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Thread Statistics | Show CCP posts - 189 post(s) |
Django Quik
R.I.f.t
301
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Posted - 2013.03.18 13:45:00 -
[871] - Quote
trollsroyce wrote:Hey, was the remote clone bomb topic beat to death already? Has it been discussed? Planned mechanic loveliness:Attacking 6 clone jumps gives a survival rate of 20%, making this the business of the very best out there. The clone projection makes logistical borders and creates local empires. Metagame problem:The above cool thing is ruined by dropping genolution clone bombs from alt corps, giving 100 (or 200) clones instantly anywhere on the map. Metagaming around clone projection breaks logistical borders and would be pretty shattering when thought in the grand New Eden future nullsec content. Solutions?
- Make this an acceptable form of force projection and limit the strenght by sticking with a low genolution clone pack amount.
- System upgrades resembling cynosural jammers, that limit the genolution attack strenght on districts or remove the possibility.
- Genolution clones cannot be used in nullsec; you need to expand to nullsec from lowsec.
It's a bit of a double edged sword. In the long term, once everything's settled, the only way to get into PC if you've not already, is to use a genolution pack. If you only get 100 clones, that's not going to be enough to take on a lot of districts that will already probably be well stocked up to the 300 mark. With 200 you have a much better chance at succeeding. Otherwise we'd be effectively shutting out anyone who doesn't get in at the start but wants to have a go later on.
Your gen-bombing idea would be good to harass distant enemies with but wouldn't really achieve much long term because even if your alt-corp managed to take a district, it's totally isolated and will likely get horrendously counter attacked. It would distract your target for sure and maybe use up some of their resources but the result would be negligible.
Let's not get into supposition on null-sec just yet; we have no idea what's planned for that. |
Soozu
5o1st
24
|
Posted - 2013.03.18 13:46:00 -
[872] - Quote
CCP FoxFour wrote: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.
If you do this the destruction of the MCC will be the deciding factor in the outcome of most of these early matches, if not all. I suppose that's OK, however, I recall it being said that it was to be skirmish mode for the sake of a timer ending the match in due course so that a lone remaining clone couldn't hide out and prolong the match or other strange scenarios ensuing.
It's all fine and dandy I suppose but it does seem a bit odd somehow.
Skirmish for the larger map (I assume) and a timer. But clone count is what really matters in a battle.. But most battles will end with the destruction of the MCC if put at 200 clones. Which is just there for the sake of the timer.
How about removing all but one hackable points but leaving in the MCCs to fire at each other and just increase their damage? You still have your timer. Possible destruction of the MC Puts the focus on fighting and clone count. Keeps the better, larger maps with the good (safer) spawn points and lines to launch the initial attack.
Just a thought.
Very curious as to your reasoning for the 200 clone count. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 13:48:00 -
[873] - Quote
CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense?
Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself).
The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks.
How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? |
Django Quik
R.I.f.t
301
|
Posted - 2013.03.18 13:50:00 -
[874] - Quote
Soozu wrote:CCP FoxFour wrote: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. If you do this the destruction of the MCC will be the deciding factor in the outcome of most of these early matches, if not all. I suppose that's OK, however, I recall it being said that it was to be skirmish mode for the sake of a timer ending the match in due course so that a lone remaining clone couldn't hide out and prolong the match or other strange scenarios ensuing. It's all fine and dandy I suppose but it does seem a bit odd somehow. Skirmish for the larger map (I assume) and a timer. But clone count is what really matters in a battle.. But most battles will end with the destruction of the MCC if put at 200 clones. Which is just there for the sake of the timer. How about removing all but one hackable points but leaving in the MCCs to fire at each other and just increase their damage? You still have your timer. Possible destruction of the MC Puts the focus on fighting and clone count. Keeps the better, larger maps with the good (safer) spawn points and lines to launch the initial attack. Just a thought. Very curious as to your reasoning for the 200 clone count.
Early on most attacks will result in loss of MCC but that is why you must sustain an attack over several days. If the attacker wins, the defender loses 100 clones and can't produce more, so you go back the next day and wittle them down further until you finally wipe them out entirely. |
Soozu
5o1st
24
|
Posted - 2013.03.18 13:53:00 -
[875] - Quote
Django Quik wrote:Soozu wrote:CCP FoxFour wrote: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. If you do this the destruction of the MCC will be the deciding factor in the outcome of most of these early matches, if not all. I suppose that's OK, however, I recall it being said that it was to be skirmish mode for the sake of a timer ending the match in due course so that a lone remaining clone couldn't hide out and prolong the match or other strange scenarios ensuing. It's all fine and dandy I suppose but it does seem a bit odd somehow. Skirmish for the larger map (I assume) and a timer. But clone count is what really matters in a battle.. But most battles will end with the destruction of the MCC if put at 200 clones. Which is just there for the sake of the timer. How about removing all but one hackable points but leaving in the MCCs to fire at each other and just increase their damage? You still have your timer. Possible destruction of the MC Puts the focus on fighting and clone count. Keeps the better, larger maps with the good (safer) spawn points and lines to launch the initial attack. Just a thought. Very curious as to your reasoning for the 200 clone count. Early on most attacks will result in loss of MCC but that is why you must sustain an attack over several days. If the attacker wins, the defender loses 100 clones and can't produce more, so you go back the next day and wittle them down further until you finally wipe them out entirely.
I had to edit my post as I messed up a bit,,, about amount of MCC damage,
But anyway. 200 clones attacking everyday but the district still only produces a base 40? Is that right??? |
Mr Gloo Gloo
What The French CRONOS.
39
|
Posted - 2013.03.18 13:58:00 -
[876] - Quote
Question :
Still a minimum of 100 clones loss ?
Cause with a 200 stack, what happen if game ends at MCC destruction and not clone depletion ? Does the attacker get any refund or something ? |
Garrett Blacknova
Codex Troopers
2056
|
Posted - 2013.03.18 13:59:00 -
[877] - Quote
CCP FoxFour wrote: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. I'd say yes.
As a few people have suggested, an option to buy either 100 or 200 clones would be great, but if the current implementation only supports one purchase option, I can think of a few reasons to go with the 200 clones pack instead of only 100. The biggest argument is that you want it to feel like a Skirmish, and with the current Skirmish mechanics, 100 vs. 100 is just going to turn into a clone count battle. 200 vs. 200 would potentially make for much harder-fought battles, and the numbers would make it more sensible to risk pushing a little past that basline 100 clones if you've got a good chance of collecting 20% of something more than 0 clones at the end of the battle if you win by objectives. |
trollsroyce
Seraphim Initiative. CRONOS.
221
|
Posted - 2013.03.18 14:02:00 -
[878] - Quote
Garrett Blacknova wrote:CCP FoxFour wrote: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. I'd say yes. As a few people have suggested, an option to buy either 100 or 200 clones would be great, but if the current implementation only supports one purchase option, I can think of a few reasons to go with the 200 clones pack instead of only 100. The biggest argument is that you want it to feel like a Skirmish, and with the current Skirmish mechanics, 100 vs. 100 is just going to turn into a clone count battle. 200 vs. 200 would potentially make for much harder-fought battles, and the numbers would make it more sensible to risk pushing a little past that basline 100 clones if you've got a good chance of collecting 20% of something more than 0 clones at the end of the battle if you win by objectives.
Oh, it would be 100 vs. 300 or 200 vs. 300 in the case of genolution bombing later on. There is a major difference in how hard it is to defend; with the 100 clone setup you could try and clone the offender with your advantage. If there are 200 clones, it would be a different story.
In the start, the mechanics would be more balanced in any case. |
Kristoff Atruin
Subdreddit Test Alliance Please Ignore
376
|
Posted - 2013.03.18 14:03:00 -
[879] - Quote
Here's a problem with the 200 clone pack - it doesn't really allow you to take a district that is well defended (nor should it). Say you attack a district with 300 clones in it. You're not going to lose all 200 in a single battle, but you could very well lose a good portion of them. In the meantime if one of your attacks is unsuccessful the defender reinforces from a nearby district or gets a round of production. You don't get any reinforcement at all. A 100 clone pack forces you to look for the low hanging fruit.
You can do that with the 200 pack as well, but I think it would draw a lot of new players into overreaching. Not necessarily a bad thing. On the other hand, having 200 clones could mean you're more likely to hold on to what you take. It would allow you to lose your first battle and still have a second chance to keep your territory. It would also allow larger entities to expand more quickly. |
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CCP FoxFour
C C P C C P Alliance
2051
|
Posted - 2013.03.18 14:03:00 -
[880] - Quote
Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day?
The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday. |
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CCP FoxFour
C C P C C P Alliance
2051
|
Posted - 2013.03.18 14:05:00 -
[881] - Quote
Mr Gloo Gloo wrote:Question :
Still a minimum of 100 clones loss ?
Cause with a 200 stack, what happen if game ends at MCC destruction and not clone depletion ? Does the attacker get any refund or something ?
Still 100 minimum, any spare clones would get sold at the 100,000 ISK price, versus the 200,000 ISK price Genolution sells them to you at. |
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Mr Gloo Gloo
What The French CRONOS.
39
|
Posted - 2013.03.18 14:06:00 -
[882] - Quote
CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday.
So the first RT depends on the district 1st capture ? |
Yosef Autaal
Circle of Huskarl Minmatar Republic
62
|
Posted - 2013.03.18 14:07:00 -
[883] - Quote
The one problem I have with this purchasing clone system is by using alt corps this is a quick and easy way for a corp to purchase clones of the npc market although at a hefty price of 1mil a pop so by using an alt corp and consitantly attacking a district until corp supplies are full is going to be a common practice when a corp takes over a district/
while expensive a large corp will not care. For example corp A captures district B (either at beginning first come first serve or by depleting the opponents clone count). corp A has a alt corp C set up and ready soon as the system becomes unlocked they attack with corp C after 24hours and a battle they instantly win the stock of the system has gone up by 40-60 from district and 40 from the battle if they have not reached cap yet they attack again for another 40mil and another 24hours of invun means after the auto win battle corp A now has a district that is fully supplied in clones without the need of any moving of clones around districts,
so using this system they can keep all districts at max clones never having move around clones causing districts to have less then max apart from when a district attacks.
though saying all this i understand this will cost corp A a lot isk to maintain (which large corps will have either way) and apart from making it more difficult for a corp to attack a district it has lost agaisnt multiple times one idea could be as every battle lost causes clone attrition for example
Corp B attacks corp A with 200 clones after first attack corp B was defeated, in the hour exclusive period they select to battle again with 200 clones in this next battle due to the first loss the clones suffer attrition and 10% are lost before the battle starts meaning clone count for next battle is 180
if corp B is defeated again and choose to attack in the exclusive period again the attrition is 20% (two consecutive losses) resulting in only 160 out of 200 clones availble for battle (SI upgrades could be used to reduce attrition amount)
With this system a corp will have a limit to many losses they can suffer before the match is unable to take part (after 5 consecutive losses corp B is no longer able to supply the 100 clone minumum count) meaning corps have to carefully decide if they want to keep pushing an attack even though they are loosing or retreat for a time and attack once penalty is lifted (if they attack outside of the exclusive timezone)
A single win could either reduce the attrition or cancel it all together. this would stop Corp A from using an alt corp to keep there district safe using exclusive timer as there is a limit to how many battles can be thought this way and with reduced clones earned from each fight makes it more expensive to keep this up.
although it is possible for Corp to switch between multiple alt corps it would mean the district would at some point become accessable to another corp at some point rather then at current where a district may never become at risk if the isk supply is large enough |
Mr Gloo Gloo
What The French CRONOS.
39
|
Posted - 2013.03.18 14:07:00 -
[884] - Quote
CCP FoxFour wrote:Mr Gloo Gloo wrote:Question :
Still a minimum of 100 clones loss ?
Cause with a 200 stack, what happen if game ends at MCC destruction and not clone depletion ? Does the attacker get any refund or something ? Still 100 minimum, any spare clones would get sold at the 100,000 ISK price, versus the 200,000 ISK price Genolution sells them to you at.
So you can't use the rest to attack the second day. You only sell them half the price ? |
trollsroyce
Seraphim Initiative. CRONOS.
221
|
Posted - 2013.03.18 14:10:00 -
[885] - Quote
Django Quik wrote:
It's a bit of a double edged sword. In the long term, once everything's settled, the only way to get into PC if you've not already, is to use a genolution pack. If you only get 100 clones, that's not going to be enough to take on a lot of districts that will already probably be well stocked up to the 300 mark. With 200 you have a much better chance at succeeding. Otherwise we'd be effectively shutting out anyone who doesn't get in at the start but wants to have a go later on.
Your gen-bombing idea would be good to harass distant enemies with but wouldn't really achieve much long term because even if your alt-corp managed to take a district, it's totally isolated and will likely get horrendously counter attacked. It would distract your target for sure and maybe use up some of their resources but the result would be negligible.
Let's not get into supposition on null-sec just yet; we have no idea what's planned for that.
Background info: The preliminary leaked Dust-EVE bonuses were into POS production (days off supercapital cooking times?), PI (low truesec planet booster for isk generation) and a seemingly meaningless POS fuel reduction.
With that in place, if gen-bombing would be allowed in nullsec later on, or if lowsec got a meaningful Dust-EVE mechanic, it would make a lot of sense to shut down remote places to e.g. stall supercapital production. This would be a possible link for EVE alliances to hire Dust mercenaries.
This is why the instant clone bombing from alt corps needs to be looked carefully so, that the mechanic fits EVE. After all, what happens in Dust is relatively meaningless - the rewards for owning planets will come mainly from EVE for those of us who play both games.
Now the mechanic that allows behind the lines work is an enriching one for the EVE link, so there should definitely be one. I'd have it rely on EVE eventually, and I'm sure the genolution pack is just a placeholder as far as nullsec is concerned. Still, it's good to get it right from the get go so that CCP won't need to change it drastically later on. |
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CCP FoxFour
C C P C C P Alliance
2051
|
Posted - 2013.03.18 14:18:00 -
[886] - Quote
Mr Gloo Gloo wrote:CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday. So the first RT depends on the district 1st capture ?
No, they are randomly seeded at launch. |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 14:19:00 -
[887] - Quote
CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday.
Good to know, thanks.
And just to clarify, a district keeps producing clones during the Reinforcement timer even if the status is "Under Attack", right (assuming they haven't had their MCC destroyed in an earlier battle)? |
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CCP FoxFour
C C P C C P Alliance
2051
|
Posted - 2013.03.18 14:20:00 -
[888] - Quote
Mr Gloo Gloo wrote:CCP FoxFour wrote:Mr Gloo Gloo wrote:Question :
Still a minimum of 100 clones loss ?
Cause with a 200 stack, what happen if game ends at MCC destruction and not clone depletion ? Does the attacker get any refund or something ? Still 100 minimum, any spare clones would get sold at the 100,000 ISK price, versus the 200,000 ISK price Genolution sells them to you at. So you can't use the rest to attack the second day. You only sell them half the price ?
Correct, they get automatically sold. |
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CCP FoxFour
C C P C C P Alliance
2051
|
Posted - 2013.03.18 14:21:00 -
[889] - Quote
Parson Atreides wrote:CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday. Good to know, thanks. And just to clarify, a district keeps producing clones during the Reinforcement timer even if the status is "Under Attack", right (assuming they haven't had their MCC destroyed in an earlier battle)?
Indeed, as an attacker you will have to fight through the clones produced that reinforcement cycle when you attack.
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trollsroyce
Seraphim Initiative. CRONOS.
221
|
Posted - 2013.03.18 14:22:00 -
[890] - Quote
Also, with the mechanics currently in place, there will be Bounty Hunter(z) corporations in PC that will be using the genolution mechanic if it goes live as is. They will be hired to shut down competition or just to cause issues to certain unwanted parties. This will be abundant at launch. E.g. I could hire a quality mercenary corporation to genolution bomb some big corporation out of the PC for ***** and giggles: I'd just pay them 100 mill to sweep off the first couple efforts the big corp makes into settling a district.
If you haven't got a top quality team and are hated, your only chance of reaching a defendable clone count is to lock down your district with alt corp play.
This would be boosted by the 200 clone genolution pack, be it good or bad. I personally lean towards mercenary outfits having to prove their worth with low clone count: being mercs should, to me, be a quality game whereas building an empire should be more of a numbers game. |
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Django Quik
R.I.f.t
301
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Posted - 2013.03.18 14:23:00 -
[891] - Quote
Parson Atreides wrote:CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday. Good to know, thanks. And just to clarify, a district keeps producing clones during the Reinforcement timer even if the status is "Under Attack", right (assuming they haven't had their MCC destroyed in an earlier battle)?
No. If you're under attack you produce no clones unless you defend successfully. |
Django Quik
R.I.f.t
301
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Posted - 2013.03.18 14:24:00 -
[892] - Quote
CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour wrote:Take a read through this, it should answer most those questions: http://wiki.eveonline.com/en/wiki/Planetary_ConquestI will however try and answer them again here for you. As seen in the Reinforcement timers section (http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers): Specifically take a look at the attack scenarios. You seem to be mixing up the launch attack time and the time when attacks actually happen, the reinforcement time. So in attack scenario 01: Reinforcement timer set to 12:00 - 13:00 Attacker launches an attack at 11:00 on Monday Defending district set as "under attack" Battle happens in the 12:00 - 13:00 window on Tuesday For arguments sake lets say the battle ends up being at 12:30. The attackers have from 12:30 until 13:30 to launch another attack on the district. If they choose to do so the battle will happen in the 12:00 - 13:00 window on Wednesday. Does that make sense? Yea, that last paragraph is what I was wondering (I've read the wiki multiple times). I sort of changed the terminology to easily distinguish between Setting an Attack (deciding you want to attack a district and waiting the 24 hours) and Launching an Attack (when you're actually doing the fighting itself). The 1-hour exclusivity means you get to Set an Attack, but have to wait those 24 hours again to actually fight the battle--okay I get it. Thanks. How does the Reinforcement timer on the first day work? If I set it for the next full hour after taking my first district, would I get those clones that same day? The reinforcement timer can never go backwards. So RT set for 15:00. It is currently 01:00 on Monday. You change the RT to 02:00. The district is locked until 02:00 on Tuesday and you don't get clones until 02:00 Tuesday. Good to know, thanks. And just to clarify, a district keeps producing clones during the Reinforcement timer even if the status is "Under Attack", right (assuming they haven't had their MCC destroyed in an earlier battle)? Indeed, as an attacker you will have to fight through the clones produced that reinforcement cycle when you attack.
Wait, what? I thought you only produce clones if you win? |
Django Quik
R.I.f.t
301
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Posted - 2013.03.18 14:27:00 -
[893] - Quote
Yosef Autaal wrote:The one problem I have with this purchasing clone system is by using alt corps this is a quick and easy way for a corp to purchase clones of the npc market although at a hefty price of 1mil a pop so by using an alt corp and consitantly attacking a district until corp supplies are full is going to be a common practice when a corp takes over a district/
while expensive a large corp will not care. For example corp A captures district B (either at beginning first come first serve or by depleting the opponents clone count). corp A has a alt corp C set up and ready soon as the system becomes unlocked they attack with corp C after 24hours and a battle they instantly win the stock of the system has gone up by 40-60 from district and 40 from the battle if they have not reached cap yet they attack again for another 40mil and another 24hours of invun means after the auto win battle corp A now has a district that is fully supplied in clones without the need of any moving of clones around districts,
so using this system they can keep all districts at max clones never having move around clones causing districts to have less then max apart from when a district attacks.
though saying all this i understand this will cost corp A a lot isk to maintain (which large corps will have either way) and apart from making it more difficult for a corp to attack a district it has lost agaisnt multiple times one idea could be as every battle lost causes clone attrition for example
Corp B attacks corp A with 200 clones after first attack corp B was defeated, in the hour exclusive period they select to battle again with 200 clones in this next battle due to the first loss the clones suffer attrition and 10% are lost before the battle starts meaning clone count for next battle is 180
if corp B is defeated again and choose to attack in the exclusive period again the attrition is 20% (two consecutive losses) resulting in only 160 out of 200 clones availble for battle (SI upgrades could be used to reduce attrition amount)
With this system a corp will have a limit to many losses they can suffer before the match is unable to take part (after 5 consecutive losses corp B is no longer able to supply the 100 clone minumum count) meaning corps have to carefully decide if they want to keep pushing an attack even though they are loosing or retreat for a time and attack once penalty is lifted (if they attack outside of the exclusive timezone)
A single win could either reduce the attrition or cancel it all together. this would stop Corp A from using an alt corp to keep there district safe using exclusive timer as there is a limit to how many battles can be thought this way and with reduced clones earned from each fight makes it more expensive to keep this up.
although it is possible for Corp to switch between multiple alt corps it would mean the district would at some point become accessable to another corp at some point rather then at current where a district may never become at risk if the isk supply is large enough
Your whole post is pretty much covered in a less cluttered way here |
Bendtner92
Imperfects Negative-Feedback
438
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Posted - 2013.03.18 14:29:00 -
[894] - Quote
Django Quik wrote:Wait, what? I thought you only produce clones if you win? The district is still in the "online" state when being attacked and thus still generating clones. The district only goes into "offline" state after a loss, which lasts until after the next reinforcement window.
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CCP FoxFour
C C P C C P Alliance
2051
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Posted - 2013.03.18 14:33:00 -
[895] - Quote
Django Quik wrote:Wait, what? I thought you only produce clones if you win?
The next day. |
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Django Quik
R.I.f.t
301
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Posted - 2013.03.18 14:34:00 -
[896] - Quote
Ah okay, yeah that makes sense - read it wrong there. |
Django Quik
R.I.f.t
301
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Posted - 2013.03.18 14:36:00 -
[897] - Quote
Right, so assuming the 200 clone pack goes ahead - how many of you guys planning to play PC would go for 200 to secure one district or 100 to grab 2 districts but leave them vulnerable?
(also assuming the self-locking loophole is tied off) |
Soozu
5o1st
24
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Posted - 2013.03.18 14:37:00 -
[898] - Quote
Ok, so the 200 clone count makes it more expensive to attempt to lock down your district with alt corps. If this is the reasoning behind it then I'm happy. Perhaps there are other ways to reduce the alt corp abuse.
Limiting: How often you can switch corps How often you can create a corp How often an individual merc can unsuccessfully attack a district.
Just thinking out loud.
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Mr Gloo Gloo
What The French CRONOS.
39
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Posted - 2013.03.18 14:45:00 -
[899] - Quote
So, another question : We will be able to choose a district for his localisation, his default SI and a default RT ?
Or the RT will be randomly seeded after the capture ?
And I'll ask my last question in this post : after that, we'll be able to change the RT 1 hour by 1 hour every day, so the district is lock during the operation that could take 1 day to 23 ? |
Django Quik
R.I.f.t
301
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Posted - 2013.03.18 14:45:00 -
[900] - Quote
Soozu wrote:
Ok, so the 200 clone count makes it more expensive to attempt to lock down your district with alt corps. If this is the reasoning behind it then I'm happy. Perhaps there are other ways to reduce the alt corp abuse.
Limiting: How often you can switch corps How often you can create a corp How often an individual merc can unsuccessfully attack a district.
Just thinking out loud.
I can't see any of them stopping this exploit because you could just have alts creating and controlling the sub-corps.
And what if it is a legitimate continuous attack from an external corp? You could really really want to take that district but keep failing over and over but keep trying (unlikely but could happen). |
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