Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 189 post(s) |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 14:02:00 -
[1021] - Quote
Garrett Blacknova wrote:I'm going to build an example using the following list of criteria: 1. Both teams are similarly equipped and have equal skill at killing other players. This means there should be approximately a 1:1 K/D during each battle. 2. The attacker holds their own district, thus allowing them to send only 150 clones (instead of the 200 you'd be sending in a Genolution pack). 3. The attacker's district isn't under attack, but they only hold one district. 4. The Defenders are holding a district with a Research Lab, meaning they get no bonuses that relate to defense of the district. 5. The attackers are on the same planet as the defenders, meaning no clone loss on their attack. Using these criteria, it's obvious that a defender who is winning has all the advantages. I'm going to present two scenarios below, working with the above criteria, one where the attacker has a Cargo Hub, and one where they have a Production Facility. For simplicity's sake, we'll assume the defender is winning the battle by MCC destruction, but after killing 100 clones and losing 100 of their own. Cargo Hub:Day 1: Attacker starts with 450 clones. Sends 150 to attack defender. Defender has 300 clones, and loses 100. Attacker loses 150 clones, 50 of which survive the battle. Of those 50 survivors, 20% are given to the defenders. Day 2: Attacker has only 300 clones left, meaning 150 left after launching the attack. Their 75 clone production means they have 225 left in the district post-battle. Defender recovered 10 clones from the enemy, and 75 clones are produced on-site. They have 285 clones remaining. Day 3: Attacker has 225 clones left. That leaves 75 after launching the attack, plus the 75 being produced that day. This means you only have 150 clones left. If you attack again on day 4, you will be abandoning your current district to do so. I wouldn't call that a viable strategy when you've been destroying the profitability of your own district to inflict minimal damage against the defenders. Day 4: No attack happens, but a new one is scheduled for day 5. Now-stalled attacker has 225 clones again, but the defender has a full 300 based on only 45 of their 75 clones produced. That means they get PROFIT from the remaining 30 while the attacker is earning NOTHING because they're spending all their clones on attacks. Production Facility:Day 1: Attacker starts with 300 clones. Sends 150 to attack defender. Defender has 300 clones, and loses 100. Attacker loses 150 clones, 50 of which survive the battle. Of those 50 survivors, 20% are given to the defenders. Because there are only 15 clones left, launching an immediate follow-up attack will result in the attackers cloning themselves out of their own district before they produce enough clones to retain the territory. Day 2: No attack happens, but a follow-up is scheduled for the following day. The defenders are only down 15 clones, and that means they make a profit from selling the other 60. Attacker has 225 clones after production. Day 3: Attacker sends 150 clones from their district. After production, they only have 150 clones, meaning they lose the district if they follow up with another attack. Obviously, this means the attacker can lock down an enemy district on alternating days as long as they manage to go without any need to defend their territory. Conclusion:Attacking and NOT winning in Planetary Conquest will quickly become unsustainable, and achieves too little to be a cost-effective way to "grind" an enemy district down. I don't see this being much of an exploit, if at all. EDIT: Just re-read the wiki page, and spotted something I forgot in the "notes" section of the combat resolution. Quote:Clones not lost in combat but destroyed in MCC destruction do not get biomassed and sold. If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" ...oops. So you're going to be wearing down the defending territory at a rate of 25 per attack if they win with 100 deaths each time.
There's one major flaw with your example, and that's the fact that, given your criterion of equal skill level, the attackers should be winning as much as the defenders are. In other words, every other attack should be successful and therefore would not only reduce the clones of the defender by 150, but also wouldn't allow them to produce any more, bring in any reinforcements, nor would they bolster their reserves by stealing clones from the attacker's left-over supply.
I'm not going to run any numbers because I think it'll turn out whoever wins the first battle is going to probably end up winning overall or it may end up that defenders have a slight advantage because of the 20% thing (although the attacking district never stops producing clones regardless of outcome), but that's sort of how it should be. If the attacks were hitting with 2 districts, it would be a completely different story. I don't see a problem with that mechanic. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1219
|
Posted - 2013.03.19 14:16:00 -
[1022] - Quote
Hmm ok. Tough getting back in that thread. My head is buzzing from all those new informations and previous post i'd want to comment. Btw guys, great talks. Even if sometimes some people tends to go in very weird place of thought, let's just blame it on being tired of looking at all that text and numbers.
So now about those new numbers :
Raising minimum clone loss to 150 (+50%)
This is probably the best move to me. I was really afraid of corps dropping battle as soon as they reached 100 clone loss. Any smart defender never would go above the minimal clone loss on one fight UNLESS the rest of its clone stock is ridiculously low.
So, having that minimal clone loss being at least as high as it is in pub game was mandatory to avoid frustrating battles ending as sniper fest or hide and seek in the MCC.
GOOD POINT !
PS: Setting minimal clone movement to 150 kinda make sense but wasnt that much needed. If a corp thinks it can attack with 100 clone and win, or just want to send back up to another district with 100 clone, it should be able to.
Raising starter packs price and clone amount (+100%)
Ok, so to me, this wont change much when PC starts but it is still a good move for further down the line as many of you already pointed out. A corp that would wish to enter PC 6 month after it started cant possibily run fights with only 100 clones. And that, even if they can still attack over and over with Genolution pack using the "priority hour" or "dibs hour" as i like to call it. By the way, it should definitely have an official name.
Raising starter packs doesnt really stop people from using Genolution Bomb to harass an ennemy through an alt corp. And all those talks about a mechanic not being sustainable is a waste of time. ANY conquest is by essence unsustainable if you dont end up winning and collecting ISK from your conquered territory.
But, spending a ton of money because you're pretty sure you'll be able to defend your new owned territory long enough that it will be in the end a good operation ISK wise is the definition of "conquest".
Raising Clone regeneration rate (+250% then ~+100% compared to original number)
This adresses one the other concern is discussed for quite a while on IRC with both null and foxfour. With the old numbers, it was obvious that spamming attacks with the dibs hour was the definition of a mandatory win. Especially in the case of a corp with say 5 districts vs a corp with only 1.
When i saw the numbers suggested in the first post ( 100 native, 150 with PF), i thought "dude, snooze fest, attacking is now a drag... The low generation rate was probably there to balance the loss of clones through attrition that implies a heavier investment of the attacking corp to field the minimal clone loss compared to the defender.
With the first suggested numbers, attacking would have become a massive pain in the ass and big corps would all have known that counter attack was the best way to go to conquer and defending a solid decision. With attrition, 20% bonus and everything, 100/150 regeneration rate was way too high. Simple math could confirm that :
Day 1 : Attacking corp : Cargo Hub - 450 clones Defending corp : Production Facility - 300 clones 1 jump away.
Attackers sends 188 clones, fields 150 post-attrition and wins. Defenders stops when reaching 150 clone loss and watch MCC blow up. Attacker still has 40 clones left. A good victory.
Day 2 : Attacking corp : Cargo Hub - 302 clones left after battle - 402 clones post RT. Defending corp : Production Facility - 150 clones
Attackers sends another 188 clones. Win, 20 clones left = district taken. Total cost of conquest : 316 clones. If the defender wins on the other hand and manages to save 40 clones. Attacker loses all clones.
Day 3 Attacking corp : Cargo Hub - 214 clones post battle - 314 Clones post RT Defending corp : Production Facility - 150-110+150 = 190 clones.
In that case, a draw game for a 1 jump away fight ends up : Attackers 336 clones lost || Defenders 260 clones lost Base population loss post RT : Attacker 31% || Defender 37%
Same draw scenario but with latest numbers : Total clone loss : Attacker loss : 336 (unchanged) || Defenders : 260 (unchanged) District population left post RT: Attacker : 264 || Defender : 140 Base population loss post RT : Attacker 42% || Defender 54%
The first number gives us a very minimal difference in base population loss post RT in case of a draw game. When the attacker had two clone generation and the defender only one. It doesnt feel like a good enough difference and it's just a 1 jump away fight. For a 2 jump fight, the defender may have lost less clones in % than the attacker who got 2 clones reinforcement.
Results with 75 native and 100 with PF look way better. Garret's maths were already good but it though i might add another example ( https://forums.dust514.com/default.aspx?g=posts&m=628857#post628857) Cheers.
Now, to go further with those explanation : Obviously, if the attacking corp has 3 districts from which it sends an attack every other 3 days and the defender only has one districts, it gets way more difficult for the defender as its regeneration rate when winning wont benefit from any break coming from the attacking district wearing off of clones to use. (garret example)
So yeah, defending your only district against a strong attacker with multiple base district for attacking will be tough. But again, that's what alliances are for. And even if the defender isn't the one counter attacking to avoid the enemy forces of focusing all its strength on this one district, others in the universe wont hesitate in backstabbing the attacker.
So overall, the tweaking of the regeneration rate sounds good.
Will write about other stuff in next post. |
trollsroyce
Seraphim Initiative. CRONOS.
226
|
Posted - 2013.03.19 14:28:00 -
[1023] - Quote
An important question:
Defender positioning. Will defenders start with NULL cannon control? Will they start at a near location to bases as opposed to attackers who need to find a way in? Will defenders control all installations in the beginning of skirmish?
Anything else than the above scenario feels unintuitive and odd to me. |
Bendtner92
Imperfects Negative-Feedback
440
|
Posted - 2013.03.19 14:34:00 -
[1024] - Quote
trollsroyce wrote:An important question:
Defender positioning. Will defenders start with NULL cannon control? Will they start at a near location to bases as opposed to attackers who need to find a way in? Will defenders control all installations in the beginning of skirmish?
Anything else than the above scenario feels unintuitive and odd to me. It's the current Skirmish mode being used, so I would guess no to those questions (although some of the current maps favor one side to a certain point, Manus Peak for instance).
But I agree that we need actual defender vs attacker modes soon, but I think they are aware of that. |
Meeko Fent
Kinsho Swords Caldari State
14
|
Posted - 2013.03.19 14:43:00 -
[1025] - Quote
CCP FoxFour wrote:Muchomojo wrote:Will we have access these districts outside of battle? Would it be logical that the defender has some sort of advantage in terms of knowing the terrain etc? Not at this time no. Aww. How about being able to see a map on that Hologram table in the warbarge if the warbarge is made into something of a corp hall? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 14:43:00 -
[1026] - Quote
Quote:An important question:
Defender positioning. Will defenders start with NULL cannon control? Will they start at a near location to bases as opposed to attackers who need to find a way in? Will defenders control all installations in the beginning of skirmish?
Anything else than the above scenario feels unintuitive and odd to me.
Would be a great way to bring Skirmish 1.0 back...hint hint... |
Django Quik
R.I.f.t
318
|
Posted - 2013.03.19 14:46:00 -
[1027] - Quote
Bendtner92 wrote:trollsroyce wrote:An important question:
Defender positioning. Will defenders start with NULL cannon control? Will they start at a near location to bases as opposed to attackers who need to find a way in? Will defenders control all installations in the beginning of skirmish?
Anything else than the above scenario feels unintuitive and odd to me. It's the current Skirmish mode being used, so I would guess no to those questions (although some of the current maps favor one side to a certain point, Manus Peak for instance). But I agree that we need actual defender vs attacker modes soon, but I think they are aware of that.
Yeah, I'm sure CCP Fox Four confirmed this earlier. No null canons held at start. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 14:49:00 -
[1028] - Quote
Alright I ran some numbers just to see how it would turn out.
Assuming loss of 100 clones by attacker and defender every battle, meaning 50 left over for stealing by the defender if they win. Roughly the same criteria as Blacknova earlier. A is attackers, D is defenders. The first numbers after each day is the starting forces(after clone reinforcements), the second line is the outcome of the battle, and the third line is the aftermath.
Cargo Hub for A, Cargo Hub for D, A wins first:
Day 1: A-450, D-450 A wins A-350 (450-100), D-300 (450-150)
Day 2: A-425 (350+75), D-300 D wins A-275 (425-150), D-210 (300-100+10)
Day 3: A-350 (275+75), D-285 (210+75) A wins A-250 (350-100), D-135 (285-150)
Day 4: A-325 (250+75), D-135 D wins A-175 (325-150), D-45 (135-100+10)
Day 5: A-250 (175+75), D-120 (45+75) A wins A takes over district by cloning out D.
CH for A, CH for D, D wins first:
Day 1: A-450, D-450 D wins A-300 (450-150), D-360 (450-100+10)
Day 2: A-375 (300+75), D-435 (360+75) A wins A-275 (375-100), D-285 (435-150)
Day 3: A-350 (275+75), D-285 D wins A-200 (350-150), D-195 (285-100+10)
Day 4: A-275 (200+75), D-270 (195+75) A wins A-175 (275-100), D-120 (270-150)
Day 5: A-250 (175+75), D-120 D wins A-100 (250-150), D-30 (120-100+10)
Day 5 (this is assuming A wants to attack, despite knowing even a win will leave them with only 25 clones in the district they're attacking from): A-175 (100+75), D-105 (30+75) A wins A takes over district by cloning out D.
CH for A, Production Facility for D, A wins first:
Day 1: A-450, D-300 A wins A-350 (450-100), D-150
Day 2: A-425 (350+75), D-150 D wins A-275 (425-150), D-60 (150-100+10)
Day 3: A-350 (275+75), D-160 (60+100) A wins A-250 (350-100), D-10 (160-150)
At this point it's basically impossible for D to win on Day 4 since they only have 10 clones.
CH for A, PF for D, D wins first:
Day 1: A-450, D-300 D wins A-300, D-210 (200+10)
Day 2: A-375, D-300 (210+100-10(clones sold over maximum)) A wins A-275 (375-100), D-150 (300-150)
Day 3: A-350 (275+75), D-150 D wins A-200, D-60 (150-100+10)
Day 4: A-275 (200+75), D-160 (60+100) A wins A-175 (275-100), D-10 (160-150)
At this point it's basically impossible for D to win Day 4 because they only have 10 clones.
It seems like D needs a CH to even have a chance of defending against a similarly skilled opponent. Also, this only takes into account 1 district attacking a defending district.
Another thing, is even when A loses, they only effectively lose 75 clones, because they'll get 75 back later from RT. If they win, they only lose 25. However, when D loses, they effectively lose 225 clones (150 for battle, 75 for no RT) which is devastating. Even with a win, they'll run negative because 75+10 is still less than the 100 they'll lose in battle. Not to mention they can't get any outside reinforcements, and will really have to rely upon someone attacking their attackers (I guess that's where allies/other districts come in).
Obviously a lot of this is academic and relies on some pretty consistent and unlikely stuff to happen, like A and D going back and forth in wins and always losing 100, but I think it still points out the problem that D is going to have a hard time defending, since even in the best case scenario for them here, they still lose. |
Mr Gloo Gloo
What The French CRONOS.
39
|
Posted - 2013.03.19 14:55:00 -
[1029] - Quote
Conclusion for me on the move, and the all system btw.
Rising the prices are a good thing : every corps can't claim to participate to PC. And the top corps can't really rush all districts on day 1.
BUT, you won't solve any "exploit" issue (with biggest and richest corps...) without ban the ringer system, or apply the alliance one...
I can understand why you don't want the alliance system in DUST on day 1. You can make it very very expensive for example (1 billion to create it or maybe more) because if it's free, back to the "exploit" system... So let us farm clones for weeks, and be rich enough to form an alliance, something like that...
So if you don't want to apply alliance system, do not allow ringer one.
You want a Corp Planetary Conquest, let corps do the job for the first days/weeks/months ... |
Vrain Matari
ZionTCD Legacy Rising
454
|
Posted - 2013.03.19 15:00:00 -
[1030] - Quote
Sextus Hardcock wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:50/100/400 Where did you get those numbers from? They are 50/100/200 You are correct, however you lose 30m per attack instead of 20m per attack now (as a raider). I have said it before and will say it again, this gameplay is not meant to encouraging raiding with the clone starter packs, it is actually designed to discourage that. Once you own a raiding should be viable, but not owning a district and making money from those that do is not something we are designing for. I agree with this design idea. The Geno Pack has no travel cost associated with it, and so must be made inferior to using your clones and paying to transport them from your district, to the point of invasion. The Pack serves to allow corps who have no foothold in a district yet to get a shot, not as a spec ops option for mercs/raiders or to otherwise bypass the clone travel degredation mechanic. Agreed. The supernatural force projection allowed by the Genolution Pack is immersion breaking - this way at least it's balanced.
And the raiding playstyle is still supported, with the caveat that you will need you own industrial base to make the raiding economically viable. This makes a lot of historical sense - the last great raiding force we've seen in RL had a serious industrial infrastructure.
[Polemics] I believe an important point to keep in mind is the caution to avoid balancing using ISK, as FoxFour has stressed. The way to do this is make everything associated with PC cost 0 ISK, as well as reversing losses of equipment upon match completion. For the purposes of this phase of the beta content-starved corps will fight for pride, and everybody will be able to play, contingent only on player numbers and logistical issues.
This provides the freedom the players need to test the entire state-space of solutions, limited only by imagination. The dynamics this reveals are the pure dynamics inherent in your ruleset, the fundametal 'geometry' of your game, so-to-speak. These dynamics/geometry are always present in any game ruleset, ISK or no ISK. At the beginning it's judicious to test for pathologies in the ruleset before adding on a secondary consideration, namely ISK.
Testing pure game mechanics is an especially valid approach in this case, since the design of Planetary Conquest is taking a lot from Diplomacy, which has no currency and is basically a zero-sum game, as is this proposed PC game mode(any resource you control was taken from another player).
It is also an important case-in-point for the day when ISK flows freely between DUST and EVE. [/Polemics] |
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1220
|
Posted - 2013.03.19 15:16:00 -
[1031] - Quote
Parson Atreides wrote:Alright I ran some numbers just to see how it would turn out.
Assuming loss of 100 clones by attacker and defender every battle, meaning 50 left over for stealing by the defender if they win. Roughly the same criteria as Blacknova earlier. A is attackers, D is defenders. The first numbers after each day is the starting forces(after clone reinforcements), the second line is the outcome of the battle, and the third line is the aftermath.
Those numbers are not surprising at all. For the sole fact that even when attacker and defender both win a game, attacker gets 2 clone reinforcement when defender only gets one (check my post above). And you're forgetting the fact that most fight wont play out on the same planet and that includes attrition. Also, what are the odds that this attacking corp isnt attacked at the same time while committing all those clones in the conquest of one district.
FInally, it only makes sense that a corp attacking over and over and over again a district ends up wearing out the defenders clones if they cant manage to win more games that their assailants. It's called a "siege" situation. And in most historical cases, it never ends well.
Now, i would like to suggest something for discussion. What if an attacker couldnt attack the same district for 24h when losing a fight ? Or could still attack it but not using the same base district to move the clones for 24h ? Adding some kind of cool down.
I havent thought this through but could be an interesting talk.
Corp 1) (District A B C) vs Corp 2) (District D E F) 1) District A attacks 2) District D and loses.
Either 1) cannot attack any of 2) districts => Sounds lame. But had to list it Or 1) cannot attack 2) District D => Kind of the opposite of the "Dibs Hour" offered to the attacker. Or 1) cannot attack with District A any of 2) District => Losing kinda locks the base district actions. Or 1) cannot attack with District A 2) District D => Only a specific lock between the two incriminated districts.
The whole point behind that idea is the fact that the attacker seems to have a nice upper hand on the defender. Yeah attrition will hurt when attacking very remote district but the "Dibs Hour" and the fact that you can prevent the defender from generating clones while you still generate yours if you're not under attack is a lot.
Against that, the sole perk for defending is the 20% "cashback" on the unused clones the attacker brought to the fight. And i wouldnt be surprised to see attackers ruin on purpose all of their clones when a game seems lost. Using militia gear and killing themselves just to avoid offering clones to the enemy.
Or, what about offering a deal for defenders through the reward system ? When winning, defender could choose to process used biomass into new clones instead of getting full ISK reward ?
Just to keep the discussion going. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 15:36:00 -
[1032] - Quote
Laurent Cazaderon wrote: Those numbers are not surprising at all. For the sole fact that even when attacker and defender both win a game, attacker gets 2 clone reinforcement when defender only gets one (check my post above). And you're forgetting the fact that most fight wont play out on the same planet and that includes attrition. Also, what are the odds that this attacking corp isnt attacked at the same time while committing all those clones in the conquest of one district.
I don't think the attrition penalties are going to be entirely significant until you start talking about 2 jumps or more (and I'm guessing because of those attrition rates, we won't see massive jumping for some time). Only in the case of D winning first and having a CH would attrition affect A's ability to attack on the very last day.
As for A getting attacked, I mentioned that it was really the only chance for D, but by the same token, even if A is hit and stops attacking, D is still left severely diminished and is just as likely (actually more so in every day after 3 in any scenario, and after Day 2 in most scenarios) to be hit because they have fewer clones.
Quote:FInally, it only makes sense that a corp attacking over and over and over again a district ends up wearing out the defenders clones if they cant manage to win more games that their assailants. It's called a "siege" situation. And in most historical cases, it never ends well.
I don't ever liked to get too bogged down in "is this realistic enough" especially in Sci-Fi games. It usually doesn't make for great gameplay. Also, siege situations happen when A has a very large advantage in attacking numbers--that isn't the case here.
Quote:Now, i would like to suggest something for discussion. What if an attacker couldnt attack the same district for 24h when losing a fight ? Or could still attack it but not using the same base district to move the clones for 24h ? Adding some kind of cool down.
I don't generally like the idea of anything that further de-incentivizes attacking or makes it harder to do so. I do think the Defenders should get more than 20% of unused clones, though. Closer to 40%, maybe. If that means letting them reuse biomass instead of selling it, okay.The attackers not only have several means by which to deplete their own clone reserves if needed, but also decide exactly how many clones they send to a battle (with a minimum of 150, obviously). |
LXicon
VENGEANCE FOR HIRE
69
|
Posted - 2013.03.19 15:58:00 -
[1033] - Quote
5Y5T3M 3RR0R wrote:The Black Jackal wrote:...There will be areas that are more peaceful... and you primarily sell off excess clones, not the ones you plan to attack with. Border zones will likely be under constant attack, whereas a district 2-4 jumps from the front lines wont likely see as much action due to clone attrition.
Will you really be selling them? Wouldn't you instead be moving them to the front lines to bolster your forces for other attacks and defences? I mean the average front line territory under sustained assault needs between 2 and 5 territories to support it depending on which currently suggested system you choose..
Just to be clear, there are no "Front Lines" ... anyone can attack ANY of your districts regardless of who owns the adjacent districts. Even if an attacker jumped in from another system to a planet you owned outright, they could attack any district they choose on the planet.
You don't need to "support the front lines". All your districts should be battle ready at all times.
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1221
|
Posted - 2013.03.19 16:21:00 -
[1034] - Quote
Parson Atreides wrote:Laurent Cazaderon wrote: Now, i would like to suggest something for discussion. What if an attacker couldnt attack the same district for 24h when losing a fight ? Or could still attack it but not using the same base district to move the clones for 24h ? Adding some kind of cool down.
I don't generally like the idea of anything that further de-incentivizes attacking or makes it harder to do so. I do think the Defenders should get more than 20% of unused clones, though. Closer to 40%, maybe. If that means letting them reuse biomass instead of selling it (or instead of stealing 40% of remaining clones), okay.The attackers not only have several means by which to deplete their own clone reserves if needed, but also decide exactly how many clones they send to a battle (with a minimum of 150, obviously).
This doesnt de-incentive attacking. Some mechanic could just add a feelin of "set-back" just like losing as a defender gives you that feeling as you dont generate any clone.
In fact, all those talks about defenders vs attackers balance only comes from one main issue : The fight itself. Defending should give you an upper hand by having more defensive positions, turrets, etc... Thus implying less clone loss than the enemy when winning, making the whole system solid.
Aaaahh. Skirmish 1.0 i miss you so bad. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
260
|
Posted - 2013.03.19 16:27:00 -
[1035] - Quote
Pryke Bastion wrote:Well in the interests of PC, I'm curious if these districts that we control would allow any other industrial production facilities besides the clone affecting ones. With the economies split there isn't much drawing the average EVE player to PC besides good will toward alliances with the hope that one day all these manic ground troops might prove useful.
I suggest that CCP allow industrialism on these districts to be tied in. Gives the EVE players an incentive to set roots in these systems with increased production capabilities and output. Might get the industrialist corps interested at any rate.
Another idea to bring more interactivity. An EVE fleet could install a satellite defense system geo-synchronous with their favoured district. This would allow the district the ability to destroy or damage incoming clone assault packets sent by Genolution, Increasing the attrition rate by a modest percentile. These satellite defense networks could be destroyed by a hostile fleet, but it would be necessary to hold the system for a period long enough to root out all the cloaked satellites. This would allow more context and purpose for fleet involvement other than, "Nuke the CLONES!"
Pryke out.
Awesome idea! |
Garrett Blacknova
Codex Troopers
2070
|
Posted - 2013.03.19 16:46:00 -
[1036] - Quote
Parson Atreides wrote:There's one major flaw with your example, and that's the fact that, given your criterion of equal skill level, the attackers should be winning as much as the defenders are. In other words, every other attack should be successful and therefore would not only reduce the clones of the defender by 150, but also wouldn't allow them to produce any more, bring in any reinforcements, nor would they bolster their reserves by stealing clones from the attacker's left-over supply.
I'm not going to run any numbers because I think it'll turn out whoever wins the first battle is going to probably end up winning overall or it may end up that defenders have a slight advantage because of the 20% thing (although the attacking district never stops producing clones regardless of outcome), but that's sort of how it should be. If the attacks were hitting with 2 districts, it would be a completely different story. I don't see a problem with that mechanic. The established premise I was replying to was one where the defender was consistently winning, but still supposedly gtting worn down by an attacker sending the minimum number of clones (150). I was taking a worst-case scenario for the defender in which that would happen.
Equal skill in direct combat, meaning a 1:1 K/D, but with the attackers not focusing on obkectives, meaning the defenders win by MCC destruction. |
EnIgMa99
Imperfects Negative-Feedback
242
|
Posted - 2013.03.19 17:05:00 -
[1037] - Quote
Telcontar Dunedain wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:50/100/400 Where did you get those numbers from? They are 50/100/200 You are correct, however you lose 30m per attack instead of 20m per attack now (as a raider). I have said it before and will say it again, this gameplay is not meant to encouraging raiding with the clone starter packs, it is actually designed to discourage that. Once you own a raiding should be viable, but not owning a district and making money from those that do is not something we are designing for. 24 hours notice for every fight. Discouraging raiding playstyles so that people can passively farm. No advantage to attacking versus farming your clones. No difference between districts so no reason to move around once you are fat and have the timers you want. This design is too conservative imo, it needs some more meat and spice.
Give us moon goo to fight over or something equivalent that everyone wants. Some reward that simulates conflict.
|
Garrett Blacknova
Codex Troopers
2070
|
Posted - 2013.03.19 17:05:00 -
[1038] - Quote
Parson Atreides wrote:Alright I ran some numbers just to see how it would turn out.
Assuming loss of 100 clones by attacker and defender every battle, meaning 50 left over for stealing by the defender if they win. Roughly the same criteria as Blacknova earlier. You appear to have missed the edit on my post that you're referring: Here, I'll repost the quote that I got from the Wiki where this scenario doesn't play out quite how I said it would originally...
Quote:Clones not lost in combat but destroyed in MCC destruction do not get biomassed and sold. If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" If you only send the minimum 150 clones into battle and you lose, any survivors are killed off instead of letting the winners sell off the excess.
Also, both of our examples were assuming, at best, attacking from a district on the same planet, and at worst, attacking from another planet in the same system, but with a Research Lab to negate the clone losses. If you want to have 150 soldiers on the ground a couple of systems away, you're going to be sending more than 200 clones. That's going to have a HUGE impact on how fights play out when this goes live.
Laurent Cazaderon wrote:This doesnt de-incentive attacking. Some mechanic could just add a feelin of "set-back" just like losing as a defender gives you that feeling as you dont generate any clone. How about this for an disincentive/setback when losing?
Quote:Clones not lost in combat but destroyed in MCC destruction do not get biomassed and sold. If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" Oh. RIght. They already did that. Winning means you EITHER have your remaining clones in the district if you clone out the defenders, or you get to sell off the surviving clones, thus recovering some of the investment cost required for the attack. Losing means you lose all the clones, regardless of whether you ACTUALLY lose all your clones or not. |
Django Quik
R.I.f.t
321
|
Posted - 2013.03.19 17:12:00 -
[1039] - Quote
Equal skill in combat suggests a 50/50 chance of either side winning. Sometimes this will happen and the defenders will burn out the attackers and sometimes vice versa. That's the very nature of the game. I think what will end up happening a lot though is that the attackers will have a couple of goes and either burn out or decide they probably need to save some clones for their own defense and then some other corp will jump in and finish the job, seeing that the defenders clone count has already been reduced somewhat. Ooooor even if the attacker manages to take the district, they'll have reduced clone numbers from hard fighting, leaving the district vulnerable to another attacker in the same manner.
I imagine some corps having set intelligence snipers just scouring the region looking for districts under attack, so they can target them as soon as the attack is over. Man I'm gonna spend even more of my life on this game when this comes out...
This raises another point for CCP Fox Four: can anyone look at the stats for any district at any time? If a district is under attack, external parties will still be able to see the clone counts? Maybe some sort of recon mechanic could be added, whereby you have to spend isk to get a scouting report or it takes a certain length of time to get stats on a district depending on how far away it is. |
Garrett Blacknova
Codex Troopers
2070
|
Posted - 2013.03.19 17:17:00 -
[1040] - Quote
Django Quik wrote:Equal skill in combat suggests a 50/50 chance of either side winning. Equal skill in DIRECT combat means that face-to-face on the battlefield, there's a 50/50 chance of either side winning the encounter. But in an objective-based game mode, the focus is no longer on direct combat, and because the suggested scenario I was working with had been a scenario where the attackers were LOSING EVERY TIME, I was suggesting a worst-case scenario in which this would actually be a logical scenario to see happening. |
|
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.19 17:20:00 -
[1041] - Quote
Sorry if this has been covered but just got in from work after thinking about this and wanted to get it down while on my mind
Surely there should be a mechanic in place to allow defenders to reinforce to at least their pre attack levels with some room to also increase numbers if they successfully defend their district. Otherwise there is a possibility that corps will just abandon districts if they know that a large corp/ alliance has targeted them and may even be coerced into doing so by prior arrangement.
A big alliance with big resources can basically guarantee victory through attrition even if they lose some battles. It doesn't seem right that a defender may win a hard fought victory but with significant clone losses which under the current system it can't replace in 24 hrs if a well stocked alliance continues its attack with a restocked clone attack force.
In this scenario the defenders could lose their district even though they win every battle!
A small corps that realizes this in a fully stocked district can abandon and receive either 30 mil or 45 mil for selling their clones which gets them a new clone pack. They are not in as great a position as they were but better than kicked from district with all clones destroyed and they now have the means to go and try and usurp someone they have a chance against with a clone pack.
Big corps that know this can sweeten the deal by prior arrangement with some extra isk and why would the little corps refuse? they can't win over time as a defender and its cheaper for a big corp to part fund an abandonment.
The 100 clone production rate would partly mitigates this and it is almost solved if on a PF but it seems that it will go down to 75 and 100 which would not be enough so I think this is a real issue.
Under current proposals, district defenders are 100% doomed to fail if up against well stocked rivals even if they win all their battles.
Thoughts? |
Django Quik
R.I.f.t
321
|
Posted - 2013.03.19 17:32:00 -
[1042] - Quote
Booker DaFooker wrote:Sorry if this has been covered but just got in from work after thinking about this and wanted to get it down while on my mind Surely there should be a mechanic in place to allow defenders to reinforce to at least their pre attack levels with some room to also increase numbers if they successfully defend their district. Otherwise there is a possibility that corps will just abandon districts if they know that a large corp/ alliance has targeted them and may even be coerced into doing so by prior arrangement. A big alliance with big resources can basically guarantee victory through attrition even if they lose some battles. It doesn't seem right that a defender may win a hard fought victory but with significant clone losses which under the current system it can't replace in 24 hrs if a well stocked alliance continues its attack with a restocked clone attack force. In this scenario the defenders could lose their district even though they win every battle! A small corps that realizes this in a fully stocked district can abandon and receive either 30 mil or 45 mil for selling their clones which gets them a new clone pack. They are not in as great a position as they were but better than kicked from district with all clones destroyed and they now have the means to go and try and usurp someone they have a chance against with a clone pack. Big corps that know this can sweeten the deal by prior arrangement with some extra isk and why would the little corps refuse? they can't win over time as a defender and its cheaper for a big corp to part fund an abandonment. The 100 clone production rate partly mitigates this and it is almost solved if on a PF but otherwise I think this is a real issue. Under current proposals, district defenders are 100% doomed to fail if up against well stocked rivals even if they win all their battles. Thoughts?
If the defender wins, they get their next batch of clones produced (75 or 100 with the Production SI). If a corp (not necessarily a big one) has enough districts and clones to be launching attacks from multiple locations on a single district, yes that district will be in trouble but if you win your defenses repeatedly, you'll still likely burn out the attacker's clones to the point that their own districts become very vulnerable. |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.19 17:38:00 -
[1043] - Quote
true but the situation still stands, you could be small but pretty good, win all your defensive battles but still lose your district in a few days depending on your clone losses in battle. A well stocked corp/alliance may well choose to continue on the offensive even if they are not winning battles because they know that eventually they will get the district. If the defending district is restocked after winning then it is much less likely to be bullied off it's district by corps who are just bigger but not better
Of course, if you lose then you lose your clones and your new total is the new maximum you can be re-stocked to, but I'm also still inclined to allow a mechanic that allows some guaranteed increase in clone stocks if you keep winning consecutive attacks |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 17:59:00 -
[1044] - Quote
Laurent Cazaderon wrote: This doesnt de-incentive attacking. Some mechanic could just add a feelin of "set-back" just like losing as a defender gives you that feeling as you dont generate any clone.
I also said "or makes it harder to do so." A couple of your suggestions make it impossible to attack the same district again from the one you originally attacked from, which seems silly. I don't think it's going to be the case where people are attacking haphazardly every district they can find, so if you lose once and can't attack the same district again from the one you just used, it's going to feel really slow and boring.
In fact, for any Corp that only owns one district, it's going to feel like every game is a must-win for fear of losing both the Lock-out period you had established (which means someone else can swoop in on the district you're hitting) or the defenders are going to be able to restock their losses. I just think the defenders need to be able to recoup more of their losses from a victory (fair to defenders) without preventing the attackers from continuing their effort to take the district (fair to attackers).
Garrett Blacknova wrote:You appear to have missed the edit on my post that you're referring: Here, I'll repost the quote that I got from the Wiki where this scenario doesn't play out quite how I said it would originally... Quote:Clones not lost in combat but destroyed in MCC destruction do not get biomassed and sold. If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" If you only send the minimum 150 clones into battle and you lose, any survivors are killed off instead of letting the winners sell off the excess.
I'm 99% sure that quote refers directly to the ISK gain from damaged/destroyed clones in a fight, ie 50,000 ISK per clone. It does not mean that any clones left over aren't stolen (20% anyway) by the defending team. In other words, the defender will get the ISK for the 100 clones destroyed and biomassed in the match (not 150), but will still get 20% of the 50 remaining clones as reinforcements (though not ISK), so mathematically, 140 clones were destroyed on the attacking side (100 biomassed for ISK), with 10 defecting to the defenders.
Quote:Also, both of our examples were assuming, at best, attacking from a district on the same planet, and at worst, attacking from another planet in the same system, but with a Research Lab to negate the clone losses. If you want to have 150 soldiers on the ground a couple of systems away, you're going to be sending more than 200 clones. That's going to have a HUGE impact on how fights play out when this goes live.
Yes, it will have a big impact, but until we know exactly how many systems it's going to be spread across, and how many districts are going to be in each system (not just on one planet), plus the fact that districts and planets don't have unique bonuses, then there may not be much reason to ever expand out of your own system. You can only hold so many districts effectively. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 17:59:00 -
[1045] - Quote
Double post because it won't let me quote more than 5 times in a single response...
Garrett Blacknova wrote:Django Quik wrote:Equal skill in combat suggests a 50/50 chance of either side winning. Equal skill in DIRECT combat means that face-to-face on the battlefield, there's a 50/50 chance of either side winning the encounter. But in an objective-based game mode, the focus is no longer on direct combat, and because the suggested scenario I was working with had been a scenario where the attackers were LOSING EVERY TIME, I was presenting a defender's worst-case scenario in which this would actually logically happen.
You can't say equal skill and then give one side an advantage in combat, whether it's objective-based combat or not. Equal skill means equal skill in everything. Gun game, players, strategy, etc. Limiting the scenario to direct combat for the purposes of PC-related discussion is pointless considering all of the matches are going to be objective-based.
Django Quik wrote: think what will end up happening a lot though is that the attackers will have a couple of goes and either burn out or decide they probably need to save some clones for their own defense and then some other corp will jump in and finish the job, seeing that the defenders clone count has already been reduced somewhat. Ooooor even if the attacker manages to take the district, they'll have reduced clone numbers from hard fighting, leaving the district vulnerable to another attacker in the same manner.
Let's not forget, as with my examples on the previous page, the defender is going to be the more appetizing target in almost every scenario after Day 2. Your very last sentence is the only thing I imagine will keep people from attacking 4 days in a row (but that's only if they only own 1 district, if they own 2 or more, they can simply reinforce the first or attack from the second). |
Garrett Blacknova
Codex Troopers
2071
|
Posted - 2013.03.19 18:10:00 -
[1046] - Quote
Parson Atreides wrote:I'm 99% sure that quote refers directly to the ISK gain from damaged/destroyed clones in a fight, ie 50,000 ISK per clone. It does not mean that any clones left over aren't stolen (20% anyway) by the defending team. In other words, the defender will get the ISK for the 100 clones destroyed and biomassed in the match (not 150), but will still get 20% of the 50 remaining clones as reinforcements (though not ISK), so mathematically, 140 clones were destroyed on the attacking side (100 biomassed for ISK), with 10 defecting to the defenders. That would be good logic, apart from the fact that this addresses a very specific scenario:
Quote:If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" That says you're wrong. It's the same part I missed the first time I read it.
Parson Atreides wrote:Garrett Blacknova wrote:Equal skill in DIRECT combat means that face-to-face on the battlefield, there's a 50/50 chance of either side winning the encounter. But in an objective-based game mode, the focus is no longer on direct combat, and because the suggested scenario I was working with had been a scenario where the attackers were LOSING EVERY TIME, I was presenting a defender's worst-case scenario in which this would actually logically happen. You can't say equal skill and then give one side an advantage in combat, whether it's objective-based combat or not. Equal skill means equal skill in everything. Gun game, players, strategy, etc. Limiting the scenario to direct combat for the purposes of PC-related discussion is pointless considering all of the matches are going to be objective-based. Which is why I was emphasising that I was working with the presented scenario where the defender always won the battle, but lost their district through attrition anyway. That was the scenario presented, and what I was providing is a situation by which that could happen in basically the worst possible way for the defenders. It's also why I specifically emphasised equal skill in DIRECT combat, not equal skill in all areas. That argument is a completely separate one to what I was actually addressing. |
Garrett Blacknova
Codex Troopers
2071
|
Posted - 2013.03.19 18:27:00 -
[1047] - Quote
Booker DaFooker wrote:true but the situation still stands, you could be small but pretty good, win all your defensive battles but still lose your district in a few days depending on your clone losses in battle. A well stocked corp/alliance may well choose to continue on the offensive even if they are not winning battles because they know that eventually they will get the district. If the defending district is restocked after winning then it is much less likely to be bullied off it's district by corps who are just bigger but not better
Of course, if you lose then you lose your clones and your new total is the new maximum you can be re-stocked to, but I'm also still inclined to allow a mechanic that allows some guaranteed increase in clone stocks if you keep winning consecutive attacks If you're small and good, winning every battle, I've shown the numbers in a particularly bad situation where you're suffering 100 clone deaths per battle, and you're still only suffering a net loss of 25 clones - less if the attackers brought more than 150 clones per attack and you win by MCC destruction, or if you have the Production Facility SI.
It would require a minimum of 4 districts to sustain attacks like for any length of time, and it would require more than a week of constant attacking to grind the target district down in this manner.
7 days x 3 million ISK = 21 million if you hold the required number of districts and can go for a week without ANY of your districts being attacked at the wrong moment, and assuming any attacks that do happen are repelled with minimal losses on your part.
7 days x 40 million ISK = 280 million ISK if you hold no districts and are really, REALLY serious about wanting that particular district and money is no object.
Either way, the defenders spend a grand total of 0 ISK making you fight for it for over a week. Who's really getting the better deal here? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 18:42:00 -
[1048] - Quote
Garrett Blacknova wrote:Parson Atreides wrote:I'm 99% sure that quote refers directly to the ISK gain from damaged/destroyed clones in a fight, ie 50,000 ISK per clone. It does not mean that any clones left over aren't stolen (20% anyway) by the defending team. In other words, the defender will get the ISK for the 100 clones destroyed and biomassed in the match (not 150), but will still get 20% of the 50 remaining clones as reinforcements (though not ISK), so mathematically, 140 clones were destroyed on the attacking side (100 biomassed for ISK), with 10 defecting to the defenders. That would be good logic, apart from the fact that this addresses a very specific scenario: Quote:If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones" That says you're wrong. It's the same part I missed the first time I read it.
I see what you're saying now. They're going to have to tweak that, since the only time I imagine someone sending so many clones that more than 150 will reach the district is when they're confident they'll take it. It's interesting, though, if they send 200 (none lost on transport), and lose 100 in the battle and lose the battle itself, does the 20% get taken away from the remaining 100 or only 50 because they have to lose 150 minimum?
Regardless, I'm pretty sure after you take a hostile district, it becomes Unlocked, meaning you could just reinforce it if needed, giving even less reason to send more than 150.
Quote:Parson Atreides wrote: You can't say equal skill and then give one side an advantage in combat, whether it's objective-based combat or not. Equal skill means equal skill in everything. Gun game, players, strategy, etc. Limiting the scenario to direct combat for the purposes of PC-related discussion is pointless considering all of the matches are going to be objective-based.
Which is why I was emphasising that I was working with the presented scenario where the defender always won the battle, but lost their district through attrition anyway. That was the scenario presented, and what I was providing is a situation by which that could happen in basically the worst possible way for the defenders. It's also why I specifically emphasised equal skill in DIRECT combat, not equal skill in all areas. That argument is a completely separate one to what I was actually addressing.
Ah, I missed the very first line of Skihids post, which says the defender wins every battle. The more interesting question is why the defender loses the district every time even with the same skill level and number of victories (with in many cases relative-little clone loss by the attackers), which is what my long post in the previous page is about. |
Thor Odinson42
Planetary Response Organisation Test Friends Please Ignore
32
|
Posted - 2013.03.19 19:15:00 -
[1049] - Quote
Maken Tosch wrote:5Y5T3M 3RR0R wrote:Okay this is a really important question to me about the current conquest system.
Who really wants to sell your conflict resource (clones) for a profit in a conflict game?
Ships, moon resources, control towers, ammunition, modules, etc. are all conflict resources in Eve Online yet plenty of people buy and sell them like the New York Stock Exchange. But that doesn't mean the vast majority of the players don't use those resources to start conflicts. Much of the reason for buying and selling (once the market opens up to allow a player-controlled economy) is to fund for wars. Much of the reason for farming is to fund wars. So far, Eve Online has thrived under this system and I'm confident it will help FPS players as well since it provides a supplemental source (secondary) income to the average corp needing to find ways to fund their battles.
I don't think anybody that sells their clones in the beginning is going to find a ton of success. The isk farming will occur after you've obtained a firm foothold.
I don't even think it should be something worth contemplating for a while. |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.19 19:16:00 -
[1050] - Quote
Garrett Blacknova wrote:Booker DaFooker wrote:true but the situation still stands, you could be small but pretty good, win all your defensive battles but still lose your district in a few days depending on your clone losses in battle. A well stocked corp/alliance may well choose to continue on the offensive even if they are not winning battles because they know that eventually they will get the district. If the defending district is restocked after winning then it is much less likely to be bullied off it's district by corps who are just bigger but not better
Of course, if you lose then you lose your clones and your new total is the new maximum you can be re-stocked to, but I'm also still inclined to allow a mechanic that allows some guaranteed increase in clone stocks if you keep winning consecutive attacks If you're small and good, winning every battle, I've shown the numbers in a particularly bad situation where you're suffering 100 clone deaths per battle, and you're still only suffering a net loss of 25 clones - less if the attackers brought more than 150 clones per attack and you win by MCC destruction, or if you have the Production Facility SI. It would require a minimum of 4 districts to sustain attacks like for any length of time, and it would require more than a week of constant attacking to grind the target district down in this manner. 7 days x 3 million ISK = 21 million if you hold the required number of districts and can go for a week without ANY of your districts being attacked at the wrong moment, and assuming any attacks that do happen are repelled with minimal losses on your part. 7 days x 40 million ISK = 280 million ISK if you hold no districts and are really, REALLY serious about wanting that particular district and money is no object. Either way, the defenders spend a grand total of 0 ISK making you fight for it for over a week. Who's really getting the better deal here?
Your point is good and obviously we are talking about the big corps being very determined in it's task but 150 clones a day is the product of two districts or less which doesn't seem to me to be a big drain if you have many districts and the little guy has no ally's to lock reinforcing district.
This also brings me back to my previous point that small corps could be bought out of a no win situation for them and abandon to order at a preset time allowing big corps in hassle free for a price plus whatever the small corps gets for its clone sale |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 30 40 :: one page |
First page | Previous page | Next page | Last page |