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Author |
Thread Statistics | Show CCP posts - 189 post(s) |
trollsroyce
Seraphim Initiative. CRONOS.
230
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Posted - 2013.03.21 05:58:00 -
[1111] - Quote
I would like the defenders to start with all installations and NULL cannons blue. This would make sense lorewise and give a much needed advantage to defense.
After this kind of boost, if attackers win they deserve the spoils and if defenders lose they deserve the clone loss and lockdown. |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.21 07:48:00 -
[1112] - Quote
Absolute Idiom II wrote:Let's imagine a corp with 3 districts. If only one district is under attack they 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 corps with larger numbers of districts. A corp will only suffer a net loss 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.
You are using old numbers, current proposals are 75 or 100 with PF. Even if they went ahead with the 100 and 150 option (which I personally much prefer as it makes districts more valuable) then the 150 will still only apply to a lucky third of districts |
Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.21 07:55:00 -
[1113] - Quote
trollsroyce wrote:I would like the defenders to start with all installations and NULL cannons blue. This would make sense lorewise and give a much needed advantage to defense.
After this kind of boost, if attackers win they deserve the spoils and if defenders lose they deserve the clone loss and lockdown.
I agree that this so obvious it should have been an automatic consideration! Come on GDP what we're you thinking?
I think you may have a point then that if the defenders can't keep clone loss to a minimum in this situation then they can be rightfully ground down by attrition. Hmmm, not sure, interesting to think on though |
Django Quik
R.I.f.t
325
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Posted - 2013.03.21 09:01:00 -
[1114] - Quote
Booker DaFooker wrote:trollsroyce wrote:I would like the defenders to start with all installations and NULL cannons blue. This would make sense lorewise and give a much needed advantage to defense.
After this kind of boost, if attackers win they deserve the spoils and if defenders lose they deserve the clone loss and lockdown. I agree that this so obvious it should have been an automatic consideration! Come on CCP what we're you thinking? I think you may have a point then that if the defenders can't keep clone loss to a minimum in this situation then they can be rightfully ground down by attrition. Hmmm, not sure, interesting to think on though
I too like this idea, as I think many people will but there;'s a big problem in that it necessitates wholesale map redesign and this will just delay PC longer and longer. Think about how hard it is to break a red-lined battle - now think about if every time you played you started as red-lined; with current maps this is too far weighted towards defenders.
Booker DaFooker wrote: A restock of 150 would certainly solve the question of any disadvantage tor winning defenders though
The reason the numbers were lowered from max 150 was because with that many it's possible to self-lock your districts with genolution attacks and make a profit! |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1228
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Posted - 2013.03.21 09:05:00 -
[1115] - Quote
trollsroyce wrote:I would like the defenders to start with all installations and NULL cannons blue. This would make sense lorewise and give a much needed advantage to defense.
After this kind of boost, if attackers win they deserve the spoils and if defenders lose they deserve the clone loss and lockdown.
I tend to agree with you pal. But skirmish 2.0 isnt really compatible with such plan. I fear that if the defenders can manage to hold the defense in the first 4 minutes, turning the tide may then be very difficult to achieve. Especially in a fight where the two teams are very close in terms of efficiency.
Skirmish 1.0 was much better to give defender a tactical advantage at the start of the fight.
Going back to the reinforcement idea for defenders. I agree that in the case of a corp attacking with just genolution packs in order to get its first district from a corp holding 3 or more, it would make it very difficult if they can't manage to win 2-3 fights in a row.
On the other hand, the current system is very unfair to a corp defending its only district against a corp holding 2-3 districts as all numbers point out that the defender will see its clones count wear off even he manages to win 1 out of 2 fights.
So it's more a matter of picking the less evil solution.
Obviously, being able to move clone to a district that has been attacked should only be possible when the defender is winning. But the current mecanics point out that the defender may have that option no matter the outcome of the match.
Example :
Defending district RT : 12-13 Day one, attacker sends an attack notice.
At day 2, when the RT starts, district should go back to "online" according to the general rules we can see in the wiki. Dibs hour is set at 11:59 like garret explained a few post backs so if the attacker decides to keep attacking, he doesnt have to wait almost 48h to attack again.
The fight starts at 12h15 and ends at 12h45. Then, attacker has one hour to decide if he wants to attack again. And if he does, the game will consider that attack notice being sent at 11h59, locking the defending district.
So, unless an attack notice locks the target district for the whole RT (which would be an exception from the general rules), defenders always has a time between RT start and end of the battle during which its district is "online". In that time, nothing would stop him from moving clones to the district. And as clone movement between friendly district is done instantly, backup could arrive even before the fight starts.
We need more information on how this goes down : - Does the defending district goes back to online state when RT starts and before attacker decides to use dibs hour to attack again ? - Can an attacker decide to attack again before or after the fight ? (at the moment, i think it would be after)
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Django Quik
R.I.f.t
326
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Posted - 2013.03.21 11:03:00 -
[1116] - Quote
Laurent Cazaderon wrote: We need more information on how this goes down : - Does the defending district goes back to online state when RT starts and before attacker decides to use dibs hour to attack again ? - Can an attacker decide to attack again before or after the fight ? (at the moment, i think it would be after)
It's my understanding that nothing can be done by anyone during the 'dibs hour' except for the attacker setting another attack, so with current rules the defender couldn't reinforce until the dibs hour is over.
We do need clarification on this though. |
Absolute Idiom II
BetaMax. CRONOS.
81
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Posted - 2013.03.21 11:06:00 -
[1117] - Quote
Booker DaFooker wrote:Absolute Idiom II wrote:Let's imagine a corp with 3 districts. If only one district is under attack they 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 corps with larger numbers of districts. A corp will only suffer a net loss 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. You are using old numbers, current proposals are 75 or 100 with PF. Even if they went ahead with the 100 and 150 option (which I personally much prefer as it makes districts more valuable) then the 150 will still only apply to a lucky third of districts A restock of 150 would certainly solve the question of any disadvantage tor winning defenders though
Nope, I'm using current numbers :)
150 minimum clone loss for the district under attack. 2x 75 = 150 clone generation for the 2 other districts not under attack. This means that corp can reinforce the attacked district with 150 each day for no net loss of clones - making their districts invulnerable. |
Korvin Lomont
United Pwnage Service RISE of LEGION
13
|
Posted - 2013.03.21 11:09:00 -
[1118] - Quote
As far as I know you can't restock districts under attack. So when the attacker decides to attack you again you should not be able to send clones to your attacked district. And even if you could there would be only 150 clones in the district due to minimum cloneloss after a defeat your district would have 0 clones and would fall to the attacker. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1230
|
Posted - 2013.03.21 11:43:00 -
[1119] - Quote
Absolute Idiom II wrote:Booker DaFooker wrote:Absolute Idiom II wrote:Let's imagine a corp with 3 districts. If only one district is under attack they 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 corps with larger numbers of districts. A corp will only suffer a net loss 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. You are using old numbers, current proposals are 75 or 100 with PF. Even if they went ahead with the 100 and 150 option (which I personally much prefer as it makes districts more valuable) then the 150 will still only apply to a lucky third of districts A restock of 150 would certainly solve the question of any disadvantage tor winning defenders though Nope, I'm using current numbers :) 150 minimum clone loss for the district under attack. 2x 75 = 150 clone generation for the 2 other districts not under attack. This means that corp can reinforce the attacked district with 150 each day for no net loss of clones - making their districts invulnerable.
Yeah but not generating ISK either as they dont sell any excess of clones. THe attack still has an impact on the economic side of the defending corp.
The real problems we have are with the cases of 1 small corp with one district facing 1 big corp with several. We all agree a small corp winning 3 fights in a row defending or attacking should keep\get the district. At the moment, there may be loop holes that could prevent that.
An i guess there are many other loop holes we havent seen yet. |
Garrett Blacknova
Codex Troopers
2084
|
Posted - 2013.03.21 12:28:00 -
[1120] - Quote
I have an idea.
Transporting clones - whether for an attack or not - should take the district offline, so the attackers DON'T get their next downtime's worth of clone production. If someone declares an attack, they still get their clone production for the next downtime, which will hit as the attack comes in.
It doesn't mean you're instantly screwed (you still have a minimum of 225 clones on site), but there's that little bit more vulnerability when you're sending your forces out against the enemy. |
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1230
|
Posted - 2013.03.21 13:28:00 -
[1121] - Quote
Garrett Blacknova wrote:I have an idea.
Transporting clones - whether for an attack or not - should take the district offline, so the attackers DON'T get their next downtime's worth of clone production. If someone declares an attack, they still get their clone production for the next downtime, which will hit as the attack comes in.
It doesn't mean you're instantly screwed (you still have a minimum of 225 clones on site), but there's that little bit more vulnerability when you're sending your forces out against the enemy.
Could work but should be limited to moving clones for an attack imo. Would avoid the "double reinforcement" advantage the attacker gets even when losing a fight against the defender. |
Absolute Idiom II
BetaMax. CRONOS.
81
|
Posted - 2013.03.21 13:30:00 -
[1122] - Quote
Laurent Cazaderon wrote:Absolute Idiom II wrote:Booker DaFooker wrote:Absolute Idiom II wrote:Let's imagine a corp with 3 districts. If only one district is under attack they 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 corps with larger numbers of districts. A corp will only suffer a net loss 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. You are using old numbers, current proposals are 75 or 100 with PF. Even if they went ahead with the 100 and 150 option (which I personally much prefer as it makes districts more valuable) then the 150 will still only apply to a lucky third of districts A restock of 150 would certainly solve the question of any disadvantage tor winning defenders though Nope, I'm using current numbers :) 150 minimum clone loss for the district under attack. 2x 75 = 150 clone generation for the 2 other districts not under attack. This means that corp can reinforce the attacked district with 150 each day for no net loss of clones - making their districts invulnerable. Yeah but not generating ISK either as they dont sell any excess of clones. THe attack still has an impact on the economic side of the defending corp. The real problems we have are with the cases of 1 small corp with one district facing 1 big corp with several. We all agree a small corp winning 3 fights in a row defending or attacking should keep\get the district. At the moment, there may be loop holes that could prevent that. An i guess there are many other loop holes we havent seen yet.
There aren't any loopholes at the moment, but allowing a corp to send additional reinforcements from their other districts *would* create one, as detailed above.
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Booker DaFooker
Seraphim Initiative. CRONOS.
74
|
Posted - 2013.03.21 14:19:00 -
[1123] - Quote
letting succussful defending districts to reinforce from another district is not a great answer I think, pretty pointless if you're the little guy on one district.
I'm thinking a mechanic that allows a production bonus on victorious defence. ie. your poulation is motivated by the win and the desperation to keep their district to make a superhuman effort to produce more clones for their valiant protectors!! |
LXicon
VENGEANCE FOR HIRE
73
|
Posted - 2013.03.21 15:15:00 -
[1124] - Quote
any (extra) bonuses for successfully defending a district might encourage corps to make an alt and attack themselves.
if corps attack themselves and can make more ISK or net clones than it costs to mount the attack, then we'll just see a bunch of fake battles going on which prevents real fights from taking place. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
261
|
Posted - 2013.03.21 15:26:00 -
[1125] - Quote
Laurent Cazaderon wrote: 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 ?
Idea for future: When districts are going to have Main Surface Infrastructure and perhaps 1-3 additional Minor Surface Infrastructures, one could be Corpse Processing Facility "Necro SI" Which would grant the district ability to gain extra clones from casualties on both sides.
Of course having that Necro SI would be a choice from several defence modification options (like district-wide AA Def Battery, Orbital Defence Artillery Battery, District-wide Orbital Resistance Shield, Artillery Installation firesupporting other maps of the district and the likes of those) |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
261
|
Posted - 2013.03.21 15:33:00 -
[1126] - 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.
Already gave +1 to this.
My addition: hostile satellites which wouldn't do anything dramatic on their own but which would reduce the districts capabilities. For example, reduce districts production reduce attackers attrition reduce districts clone production
So this why this is on-topic discussion. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1230
|
Posted - 2013.03.21 15:35:00 -
[1127] - Quote
LXicon wrote:any (extra) bonuses for successfully defending a district might encourage corps to make an alt and attack themselves.
if corps attack themselves and can make more ISK or net clones than it costs to mount the attack, then we'll just see a bunch of fake battles going on which prevents real fights from taking place.
Self attacking with a dummy corp implies a 40 Million loss. No bonus to clone generation can ever be enough to sustain such tactic.
And guys you missed my point. I'm not especially rooting for the reinforcement solution. I think it would make sense to have that opportunity but aside from that, i'm just asking question about whether or not the mechanics would allow it with the current setting.
The last example i wrote down would suggest there could be a short time during which the district is online between two successive attacks and thus would allow moving clones to it.
Let's figure out what the current mechanics allow you to do before arguing
As for the bonus to clone generation when defending succesfully or the "take ISK from wasted biomass or bonus clone" option. those could be good solution to buff the defender a bit.
PS: i think i messed up "loop holes" with "blanks" perhaps. french here, be nice ^^ |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1230
|
Posted - 2013.03.21 15:38:00 -
[1128] - Quote
KEROSIINI-TERO wrote: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. Already gave +1 to this. My addition: hostile satellites which wouldn't do anything dramatic on their own but which would reduce the districts capabilities. For example, reduce districts production reduce attackers attrition reduce districts clone production So this why this is on-topic discussion.
i think all this can only gets a +1 and is already on the roadmap. If you take another listen at the latest CAST 514, you can hear ideas about Nullsec SI thrown around by CCP_Praetorian and CCP_Nullarbor :
Cynosural blockers, Sensor array etc... They also mention orbital structure set on EVE that would serve as an orbital backup for dusters. Kind of like having an EVE ship firing orbital strikes but without needing a capsuleer to actually be there.
Honestly, a very good podcast everyone should listen |
Corbina Ninja
Maphia Clan Corporation CRONOS.
96
|
Posted - 2013.03.21 16:35:00 -
[1129] - Quote
"Game Of Clones" Orbital Strike is coming (SOONGäó) |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
184
|
Posted - 2013.03.21 17:11:00 -
[1130] - Quote
Corbina Ninja wrote:"Game Of Clones"
Starmap Wars Episode II: Attack of the Clones |
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Django Quik
R.I.f.t
326
|
Posted - 2013.03.21 17:30:00 -
[1131] - Quote
Here's an idea that might provide the reinforcement answer - if an attack fails, the attacker doesn't get the 'dibs hour'. Successful defense means you could call in reinforcements before another attack could be sent. |
Garrett Blacknova
Codex Troopers
2084
|
Posted - 2013.03.21 18:11:00 -
[1132] - Quote
Django Quik wrote:Here's an idea that might provide the reinforcement answer - if an attack fails, the attacker doesn't get the 'dibs hour'. Successful defense means you could call in reinforcements before another attack could be sent. You wouldn't NEED to call in reinforcements if you lost less than 150 clones (or 200 with PF), because the next available attack window gives you 2 RTs to restock. |
Django Quik
R.I.f.t
326
|
Posted - 2013.03.21 19:55:00 -
[1133] - Quote
Garrett Blacknova wrote:Django Quik wrote:Here's an idea that might provide the reinforcement answer - if an attack fails, the attacker doesn't get the 'dibs hour'. Successful defense means you could call in reinforcements before another attack could be sent. You wouldn't NEED to call in reinforcements if you lost less than 150 clones (or 200 with PF), because the next available attack window gives you 2 RTs to restock. Not sure what you mean - where does the extra RT come from? If all that happens is that the attackers lose their 'dibs hour', it doesn't stop someone else (or even the same attacker) from launching an attack; it just gives the defender a chance at a very small window to send more clones to the district before an attack is set. It would only be one RT. |
Bojo The Mighty
Bojo's School of the Trades
664
|
Posted - 2013.03.21 20:00:00 -
[1134] - Quote
Can We Assume That PC Coincides With Player Market?
Quote:How do corporations make money from planetary conquest? Owning districts generates clones and clones can be sold for profit. You will however require clones for battle in order to expand and defend your districts so balancing how you use them will be important. At the end of a district battle rewards are paid out to just the winning team based on the value of biomass from the clones destroyed. Salvage is also handed out to both teams and is based on the items destroyed on the opposing team, similar to a loot drop from EVE. Rewards are evenly balanced among the team members based on their time in the battle not war points.
Quote:You can always pull additional players in to corporation battles using squads and if they win they will paid out of the biomass rewards. So if a lone wolf can receive Biomass, and Biomass can be sold, yet needs to be bought, would this still occur in NPC market where Biomass/Clones are sold to NPC or would it be direct to player with the involvement of NPC? |
Django Quik
R.I.f.t
326
|
Posted - 2013.03.21 20:02:00 -
[1135] - Quote
Bojo The Mighty wrote: So if a lone wolf can receive Biomass, and Biomass can be sold, yet needs to be bought, would this still occur in NPC market where Biomass/Clones are sold to NPC or would it be direct to player with the involvement of NPC?
At the moment this is all done using the Genolution NPC. |
Zekrin Free
GamersForChrist
1
|
Posted - 2013.03.21 20:11:00 -
[1136] - Quote
Out of 1000 posts 300 went to 5 guys in a cyclic debate about how losing ISK to win is an exploit, but we're all broke!
Vaerana Myshtana had a good idea on skills to boost ISK in post #340. Skihids was right that this is a "peacock's tail" from back in post #738. They guy who doesn't want fanboys responding in post #1078 claims it will be 3 days for all land to be taken, not a 3hour land grab rush. Hmmm, I agree. My corp is top 150 for warpoints, so out of the 250 districts we're involved enough to earn a spot and when I talked to them they weren't interested much when I said we defend the same map everyday until we lose it. I talked with another corp (the EVE player in it said "we can benefit much from an alliance with each other"...typical) that is ranked close to us and they only had 2 people online.
People talk with certainty that corps will split up to take more. I sure hope so! The majority of players are in NPC corps! Tens of thousands in each one! They aren't apart of this. It seems there are so many ways to be punished in the name of balance, but I have a sneaking suspicion all this debate is coming from exclusive EVE players who bought a PS3 to get an edge on the Dust side of things.
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Django Quik
R.I.f.t
326
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Posted - 2013.03.21 20:35:00 -
[1137] - Quote
Zekrin Free wrote:Out of 1000 posts 300 went to 5 guys in a cyclic debate about how losing ISK to win is an exploit, but we're all broke!
Vaerana Myshtana had a good idea on skills to boost ISK in post #340. Skihids was right that this is a "peacock's tail" from back in post #738. They guy who doesn't want fanboys responding in post #1078 claims it will be 3 days for all land to be taken, not a 3hour land grab rush. Hmmm, I agree. My corp is top 150 for warpoints, so out of the 250 districts we're involved enough to earn a spot and when I talked to them they weren't interested much when I said we defend the same map everyday until we lose it. I talked with another corp (the EVE player in it said "we can benefit much from an alliance with each other"...typical) that is ranked close to us and they only had 2 people online.
People talk with certainty that corps will split up to take more. I sure hope so! The majority of players are in NPC corps! Tens of thousands in each one! They aren't apart of this. It seems there are so many ways to be punished in the name of balance, but I have a sneaking suspicion all this debate is coming from exclusive EVE players who bought a PS3 to get an edge on the Dust side of things.
Nope. Never played EvE before in my life. Granted I've read up a lot on it over the last 6 months of playing the Dust beta.
The 300 post debate on the exploit actually came to a productive conclusion and came up with some really good points, so I hope you're not deriding all that analysis we did.
I am sure that some of the big corps will split anyway, if only so they can ensure that more of their members get to be involved, but I still don't think this will provide much of a strategic advantage over being a single entity.
It is true that many players won't be able to take part in this initially because they aren't in corps. Well, that's their choice but they're missing out on a huge part of the game by playing solo. You couldn't possibly hold a district on your own. This game is intended to be played in groups, especially if you want to be doing anything more than your typical FPS. I'll say it again - they won't be a part of this unless they choose |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
184
|
Posted - 2013.03.21 21:32:00 -
[1138] - Quote
Zekrin Free wrote: Vaerana Myshtana had a good idea on skills to boost ISK in post #340. Skihids was right that this is a "peacock's tail" from back in post #738. They guy who doesn't want fanboys responding in post #1078 claims it will be 3 days for all land to be taken, not a 3hour land grab rush. Hmmm, I agree. My corp is top 150 for warpoints, so out of the 250 districts we're involved enough to earn a spot and when I talked to them they weren't interested much when I said we defend the same map everyday until we lose it. I talked with another corp (the EVE player in it said "we can benefit much from an alliance with each other"...typical) that is ranked close to us and they only had 2 people online.
Did you happen to mention that your corp can earn up to 10mil per district per day?
Also, once they enact planetary bonuses, if you ever managed to control an entire planet (keep in mind, there's at least one planet with only 5 districts) EVE (and maybe Dust) players can get bonuses beyond the ISK accumulation. |
Zekrin Free
GamersForChrist
1
|
Posted - 2013.03.21 21:38:00 -
[1139] - Quote
Here's my wildest hopes for this Planet Conquest build: 1. Mercs in the corps wanting officer gear and high stakes fun with consequence will do PC for the one capital of the planet. Everything will be as Django and co. analyzed and proposed for universal domination.
2. Mercs can also look for jobs in the Planet Conquest Districts. They'll require a 4 man squad that will utilize co-op skills to kill a few drones, or turn off a forcefield, kill a prototype clone, steal a document upload a hack signal etc. The maps will be small (inside preferably) and skirmish 1.0 style in that you progress to the end objective. Your reward will be petty ISK but also 1 resource for a recipe to make items you get in market but not in salvage (modules for example). Depending on what's happening over the planet perhaps there is an additional challenge like no radar, or drones are tougher, or your shield resets every 30s, or the mission timer is shorter. Districts that were successfully tampered with only reduce planets EVE bonuses by a percent. The goal is for PS3 gamers to have some fun, try a tradeskill. A cutscene at the beginning would be nice like your merc is having their conscious scanned since the job has already been done (EVE and DUST don't have to interact in realtime for these missions) and when the mission is over you either get congratulated and offered a gift from your employers or not. The more missions you do the higher your popularity rating with different race employers for better recipe items. Corps will look to take all types of jobs to get the variety needed to build an item bundle. Note: no warpoints here.
3. Faction warfare will offer pure carnage. Four colours are on the map instead of two, thus no more stuck at the redline since there are 3 enemies to shoot at but they also shoot each other. There will be outside map support dropping one of each installation every 2min that are not hackable yet still destroyable. No vehicles allowed here. No warpoints either. Put an ISK counter on the screen that is constantly climbing in value for time in the game and jumps up on kills too (your payout). Periodically make certain parts of the map lethal (environmental hazard or space warfare debris, just a bomb really) where players have 15s to move their fight. Make the matches long, with people constantly hopping in and out, they don't pick a side either and the kill feed is streamed to EVE for their own statistics/bonuses.
Summary of my idea: PC for districts won't effect universe much, offer a relaxed varfiety to DUST and let PS3 people do a tradeskill. Reward is mainly the recipe item. PC for capital will offer the competitve bragging rights, corp/alliance domination, officer gear etc. FW will be for crazy money to return back to to PC fights, and for mindless fun.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3212
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Posted - 2013.03.22 02:49:00 -
[1140] - Quote
Oops, wrong thread. was trying to quote something from here. |
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