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Author |
Thread Statistics | Show CCP posts - 189 post(s) |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
172
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Posted - 2013.03.18 15:52:00 -
[931] - Quote
CCP FoxFour 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. See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange 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
That's SI though, are we to assume clone reinforcements work the same way?
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Django Quik
R.I.f.t
302
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Posted - 2013.03.18 15:53:00 -
[932] - Quote
Garrett Blacknova wrote: 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.
Okay, good reasoning there.
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CCP FoxFour
C C P C C P Alliance
2064
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Posted - 2013.03.18 15:59:00 -
[933] - Quote
Parson Atreides wrote:CCP FoxFour 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. See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange 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 That's SI though, are we to assume clone reinforcements work the same way?
http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_States
The locking and unlocking of districts works the same yes. |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
172
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Posted - 2013.03.18 16:02:00 -
[934] - Quote
CCP FoxFour wrote:Parson Atreides wrote:CCP FoxFour 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. See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange 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 That's SI though, are we to assume clone reinforcements work the same way? http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_StatesThe locking and unlocking of districts works the same yes.
Yea, I was just going to edit my post because I saw that and the one line under RT that I must have missed earlier "Any action that causes a district to be locked will cause said district to be locked following these rules for length of time."
Anyway, thanks for all the answers, I'm off for a while. |
Garrett Blacknova
Codex Troopers
2058
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Posted - 2013.03.18 16:04:00 -
[935] - Quote
CCP FoxFour wrote:See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange 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 As mentioned in my post a couple above yours, I got it wrong in the post you quoted (although this answers the question posed by the post immediately before mine).
But it also brings up another question I'm curious about.
What happens with reinforcements or other actions that occur DURING the RT window?
With that 12:00 to 13:00 window, when would a district unlock if you shipped clones to it at 12:30? Would it unlock in the middle of the RT the following day, or do unlocks like this only happen at the beginning of the RT? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1210
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Posted - 2013.03.18 16:14:00 -
[936] - 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.
Sounds good. Makes first district more populated. Even allows for quick rush on an empty district. May avoid a mass split of big corporations. But may make splitting much more interesting.
I'll have to think of it after swallowing the past pages of this thread |
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CCP FoxFour
C C P C C P Alliance
2064
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Posted - 2013.03.18 16:23:00 -
[937] - Quote
Garrett Blacknova wrote:CCP FoxFour wrote:See this link: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Reinforcement_TimersChange 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 As mentioned in my post a couple above yours, I got it wrong in the post you quoted (although this answers the question posed immediately after my post). But it also brings up another question I'm curious about. What happens with reinforcements or other actions that occur DURING the RT window? With that 12:00 to 13:00 window, when would a district unlock if you shipped clones to it at 12:30? Would it unlock in the middle of the RT the following day, or do unlocks like this only happen at the beginning of the RT?
When considering the minimum of 24 hours we look specifically at the beginning of the selected RT window. So if it is 12:00 - 13:00 we check against 12:00.
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Mr Gloo Gloo
What The French CRONOS.
39
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Posted - 2013.03.18 17:02:00 -
[938] - Quote
Is this scenario possible ?
Day 1 :
200 stack on a district. Move 100 clones to the district next to the first one build a SI on each They are both lock
--> 2 districts on day 1 ? Cause attack an empty district is an imediate capture... |
Garrett Blacknova
Codex Troopers
2059
|
Posted - 2013.03.18 17:09:00 -
[939] - Quote
Mr Gloo Gloo wrote:Is this scenario possible ?
Day 1 :
200 stack on a district. Move 100 clones to the district next to the first one build a SI on each They are both lock
--> 2 districts on day 1 ? Cause attack an empty district is an imediate capture... From the info we have, while not practical, it looks like this would be not only possible, but possibly easier and cheaper than you're making it sound. Districts all start with randomly-seeded SIs built on-site. You pay to CHANGE the SI, not to build it from empty. If there are a couple of unclaimed districts on a planet yu want, it sounds like you'll be able to do this pretty easily.
But if anyone without a district sees those districts with only 100 clones each when they sign in on day 2, I think their first response will be "Easy target" followed by dropping their 200 clones in so they can afford to run at almost 1:2 K/D average and still come out on top.
EDIT: In response to the above edit, the RTs are also randomly seeded, if you get really lucky, it might be an option to have these handed to you on a silver platter as well... |
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CCP FoxFour
C C P C C P Alliance
2066
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Posted - 2013.03.18 17:10:00 -
[940] - Quote
OK, so BLARGITY!
Now that we have that out of the way lets look at the state of things and where we are going to go with this.
Actually before I go on with this lets be clear, these changes have not been made yet, we are posting them here to have a discussion.
There has been a LOT of really good discussion in this thread and elsewhere about the Planetary Conquest gameplay feature. We cannot thank you enough for this. The feedback and discussion has been so helpful. Simply talking about this has helped us fix defects that would have slipped through the cracks and helped us make changes to provide a better experience for you guys when this goes live.
Of all the discussion some of the hottest topics have been the talk of "ringer corps" or using alts in alt corps to take districts on day one, the economics of playing this gameplay, and winning districts through "zerging" or just by having more numbers but less skill winning the game.
Based on all the discussion we are looking at making these changes to some of the numbers and would love to get your feedback on it. We are not set on any of this, we are still doing calculations (need to try and close exploits), but I wanted to get your feedback ASAP.
So without further rambling, NUMBERS AND STUFF!
Genolution clone package We are looking at changing the number of clones offered by Genolution in its package from 100 to 200. This would also mean an increase in price from 20M ISK to 40M ISK.
Our view on the clone packages is that they should be something used to break into the game but not something that should be used for everyday battles. While their very existence means people will be able to use them, we want to discourage it from being used for things like district locking and such.
While ISK is never a good blocker, *cough* Titans *cough*, our objective here is looking further down the road. For launch this should hopefully mean less alt corporations trying to take districts or using clone packages from Genolution to speed up the filling of a district. More long term we also hope it means a bit less harassment through them.
Clone generation rate An increase in base clone generation rate from 40 to 100 and a production facility bonused production rate of 150 instead of 60.
First this is because we already think this needs to be more profitable, but by increasing the clone generation rate instead of the clone value it means we put more clones into the system for you guys to fight with. More fights = more good times.
On top of the more money this helps counter the large organizations picking on the small organization and using numbers instead of skill to win. By giving the owners of a district more clones so long as they are able to win more battles than they lose they should be able to hold the district. The idea is that you should own a district because of skill, not numbers, or at least not just numbers.
Minimum clone loss Increased to 150 from 100.
We are only slightly increasing this and we are doing so for two reasons, it means the winners of a battle get slightly more ISK and that hopefully we will see less instances of people giving up part way through the match. The main purpose of this minimum loss was so that even when a corporation knows that their chances of winning are low they can still go fight because they are going to lose these clones no matter what. We don't want them to just give up however when there is still a long way to go. So by increasing this we hopefully ensure seeing little to no giving up of a battle, at least not because people say "well we lost the minimum clones, lets stop losing clones and go home."
You will notice however that we only increased this by 50% where as we are increasing the clone generation rate by more than 100%.
Also increasing the minimum clone loss will help negate the prolonged grind of grinding down a district you are trying to take that bumping clone generation rate up will do.
Clone value We are not currently going to be changing the value of the clones but I want to emphasis the fact that we can easily adjust this value once this goes live and will be keeping an eye on it once it is live.
Minimum clone move We are not looking at changing this at this time.
Numbers in a simple list: Genolution starter package clones: 100 -> 200 Genolution starter package ISK: 20M ISK -> 40M ISK Clone generation rate: 40 -> 100 PF clone generation rate: 60 -> 150 Minimum clone loss: 100 -> 150 Clone sell value: No change Minimum clone movement: No change
So, DISCUSSION TIME!
p.s. hahaha and you thought I would let this thread die... |
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Django Quik
R.I.f.t
302
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Posted - 2013.03.18 17:22:00 -
[941] - Quote
Die? This thread? Never? It is perpetuated by immortal clones! mwahahaha
In regards to your changes, I think I like them all, especially the increase in clone production. It would make a massive difference to the potential profitability of PC in general at the same time as likely instigating more and more battles as successful corps get greedier. I like it lots.
I still think something will need to be done beyond just the price increase to prevent the alt/sub/sister-corp self-locking thingy but I trust you're fully aware of this now and will have something in the works to counter it. |
Garrett Blacknova
Codex Troopers
2059
|
Posted - 2013.03.18 17:24:00 -
[942] - Quote
CCP FoxFour wrote:Genolution starter package clones: 100 -> 200 Genolution starter package ISK: 20M ISK -> 40M ISK Awesome, my reasons for agreeing are already stated.
Quote:Clone generation rate: 40 -> 100 PF clone generation rate: 60 -> 150 Interesting. Very interesting. This is something that was feeling a little "off" for me before. It seemed like production was a little slow for 100-clone attacks if you want to maintain active battlefronts. Bumping this number looks like it will tie in well with the other changes, especially...
Quote:Minimum clone loss: 100 -> 150 ...this one. This is what holds the entire thing together, imo.
This SEEMS like it will mean, though, that if someone claims a district, moves 100 clones from it (as in the example used above) to another, they'll effectively have 200 clones on each - possibly 250 if they have the right SI. Taking a region over will mean they start producing clones immediately on capture, right? Because that means they'll be producing a wave of 100 or 150 clones (again, depending on SI) when the first attacks come in on the district.. That gives a new "landowner" Corp a pretty solid and secure starting point to defend from. Possibly a hole to be plugged?
Quote:Clone sell value: No change Minimum clone movement: No change Definitely seems right to me. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
172
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Posted - 2013.03.18 17:30:00 -
[943] - Quote
Does such a dramatic increase in clone generation also come with some increase in max number of clones you can have in a district? It seems like unless you have a cargo hub, you would lose even a fully-stocked district in 2 waves. Is more shifting of district ownership one of the goals here?
Otherwise, I like the changes a lot, especially being able to make more money per district. |
Garrett Blacknova
Codex Troopers
2059
|
Posted - 2013.03.18 17:34:00 -
[944] - Quote
Parson Atreides wrote:Does such a dramatic increase in clone generation also come with some increase in max number of clones you can have in a district? It seems like unless you have a cargo hub, you would lose even a fully-stocked district in 2 waves. Is more shifting of district ownership one of the goals here?
Otherwise, I like the changes a lot, especially being able to make more money per district. If they attack, and win, then you'll be losing a fully-stocked district in 2 waves.
The point seems to be that an attack from a skilled corp will have a high probability of success with only a couple of attacks instead of needing to "grind" a well-defended district. You'll still need to have the skill to win two consecutive battles though, because your surviving clones will count towards the enemy team's clone recovery post-battle, and on top of that, the victory means they'll be seeing another 100 or 150 clones coming back to them by the time your next attack hits.
Seems to me that this will encourage a lot more fights coming down to objectives rather than clone counts. |
S Park Finner
BetaMax. CRONOS.
102
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Posted - 2013.03.18 17:41:00 -
[945] - Quote
I noticed the states a district can be in are online, offline, locked and under attack. Are they mutually exclusive or can a district be in several states at once?
Also, what state is a district in if it is abandoned or before it has been taken the first time?
Are those different from each other in some way? |
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CCP FoxFour
C C P C C P Alliance
2068
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Posted - 2013.03.18 17:41:00 -
[946] - Quote
Parson Atreides wrote:Does such a dramatic increase in clone generation also come with some increase in max number of clones you can have in a district? It seems like unless you have a cargo hub, you would lose even a fully-stocked district in 2 waves. Is more shifting of district ownership one of the goals here?
Otherwise, I like the changes a lot, especially being able to make more money per district.
We kind of wanted to give more value to the cargo hub, so no changes to maximum clone storage. |
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CCP FoxFour
C C P C C P Alliance
2068
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Posted - 2013.03.18 17:41:00 -
[947] - Quote
S Park Finner wrote:I noticed the states a district can be in are online, offline, locked and under attack. Are they mutually exclusive or can a district be in several states at once?
Also, what state is a district in if it is abandoned or before it has been taken the first time?
Are those different from each other in some way?
http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_States
"Both locked and under attack attack have two variations, the online and offline version. A district can be locked-offline or locked-online."
An unowned district is in the state of unowned. Which is not listed there... woops. |
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Garrett Blacknova
Codex Troopers
2059
|
Posted - 2013.03.18 17:45:00 -
[948] - Quote
CCP FoxFour wrote:S Park Finner wrote:I noticed the states a district can be in are online, offline, locked and under attack. Are they mutually exclusive or can a district be in several states at once?
Also, what state is a district in if it is abandoned or before it has been taken the first time?
Are those different from each other in some way? http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_States"Both locked and under attack attack have two variations, the online and offline version. A district can be locked-offline or locked-online." An unowned district is in the state of unowned. Which is not listed there... woops. Is "unowned" functionally different from "offline" in any way? |
Brush Master
HavoK Core
254
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Posted - 2013.03.18 17:59:00 -
[949] - Quote
Just something I want to note. I hope the regeneration timer has some nice helpful timezone features. Right now corp battles are just confusing with figuring out what the time in GMZ is right then and figuring out how long until that battle happen. |
Garrett Blacknova
Codex Troopers
2059
|
Posted - 2013.03.18 18:05:00 -
[950] - Quote
Brush Master wrote:Just something I want to note. I hope the regeneration timer has some nice helpful timezone features. Right now corp battles are just confusing with figuring out what the time in GMZ is right then and figuring out how long until that battle happen. Or an in-game clock that's consistently and easily acessible and shows up on the starmap while you're looking at the reinforcement timer. |
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Soozu
5o1st
27
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Posted - 2013.03.18 18:11:00 -
[951] - Quote
I like the new numbers as they give a better monetary incentive to actually holding districts. On the battle front however the focus changes from cloning out the enemy [100] to win via MCC. [200] Have you considered tweaking anything on the battle side to sway it back toward cloning out? Or is this strictly skirmish for now?
Also. Will we be able to see what map we are attacking / claiming?
Also will this come in a single update, or will you launch the starmaps and things previously for PS3 users? [I ask this for people who do not play EVE as they may have a disadvantage on the day one mad scramble]
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
173
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Posted - 2013.03.18 18:15:00 -
[952] - Quote
CCP FoxFour wrote:Parson Atreides wrote:Does such a dramatic increase in clone generation also come with some increase in max number of clones you can have in a district? It seems like unless you have a cargo hub, you would lose even a fully-stocked district in 2 waves. Is more shifting of district ownership one of the goals here?
Otherwise, I like the changes a lot, especially being able to make more money per district. We kind of wanted to give more value to the cargo hub, so no changes to maximum clone storage.
I must be missing something, because it seems to be that they sort of have less value:
New System: Max Clones = 300 (450 with Cargo Hub) Min Clones lost per battle = 150 Min turns to take district = 2 (3 with CH)
Old System: Max clones = 300 (450 with CH) Min Clones lost per battle = 100 Min turns to take district = 3 (5 with CH)
Sure, you can't get pushed out in 2 days, but with the old system, you had 2 additional waves as a buffer as opposed to 1 in the new system. |
Django Quik
R.I.f.t
304
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Posted - 2013.03.18 18:16:00 -
[953] - Quote
Soozu wrote:I like the new numbers as they give a better monetary incentive to actually holding districts. On the battle front however the focus changes from cloning out the enemy [100] to win via MCC. [200] Have you considered tweaking anything on the battle side to sway it back toward cloning out? Or is this strictly skirmish for now?
Also. Will we be able to see what map we are attacking / claiming?
Also will this come in a single update, or will you launch the starmaps and things previously for PS3 users? [I ask this for people who do not play EVE as they may have a disadvantage on the day one mad scramble]
It didn't say anywhere that you lose 200 clones if you lose the MCC. Minimum loss is 150, so if you lose 0 clones but your MCC dies, you lose 150 clones. |
Soozu
5o1st
27
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Posted - 2013.03.18 18:19:00 -
[954] - Quote
Django Quik wrote:Soozu wrote:I like the new numbers as they give a better monetary incentive to actually holding districts. On the battle front however the focus changes from cloning out the enemy [100] to win via MCC. [200] Have you considered tweaking anything on the battle side to sway it back toward cloning out? Or is this strictly skirmish for now?
Also. Will we be able to see what map we are attacking / claiming?
Also will this come in a single update, or will you launch the starmaps and things previously for PS3 users? [I ask this for people who do not play EVE as they may have a disadvantage on the day one mad scramble]
It didn't say anywhere that you lose 200 clones if you lose the MCC. Minimum loss is 150, so if you lose 0 clones but your MCC dies, you lose 150 clones.
Oh I know, but with bringing in 200 clones to attack, it's almost certain the MCC will be destroyed before getting cloned out. |
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CCP FoxFour
C C P C C P Alliance
2070
|
Posted - 2013.03.18 18:20:00 -
[955] - Quote
Garrett Blacknova wrote:CCP FoxFour wrote:S Park Finner wrote:I noticed the states a district can be in are online, offline, locked and under attack. Are they mutually exclusive or can a district be in several states at once?
Also, what state is a district in if it is abandoned or before it has been taken the first time?
Are those different from each other in some way? http://wiki.eveonline.com/en/wiki/Planetary_Conquest#District_States"Both locked and under attack attack have two variations, the online and offline version. A district can be locked-offline or locked-online." An unowned district is in the state of unowned. Which is not listed there... woops. Is "unowned" functionally different from "offline" in any way?
... yes the way you take it. Taking an offline district requires a fight. |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
174
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Posted - 2013.03.18 18:23:00 -
[956] - Quote
Shouldn't you also change the minimum amount of clones to send to 150 as well? It seems like an attack only has to risk 100 whereas a defender has to risk 150. It's not like you can attack with 100 clones and lose a minimum of 150. |
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CCP FoxFour
C C P C C P Alliance
2070
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Posted - 2013.03.18 18:25:00 -
[957] - Quote
Brush Master wrote:Just something I want to note. I hope the regeneration timer has some nice helpful timezone features. Right now corp battles are just confusing with figuring out what the time in GMZ is right then and figuring out how long until that battle happen.
We have attempted to say "battle in X hours" for a lot of things along with the exact time. |
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S Park Finner
BetaMax. CRONOS.
102
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Posted - 2013.03.18 18:30:00 -
[958] - Quote
FoxFour, are you modelling districts as state machines, agents, traditional objects or something else? If something else, what? It's almost certainly my lack of understanding but I'm having trouble matching the discussion to an underlying philosophy and I'm really curious. |
Django Quik
R.I.f.t
305
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Posted - 2013.03.18 18:32:00 -
[959] - Quote
Erm, just realised, you'll need to make some sort of adjustment to account for min clone loss, since taking only 100 to battle won't meet the minimum loss number. |
Mr Gloo Gloo
What The French CRONOS.
39
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Posted - 2013.03.18 18:40:00 -
[960] - Quote
It sounds like a better system like this.
With the increase of clone generation per day, you can attack an conquer more districts in few days, so you avoid the multiple corp system, it's not valuable anymore. So all the other changes come ?
But yes, there's a problem in this system : minium loss of 150 clones and a minimum to send at 100 ? |
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