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Thread Statistics | Show CCP posts - 189 post(s) |
Django Quik
R.I.f.t
294
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Posted - 2013.03.17 21:40:00 -
[811] - Quote
CCP Nullarbor wrote:Django Quik wrote:ca ronic wrote:If my district is going to be attacked and I cant find anyone in my corp to fight, can you just invite 16 players in from other corps. Or does the squad leader have to be in my corp and then go out and fill a squad with players outside the corp? From the outset you can only bring people into the battle if the squad leader is in the corp - squad size is going up to 6, so that means you only technically need 3 corpmates online at the time of the attack. That said, you get to choose what time each day you want to defend, so just set it for when you're most likely to have plenty of your corp online. Eventually the plan is to be able to put the contracts up for the public to defend your districts but given the state of blueberries, would you really feel safer doing that? Actually technically you only need 1 person online because you can have them create the squad of 6, pull the outside corp members in to the battle then drop squad and repeat for the remaining squads.
Aha! Smart man this CCP Nullarbor ;) |
Free Healing
L.O.T.I.S. Legacy Rising
249
|
Posted - 2013.03.17 22:18:00 -
[812] - Quote
Vrain Matari wrote:hershman001 wrote:You say youre turning your attention to the planets... CCP, shouldnt you turn your attention to the broken game mechanics?
- Terrible Hit detection
- Unable to traverse uneven terrain
- Poor controls all around for vehicles, dropsuits and interfaces.
- Text, font, icons, reticule, and other HUD items that are color washed invisible half the time.
- Ridiculous low fov for an fps.
- Invisible walls in every map
This is only the beginning. What is being done to fix these issues? +1 for the forst three points. Other points have validity too. Hate to keep on this, but it's a stark reality and not really being publicly addressed by CCP, in spite of their stated commitment to prioritize core mechanics. OK, i'll shut up about it. For now.
1. The Hit detection has improved greatly over the long term of the Closed Beta. Currently, there is no problem with an accurate shot connecting with your target. Failure to do so is either on YOU, your weapons range, or the Terrain Bug that causes your target to "Blue Shield". If you wish to test this, you and a friend go stand out in the middle of an open field and shoot each other 100 times. If, either of you fails to take damage during those 100 bullets your post will THEN become valid. Don't forget the recording.
2. The Terrain Bug your mentioning, i'm guessing, is the one where if you approach an incline on a hill you sometimes become unable to move correct? That bug doesn't seem to be caused by "Uneven" terrain but by those specific areas. You can pretty much climb up any "Uneven" mountain without getting stuck till it becomes so steep you fall, yet when you move across one of these FEW area's you seem to get stuck. This is an issue, if i recall correctly, with the way your Character model interacts with that specific area of the Map. They keep fixing it, and the issue keeps coming back. However, it is a minor issue.
3. The Vehicle Controls are not broken, neither are they terrible. They're simply different. Whether or not you can control them is dependent again upon you. I used to be terrible at driving an LAV. After MUCH practice I've become quite good at it. The Dropsuit interface is fine. It does take a while to load but there is nothing wrong with it's functionality so I fail to see your point there. The UI, which is what i'm assuming you meant by "interfaces", could definitely use improvement but the Core Functions of which you speak are fine and work properly.
4. There is only ONE map, or rather map type, where that is an issue and that is the "High Sun" map type which causes the sun to be brighter or "Closer" than normal depending on the planets proximity to the sun. Even then, a simple solution is to go to your "OPTIONS" in your NEOCOM and make sure you have the right level of "Brightness" for your TV. If you follow the instructions the Bright Sun won't be a problem anymore.
5. It is my belief that the FoV is fine. Your Clone is wearing a Helmet. You try putting on a helmet and see if your FoV doesn't get altered. The FoV seems fine in comparison. An increased FoV would also decrease the usefulness of Scout and Logistics Dropsuits who thrive on exploiting blindsides in order to get a kill. If CCP decides to increase the FoV then that's fine. But honestly it seems fine to me as is.
6. The only "invisible wall" i know of is the Sky Ceiling and I believe we all know what that is there. Other than that i've never seen an invisible wall. I'd imagine they exist to keep us locked in the engagement area but usually they exist near the redline so that we don't even get to them. Further clarification on your point is needed.
and Mr. Matari, CCP DID publicly state that they intend to "CONSTANTLY" improve on the Core Game play mechanics throughout the life of DUST 514, during an Interview with CCP SmartyPantz on the Dusters Blog, and they have been doing it, via the extended server downtime. What it seems your asking them to do is mention "we have also improved Core Game Play Mechanics" in all of their Downtime posts. I am seeing a surprising lack of faith in these posts. CCP has done nothing to disprove, except maybe "NEO" Vk.0 Aurum Suits, that they plan to provide as many improvements, and information on said improvements, as possible... for FREE.
All you gotta do is Keep the faith. |
Django Quik
R.I.f.t
294
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Posted - 2013.03.17 22:22:00 -
[813] - Quote
Can we please just ignore all the posts that don't actually pertain directly to Planetary Conquest, rather than bringing up other stuff that people might be concerned about. |
Pryke Bastion
GunFall Mobilization Covert Intervention
11
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Posted - 2013.03.17 22:47:00 -
[814] - Quote
Well in the interests of PC, I'm curious if these districts that we control would allow any other industrial production facilities besides the clone affecting ones. With the economies split there isn't much drawing the average EVE player to PC besides good will toward alliances with the hope that one day all these manic ground troops might prove useful.
I suggest that CCP allow industrialism on these districts to be tied in. Gives the EVE players an incentive to set roots in these systems with increased production capabilities and output. Might get the industrialist corps interested at any rate.
Another idea to bring more interactivity. An EVE fleet could install a satellite defense system geo-synchronous with their favoured district. This would allow the district the ability to destroy or damage incoming clone assault packets sent by Genolution, Increasing the attrition rate by a modest percentile. These satellite defense networks could be destroyed by a hostile fleet, but it would be necessary to hold the system for a period long enough to root out all the cloaked satellites. This would allow more context and purpose for fleet involvement other than, "Nuke the CLONES!"
Pryke out. |
Skihids
The Tritan Industries
1034
|
Posted - 2013.03.17 23:01:00 -
[815] - Quote
CCP Nullarbor wrote:This is fantastic discussion guys, we are loving the breakdown and perspectives people are providing.
Regarding the proposed numbers, if it turns out that owning districts is not worthwhile and corporations are not motivated to fight over them then we will very likely re-balance things so that they are.
I imagine the more profitable a district is the more it will be fought over, maintaining a balance.
Taking a district is like buying a trophy that yields a certain payback. Part of he payback is monetary, part is the prestige of owning it, and part is the opportunity for non-pub matches.
The amount of prestige is proportional to the difficulty of keeping hold of it. The money is self explanatory, and the value of non-pub matches is proportional to the availability of other non-pub matches. FW would devalue it by being cheaper.
As long as you managed to keep the prestige high you wouldn't have to make them ISK positive. If you try to make districts ISK positive they will just get fought over harder. You would end up having to make the supply of districts large enough to satisfy demand and that would reduce conflict.
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Free Healing
L.O.T.I.S. Legacy Rising
253
|
Posted - 2013.03.17 23:02:00 -
[816] - Quote
Will Orbital Batteries, also known as "Skyfire Cannons", be added as an Infrastructure at some point? or do you, CCP, have other plans for those?
Keep the faith. |
Beren Hurin
OMNI Endeavors
276
|
Posted - 2013.03.17 23:20:00 -
[817] - Quote
I think a big part of the balance will be how much salvage returns back to you. If two teams lost the same amount in clones (100 per side) and in salvage 2 million each, then the winning team would have lost 5 million in clones. They would have to get back in salvage 10 million even. In other words each clone they lost/killed would have to be wearing 100k+ isk suits in addition they could also lose some vehicles if they killed some. |
gbghg
L.O.T.I.S. Legacy Rising
690
|
Posted - 2013.03.17 23:25:00 -
[818] - Quote
Beren Hurin wrote:I think a big part of the balance will be how much salvage returns back to you. If two teams lost the same amount in clones (100 per side) and in salvage 2 million each, then the winning team would have lost 5 million in clones. They would have to get back in salvage 10 million even. In other words each clone they lost/killed would have to be wearing 100k+ isk suits in addition they could also lose some vehicles if they killed some. is that taking into account reclaimed biomass? the percentage of clones the winner takes |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
166
|
Posted - 2013.03.17 23:32:00 -
[819] - Quote
Django Quik wrote:
You can't move for an attack on the first day anyway because you need to move a minimum of 100 clones and if you moved 100 clones when that is all you have, you'd be abandoning your initial district anyway. This is the same whether you have 1 corp or many sub-corps and a mother corp. The mother corp would also have to wait until it had enough clones to launch an attack on a sub-corp, even if the sub-corp had abandoned it. Also since abandoning a district causes the reinforcement timer to be removed, any corp with no district could just swoop in and claim it straight away because the mother corp would have to wait until it's own timer had gone 24 hours to have more clones to move there.
Maybe I'm not being clear enough. So let's take an example:
Corp A takes their first district at 1:35pm. They then set their Reinforcement timer for 2:00-3:00pm. Now Corp A has 140 clones and could theoretically take another unoccupied district, except for the fact that the first district may be Locked, preventing an attacking action.
The question is basically, what is the Reinforcement timer set to when you first conquer an unoccupied district? And if the first Reinforcement timer on any unoccupied district recently occupied didn't come with the Lock penalty, then PC would be interesting during the first few days. Instead it looks like nothing is going to happen for 3 days. 1 to set the timer and wait to get out of Locked status, 1 to set an attack and wait for the 24 hour notice, and possibly 1 needed to attack again to defeat any remaining clones if there were more than 100 the first time you attacked.
Quote:Nobody will be able to claim a 2nd district within the first few days, especially since the lack of districts compared to the number of corps means that everyone will be under attack everyday for the first few days if not weeks. There will be no way to expand quickly.
I think you're wrong here. If a mother corp coordinates well enough, they'll only have to wait that initial 24 hours during which their district will be Locked due to the Reinforcement timer. After that, the sub-corp can simply abandon the district a minute before the mother corp sets an attack on the district. The mother corp will be able to take over the district immediately because it's unoccupied. In another 24 hours they can do the same thing with another district one of their sub-corps own. 3 districts in as many days without having to fight one battle (though they may have to defend once or twice if one of their sub-corps gets hit).
(Depending on what Surface Infrastructure they have, it could actually be 4 districts in 3 days, because they could launch another 100 from their very first district on day 3, due to clone accumulation in the first district.) |
Finde R
Formosa Research Center Apocalypse Now.
0
|
Posted - 2013.03.18 01:09:00 -
[820] - Quote
If corp A have 450 clones, can A move 100,100,100,100 clones to four hostiles districts on the same day?
How to change offline to online ? I mean if defender lost MCC, how can defender change the offline state ?
When corp A keep attacking corp B district, can corp B attack corp A district on the same day or the following day ?
How long will the locked state keep ? 1 hour at most ?
What is called friendly corp ? in same Alliance ?
http://i.imgur.com/tcoH7Bi.png Is this correct or wrong?
http://i.imgur.com/pq84I96.png Is this wrong ? |
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Harken Torkal
Sanmatar Kelkoons Minmatar Republic
15
|
Posted - 2013.03.18 02:26:00 -
[821] - Quote
Are there any plans for clone transportation to be done via spaceships rather than magic?
Hint of an answer at #63 in this thread.
Hint about the consequences of this in #166. |
Harken Torkal
Sanmatar Kelkoons Minmatar Republic
15
|
Posted - 2013.03.18 02:55:00 -
[822] - Quote
CCP FoxFour wrote:Kevall Longstride wrote:District actions should ONLY be the purview of the CEO and not directors. It's not that I don't trust the guys I've picked for directors, they do sterling work in D-UNI but they have the director role because it was the only one available to give them and it gives them nearly as much power as the CEO.
The CEO should have some definite separation of power from the rest of management other than being able to pick the logo. 1) One specific region, we have not announced which one yet. 2) To be honest we need more roles but I don't think limiting this to CEO's will work. Would love to hear from other CEO's though about that.
I would like to see every responsibility able to be delegated. It should be possible for me to have a "right hand" who is the executor of all military actions, while my "left hand" is responsible for the number crunching, setting up timers, installing upgrades, managing taxes and mercenary contracts, while my "gripping hand" is busy doing recruitment (and termination), vetting, ship toasting and basically ensuring that the corporation stays alive.
Just don't put Dust Bunnies in a situation like R&D corps in EVE: where in order to cancel our own research job we have to have privileges to cancel all research jobs. |
Harken Torkal
Sanmatar Kelkoons Minmatar Republic
15
|
Posted - 2013.03.18 03:19:00 -
[823] - Quote
CCP FoxFour wrote:Klivve Cussler wrote:Proposal 1: Can our corps charge a fee for Eve PI installations in our districts? This would allow a little bit of cross-game transactions, without too badly affecting either economy. It also would promote one corporation to do PI and own the planet to avoid the fees. The corp holding the majority of districts on the planet could potentially gain control of the customs office, as well. As PI does not really recognize districts this is really hard. We are looking at things like an SI that is equivalent to the POCO and that there can only be one on the planet, and that the owning corporation can charge a tax for usage on. Not sure yet though, we are not done yet.
The obvious solution being to have PI recognise which district-controlled portion of the planet surface certain infrastructure is installed on
The SI equivalent to a POCO? That would be the beanstalk, no?
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Django Quik
R.I.f.t
296
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Posted - 2013.03.18 09:45:00 -
[824] - Quote
Parson Atreides wrote:Django Quik wrote:
You can't move for an attack on the first day anyway because you need to move a minimum of 100 clones and if you moved 100 clones when that is all you have, you'd be abandoning your initial district anyway. This is the same whether you have 1 corp or many sub-corps and a mother corp. The mother corp would also have to wait until it had enough clones to launch an attack on a sub-corp, even if the sub-corp had abandoned it. Also since abandoning a district causes the reinforcement timer to be removed, any corp with no district could just swoop in and claim it straight away because the mother corp would have to wait until it's own timer had gone 24 hours to have more clones to move there.
Maybe I'm not being clear enough. So let's take an example: Corp A takes their first district at 1:35pm. They then set their Reinforcement timer for 2:00-3:00pm. Now Corp A has 140 clones and could theoretically take another unoccupied district, except for the fact that the first district may be Locked, preventing an attacking action. The question is basically, what is the Reinforcement timer set to when you first conquer an unoccupied district? And if the first Reinforcement timer on any unoccupied district recently occupied didn't come with the Lock penalty, then PC would be interesting during the first few days. Instead it looks like nothing is going to happen for 3 days. 1 to set the timer and wait to get out of Locked status, 1 to set an attack and wait for the 24 hour notice, and possibly 1 needed to attack again to defeat any remaining clones if there were more than 100 the first time you attacked. Quote:Nobody will be able to claim a 2nd district within the first few days, especially since the lack of districts compared to the number of corps means that everyone will be under attack everyday for the first few days if not weeks. There will be no way to expand quickly. I think you're wrong here. If a mother corp coordinates well enough, they'll only have to wait that initial 24 hours during which their district will be Locked due to the Reinforcement timer. After that, the sub-corp can simply abandon the district a minute before the mother corp sets an attack on the district. The mother corp will be able to take over the district immediately because it's unoccupied. In another 24 hours they can do the same thing with another district one of their sub-corps own. 3 districts in as many days without having to fight one battle (though they may have to defend once or twice if one of their sub-corps gets hit). (Depending on what Surface Infrastructure they have, it could actually be 4 districts in 3 days, because they could launch another 100 from their very first district on day 3, due to clone accumulation.)
Firstly, I get the impression from the current info that you'd get your first set of clones produced 24 hours after you set the reinforcement timer - I may be wrong here but that's how I read it. During that first 24 hours of setting the timer you are locked, so can not move anything but can still be attacked when the timer comes around (this I see as very likely to happen).
Theoretically, you could take a 2nd unoccupied district as soon as you get your first set of reinforcements but chances are all 250 districts will be taken in a mad land grab immediately when PC launches. Furthermore, you would be leaving only 40 clones on your initial district, which is then extremely vulnerable to being not only attacked but completely taken by an enemy corp with no guarantee you'll win your own attack.
The first few days will be manic because people who manage to claim a district won't be able to expand but will likely be attacked at every opportunity by corps who didn't manage to get a district. Locking a district with the reinforcement timer doesn't stop other corps from attacking you, so you could (and probably will) be attacked on day 2.
As for you last paragraph about the mother corp situation - they suffer the same vulnerability as anyone trying to attack early on: you could take 100 clones to claim an abandoned district but that leaves only 40 (60 with the prod PI) clones to defend with. This also hinges on the mother corp not being attacked itself (unlikely) because when someone sets up to attack you, your district becomes locked until the battle has completed, so you can't launch your own attack elsewhere.
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Django Quik
R.I.f.t
296
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Posted - 2013.03.18 09:59:00 -
[825] - Quote
Finde R wrote:If corp A have 450 clones, can A move 100,100,100,100 clones to four hostiles districts on the same day? How to change offline to online ? I mean if defender lost MCC, how can defender change the offline state ? When corp A keep attacking corp B district, can corp B attack corp A district on the same day or the following day ? How long will the locked state keep ? 1 hour at most ? What is called friendly corp ? in same Alliance ? http://i.imgur.com/tcoH7Bi.png Is this correct or wrong? http://i.imgur.com/pq84I96.png Is this wrong ?
1) Correct, you can move as many times as you like, as long as each move is at least 100 clones.
2) Losing your MCC but not all your clones means you don't produce any new clones on that district at the next reinforcement timer. If you are not attacked at the next timer or you win your next defense, only then does the district come online again.
3) If corp B has a district that is not locked and enough clones at said district, they can attack corp A. All the time a district is being attacked, you can not move clones from that district, so can not launch an attack. If you are not locked by an attack (or by changing your reinforcement timer) you can move clones for an attack.
4) Locked status lasts until the district reaches its reinforcement timer. A district becomes locked immediately when an attack is set for your next reinforcement timer - if someone launches an attack 22 hours before your timer, you can not move anything to or from that district until that battle has taken place 22 hours later.
5) A friendly corp is anyone you can get to agree not to attack you.
Sorry, can't see those pics properly, so can't comment on them. |
Django Quik
R.I.f.t
296
|
Posted - 2013.03.18 10:31:00 -
[826] - Quote
Now I actually have realised that there is a potential kinda loophole that could be exploited by the really rich corps out there and I think this needs to be addressed:
A corp could set up a single 1 man sub corp to constantly attack and lose against the main corp without the sub corp ever having a district themself. The main corp gets extra income from killing 100 clones and 20 extra clones every day as well as ensuring they are locked from attack by other corps. Each time the sub-corp loses, it can immediately buy a new pack of clones and launch an attack during its 1 hour exclusivity window.
Depending on the SI, the main corp could potentially be gaining a lot of clones really really fast. Here's the numbers:
With research SI -
Day 1 +100 clones for main corp +100 clones for sub-corp -20M isk * 2 = -40M isk
Day 2 +40 clones from production +20 clones from winning 100-0 +5M isk from biomass -20M isk from sub-corps for new clone pack Total main corp clones 160 Net isk -55M
Day 3 Total clones 220 Net isk -70M
Day 4 clones 280 isk - 85M
Day 5 clones 300 (reach max) sell 40 clones for 4M isk isk - 96M
Now this is a fair sum of money but pocket change compared to what some people have saved up already and it gives a corp the potential to max out its clones by day 5 or be able to launch an attack on a neighbouring district on day 2 without any fear of losing their initial district.
If we do the numbers for a cargo hub, it's pretty much the same pattern as the research one but up to 450 clones in 6 days at a cost of 114M isk.
The scary part is if the main corp happens to get a production SI and then the numbers are max 300 clones in 4 days for just 81M isk.
And this is absolutely guaranteed to work if you have the money. Obviously it's not a long term plan because you net lose isk even when you hit the max with a prod SI but it means a corp with the cash could get a massive and uninterruptible headstart on clone production. I would definitely go as far as to say this is an exploit that requires addressing. |
Django Quik
R.I.f.t
296
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Posted - 2013.03.18 10:47:00 -
[827] - Quote
double post |
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CCP FoxFour
C C P C C P Alliance
2045
|
Posted - 2013.03.18 11:39:00 -
[828] - Quote
Your math appears to be off. You say you can lock a district for, assuming you have a production facility, 2 million ISK.
Starter pack costs 20 million ISK, gives 100 clones District defender wins, gets 20 clones Total clones sold is 80 (60 from production facility and 20 from starter clones), or 8 million ISK. You lose 12 million ISK.
If you try and lock the district by attacking from another district you are paying the fee in ISK and clones to move, you have to do a minimum of 100 clones, and at most you produce 60 clones so it is not sustainable that way.
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Django Quik
R.I.f.t
297
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Posted - 2013.03.18 11:48:00 -
[829] - Quote
CCP FoxFour wrote:Your math appears to be off. You say you can lock a district for, assuming you have a production facility, 2 million ISK.
Starter pack costs 20 million ISK, gives 100 clones District defender wins, gets 20 clones Total clones sold is 80 (60 from production facility and 20 from starter clones), or 8 million ISK. You lose 12 million ISK.
If you try and lock the district by attacking from another district you are paying the fee in ISK and clones to move, you have to do a minimum of 100 clones, and at most you produce 60 clones so it is not sustainable that way.
You also get 50k isk per clone killed, which is an extra 5M isk. Yes, my maths is still off but 7-9M isk per day is still not a lot for these megacorps
If you use my idea of only attacking yourself using a corp without a district, you don't have to worry about production rates and can buy a new pack of clones straight after an attack has been lost for the next attack. |
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CCP FoxFour
C C P C C P Alliance
2047
|
Posted - 2013.03.18 11:50:00 -
[830] - Quote
If you kill them you don't get the 20 from them at the end though. |
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trollsroyce
Seraphim Initiative. CRONOS.
221
|
Posted - 2013.03.18 11:50:00 -
[831] - Quote
Django's method here is kind of feasible; lockdown from attacks while gaining clones. Kind of a corp "reinforce mode" burning isk. Taking notes... |
Django Quik
R.I.f.t
298
|
Posted - 2013.03.18 11:56:00 -
[832] - Quote
CCP FoxFour wrote:If you kill them you don't get the 20 from them at the end though.
Ah right okay - that fixes that then.
It's still a sustainable tactic at least in the short term though. The richest corps could easily lose a few hundred million isk to secure a handful of districts in the first few weeks and be happy with the outcome. |
KatanaPT
Tech Guard
10
|
Posted - 2013.03.18 11:59:00 -
[833] - Quote
Quick idea, and im sorry if this was already suggested or mentioned:
What if the surplus clones produced in the districts can be sold to eve players to crew their ships? Afterall the ships arent only comprised of the pilot but of hundreds of individuals serving as crew, just look at all those carriers, battleships, etc, think of it as something similar to Frontier:Elite, in that game we would have to get some crew going so the ship would be flyable. What if buying those clones to crew the ship would add some kinda bonus to the eve player? It can become one of the most important reasons for a eve player to buy the surplus clones of any dust corporation. |
trollsroyce
Seraphim Initiative. CRONOS.
221
|
Posted - 2013.03.18 12:05:00 -
[834] - Quote
Couple of questions, sorry if I missed an earlier answer:
1) An important mechanic will be the queue on "who gets to attack". How would this be iterated? 2) Will the maps be enlarged from the skirmish of present, or perhaps in later versions of PC? |
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CCP FoxFour
C C P C C P Alliance
2048
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Posted - 2013.03.18 12:12:00 -
[835] - Quote
Django Quik wrote:CCP FoxFour wrote:If you kill them you don't get the 20 from them at the end though. Ah right okay - that fixes that then. It's still a sustainable tactic at least in the short term though. The richest corps could easily lose a few hundred million isk to secure a handful of districts in the first few weeks and be happy with the outcome.
I had to edit that post, I kind of lied. Well, was wrong anyways.
What can actually happen with the way things are coded:
Defending district is maxed out with 300 clones. Defending district has PF producing 60 clones. +6 million ISK = +6 million ISK
Starter pack launched against defending district. -20 million ISK = -14 million ISK
No attackers show up, MCC destroyed. Defenders get the 20 clones. +2 million ISK = -12 million ISK
Defenders get the value of ALL 100 clones (we always give the minimum clone loss value as a minimum) +5 million ISK = -7 million ISK
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Garrett Blacknova
Codex Troopers
2054
|
Posted - 2013.03.18 12:12:00 -
[836] - Quote
With Django's exploit, you'd want to be running a 1 man Corp with a go-between delivering money so he doesn't have to earn all the costs for himself.
And you have to choose between the extra 20 clones/2 million ISK, or the extra 5 million from clone destruction.
So you're 20M down, and another 11 million (at most) up after each day. 9 million ISK a day may not be huge by EVE standards, but it's definitely not sustainable on its own, and the more territory you hold, the worse it becomes. |
trollsroyce
Seraphim Initiative. CRONOS.
221
|
Posted - 2013.03.18 12:13:00 -
[837] - Quote
So, the extent of alt corp usage for the very wealthy big corp looking to safe expand:
1) create enough 1man ringer corps to claim a planet. 2) settle main corp on planet. 3) reinforce main district by burning new alt corp genolution packs for 20 clone steady growth during lockdown. 4) continuously defend on alt placeholder districts 5) claim placeholder districts without losing clones on main corp eventually
Costs isk, but should be doable for a big corp if they were capable of holding the planet in the first place.
Skill applies, isk is burned, not too harsh exploit to me. Should not have discussed, as its on the open now (though all corps have ran this through by themselves anyhow) :D |
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CCP FoxFour
C C P C C P Alliance
2048
|
Posted - 2013.03.18 12:14:00 -
[838] - Quote
trollsroyce wrote:Couple of questions, sorry if I missed an earlier answer:
1) An important mechanic will be the queue on "who gets to attack". How would this be iterated? 2) Will the maps be enlarged from the skirmish of present, or perhaps in later versions of PC?
1) When someone attacks a district it is set as under attack and cannot be attacked by anyone else. To avoid district sniping for 1 hour from the time a battle starts only the currently attacking corporation can launch another attack. This means they can ensure they are the ones to grind a district down.
2) No comment on this. |
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CCP FoxFour
C C P C C P Alliance
2048
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Posted - 2013.03.18 12:17:00 -
[839] - Quote
I want to open this up for discussion, we are currently thinking of increasing the clone starter pack to 200 clones. This also means an increase from 20 million to 40 million ISK in cost.
There are a few reasons for this, but before I go into that I want to hear your opinions and thoughts without influencing them. |
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Django Quik
R.I.f.t
301
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Posted - 2013.03.18 12:22:00 -
[840] - Quote
Would other clone numbers stay the same? Minimum movement of 100 clones? Max clones without cargo 300? etc. |
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