clones to attack a 2nd district from any of your sub-corps, when under constant attack from external corps.
Your description works as well for 1 corp = 1 district... So why not multiply the chances, the battles per day, the "fake" production clones for the MOTHER corp (even if you can't share the clones between all the corps), possibility to lock districts from other attack with your own corps (if you have good sync, other corps won't be able to attack you !!!)
Organization, management, logistic, but still a kind of "exploit" in my mind... |
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