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Maximus Creed
ZionTCD Legacy Rising
70
|
Posted - 2013.03.20 00:45:00 -
[1081] - Quote
Just out of interest, where has this 75 clones generated at RT come from?
40 + 50% = 60? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
179
|
Posted - 2013.03.20 00:48:00 -
[1082] - Quote
Maximus Creed wrote:Just out of interest, where has this 75 clones generated at RT come from?
40 + 50% = 60?
You have some reading to do, sir.
Link.
Link. |
Maximus Creed
ZionTCD Legacy Rising
70
|
Posted - 2013.03.20 00:51:00 -
[1083] - Quote
Parson Atreides wrote:Maximus Creed wrote:Just out of interest, where has this 75 clones generated at RT come from?
40 + 50% = 60? You have some reading to do, sir. Link.Link. Ah thank you, thought that might be the case. I read up to page 35, and skipped the rest :)
CCP please update this! |
Absolute Idiom II
BetaMax. CRONOS.
68
|
Posted - 2013.03.20 01:47:00 -
[1084] - Quote
I didn't notice answers for either of these questions:
1) Does the clone survival rate apply for the journey back after the battle is over?
2) When the Attacker MCC explodes the unspawned clones do not count as biomass awards for the Defender. Is this the same when the Defender MCC explodes? |
Skihids
The Tritan Industries
1052
|
Posted - 2013.03.20 04:03:00 -
[1085] - Quote
How does the attrition attack on a defender who goes 1:1 and manages to win each battle by a few clones go if the attacker is using clone packs rather than districts for an unlimited clone supply?
This could be done by a corp with no district, or through a splinter corp if it does. |
God Hates Lags
ZionTCD Legacy Rising
5
|
Posted - 2013.03.20 04:48:00 -
[1086] - Quote
Skihids wrote:How does the attrition attack on a defender who goes 1:1 and manages to win each battle by a few clones go if the attacker is using clone packs rather than districts for an unlimited clone supply?
This could be done by a corp with no district, or through a splinter corp if it does.
This definitely an issue, but there are some mitigating factors.
1. Clone packs are inordinately expensive. At 43 mill isk a piece it's all but impossible for a corp to keep a steady stream of them coming.
2. 1:1 is almost never an issue. Most skirmish games, even the close ones right now are won by mcc destruction rather than clone count. Usually both sides have a little under half their original clones left. Also, defender gets twenty percent of the attackers clones upon a victory, so there's that.
3. If an attacker is winning consistently, even by just a few clones, then they should take the district. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
180
|
Posted - 2013.03.20 06:24:00 -
[1087] - Quote
God Hates Lags wrote:
1. Clone packs are inordinately expensive. At 43 mill isk a piece it's all but impossible for a corp to keep a steady stream of them coming.
I'm pretty sure there isn't any movement cost associated with the Genolution pack because you're not attacking from any district, you're just sort of plopping down, so 40mil.
Quote:2. 1:1 is almost never an issue. Most skirmish games, even the close ones right now are won by mcc destruction rather than clone count. Usually both sides have a little under half their original clones left. Also, defender gets twenty percent of the attackers clones upon a victory, so there's that.
The defender only gets 20% of the clones that weren't destroyed, though there's still some confusion about how that's going to be calculated with respect to people who bring more than 150, but lose less. Either way, it's likely the number will be pretty small.
Quote:3. If an attacker is winning consistently, even by just a few clones, then they should take the district.
Indeed. With the loss of 150 minimum clones for the defenders, and the fact that they don't produce any more clones from the RT, it shouldn't take more than a couple days if the attackers are winning every fight (unless the defenders have a Cargo Hub, in which case it will take 1 more day). |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1223
|
Posted - 2013.03.20 08:49:00 -
[1088] - Quote
Parson Atreides wrote: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.
I agree. Thus why it would be good to know if attacking clone move instantly. No matter the answer and the lore. Then it's just a matter of knowing if it can be tweaked and what solution is the best. |
Garrett Blacknova
Codex Troopers
2080
|
Posted - 2013.03.20 09:05:00 -
[1089] - Quote
Rigor Mordis wrote:Devs only need respond. Fanboys will not be acknowledged. Oh, I'm sorry, I thought you were posting this on a public forum, not emailing the devs directly.
Nice try, but too bad, you're getting my response anyway. Deal with it.
Rigor Mordis wrote: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? Q1: No idea. I want to know this too. Good question. Probably SOONGäó though.
Q2: If you want to be involved with Planetary Conquest, you need to be in a Corp. If you want control over a group in PC, you need to at least reach a senior level within the Corp. It depends what you want out of the game.
Q3: They've already offered different game modes at different times during development, so this is a no-brainer. I could probably find official sources using google, or just by digging a little in these forums, but I'll trust that you're either intelligent enough to find them for yourself, or cynical enough not to even trust those sources until they're replying directly to your question. |
Garrett Blacknova
Codex Troopers
2080
|
Posted - 2013.03.20 09:13:00 -
[1090] - Quote
After thinking about this a lot while I slept all day (because asleep is when I do my best thinking, apparently), I've realised that sending the attackers instantly is a GOOD thing for the game.
Why?
Because it forces the attackers to balance out the delays in attacking and the delay in their own reinforcements replacing the attacking clones.
Lets say the attacker has their RT set to 06:00 and the defender has 12:00. If the attacker declares their attack at 11:30 to minimise the amount of warning their target is given, that means they're waiting for almost 18 hours with a 150 clone hole in their defenses. If they instead launch their attack at 5:30 to better line up with their reinforcements, then they give the enemy Corp an extra 6 hours' notice about the attack, which could potentially mean the difference between having your best player (or a high-tier squad from a friendly/mercenary Corp) and not getting to them in time. |
|
Django Quik
R.I.f.t
322
|
Posted - 2013.03.20 10:01:00 -
[1091] - Quote
Rigor Mordis wrote: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?
You've clearly got some bones to pick but I'm going to look past your attitude and answer your question nonetheless:
1) You can not and should not assume that the 12 biggest corps will form a big alliance and not attack each other. Firstly, they all want the bragging rights of being the biggest and best and picking on small corps will give them no respect. Secondly, some of them HATE each other; like absolutely hate each other. There's a couple of the big corps who are allies but certainly not all of them by a long shot.
2) EvE is an important part of this game, whether you want it to be or not. People with EvE links are in a good positiion in Corp battles because of the orbital bombardments (people without an EvE ship above their district get no OBs in PC). That doesn't mean you have to get an EvE player in your corp; you can find yourself an alliance to join (many form everyday and many accept smaller corps under their wings) and have an ally send an EvE ship to help you out.
Honestly though, yes small corps are going to struggle in PC unless they are very skilled and dedicated. If you want easy time casual play, stick to pub games or Faction Warfare because this is entering hardcore mode here.
3) You sound very much like you've never had a proper corp battle. Spawn camping only happens in pub games. And if you're worried about being dominated by big boys with expensive toys every match, you could again try finding an alliance to join. Make some friends in good corps and bring them into your matches to help out.
The biggest point I can make to you is that this is an FPS but it is also much much more. You can just play pub games if all you care about is SP and Isk and normal FPS stuff. If you really want to start getting involved in the higher levels of the game though, there is a lot more to it - you NEED to strategise, make EvE contacts, form or join an alliance. You can't just ignore large and important aspects of the game and then complain that you can't take part in significant areas of it. You might as well just play this and never use any skill points or buy any new stuff and just use militia starter fits in pub games all the time - not that you shouldn't be allowed to do that if you really want to; you just can't complain about losing lots if you do. |
Garrett Blacknova
Codex Troopers
2080
|
Posted - 2013.03.20 10:04:00 -
[1092] - Quote
Django Quik wrote:2) EvE is an important part of this game, whether you want it to be or not. People with EvE links are in a good positiion in Corp battles because of the orbital bombardments (people without an EvE ship above their district get no OBs in PC). That doesn't mean you have to get an EvE player in your corp; you can find yourself an alliance to join (many form everyday and many accept smaller corps under their wings) and have an ally send an EvE ship to help you out.
Honestly though, yes small corps are going to struggle in PC unless they are very skilled and dedicated. If you want easy time casual play, stick to pub games or Faction Warfare because this is entering hardcore mode here. Pretty sure when I asked about this, FoxFour confirmed you'll have Precision Strikes at least. |
Django Quik
R.I.f.t
322
|
Posted - 2013.03.20 10:07:00 -
[1093] - Quote
Garrett Blacknova wrote:Django Quik wrote:2) EvE is an important part of this game, whether you want it to be or not. People with EvE links are in a good positiion in Corp battles because of the orbital bombardments (people without an EvE ship above their district get no OBs in PC). That doesn't mean you have to get an EvE player in your corp; you can find yourself an alliance to join (many form everyday and many accept smaller corps under their wings) and have an ally send an EvE ship to help you out.
Honestly though, yes small corps are going to struggle in PC unless they are very skilled and dedicated. If you want easy time casual play, stick to pub games or Faction Warfare because this is entering hardcore mode here. Pretty sure when I asked about this, FoxFour confirmed you'll have Precision Strikes at least. Ah, I was sure of the opposite - might have to hunt through a bit to find it though... |
Garrett Blacknova
Codex Troopers
2080
|
Posted - 2013.03.20 10:31:00 -
[1094] - Quote
Yes, you did specify Orbitals, not Precision Strikes, I was just pointing out that there's still a (limited) option for off-map support without EVE connections. Not saying it's a fully-functional alternative, just that you're not left TOTALLY high and dry.
Also, thanks for beating me to finding the reference. |
Bendtner92
Imperfects Negative-Feedback
440
|
Posted - 2013.03.20 11:23:00 -
[1095] - Quote
Questions, which I don't think have been asked/answered:
"Loot is a percentage of the items lost in the battle such as vehicles, drop suits, and weapons. This includes Aurum items."
Does that include modules and equipment (so basically everything being used), or just vehicle hulls, suits and weapons (and turrets?)?
What is that percentage exactly? 20%? 50%? |
Absolute Idiom II
BetaMax. CRONOS.
68
|
Posted - 2013.03.20 11:44:00 -
[1096] - Quote
There are 3 uses for alt corps in Planetary Conquest (PC).
1) At the start to assist with the district 'gold rush' or 'land grab' 2) To provide a battle shield to allow your districts to generate clones in 'peace'. 3) To attack distant districts with a zero clone attrition
Full details here: https://forums.dust514.com/default.aspx?g=posts&m=631677 |
Daalzebul Del'Armgo
D3LTA FORC3 Orion Empire
48
|
Posted - 2013.03.20 12:19:00 -
[1097] - Quote
Ok just throwing this random idea out there.
what if the Genolution in there haste(to save us or however the story line will go) didn't allow us to pick where we put the clone packs we bought off them.
1. Random dispersion fill unoccupied districts first. 2. After all districts are filled then it would randomly pick a district to attack based on the time you are placing the pack. aka if you buy your pack at 18:00 and choice to use it at that time. It would pick an occupied district randomly that have there reinforcement timer set at 18:00 to attack.
This would remove a few issues with using alt corps. Help limit using Genolution packs to repeatedly attack certain districts or keep them in a state of Locked. Using alt corps to feed districts uncontested to primary corps making Distance a deterrent and more of a factor.
Note this would just help limit it. with enough work it could still be done but at a greater cost.
There are quite a few pro's and con's with this but i will let others debate that. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1223
|
Posted - 2013.03.20 12:43:00 -
[1098] - Quote
Garrett Blacknova wrote:After thinking about this a lot while I slept all day (because asleep is when I do my best thinking, apparently), I've realised that sending the attackers instantly is a GOOD thing for the game.
Why?
Because it forces the attackers to balance out the delays in attacking and the delay in their own reinforcements replacing the attacking clones. And because it gives the attackers some chance to attack while also having at least a chance at defending themselves against someone else - or a retaliatory attack from another district under the same (or allied/hired) ownership.
Lets say the attacker has their RT set to 06:00 and the defender has 12:00. If the attacker declares their attack at 11:30 to minimise the amount of warning their target is given, that means they're waiting for almost 18 hours with a 150 clone hole in their defenses. If they instead launch their attack at 5:30 to better line up with their reinforcements, then they give the enemy Corp an extra 6 hours' notice about the attack, which could potentially mean the difference between having your best player (or a high-tier squad from a friendly/mercenary Corp) and not getting to them in time.
Good thinking. Though the insta travel of attacking clones also has a downside that advantages the attacker. It allows him to replenish clones even before the attack.
Say RT at 6:00 for the attacking district. Fully stocked with clones (300 default district) Attack is set at 5:30 => 150 clone insta move out => 150 clones remaining.
At 6:00 => Generates clones => 225 clones remaining. 250 with a PF.
That's a huge incentive to attack if you have a good amount of money and dont care much about selling excess clones. With that and the fact that the defensive district has no option to send in reinforcement as soon as it's under attack + the no-generating clones when losing MCC and you have many downside in defending.
Also, i saw my last remark was unnoticed so displaying it again: When a district is "under attack", you cannot move clones to it. OK. When the fight actually happens, attacker gets "dibs hour". OK When can the attacker decide to use that dibs hour to attack again the next day ? After battle ? Before ? both ? Garret raised that question before and it deserves an answer.
Point is to determine if the defensive corp can get a time during which its district goes back to "online" between the beginning of the RT and the battle and before the decision of the attacker to keep on attacking is made. Having the status of its district to go back to "online" would thus mean being able to move clones in or out.
Example:
District A attacks District B RT is 12-13 => District B is locked. No movement of clones allowed.
Next day, RT starts at 12h00. => What is the status of District B ? Online again ? Still locked until battle happens and is over ? => If it goes back to online, nothing stops the defender to move clones in or out. => If it stays locked for the entire RT (which would make sense) then nothing changes compared to our previous simulation. => Other option would be to have district B go back to "online" status and give the option to the attacker to send a second attack notice even before the first fight happens. That could create a very tensed time during which both defender and attacker would have to anticipate their next move. Do i back up that district and risk that this attack is just a decoy for me to drop guard on another one ? Should i block that district reinforcement by re-attacking it without knowing if that first fight will be successfull ?
What do you guys think is best ? Should a defender be able to reinforce its district with clones from another district between two attacks from the same assailant ? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1223
|
Posted - 2013.03.20 14:03:00 -
[1099] - Quote
Extra question : does buying an SI affects your district status in any way ?
Example : can you first buy a new SI and then change RT ? Does buying a New SI locks your district so you then cannot attack or move clones ? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
183
|
Posted - 2013.03.20 15:12:00 -
[1100] - Quote
Garrett Blacknova wrote:After thinking about this a lot while I slept all day (because asleep is when I do my best thinking, apparently), I've realised that sending the attackers instantly is a GOOD thing for the game.
Why?
Because it forces the attackers to balance out the delays in attacking and the delay in their own reinforcements replacing the attacking clones. And because it gives the attackers some chance to attack while also having at least a chance at defending themselves against someone else - or a retaliatory attack from another district under the same (or allied/hired) ownership.
Lets say the attacker has their RT set to 06:00 and the defender has 12:00. If the attacker declares their attack at 11:30 to minimise the amount of warning their target is given, that means they're waiting for almost 18 hours with a 150 clone hole in their defenses. If they instead launch their attack at 5:30 to better line up with their reinforcements, then they give the enemy Corp an extra 6 hours' notice about the attack, which could potentially mean the difference between having your best player (or a high-tier squad from a friendly/mercenary Corp) and not getting to them in time.
You're ignoring the fact that a Corp is going to know if their district is under attack before they send clones. If we did it where clones moved instantly, we'd have situations like this:
District A has RT set for 0600 District B has RT set for 0700 A sets attack on B at 0559 on Tuesday with 150 A gets 75 from RT on Tuesday
Now even if District C sets an attack on District A, A is still going to have 150 going to B and a full compliment of clones in their own district, because C needs to wait until the next full RT (Wednesday) to attack. It just gives too much advantage to any attacking districts. There's no risk at all involved with attacking the first time.
Laurent Cazaderon wrote:Extra question : does buying an SI affects your district status in any way ?
Example : can you first buy a new SI and then change RT ? Does buying a New SI locks your district so you then cannot attack or move clones ?
This one the wiki answers. Link.. Changing RT, SI, being reinforced or being attacked all locks the district.
|
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1223
|
Posted - 2013.03.20 15:29:00 -
[1101] - Quote
Parson Atreides wrote:Laurent Cazaderon wrote:Extra question : does buying an SI affects your district status in any way ?
Example : can you first buy a new SI and then change RT ? Does buying a New SI locks your district so you then cannot attack or move clones ? This one the wiki answers. Link.. Changing RT, SI, being reinforced or being attacked all locks the district.
Damn, SI change isnt in the "action tab" and i forgot about the scenario part. |
Django Quik
R.I.f.t
325
|
Posted - 2013.03.20 16:58:00 -
[1102] - Quote
Haven't heard from CCP Fox Four for a while - do you think we killed him off with all our questions and numbers? Or is he just catching up on the sleep he should have been getting when he's been 24/7 doing PC stuff lately? |
trollsroyce
Seraphim Initiative. CRONOS.
228
|
Posted - 2013.03.20 18:30:00 -
[1103] - Quote
He ran out of all the 5 hours in "Keeping customers happy" project.
Just kidding, awesome work and a nice improvement lately CCP! <3<3<3<3<3<3 |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.20 18:38:00 -
[1104] - Quote
Laurent Cazaderon wrote:Garrett Blacknova wrote:After thinking about this a lot while I slept all day (because asleep is when I do my best thinking, apparently), I've realised that sending the attackers instantly is a GOOD thing for the game.
Why?
Because it forces the attackers to balance out the delays in attacking and the delay in their own reinforcements replacing the attacking clones. And because it gives the attackers some chance to attack while also having at least a chance at defending themselves against someone else - or a retaliatory attack from another district under the same (or allied/hired) ownership.
Lets say the attacker has their RT set to 06:00 and the defender has 12:00. If the attacker declares their attack at 11:30 to minimise the amount of warning their target is given, that means they're waiting for almost 18 hours with a 150 clone hole in their defenses. If they instead launch their attack at 5:30 to better line up with their reinforcements, then they give the enemy Corp an extra 6 hours' notice about the attack, which could potentially mean the difference between having your best player (or a high-tier squad from a friendly/mercenary Corp) and not getting to them in time. Good thinking. Though the insta travel of attacking clones also has a downside that advantages the attacker. It allows him to replenish clones even before the attack. Say RT at 6:00 for the attacking district. Fully stocked with clones (300 default district) Attack is set at 5:30 => 150 clone insta move out => 150 clones remaining. At 6:00 => Generates clones => 225 clones remaining. 250 with a PF. I dont see any attacker pass on this refill of clones just to shorten the warning given to its opponent tbh. Also, that's a huge incentive to attack if you have a good amount of money and dont care much about selling excess clones. With that and the fact that the defensive district has no option to send in reinforcement as soon as it's under attack + the no-generating clones when losing MCC and you have many downside in defending. Also, i saw my last remark was unnoticed so displaying it again: When a district is "under attack", you cannot move clones to it. OK. When the fight actually happens, attacker gets "dibs hour". OK When can the attacker decide to use that dibs hour to attack again the next day ? After battle ? Before ? both ? Garret raised that question before and it deserves an answer. Point is to determine if the defensive corp can get a time during which its district goes back to "online" between the beginning of the RT and the battle and before the decision of the attacker to keep on attacking is made. Having the status of its district to go back to "online" would thus mean being able to move clones in or out. Example: District A attacks District B RT is 12-13 => District B is locked. No movement of clones allowed. Next day, RT starts at 12h00. => What is the status of District B ? Online again ? Still locked until battle happens and is over ? => If it goes back to online, nothing stops the defender to move clones in or out. => If it stays locked for the entire RT (which would make sense) then nothing changes compared to our previous simulation. => Other option would be to have district B go back to "online" status and give the option to the attacker to send a second attack notice even before the first fight happens. That could create a very tensed time during which both defender and attacker would have to anticipate their next move. Do i back up that district and risk that this attack is just a decoy for me to drop guard on another one ? Should i block that district reinforcement by re-attacking it without knowing if that first fight will be successfull ? What do you guys think is best ? Should a defender be able to reinforce its district with clones from another district between two attacks from the same assailant ?
Attacker can only use the dibs hour after battle, it is activated by the ending of the battle for an hour
I think there should be a mechanic to allow a winning defending team to reinforce or to get a production bonus so that they can replenish to the level of clones they were at before battle start |
Django Quik
R.I.f.t
325
|
Posted - 2013.03.20 18:44:00 -
[1105] - Quote
Booker DaFooker wrote:Laurent Cazaderon wrote: What do you guys think is best ? Should a defender be able to reinforce its district with clones from another district between two attacks from the same assailant ?
Attacker can only use the dibs hour after battle, it is activated by the ending of the battle for an hour I think there should be a mechanic to allow a winning defending team to reinforce or to get a production bonus so that they can replenish to the level of clones they were at before battle start
I like the idea of being able to reinforce your district if you win a defense. Effectively an attacker gets to reinforce whether they win or lose - maybe there should be some sort of mechanic that prevents a losing attacker from reinforcing? |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.20 21:16:00 -
[1106] - Quote
Django Quik wrote:Booker DaFooker wrote:Laurent Cazaderon wrote: What do you guys think is best ? Should a defender be able to reinforce its district with clones from another district between two attacks from the same assailant ?
Attacker can only use the dibs hour after battle, it is activated by the ending of the battle for an hour I think there should be a mechanic to allow a winning defending team to reinforce or to get a production bonus so that they can replenish to the level of clones they were at before battle start I like the idea of being able to reinforce your district if you win a defense. Effectively an attacker gets to reinforce whether they win or lose - maybe there should be some sort of mechanic that prevents a losing attacker from reinforcing?
Don't reckon there's any need to change the attacker's outcome Win or lose, just buff a winning defence so that people have to beat you because they're better than you not just bigger |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
183
|
Posted - 2013.03.20 23:10:00 -
[1107] - Quote
Booker DaFooker wrote:Django Quik wrote:Booker DaFooker wrote:Laurent Cazaderon wrote: What do you guys think is best ? Should a defender be able to reinforce its district with clones from another district between two attacks from the same assailant ?
Attacker can only use the dibs hour after battle, it is activated by the ending of the battle for an hour I think there should be a mechanic to allow a winning defending team to reinforce or to get a production bonus so that they can replenish to the level of clones they were at before battle start I like the idea of being able to reinforce your district if you win a defense. Effectively an attacker gets to reinforce whether they win or lose - maybe there should be some sort of mechanic that prevents a losing attacker from reinforcing? Don't reckon there's any need to change the attacker's outcome Win or lose, just buff a winning defence so that people have to beat you because they're better than you not just bigger
Agreed. I think defenders just need a way to survive prolonged attacks if they're winning the majority of the battles. Right now the penalty for losing is extremely harsh (150 clone lose, no reinforcements during RT), whereas the rewards for winning are just 20% left over clones, and that assumes they enemy brought more than 150. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1225
|
Posted - 2013.03.21 00:30:00 -
[1108] - Quote
Guys, i'm glad you feel the same way about defenders being able to send in reinforcement between attacks. Or have the option to get bonus clones instead of biomass ISK. Or whatever option anyone would suggest so defenders cannot beaten over time even by doing well in fight. So yay us !
Now, for CCP_FoxFour, there's one thing i'd like to be cleared out :
If a corp attacks a district with 150 clones. And loses the battle through MCC destruction. Does the defender gets 20% of the non-consumed clones ? Or does that rule just applies for clones past 150.
Examples :
attacker goes in with 150 clones. Lose 100 on the BF before its MCC blows up. Defender gets 10 clones. True or False ?
Attackers goes in with 200 clones. Lose 100 on the BF before MCC blows up. Defender gets 10 clones or 20 clones ?
My opinion is that defender should get 20% of the attacking clones leftover no matter how many clones were sent to the battle by the attacker (150 or more). Dont think we got a clear answer on that specific point.
|
Absolute Idiom II
BetaMax. CRONOS.
78
|
Posted - 2013.03.21 00:57:00 -
[1109] - Quote
Let's imagine a corp with 3 districts. If only only one is under attack they will will never be at risk of losing the district, no matter the quality of their attackers since they can easily reinforce with 150 clones per day. This principle expands out to larger numbers. A corp will only suffer a net lose of clones if more than 1 third of it's districts are under attack.
At this stage, it's not possible to accurately predict how many districts will be attacked each day and so calls for REQUIRED reinforcements are premature. I'd like to see the current system in action before we start theory crafting that reinforcements are REQUIRED to be allowed. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
183
|
Posted - 2013.03.21 02:20:00 -
[1110] - Quote
I like the idea of defenders being able to turn some small percentage of the clones lost into new clones (assuming they win) much better than allowing reinforcements to come in from another district while it's locked.
If the defenders have another district to begin with, then they can just attempt to attack either the district hitting them or one of the districts in the corp attacking them, so it's not as if having multiple districts in a corp wouldn't be helpful in terms of defense. In other words, even if you can't send reinforcements directly to your district under attack while it's locked, your clones can still help indirectly through attacks (good for big corps). The percentage biomass turned into new clones could help bolster defender numbers if under constant attack and winning the majority of their battles (good for small corps).
I don't like the idea that you'd have to choose between ISK and clones as a defender for winning, though. If you can only use 10% of the biomass from destroyed clones (ie 10% of total clones killed are made into new clones for you), then it's reasonable to be able to sell off the other 90% of the biomass anyway.
But even if that didn't make sense, defenders are probably going to be treading water, at best, with regards to clone count as it is (if they're under constant attack by an opponent of slightly lesser skill level) and so won't be making ISK from clones sold over the cap (effectively every battle would be a loss in ISK due to all fittings destroyed). That's why they should get ISK and new clones. |
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