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Author |
Thread Statistics | Show CCP posts - 189 post(s) |
Django Quik
R.I.f.t
302
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Posted - 2013.03.18 14:47:00 -
[901] - Quote
I'd like to know what sort of information we'll be able to see on districts before attacking: e.g. current owner? current clone count? current SI? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 14:48:00 -
[902] - Quote
Mr Gloo Gloo wrote: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 ?
I'd like to know this as well. I know you said earlier that we'd get to see who owns it and how many clones they have, but have you guys decided what the full amount of information shown is going to be?
EDIT: It seems we'll be able to check the Reinforcement timer before we take a district.
Quote: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 ?
Locking it just means you can't attack from it or reinforce it from your other districts, it doesn't mean people can't attack you. You'd only be pushing your Reinforcement window back further and further for no real reason, while at the same time preventing yourself from attacking anyone, unless I don't understand what you're saying. |
Django Quik
R.I.f.t
302
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Posted - 2013.03.18 14:50:00 -
[903] - Quote
Django Quik wrote: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).
I'm thinking that monitoring would be the only way to prevent it - have a flag raised to CCP every time a district is attacked and the attacker doesn't get any WP or kills. It should be made clear to everyone that this is a known exploit and will be punished in some way. |
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CCP FoxFour
C C P C C P Alliance
2054
|
Posted - 2013.03.18 14:51:00 -
[904] - Quote
trollsroyce wrote: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.
Um, not sure where this "leaked" information comes from, but our internal documents don't even list the bonuses because not only have we not done them yet we don't know for sure what they are. So, OK.
While I can't promise anything, our hope is that all of this NPC stuff, the moving and selling of clones and resources, is not done by NPC in null sec but by players. We shall see though how that ends up actually hell maybe we remove NPC interaction from low sec as well. |
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Soozu
5o1st
26
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Posted - 2013.03.18 14:52:00 -
[905] - Quote
Django Quik wrote: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).
Bah, I never was a fan of having alt toons anyway feel free to do away with them CCP. Just give us a heads up, |
Garrett Blacknova
Codex Troopers
2057
|
Posted - 2013.03.18 14:53:00 -
[906] - Quote
Kristoff Atruin wrote: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. Actually, the 200 clone pack gives you MORE options. Even if you're losing and obviously can't turn the battle around, you can push for a pyrrhic victory, forcing the enemy team to sacrifice a LOT more clones than they're getting back (40 - 60 from production if they win, plus 20% of your survivors).
Also, I'm under the impression that the one hour attack option is valid even after a loss, so you could keep the district locked into that "under attack" state, which I'm pretty sure means they can't reinforce from another district.
If the defenders are losing enough clones in an otherwise winning battle, they might have a tough decision between pulling out to avoid too many losses, but sacrificing the battle, or staying and winning, but having the district weakened enough to be vulnerable against a follow-up attack.
While still retaining several advantages on the defenders' side, a 200 clone pack makes attacking a much more viable strategy.
Also, there's a bigger chance that you'll push the enemy clone count low enough that when you take over the district, you'll be in a strong enough position to actually stand a chance of holding onto it. |
Soozu
5o1st
26
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Posted - 2013.03.18 14:55:00 -
[907] - Quote
Django Quik wrote:I'd like to know what sort of information we'll be able to see on districts before attacking: e.g. current owner? current clone count? current SI?
And map? |
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CCP FoxFour
C C P C C P Alliance
2054
|
Posted - 2013.03.18 14:55:00 -
[908] - Quote
Django Quik wrote:I'd like to know what sort of information we'll be able to see on districts before attacking: e.g. current owner? current clone count? current SI?
All of it. You don't know who is attacking a district though unless you are one of the two participating corporations. |
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CCP FoxFour
C C P C C P Alliance
2054
|
Posted - 2013.03.18 14:56:00 -
[909] - Quote
Garrett Blacknova wrote:Also, I'm under the impression that the one hour attack option is valid even after a loss, so you could keep the district locked into that "under attack" state, which I'm pretty sure means they can't reinforce from another district.
This is indeed correct. |
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Mr Gloo Gloo
What The French CRONOS.
39
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Posted - 2013.03.18 14:56:00 -
[910] - Quote
Parson Atreides wrote:Mr Gloo Gloo wrote: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 ? I'd like to know this as well. I know you said earlier that we'd get to see who owns it and how many clones they have, but have you guys decided what the full amount of information shown is going to be? EDIT: It seems we'll be able to check the Reinforcement timer before we take a district.
The question is for empty districts... |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
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Posted - 2013.03.18 14:59:00 -
[911] - Quote
It's unclear to me whether or not we will be able to have more than one SI building in the same district. I saw somewhere that the main building will be the fighting area for battles, which seems to indicate we'll only get to have one. But if that's the case, can we sell/do we get any ISK for selling off the SI already seeded? |
Django Quik
R.I.f.t
302
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Posted - 2013.03.18 15:00:00 -
[912] - Quote
Parson Atreides wrote:It's unclear to me whether or not we will be able to have more than one SI building in the same district. I saw somewhere that the main building will be the fighting area for battles, which seems to indicate we'll only get to have one. But if that's the case, can we sell/do we get any ISK for selling off the SI already seeded?
One SI per district. 100M isk to replace the seeded one. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
167
|
Posted - 2013.03.18 15:01:00 -
[913] - Quote
Mr Gloo Gloo wrote:Parson Atreides wrote:Mr Gloo Gloo wrote: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 ? I'd like to know this as well. I know you said earlier that we'd get to see who owns it and how many clones they have, but have you guys decided what the full amount of information shown is going to be? EDIT: It seems we'll be able to check the Reinforcement timer before we take a district. The question is for empty districts...
Then who owns it and clones would just be blank
Also, he said just a few pages ago that Reinforcement timers are seeded randomly, I assume that means before you take a district. |
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CCP FoxFour
C C P C C P Alliance
2057
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Posted - 2013.03.18 15:01:00 -
[914] - Quote
Mr Gloo Gloo wrote:Parson Atreides wrote:Mr Gloo Gloo wrote: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 ? I'd like to know this as well. I know you said earlier that we'd get to see who owns it and how many clones they have, but have you guys decided what the full amount of information shown is going to be? EDIT: It seems we'll be able to check the Reinforcement timer before we take a district. The question is for empty districts...
At launch all the new districts will get a randomly seeded with reinforcement timers and SI. If a district is abandoned it will keep the SI and RT it had, they will not change just because it was abandoned. |
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Mr Gloo Gloo
What The French CRONOS.
39
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Posted - 2013.03.18 15:08:00 -
[915] - Quote
CCP FoxFour wrote:Mr Gloo Gloo wrote:Parson Atreides wrote:Mr Gloo Gloo wrote: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 ? I'd like to know this as well. I know you said earlier that we'd get to see who owns it and how many clones they have, but have you guys decided what the full amount of information shown is going to be? EDIT: It seems we'll be able to check the Reinforcement timer before we take a district. The question is for empty districts... At launch all the new districts will get a randomly seeded with reinforcement timers and SI. If a district is abandoned it will keep the SI and RT it had, they will not change just because it was abandoned.
Ok, so here we can see all the problem with multiple corp thing.
The main and a second one ? Yes, but it is a long term solution. What I was thinking here was for short term, and I think it won't be possible with all thoose parameters now ... |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
168
|
Posted - 2013.03.18 15:11:00 -
[916] - Quote
I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right? |
Django Quik
R.I.f.t
302
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Posted - 2013.03.18 15:19:00 -
[917] - Quote
Parson Atreides wrote:I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right?
I think it all happens at the next RT. I don't know what difference this would make though, apart from the stats changing when someone checks on your districts. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
171
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Posted - 2013.03.18 15:23:00 -
[918] - Quote
Django Quik wrote:Parson Atreides wrote:I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right? I think it all happens at the next RT. I don't know what difference this would make though, apart from the stats changing when someone checks on your districts.
Yea it's more of a "I'd like the information just to have it, in case I think of something", but the changing of stats might have its uses. |
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CCP FoxFour
C C P C C P Alliance
2063
|
Posted - 2013.03.18 15:25:00 -
[919] - Quote
Parson Atreides wrote:I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right?
Locking the district does not put it offline so you will still get the clones it would generate. The only thing that offlines a district is losing a battle.
They show as having arrived right away. |
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Django Quik
R.I.f.t
302
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Posted - 2013.03.18 15:27:00 -
[920] - Quote
Parson Atreides wrote:Django Quik wrote:Parson Atreides wrote:I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right? I think it all happens at the next RT. I don't know what difference this would make though, apart from the stats changing when someone checks on your districts. Yea it's more of a "I'd like the information just to have it, in case I think of something", but the changing of stats might have its uses.
It'd be good to get confirmation on this actually. If your reinforcements did arrive immediately, you could move them multiple times in 24 hours. I'm honestly not sure if this would ever be of use or a problem at all but it is a point nonetheless.
And also to answer your first question from that post - locked or unlocked doesn't affect production, only online/offline status.
Edit - CCP Fox Four answered as I typed! Wiley fox that one ;) |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
171
|
Posted - 2013.03.18 15:32:00 -
[921] - Quote
Django Quik wrote:Parson Atreides wrote:Django Quik wrote:Parson Atreides wrote:I guess I'll just keep asking questions.
I see that sending reinforcements to your districts Locks it, but it doesn't prevent any clones from being produced does it?
Like if I send Reinforcements at 01:00 and the Reinforcement timer is set to 02:00, I'll still get all those clones the district would normally produce at 02:00 right? Also, the clones I'm using to reinforce arrive immediately, right? I think it all happens at the next RT. I don't know what difference this would make though, apart from the stats changing when someone checks on your districts. Yea it's more of a "I'd like the information just to have it, in case I think of something", but the changing of stats might have its uses. It'd be good to get confirmation on this actually. If your reinforcements did arrive immediately, you could move them multiple times in 24 hours. I'm honestly not sure if this would ever be of use or a problem at all but it is a point nonetheless. And also to answer your first question from that post - locked or unlocked doesn't affect production, only online/offline status. Edit - CCP Fox Four answered as I typed! Wiley fox that one ;)
You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others."
In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C all within 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them (link) |
Garrett Blacknova
Codex Troopers
2057
|
Posted - 2013.03.18 15:36:00 -
[922] - Quote
Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours.
The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
171
|
Posted - 2013.03.18 15:38:00 -
[923] - Quote
Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced.
Oh that's interesting, so the Lock timer is directly related to the Reinforcement timer? I thought it was in Lock status for 24 hours regardless of when you do something that Locks it. |
Django Quik
R.I.f.t
302
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Posted - 2013.03.18 15:40:00 -
[924] - Quote
Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C all within 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link)
Hmm, okay, so there's no way to cancel a move or move clones back or elsewhere within 24 hours. So if had 2 districts and you moved a bunch of clones from A to B, then A you realise you moved too many and left yourself vulnerable, you can't move some back to fix your error.
Lore wise this seems a little contradictory to be honest. You can move from A to B instantly but once at B you have to wait to move again.
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Django Quik
R.I.f.t
302
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Posted - 2013.03.18 15:42:00 -
[925] - Quote
Parson Atreides wrote:Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced. Oh that's interesting, so the Lock timer is directly related to the Reinforcement timer? I thought it was in Lock status for 24 hours regardless of when you do something that Locks it.
I was under the impression that it locks until the RT at least 24 hours later. No? |
Garrett Blacknova
Codex Troopers
2058
|
Posted - 2013.03.18 15:45:00 -
[926] - Quote
Parson Atreides wrote:Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced. Oh that's interesting, so the Lock timer is directly related to the Reinforcement timer? I thought it was in Lock status for 24 hours regardless of when you do something that Locks it. Sorry, I missed a line. I was SO wrong.
MINIMUM 24 hours, AND it unlocks in the reinforcement window. So if you had your RT set to that 12:00 time I specified, and reinforced it at 13:00, you'd end up waiting through 24 hours, just past your next RT, then have another 23 hours (total of 47) before the district unlocks. Ouch. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
171
|
Posted - 2013.03.18 15:46:00 -
[927] - Quote
Django Quik wrote:Parson Atreides wrote:Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced. Oh that's interesting, so the Lock timer is directly related to the Reinforcement timer? I thought it was in Lock status for 24 hours regardless of when you do something that Locks it. I was under the impression that it locks until the RT at least 24 hours later. No?
I'm not sure why everyone thinks the RT is the deciding factor in everything. All I take away from the RT is:
That's when you get your produced clones That's when you let people attack your district
I was never under the impression doing stuff that locks the district is somehow contingent upon when the RT is set for.
Garrett Blacknova wrote: Sorry, I missed a line. I was SO wrong.
MINIMUM 24 hours, AND it unlocks in the reinforcement window. So if you had your RT set to that 12:00 time I specified, and reinforced it at 13:00, you'd end up waiting through 24 hours, just past your next RT, then have another 23 hours (total of 47) before the district unlocks. Ouch.
Is that in the wiki? Can you link where you found that? |
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CCP FoxFour
C C P C C P Alliance
2064
|
Posted - 2013.03.18 15:49:00 -
[928] - Quote
Garrett Blacknova wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C in 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) If your RT is set at, for example, 12:00, you could move clones to the district at 11:00, then do so again at 13:00. That's 2 hours apart. Not within the same 24-hour RT cycle, but still well within 24 hours. The only problem is if any of the districts involved are attacked during that time, because the "under attack" state blocks them from reinforcing or being reinforced.
See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_Timers
Change Surface Infrastructure Scenario 01:
Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 11:00 on Monday District state changed to locked District unlocks at 12:00 on Tuesday
Change Surface Infrastructure Scenario 02:
Reinforcement timer set to 12:00 - 13:00 Corporation changes SI at 14:00 on Monday District state changed to locked District unlocks at 12:00 on Wednesday |
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Garrett Blacknova
Codex Troopers
2058
|
Posted - 2013.03.18 15:50:00 -
[929] - Quote
Django Quik wrote:Parson Atreides wrote:You can't move them multiple times, I don't think. At least not from the district they move to, because Locking a district is defined by "Not able to have actions applied to it but can be attacked by others." In other words, you couldn't move 200 clones from District A to District B and then 100 from District B to District C all within 24 hours, I don't think. Though you could move 100 from District A to District B and 100 from District A to District C all within the 24 hours since the district that sends the clones doesn't lock, only the one that receives them ( link) Hmm, okay, so there's no way to cancel a move or move clones back or elsewhere within 24 hours. So if had 2 districts and you moved a bunch of clones from A to B, then A you realise you moved too many and left yourself vulnerable, you can't move some back to fix your error. Lore wise this seems a little contradictory to be honest. You can move from A to B instantly but once at B you have to wait to move again. Lore-wise, it makes sense that the travel time is short enough that they're definitely going to show up during the next reinforcement window, and because of that, travel time is negligible. Also, it's possible to handwave with the explanation that preparations for transport will be known about in advance, hence why the starmap updates as if the transport happens instantly.
It also makes sense that when transported, the clones need to be transferred to on-site storage facilities, thus necessitating a delay before they can be repackaged to be shipped elsewhere. |
Django Quik
R.I.f.t
302
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Posted - 2013.03.18 15:51:00 -
[930] - Quote
Ah no, we don't think the RT is a big deciding factor in everything, it's just an interesting thing to discuss around. For instance, if you do as Garrett just said and moved some clones at the wrong time, they (and the clones already at the receiving district) get tied up for 47 hours! That's a pretty significant length of time. |
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