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Thread Statistics | Show CCP posts - 26 post(s) |
G Torq
ALTA B2O
120
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Posted - 2013.03.28 22:48:00 -
[1] - Quote
Foxy,
Would it make sense to have separate battle-types whether the attacker wants to conquer the territory or steal clones?
Am thinking a setup where, upon attacking, the attacking corp has to decide whether it wants to try to conquer the district or simply try to steal clones. The two attack forms can then have different conditions and mechanism, such as whether they shut down the clone-generation, beside the notion that conquest does not allow gaining clones, and an attempt at stealing clones does not allow taking over the district.
In the case of an "Steal" attempt, the attacker would not get priority in selecting to attack again; this should protect against farming, since others can jump in and conquer the territory, simply by electing to attack it.
This would also allow the use of different game-modes where applicable, and should add a bit of variation for the Corporations involved in Planetary Conquest, as a hit-and-run attempt at stealing might be more interesting at times. Skirmish 1.0 would be suitable for regular Conquest, while current Skirmish might be suitable for stealing-attempts. Differences in the sizes of teams could also be relevant (Stealing attempts as 12v12?)
Later, you can then look at sabotage attacks (Game-mode: Ambush), where any-and-all clones sent by the attacker will be lost, but where you can perhaps cripple a district, e.g. by destroying installations, halving clone-production or cause other types of disruptions in case of a victory. |
G Torq
ALTA B2O
120
|
Posted - 2013.03.29 06:32:00 -
[2] - Quote
Lustmord-8 wrote:G Torq wrote:Conquest, Stealing and Sabotage, oh my Im liking some of these ideas. The attacker would be able to pick the game mode. Ambush or Skirmish Feel free to hit the Like button ;)
Goric Rumis wrote:G Torq wrote:Would it make sense to have separate battle-types whether the attacker wants to conquer the territory or steal clones? For the record, I would like to see this kind of objective included as an additional battle-ending condition rather than an altogether different type of battle. If I were an attacker, I'd like to leave the defender in the dark about what my exact motive was for attacking. And as a defender, it's a lot more fun to figure it out than to know from the word go. This also gives you the option of playing a ruse with the majority of your team while one squad breaks off and hits the real objective. Monkxx wrote:The idea with different game types makes sense, IMO.
But!
This is also very controversial as you simply can't make Skirmish = District Capturing and Ambush = Clone Stealing. This becomes very obvious for the Defender what is the Attacker's plan (it doesn't matter whether the game mode is displayed right after District being "attacked" or only become visible when the match starts). The idea needs more brain storming but sounds promising. As for now I can think about Ambush as pre-Skirmish battles when Attacker attacks with 100 clones to bleed out the Defender's clones. The Attacker always loses 100 but Defender loses 150 clones in case of Defender's defeat. Defender doesn't produce clones if you attack it again after losing the previous fight.
I think we (Players and CCP) should try to keep things somewhat simple for now; use the game-modes that exist, but still give some variety to Planetary Conquest; Hence, different objectives => different gamemodes. Then a 2nd iteration can separate the two, add flexibility, and allow for in-battle sub-missions. To be able to peel off a squad, and send them to do a side-mission in-battle, you need the artefact for this side-mission to exist: Clone Facility to burglarize, sky-cannon to sabotage etc. This means more stuff for CCP to prepare, artwork, game-concepts and objectives. Then we wont have Planetary Conquest May 6th :(
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