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Thread Statistics | Show CCP posts - 189 post(s) |
Garrett Blacknova
Codex Troopers
2073
|
Posted - 2013.03.19 19:25:00 -
[1051] - Quote
Parson Atreides wrote: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? That's a VERY good question. But if you're wanting to grind down a defender's forces heavily, a 200 or even 250 clone attack would be a practical option if you can be sure of losing enough clones - and killing enough - to balance out the numbers in your favour. Unless you get totally dominated, the worst-case scenario is that the defenders see through the plan, retreat, and let you lock the district down with 150 clones killed.
Quote:Regardless, it's possible 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. And this MIGHT be countered by someone following your victory up with an immediate attack if they're watching for the battle results and set the attack before your corp can send those reinforcements.
Quote: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. And that IS a big question... and I THINK I have an answer... Or at least part of one.
Instead of biomassed clones being 50,000 ISK each, you get a choice. Either you can sell them, or you can rebuild clones from them. Because of all the processes involved in recovering viable parts and actually reclaiming them, it should be at a MASSIVE loss in numbers - even worse than the 20% you get back from capturing clones that survive a battle. I'm leaning towards maybe a 5 or 10% reclamation rate, and because you've taken the most intact - and therefore valuable - parts from the biomass, the remainder is only going to have enough resale value to cover the cost of producing those extra clones. |
Garrett Blacknova
Codex Troopers
2074
|
Posted - 2013.03.19 19:32:00 -
[1052] - Quote
Booker DaFooker wrote: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 While it's true that 150 clones a day can be produced by a single district, that's NOT how it works out when you're calculating an attack on an enemy district.
EDIT: Also, if you get your corp paid off, what's to stop you from using that huge wad of cash to launch a war of attrition against the district you just sold and reclaim it? Because if you could negotiate the kind of payout that would support it, why not? |
Django Quik
R.I.f.t
321
|
Posted - 2013.03.19 19:39:00 -
[1053] - Quote
@Garrett - just wanted to say thanks for helping me field some of these questions lately; it's really good to see someone else helping out who has a real good grasp of the whole thing too. There are still a few niggling little bits and bobs to iron out but we've really ground this whole PC thing to the bones.
Also props to everyone who's been posting their insights and contributing to the debate. Most thorough analysis I've seen on the forums ever I think. |
Django Quik
R.I.f.t
321
|
Posted - 2013.03.19 19:42:00 -
[1054] - Quote
Garrett Blacknova wrote:Booker DaFooker wrote: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 While it's true that 150 clones a day can be produced by a single district, that's NOT how it works out when you're calculating an attack on an enemy district. EDIT: Also, if you get your corp paid off, what's to stop you from using that huge wad of cash to launch a war of attrition against the district you just sold and reclaim it? Because if you could negotiate the kind of payout that would support it, why not?
I wouldn't ever take or offer a payout when one of the big corps is involved - because you can't guarantee either will happen, you're trusting that either the money will be paid when you hand over the district, or that the district will be handed over when you pay the money. There aren't any corps I'd trust that would hold me to ransom and then give me a good deal. |
Musta Tornius
BetaMax. CRONOS.
278
|
Posted - 2013.03.19 19:44:00 -
[1055] - Quote
Django Quik wrote:Garrett Blacknova wrote:Booker DaFooker wrote: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 While it's true that 150 clones a day can be produced by a single district, that's NOT how it works out when you're calculating an attack on an enemy district. EDIT: Also, if you get your corp paid off, what's to stop you from using that huge wad of cash to launch a war of attrition against the district you just sold and reclaim it? Because if you could negotiate the kind of payout that would support it, why not? I wouldn't ever take or offer a payout when one of the big corps is involved - because you can't guarantee either will happen, you're trusting that either the money will be paid when you hand over the district, or that the district will be handed over when you pay the money. There aren't any corps I'd trust that would hold me to ransom and then give me a good deal.
This is where good escrow services come in, they already function fine in eve so why not in dust too? |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.19 19:54:00 -
[1056] - Quote
Django Quik wrote:Garrett Blacknova wrote:Booker DaFooker wrote: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 While it's true that 150 clones a day can be produced by a single district, that's NOT how it works out when you're calculating an attack on an enemy district. EDIT: Also, if you get your corp paid off, what's to stop you from using that huge wad of cash to launch a war of attrition against the district you just sold and reclaim it? Because if you could negotiate the kind of payout that would support it, why not? I wouldn't ever take or offer a payout when one of the big corps is involved - because you can't guarantee either will happen, you're trusting that either the money will be paid when you hand over the district, or that the district will be handed over when you pay the money. There aren't any corps I'd trust that would hold me to ransom and then give me a good deal.
YUP!
As ever, welcome to new eden!
Well maybe it just adds to the meta game and should be left alone
Still feel that a successful defence should carry a reward rather than be barely compensated. 50+ clone winning margins are common place with blueberries in pubs but not so likely in PC IMHO. This leaves even good corps vulnerable to a no win situation even when they beat their opponents regularly and that just doesnt seem fair.
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 20:07:00 -
[1057] - Quote
Garrett Blacknova wrote: That's a VERY good question. But if you're wanting to grind down a defender's forces heavily, a 200 or even 250 clone attack would be a practical option if you can be sure of losing enough clones - and killing enough - to balance out the numbers in your favour. Unless you get totally dominated, the worst-case scenario is that the defenders see through the plan, retreat, and let you lock the district down with 150 clones killed.
Unless these battles are supposed to take a decent bit longer than the average skirmish today, then I sort of doubt you'd ever end up losing more than 150 on either side. Really the only way that happens now is if one side is just completely crushing the other side. Every so often you'll have a really good game that comes down to clones on both sides (in a skirmish), but I'm not sure you'd ever base a strategy off that rarity knowing that if you fail to kill enough, or fail to get killed enough yourself, you're going to end up bolstering their clone count moderately. Also, these will be Corp vs Corp, so those several blue dots that just run into the open to die really won't exist.
Quote: And this MIGHT be countered by someone following your victory up with an immediate attack if they're watching for the battle results and set the attack before your corp can send those reinforcements.
Eh, technically that's possible, but since you know exactly when and how (clone count) the battle will end, you really shouldn't have trouble sending reinforcements before anyone sees that the district is occupied by very few clones. If/when districts/planets provide unique bonuses, I think your caution would be warranted.
Quote: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. That IS a big question... and I THINK I have an answer... Or at least part of one.
Instead of biomassed clones being 50,000 ISK each, you get a choice. Either you can sell them, or you can rebuild clones from them. Because of all the processes involved in recovering viable parts and actually reclaiming them, it should be at a MASSIVE loss in numbers - even worse than the 20% you get back from capturing clones that survive a battle. I'm leaning towards maybe a 5 or 10% reclamation rate, and because you've taken the most intact - and therefore valuable - parts from the biomass, the remainder is only going to have enough resale value to cover the cost of producing those extra clones.[/quote]
I like the idea that you can use different parts to create another clone--and I think it solves, in some way, the problem of people treating these as Ambush instead of Skirmish when they just to try kill clones. I don't think you need to sacrifice the 50,000 ISK, though. It could easily be explained that 10% of clones killed in battle goes directly to the defenders as new clones, and the 90% of biomass left over gets sold off as a rough average of 50,000 ISK per clone killed. You should also get 20% of attacking clones not killed in combat--and that's under the 150 minimum. So if 50 survive, you get 10, regardless of whether or not they're all killed because of the minimum. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1222
|
Posted - 2013.03.19 20:25:00 -
[1058] - Quote
Something obvious just crossed my mind and kinda invalidates any calculation of clone count for 1vs1 district battle in the previous math i've seen in this thread.
And it's about the RT.
Let's say both district engage in the fight have a RT set between 12h00-13h00pm.And both have a cargo hub. Same planet. No attacks on district A.
District A (attackers) 450 clones District B (defenders) 450 clones. Regen rate 75 clones per RT.
Day 1 District A attacks District B at 9h00 am with 150 clones. Come RT. No fight. Excess clone is sold for district B District A is at 375 clones.
Day 2 12h00. RT starts, both district generate clones District A is at 450 clones District B sells the excess of clones. Fight happens. Attackers win through MCC destruction. Defenders lose 150 clones. Attackers lose 140 clones. 10 clones sold.
District A sets another attack with 150 clones at 12h45 once battle is over.
District A : 300 clones District B : 300 Clones
Day 3 12h00
District B doesnt generate clones. District A does.
District A : 375 clones District B : 300 Clones
NO BATTLE happens as it's not been a full 24h since the first fight Don't know if you guys took that into account but it's important. Or at least that's the way i understood that part of the wiki
Quote:The biggest takeaway from the above examples is that when a district looks at the reinforcement timer to determine when the battle will happen or when to unlock it always happens on or in the reinforcement window after a minimum of 24 hours.
It would be nice to know if what matters is the overall RT or the beginning of the RT regarding that rule. If it has been answered before then my bad but i dont think so. Let's move on.
Day 4 12h00. Clone generation for district A District A : 450 clones District B : 300 Clones Fight happens. Defenders win, attackers lose all 150 clones. Defenders lose 120.
District A : 300 clones District B : 180 clones.
Attackers decides to keep attacking at 12h50.
Day 5 12h00
Both district generates clones. No fight happens (still depending on the previous rule) District A : 375 clones District B : 255 clones
Day 6 12h00
Clone generation etc.. District A : 450 clones District B : 330 clones
Fight happens and so on.
Overall, if there's actually almost 48h between two fights, an attacking district will replenish its 150 lost clones automatically between 2 fights no matter if it's a win or a loss. When a defender will automatically be wronged even if he manages to keep a 1:1 W\L ratio. And i really dont think the 20% "stealing" of clones from the rest of the attacker clone stock will ever be enough to compensate that.
Though that fact would be a massive incentive to attack as it would be pretty easy to get back the lost clone even when losing, this tends to go in the way of the "defender doesnt stand a chance" fact. Obviously, this leaves out all the other variable such as potential foes for the attacker, attrition, and base cost for clone movement.
I'm starting to think that maybe the "not generating clones" for defenders when losing a battle may not be a good way to go. Perhaps a 50% reduction ?
But first things first, anyone knows for sure how the 24h rule works out when the action is taken during RT ? Foxfour ? Nullarbor ?
Thoughts people ? And garret, i well know the drawbacks of attacking that are already in place. I was just pointing out that they dont seem as significant as the ones the defender has to deal with |
Bojo The Mighty
Bojo's School of the Trades
604
|
Posted - 2013.03.19 20:26:00 -
[1059] - Quote
Will Planetary Conquest signal the arrival of new maps? If so, can we expect them to be Dev Originals or based off of the Ideas/Themes for Maps Sticky?
If so, I nominate this bad boy: https://forums.dust514.com/default.aspx?g=posts&m=448435#post448435 |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1222
|
Posted - 2013.03.19 20:37:00 -
[1060] - Quote
Laurent Cazaderon wrote:
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.
Garrett Blacknova wrote:
Instead of biomassed clones being 50,000 ISK each, you get a choice. Either you can sell them, or you can rebuild clones from them. Because of all the processes involved in recovering viable parts and actually reclaiming them, it should be at a MASSIVE loss in numbers - even worse than the 20% you get back from capturing clones that survive a battle. I'm leaning towards maybe a 5 or 10% reclamation rate, and because you've taken the most intact - and therefore valuable - parts from the biomass, the remainder is only going to have enough resale value to cover the cost of producing those extra clones.
At least we agree on that being a possible solution. I guess a 25-30% clone recuperation could be a decent choice. Either cash in, or reinforce your clone stock. For a battle with 200 clones killed on the BF (leaving MCC loss aside as they arent taken into account in the reward system) it would be 50-60 clones as insta reinforcement.
Which would make the cost of one of those clone :
ISK reward for 200 clones killed : 10 000 000 25% clone generation instead : 50 clones. 200K Which is the price of a Genolution clone.
Yet, this solution could be used to create clones easily when PC launches.
Create alt corp, buy Genolution pack. Attack Mother corp district with 200 Clones. Lose them all in the fight on purpose => Mother Corp chooses to get clones and not ISK => 50 clones for 40 Millions. 800K each. => Could be used by very rich corp but still remains way too pricy to be a valid daily tactic. |
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Bendtner92
Imperfects Negative-Feedback
440
|
Posted - 2013.03.19 20:51:00 -
[1061] - Quote
Laurent Cazaderon wrote:NO BATTLE happens as it's not been a full 24h since the first fight Don't know if you guys took that into account but it's important. Or at least that's the way i understood that part of the wiki I think that if the attacking corp attacks again the attack occur the next day (23 hours later), and not 47 hours later. That's how I understand some of the answers from FoxFour in this thread.
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1222
|
Posted - 2013.03.19 21:28:00 -
[1062] - Quote
Bendtner92 wrote:Laurent Cazaderon wrote:NO BATTLE happens as it's not been a full 24h since the first fight Don't know if you guys took that into account but it's important. Or at least that's the way i understood that part of the wiki I think that if the attacking corp attacks again the attack occur the next day (23 hours later), and not 47 hours later. That's how I understand some of the answers from FoxFour in this thread.
Yeah ? so it would be the sole exception ? TBH, i'd rather not have 47h delay between 2 fights on the same district |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 21:46:00 -
[1063] - Quote
Laurent Cazaderon wrote: Let's say both district engage in the fight have a RT set between 12h00-13h00pm.And both have a cargo hub. Same planet. No attacks on district A.
District A (attackers) 450 clones District B (defenders) 450 clones. Regen rate 75 clones per RT.
Day 1 District A attacks District B at 9h00 am with 150 clones. Come RT. No fight. Excess clone is sold for district B District A is at 375 clones.
You've already lost me. District A would have to wait, in the case of this example, 27 hours after Setting an Attack against B to actually Launch it. If the RT is at 1200-1300, then no fight can happen at any other time. Also, how is District A at 375 clones without fighting? Unless you mean that 150 is somewhere in limbo between Districts A and B and A doesn't need to account for them when accumulating clones, which I'm almost positive is incorrect. The clones themselves don't move out of the district until the actual fight, and therefore you can't send 150 off right before your RT and get 75 back while keeping the 150 in limbo.
Quote:Day 2 12h00. RT starts, both district generate clones District A is at 450 clones District B sells the excess of clones. Fight happens. Attackers win through MCC destruction. Defenders lose 150 clones. Attackers lose 140 clones. 10 clones sold.
Clones from the attacker wouldn't be sold, they'd just go back to District A, because, again, you would be down 150 (or in this case 75 because your RT is at the same time as theirs) and those 10 would go back.
Quote:District A sets another attack with 150 clones at 12h45 once battle is over.
District A : 300 clones District B : 300 Clones
Day 3 12h00
District B doesnt generate clones. District A does.
District A : 375 clones District B : 300 Clones
NO BATTLE happens as it's not been a full 24h since the first fight Don't know if you guys took that into account but it's important. Or at least that's the way i understood that part of the wiki
I think that exclusivity period takes into account that you're setting the timer after the RT, but doesn't need that minimum of 24 hours again. It would be incredibly stupid if you needed two days between every attack after the first.
Quote:It would be nice to know if what matters is the overall RT or the beginning of the RT regarding that rule. If it has been answered before then my bad but i dont think so. Let's move on.
I'm pretty sure he's said the beginning of the RT is what matters, just like the beginning of RT is when you get your clone reinforcements.
The rest of your post is contingent upon the above possibility that you'd have to wait 2 days between attacks after the first, which has to be wrong, or it breaks the system. Plus it would be really boring. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1222
|
Posted - 2013.03.19 22:31:00 -
[1064] - Quote
Parson Atreides wrote:Laurent Cazaderon wrote: Let's say both district engage in the fight have a RT set between 12h00-13h00pm.And both have a cargo hub. Same planet. No attacks on district A.
District A (attackers) 450 clones District B (defenders) 450 clones. Regen rate 75 clones per RT.
Day 1 District A attacks District B at 9h00 am with 150 clones. Come RT. No fight. Excess clone is sold for district B District A is at 375 clones.
You've already lost me. District A would have to wait, in the case of this example, 27 hours after Setting an Attack against B to actually Launch it. If the RT is at 1200-1300, then no fight can happen at any other time. Also, how is District A at 375 clones without fighting? Unless you mean that 150 is somewhere in limbo between Districts A and B and A doesn't need to account for them when accumulating clones, which I'm almost positive is incorrect. The clones themselves don't move out of the district until the actual fight, and therefore you can't send 150 off right before your RT and get 75 back while keeping the 150 in limbo.
Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions. |
Garrett Blacknova
Codex Troopers
2079
|
Posted - 2013.03.19 23:23:00 -
[1065] - Quote
Laurent Cazaderon wrote:Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions. This particular question - do the clones travel immediately on declaring the attack, or immediately on INITIATING it? - is an important one that I'm now surprised we didn't think to ask earlier.
As for the scenario you're presenting though, the OPTION to attack is created just BEFORE the attacker goes into battle. They have one hour to accept that option, and if they take it, the attack is initiated based on the time the option was created - NOT the time it was accepted. This allows you to effectively declare an attack an hour later than you should be allowed to under normal circumstances. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 23:33:00 -
[1066] - Quote
Laurent Cazaderon wrote: Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions.
It's been said that clones moved between two districts of the same corp is instant, I don't think they've said specifically what it is for battles, but I think we need to assume the clones only move when the battle actually takes place, otherwise attackers could manipulate the system to guarantee 150-200 more clones prior to the first attack like so:
Corp A has RT set for 1300 Corp B has RT for 1400
Corp A Sets an Attack against Corp B at 1259 on Tuesday (let's just say 150 clones). Corp A gets 75 clones from RT Tuesday. Corp A gets 75 clones from RT Wednesday Battle takes place at 1400 Wednesday.
If Corp A has a Cargo Hub, this effectively gives them 600 clones to attack with. This means, even if they lose, they've only really lost the chance at some ISK and are still maxed on clones. If they win, they're already maxed on clones, putting the defender in an even worse position. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1222
|
Posted - 2013.03.19 23:34:00 -
[1067] - Quote
Garrett Blacknova wrote:Laurent Cazaderon wrote:Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions. This particular question - do the clones travel immediately on declaring the attack, or immediately on INITIATING it? - is an important one that I'm now surprised we didn't think to ask earlier. As for the scenario you're presenting though, the OPTION to attack is created just BEFORE the attacker goes into battle. They have one hour to accept that option, and if they take it, the attack is initiated based on the time the option was created - NOT the time it was accepted. This allows you to effectively declare an attack an hour later than you should be allowed to under normal circumstances.
ok so the "dibs hour" gives you the possibility to not wait 24h+ before rematch. Makes sense and thanks for clearing the air.
Let's hope Foxfour or Null can give us an answer regarding clone movement timing when setting an attack. |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.19 23:41:00 -
[1068] - Quote
given that the act of moving your clones into a district is what either claims a district or sets up an attack, I think we can safely say that the movement of clones is instant |
Garrett Blacknova
Codex Troopers
2079
|
Posted - 2013.03.19 23:43:00 -
[1069] - Quote
Laurent Cazaderon wrote:Garrett Blacknova wrote:Laurent Cazaderon wrote:Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions. This particular question - do the clones travel immediately on declaring the attack, or immediately on INITIATING it? - is an important one that I'm now surprised we didn't think to ask earlier. As for the scenario you're presenting though, the OPTION to attack is created just BEFORE the attacker goes into battle. They have one hour to accept that option, and if they take it, the attack is initiated based on the time the option was created - NOT the time it was accepted. This allows you to effectively declare an attack an hour later than you should be allowed to under normal circumstances. ok so the "dibs hour" gives you the possibility to not wait 24h+ before rematch. Makes sense and thanks for clearing the air. Let's hope Foxfour or Null can give us an answer regarding clone movement timing when setting an attack. TECHNICALLY, it "backdates" the attack order to a moment before the RT.
11:59:59 Attack option created for the target district of the attack that's about to happen. THIS is when an attack using the option is actually created, not the time that the option is claimed.
12:00:00 Attack begins.
12:00:01 - 12:59:59 At any point during this window, the attacker can claim their option to attack, and it activates as of the option's creation - thus allowing the attack to effectively have already been initiated before being confirmed.
Another thing I'm curious about is whether or not this attack can be initiated before the battle ends. We already know it's possible - if unlikely - to draw a battle out for more than an hour. If it looks like that hour is about to run out, can you initiate the attack for the following day in spite of the battle still continuing?
And more importantly, if you can, and you do, and after setting the follow-up attack, what happens if you win the battle and claim the district? does the attack turn into a normal clone move? Is it cancelled? Do you get to launch an attack on your own territory? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 23:53:00 -
[1070] - Quote
Booker DaFooker wrote:given that the act of moving your clones into a district is what either claims a district or sets up an attack, I think we can safely say that the movement of clones is instant
I think of attacking an occupied district more as setting down a flag and saying "okay we're going to hit these guys, so you can't". It sounds a little strange, but it makes a lot more sense then "okay we've moved these 150 clones to this district and we're going to wait 24-47 hours for the defenders to get ready before we attack".
Also, it makes more sense that moving them to one of your own districts or to an unoccupied district wouldn't take any time because there's no one to stop you from just walking in. With an enemy district, there is. |
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Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.19 23:54:00 -
[1071] - Quote
Garrett Blacknova wrote:Laurent Cazaderon wrote:Garrett Blacknova wrote:Laurent Cazaderon wrote:Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions. This particular question - do the clones travel immediately on declaring the attack, or immediately on INITIATING it? - is an important one that I'm now surprised we didn't think to ask earlier. As for the scenario you're presenting though, the OPTION to attack is created just BEFORE the attacker goes into battle. They have one hour to accept that option, and if they take it, the attack is initiated based on the time the option was created - NOT the time it was accepted. This allows you to effectively declare an attack an hour later than you should be allowed to under normal circumstances. ok so the "dibs hour" gives you the possibility to not wait 24h+ before rematch. Makes sense and thanks for clearing the air. Let's hope Foxfour or Null can give us an answer regarding clone movement timing when setting an attack. TECHNICALLY, it "backdates" the attack order to a moment before the RT. 11:59:59 Attack option created for the target district of the attack that's about to happen. THIS is when an attack using the option is actually created, not the time that the option is claimed. 12:00:00 Attack begins. 12:00:01 - 12:59:59 At any point during this window, the attacker can claim their option to attack, and it activates as of the option's creation - thus allowing the attack to effectively have already been initiated before being confirmed. Another thing I'm curious about is whether or not this attack can be initiated before the battle ends. We already know it's possible - if unlikely - to draw a battle out for more than an hour. If it looks like that hour is about to run out, can you initiate the attack for the following day in spite of the battle still continuing? And more importantly, if you can, and you do, and after setting the follow-up attack, what happens if you win the battle and claim the district? does the attack turn into a normal clone move? Is it cancelled? Do you get to launch an attack on your own territory?
I seem to remember a dev post earlier here (i am not searching 50 odd pages for it! lol) that stated that the "dibs" hour happens for an hour after the battle has finished. |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.19 23:56:00 -
[1072] - Quote
Parson Atreides wrote:Booker DaFooker wrote:given that the act of moving your clones into a district is what either claims a district or sets up an attack, I think we can safely say that the movement of clones is instant I think of attacking an occupied district more as setting down a flag and saying "okay we're going to hit these guys, so you can't". It sounds a little strange, but it makes a lot more sense then "okay we've moved these 150 clones to this district and we're going to wait 24-47 hours for the defenders to get ready before we attack". Also, it makes more sense that moving them to one of your own districts or to an unoccupied district wouldn't take any time because there's no one to stop you from just walking in. With an enemy district, there is.
I hear what you say, nevertheless, currently an attack is instigated by the action of moving your clones to an occupied district |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.19 23:57:00 -
[1073] - Quote
Booker DaFooker wrote:
I seem to remember a dev post earlier here (i am not searching 50 odd pages for it! lol) that stated that the "dibs" hour happens for an hour after the battle has finished.
Same here, I'm pretty sure it's the hour after.
But we're all arguing about semantics (at least about that specific problem). Whether it backdates or is the one exception to the 24-47 hour rule is pointless because each has the same effect and no others. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1222
|
Posted - 2013.03.20 00:05:00 -
[1074] - Quote
Garrett Blacknova wrote:Laurent Cazaderon wrote:Garrett Blacknova wrote:Laurent Cazaderon wrote:Nope, it has been said clone movement is done instantly. So when setting the attack, your 150 clones would 'leave" your district and idle in the targetted one. Unless it works differently for fights.
The whole point of this post was to raise questions. This particular question - do the clones travel immediately on declaring the attack, or immediately on INITIATING it? - is an important one that I'm now surprised we didn't think to ask earlier. As for the scenario you're presenting though, the OPTION to attack is created just BEFORE the attacker goes into battle. They have one hour to accept that option, and if they take it, the attack is initiated based on the time the option was created - NOT the time it was accepted. This allows you to effectively declare an attack an hour later than you should be allowed to under normal circumstances. ok so the "dibs hour" gives you the possibility to not wait 24h+ before rematch. Makes sense and thanks for clearing the air. Let's hope Foxfour or Null can give us an answer regarding clone movement timing when setting an attack. TECHNICALLY, it "backdates" the attack order to a moment before the RT. 11:59:59 Attack option created for the target district of the attack that's about to happen. THIS is when an attack using the option is actually created, not the time that the option is claimed. 12:00:00 Attack begins. 12:00:01 - 12:59:59 At any point during this window, the attacker can claim their option to attack, and it activates as of the option's creation - thus allowing the attack to effectively have already been initiated before being confirmed. Another thing I'm curious about is whether or not this attack can be initiated before the battle ends. We already know it's possible - if unlikely - to draw a battle out for more than an hour. If it looks like that hour is about to run out, can you initiate the attack for the following day in spite of the battle still continuing? And more importantly, if you can, and you do, and after setting the follow-up attack, what happens if you win the battle and claim the district? does the attack turn into a normal clone move? Is it cancelled? Do you get to launch an attack on your own territory?
Yeah i get the whole concept of back dating. And the back dating is a good idea. Yet i would say the best solution for the "dibs hour" would be that it starts right after the fight ends. Thus leaving plenty of time to decide wether or not to attack.
Also, and i didnt think about it before. Defenders would then have the opportunity to send back up for the district under attack while the fight happends and before the re-attack action is taken thus locking the district.
This possibility for a defender to resupply clones to a weak district between attacks should be an option. It's a choice between having faith in your strenght and weakening another district to have an extra insurance of protecting the one under attack. |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.20 00:08:00 -
[1075] - Quote
Parson Atreides wrote:Booker DaFooker wrote:given that the act of moving your clones into a district is what either claims a district or sets up an attack, I think we can safely say that the movement of clones is instant I think of attacking an occupied district more as setting down a flag and saying "okay we're going to hit these guys, so you can't". It sounds a little strange, but it makes a lot more sense then "okay we've moved these 150 clones to this district and we're going to wait 24-47 hours for the defenders to get ready before we attack". Also, it makes more sense that moving them to one of your own districts or to an unoccupied district wouldn't take any time because there's no one to stop you from just walking in. With an enemy district, there is.
I think you have to suspend lore a little bit here regarding the 24 hour delay, your district is invaded by the arrival of enemy forces, but the delay is forced on us because of real world considerations to allow players from all over the world to play this game without descending into timezone chaos. Clearly, within new eden a defence would be immediately mounted |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.20 00:11:00 -
[1076] - Quote
Booker DaFooker wrote:Parson Atreides wrote:Booker DaFooker wrote:given that the act of moving your clones into a district is what either claims a district or sets up an attack, I think we can safely say that the movement of clones is instant I think of attacking an occupied district more as setting down a flag and saying "okay we're going to hit these guys, so you can't". It sounds a little strange, but it makes a lot more sense then "okay we've moved these 150 clones to this district and we're going to wait 24-47 hours for the defenders to get ready before we attack". Also, it makes more sense that moving them to one of your own districts or to an unoccupied district wouldn't take any time because there's no one to stop you from just walking in. With an enemy district, there is. I think you have to suspend lore a little bit here regarding the 24 hour delay, your district is invaded by the arrival of enemy forces, but the delay is forced on us because of real world considerations to allow players from all over the world to play this game without descending into timezone chaos. Clearly, within new eden a defence would be immediately mounted
The thing is, both gameplay and lore work better with the way I think it works. You wouldn't have attackers stacking 150-200 past the clone limit, and you wouldn't have fictional mercs in the EVE/Dust universe sitting around playing cards while there were enemies on the other side of the door. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1222
|
Posted - 2013.03.20 00:27:00 -
[1077] - Quote
Parson Atreides wrote:Booker DaFooker wrote:Parson Atreides wrote:Booker DaFooker wrote:given that the act of moving your clones into a district is what either claims a district or sets up an attack, I think we can safely say that the movement of clones is instant I think of attacking an occupied district more as setting down a flag and saying "okay we're going to hit these guys, so you can't". It sounds a little strange, but it makes a lot more sense then "okay we've moved these 150 clones to this district and we're going to wait 24-47 hours for the defenders to get ready before we attack". Also, it makes more sense that moving them to one of your own districts or to an unoccupied district wouldn't take any time because there's no one to stop you from just walking in. With an enemy district, there is. I think you have to suspend lore a little bit here regarding the 24 hour delay, your district is invaded by the arrival of enemy forces, but the delay is forced on us because of real world considerations to allow players from all over the world to play this game without descending into timezone chaos. Clearly, within new eden a defence would be immediately mounted The thing is, both gameplay and lore work better with the way I think it works. You wouldn't have attackers stacking 150-200 past the clone limit, and you wouldn't have fictional mercs in the EVE/Dust universe sitting around playing cards while there were enemies on the other side of the door.
Yeah well. Regarding lore and such. If you receive an attack notice and clones move at the last moment, why would your district be locked in a way that even stops you from getting reinforcements from another district for the next 24 hours ?
Just sayin, lore is to be forgottent atm. |
Rigor Mordis
Imperial Populicide Legion
5
|
Posted - 2013.03.20 00:34:00 -
[1078] - Quote
Q1 When will the system expand beyond 250 districts?
Q2 Is it worth while to found a corp on Dust?
Q3 Will ANY other game modes be offered in the future?
I have read through this forum thoroughly and hope I am not asking anything that hasn't already been answered. I am asking these questions for the following reasons:
Q1-- I think 250 districts will be claimed by day 3. The larger corps will want to separate themselves as much as possible from the about 12 corps (DUST) that are the largest who will also probably distance themselves from one another. All of the corps in these 2 groups will undoubtedly form alliances with one another not to support each other from attacks by the other corps in this group, but to spawn camp on a larger scale the smaller corps without 10 years of EVE affiliations and the advantages of playing since the closed beta. To this point, spawn camping seems to be what skirmish is all about.
The smaller and smallest of corps who want to experience the promise of the expanded fun, will try to place themselves in positions of isolation if they want to waste their time and ISK. Because these positions will soon be taken by the advancing enemy with 500 members and all of the level 5 skills, or by complete idiots that have no desire to build with you but constantly force your corp into meaningless stalemates. I don't think 250 districts will lat a month before they are controlled entirely by 5-7 alliances of the largest corporations. Kind of like a MMO browser game such as grepolis.
Q2-- If the EVE tie in will have a significant effect on the planetary/district control aspect of the game, then it will be imperative for DUST corps to recruit and possess EVE players. This will be virtually impossible since EVE is 10 years old and most of the console Dusties have never even heard of it much less played it. EVErs are already in their established corps and have already made their ties with Dusties that know what they are doing. 1 reason I think closed betas are bullshit. Ultimately it sounds like those who are not affiliated with both games are going to be at a severe disadvantage on DUST especially if/when the economies are integrated.
It also appears that if one wants any hope of being any significance to the EVE universe and it's outcomes, they will have to join one of the "BCS" corporations as these corps will absorb the "small schools" and always dominate recruiting. Our corp is at 35 members now but we have had at least 20 come and go. Whether it be to larger, more established corporations, or just quit playing altogether, it is because of the exaggerated imbalance in the current build. The big boys with the big toys are always going COMPLETELY DOMINATE the guys with the slightly smaller toys. This imbalance just looks to transfer to the planetary/district control aspect.
Q3-- I think by offering some alternatives to being killed while spawning, or if you are on the fortunate side, killing those who are spawning, the chances of forming a real base for DUST would be greatly increased. A free-for-all and/or a last-man-standing game mode would be a good start. LMS could go on 3, 5 minute rounds where last man alive wins. In event of more than one, merc with most kills or WP wins. A Team LMS would also be a good option.
I see several ppl being turned off by lack of simple, good, FPS fundamentals, Bugs such as the terrain not being uniformly navigated and targets not taking damage is bad enough. But the real issue with this game is the gross imbalance of the haves and have-nots, and the spawn camping/redlining. I don't care who you are, being destroyed at a spawn, or being continuously picked of at the redline is not fun. In turn, if one finds participating in such acts to be fun, they have no balls in my opinion.
In all seriousness, if I am lucky, 1 out of every 10 battles that I participate in might be a fun, well-fought battle where both sides were equally matched and suffered close to the same number of casualties. 9 out of 10 though are just complete waxing by whichever side has the highest leveled skills/weapons.
I started out playing vigorously and I thought that this game had great potential. I wanted to be part of the beta in hopes that maybe could help form a really great game. After playing for a month and a half, I am not so optimistic. Quite frankly, what is here at this point is not good. Great ideas, great potential, but just not good. There has to be some alternatives not just for game modes, but for the complete rookies, mid-levels, and elite players to find an enjoyable and challenging experience.
Devs only need respond. Fanboys will not be acknowledged. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.20 00:37:00 -
[1079] - Quote
Laurent Cazaderon wrote:
Yeah well. Regarding lore and such. If you receive an attack notice and clones move at the last moment, why would your district be locked in a way that even stops you from getting reinforcements from another district for the next 24 hours ?
Just sayin, lore is to be forgottent atm.
I didn't say it was perfect, but I could level the same inquiry with regards to why you can't reinforce a district with mercs even when the enemy is already there. Surely 150 mercs can't blockade an entire district, and even if they could, why couldn't mercs come up behind them and attack anyway?
Just think of that timer as a way to let your forces know they need to start planning and setting up strategies to attack the district, and there was some intelligence leak that alerted the enemy, so they know you're coming. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.20 00:40:00 -
[1080] - Quote
Rigor Mordis wrote:Devs only need respond. Fanboys will not be acknowledged.
I'm glad I saw this first so I didn't have to read that entire post |
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