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Thread Statistics | Show CCP posts - 26 post(s) |
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CCP FoxFour
C C P C C P Alliance
2366
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Posted - 2013.03.28 21:54:00 -
[1] - Quote
So I am going to try and use this section of the forums some more and start some more focused discussions with you guys, we shall see how it goes.
As some of you know I am working on a dev blog with some updates to Planetary Conquest. That is still a little ways out though as I want some more time to think about the numbers. In the mean time I am going to post this here which will also be in said dev blog. Want to start getting your ideas on it now.
From the previous design of Planetary Conquest as a defender if you won you would get 20% of the remaining clones that the attacker sent. We are changing the way this works and also expanding it to the attacker if they win. :D More reason to go out and attack. :D (more smiley faces? :P)
Previously the idea was that if the attacker sent 200 clones, lost 100 in the fighting, and as a defender you won you would get 20% of the remaining clones. In this example that would be 20 clones.
We are increasing that percentage to 50% but also making it so that this is 50% of the clones above and beyond the minimum 150 clones lost. Not immediately understandable, so let me give some examples:
In this example the attacker sends 200 clones, uses 100 clones in combat, and loses to the defender.
The attacker sends 200 clones. The attacker loses 100 in combat. 50 more clones are destroyed to reach the 150 clone loss minimum. 50 clones remain. 25 clones are given to the defender.
Lets try another. In this example the attacker sends 150 clones, uses 100 clones in combat, and loses to the defender.
The attacker sends 150 clones. The attacker loses 100 in combat. 50 more clones are destroyed to reach the 150 clone loss minimum. 0 clones remain. 0 clones are given to the defender.
Simple right? Or at least makes some sense? O_O With a solid understanding of how this works when the defender wins, lets take a look at what happens when the attacker wins:
Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones.
So, feedback, discuss, TELL ME THINGS! :D Keep in mind it is a long weekend here so I may not be around a whole lot until Tuesday. |
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
165
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Posted - 2013.03.28 21:55:00 -
[2] - Quote
=] thx for giving us the opportunity! I'll post lots in a bit (gtg for now >.<) |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
166
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Posted - 2013.03.28 21:58:00 -
[3] - Quote
CCP FoxFour wrote:Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones.
Does the defender lose all 300 clones in battle automatically? What if he loses a certain number, but there are some remaining? |
Bendtner92
Imperfects Negative-Feedback
456
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Posted - 2013.03.28 22:00:00 -
[4] - Quote
0 Try Harder wrote:CCP FoxFour wrote:Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones. Does the defender lose all 300 clones in battle automatically? What if he loses a certain number, but there are some remaining? If the defender loses 300 the attackers get the district, and don't "steal" any clones.
If the defender loses less than 300 (150 minimum) the defender keeps the district, and the attacker "steals" in this case 50 clones. |
Kevall Longstride
DUST University Ivy League
143
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Posted - 2013.03.28 22:01:00 -
[5] - Quote
We'll be having a management meeting about PC so this will add some spice. |
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CCP FoxFour
C C P C C P Alliance
2368
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Posted - 2013.03.28 22:01:00 -
[6] - Quote
0 Try Harder wrote:CCP FoxFour wrote:Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones. Does the defender lose all 300 clones in battle automatically? What if he loses a certain number, but there are some remaining?
No the defender would have lost the minimum lost clones, which is a number we are looking at changing, plus whatever else on top of that. While the numbers are out of date the wiki page holds true for the concept of how the minimum clone loss works: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Possible_Conflict_Resolutions
Quote:The losing side of a battle will lose a minimum of 100 clones. If they lose 125 during the fight that is what they lose. If they lose 75 during the fight then they will lose a total of 100 at the end. |
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Thumb Green
THE STAR BORN
43
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Posted - 2013.03.28 22:02:00 -
[7] - Quote
I like the sound of that. Makes PC potently more costly to the attacker and more rewarding to the winner, which is nice.
Sorry I don't have anything more constructive on the matter. |
Bojo The Mighty
Bojo's School of the Trades
734
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Posted - 2013.03.28 22:02:00 -
[8] - Quote
So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing". |
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CCP FoxFour
C C P C C P Alliance
2368
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Posted - 2013.03.28 22:04:00 -
[9] - Quote
Bojo The Mighty wrote:So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing".
Not really. Before this the defender, assuming they lost, would just have not generated the 100 clones. In this new design they still won't generate them and the attacker takes some of the clones that WOULD have been generated. Does that make sense? |
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gbghg
L.O.T.I.S. Legacy Rising
884
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Posted - 2013.03.28 22:05:00 -
[10] - Quote
does it take into account both sides loses and remaining clones? because i can't see that in your examples. |
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Absolute Idiom II
BetaMax. CRONOS.
82
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Posted - 2013.03.28 22:06:00 -
[11] - Quote
Being able to steal clones from the opposing side when you win the battle gives you an incentive to throw a few extra clones into the battle to clutch victory from the claws of defeat.
If I use an alt corp to send 200 clones to attack a district I own, then I end up with 25 extra clones on top of the 75/100 I will generate anyway. You should consider making a district under attack only produce 50% clones of normal, so that if I am really rich (or have a large corp that can donate trivial amounts as individuals each day. i.e. first match of 200k isk) so that I'd be better off leaving my district as vulnerable in order to get the full 75/100 rather than end up with 37+25/50+25 clones from a alt corp providing a genolution shield. |
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CCP FoxFour
C C P C C P Alliance
2376
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Posted - 2013.03.28 22:09:00 -
[12] - Quote
gbghg wrote:does it take into account both sides loses and remaining clones? because i can't see that in your examples.
Not sure I understand your question. Only the winner "steals" clones, so we don't care about how many clones the winning side lost for the examples. |
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Telcontar Dunedain
Imperfects Negative-Feedback
364
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Posted - 2013.03.28 22:10:00 -
[13] - Quote
Do you keep losing clones ie the movement penalty each time you attack?
Winning clones from the defender should then be "positioned" at the point of attack and not subject to movement penalty. |
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CCP FoxFour
C C P C C P Alliance
2376
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Posted - 2013.03.28 22:13:00 -
[14] - Quote
Telcontar Dunedain wrote:Do you keep losing clones ie the movement penalty each time you attack?
Winning clones from the defender should then be "positioned" at the point of attack and not subject to movement penalty.
You do. We may look at changing that later, but for now yes. |
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gbghg
L.O.T.I.S. Legacy Rising
885
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Posted - 2013.03.28 22:14:00 -
[15] - Quote
CCP FoxFour wrote:gbghg wrote:does it take into account both sides loses and remaining clones? because i can't see that in your examples. Not sure I understand your question. Only the winner "steals" clones, so we don't care about how many clones the winning side lost for the examples. sorry reread your post and answered my own question. I had a moment of "not understanding anything at all" |
gbghg
L.O.T.I.S. Legacy Rising
885
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Posted - 2013.03.28 22:15:00 -
[16] - Quote
CCP FoxFour wrote:gbghg wrote:does it take into account both sides loses and remaining clones? because i can't see that in your examples. Not sure I understand your question. Only the winner "steals" clones, so we don't care about how many clones the winning side lost for the examples. sorry reread your post and answered my own question. I had a moment of "not understanding anything at all" |
Django Quik
R.I.f.t
338
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Posted - 2013.03.28 22:22:00 -
[17] - Quote
50% is a much more enticing number for sure. I like that winning attackers get some extra clones too but not sure how this could be justified in the lore. Do they get the clones immediately, so they can be used in the follow up attack or do they get them at the time they would have been produced at the defender district? |
Garrett Blacknova
Codex Troopers
2181
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Posted - 2013.03.28 22:22:00 -
[18] - Quote
Just to clarify, is the attacker only "stealing" from the clones in production?
So using that example with the PF and 300 clones, if the defender lost 270 clones, meaning there are only 30 left, the attacker DOESN'T take 50% of the survivors (15 clones), but 50% of the current cycle's production (50 clones). And obviously, the remaining clones to be produced are destroyed.
Is that correct? |
Absolute Idiom II
BetaMax. CRONOS.
82
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Posted - 2013.03.28 22:24:00 -
[19] - Quote
Garrett Blacknova wrote:Just to clarify, is the attacker only "stealing" from the clones in production?
So using that example with the PF and 300 clones, if the defender lost 270 clones, meaning there are only 30 left, the attacker DOESN'T take 50% of the survivors (15 clones), but 50% of the current cycle's production (50 clones). And obviously, the remaining clones to be produced are destroyed.
Is that correct?
Yes, they're only getting 50% of what would have been generated by the district that day. |
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CCP FoxFour
C C P C C P Alliance
2402
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Posted - 2013.03.28 22:25:00 -
[20] - Quote
Garrett Blacknova wrote:Just to clarify, is the attacker only "stealing" from the clones in production?
So using that example with the PF and 300 clones, if the defender lost 270 clones, meaning there are only 30 left, the attacker DOESN'T take 50% of the survivors (15 clones), but 50% of the current cycle's production (50 clones). And obviously, the remaining clones to be produced are destroyed.
Is that correct?
That is correct yes. :) |
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Thrillhouse Van Houten
DIOS EX.
51
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Posted - 2013.03.28 22:25:00 -
[21] - Quote
CCP FoxFour wrote:gbghg wrote:does it take into account both sides loses and remaining clones? because i can't see that in your examples. Not sure I understand your question. Only the winner "steals" clones, so we don't care about how many clones the winning side lost for the examples.
I think you should expand your examples some. I don't have a great understanding of the PC mechanics so I might be way off base...
Say the attacker brings 600 clones to battle. They lose 'x' number in the first battle but win the battle. The defender has 300 clones and the ability to generate 100 more per day. While under attack, they don't generate clones, though...correct? However, the attackers won the first engagement and so they now have 600 - 'x' PLUS 50% of the clone remaining on the defenders side FROM THE GENERATION number?
It sounds very convoluted if that is the case...as in, the attackers don't have to actually capture anything to steal clones, just win. Why not have something like holding CRUs at the end of the battle "steals" a certain number per CRU...or hell, invent up a new building that has no real battle purpose but must be held in order to steal clones? More fair, imo. I suppose you guys are stuck on this system now and don't plan to change it so drastically... |
Bojo The Mighty
Bojo's School of the Trades
736
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Posted - 2013.03.28 22:29:00 -
[22] - Quote
CCP FoxFour wrote:Bojo The Mighty wrote:So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing". Not really. Before this the defender, assuming they lost, would just have not generated the 100 clones. In this new design they still won't generate them and the attacker takes some of the clones that WOULD have been generated. Does that make sense? I think so. Extra 50% of clones given to the victorious attacker of the next generation cycle (as well as those remaining above minimal clone loss requirement), but none go towards defensive reserves. But wouldn't that make clone reserve depletion even easier as the offensive victor? Hope I don't require you to buy a bottle of Ibuprofen. |
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CCP FoxFour
C C P C C P Alliance
2432
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Posted - 2013.03.28 22:40:00 -
[23] - Quote
Bojo The Mighty wrote:CCP FoxFour wrote:Bojo The Mighty wrote:So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing". Not really. Before this the defender, assuming they lost, would just have not generated the 100 clones. In this new design they still won't generate them and the attacker takes some of the clones that WOULD have been generated. Does that make sense? I think so. Extra 50% of clones given to the victorious attacker of the next generation cycle (as well as those remaining above minimal clone loss requirement), but none go towards defensive reserves. But wouldn't that make clone reserve depletion even easier as the offensive victor? Hope I don't require you to buy a bottle of Ibuprofen.
Your district had 300 clones. The district also has a production facility, so it generates 100 clones a day.
I attack your district. The clones I take makes no difference. I win, because dev hax. The district will now no longer generate clones on the next cycle.
During the fighting I killed 100 of your clones. Due to the minimum lose rule you lose 150 clones. Your district now has 150 clones.
Because I won, and because you had a production facility, I take 50 extra clones back with me. Half of what would have been generated.
I don't touch your clone reserves. |
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Bojo The Mighty
Bojo's School of the Trades
738
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Posted - 2013.03.28 22:42:00 -
[24] - Quote
CCP FoxFour wrote: Because I won, and because you had a production facility, I take 50 extra clones back with me. Half of what would have been generated. I don't touch your clone reserves.
Ok that's crystal, thanks! |
Goric Rumis
Amarr Templars Amarr Empire
121
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Posted - 2013.03.28 22:48:00 -
[25] - Quote
So attackers would have to consider a trade-off between bringing only the minimum number of clones and being easier to clone out, against the risk of strengthening the defender with extra clones. Whereas in the previous version, the defender is strengthened by the number of clones lost, period--so you might as well risk as much as you can afford.
I could only see this working if the battles last long enough for 200+ clones to get killed. That doesn't seem to be the case with the current Skirmish format, most of the time anyway. You'd need the battles to last long enough that the attacker questions whether 150 clones will be enough to win the battle. Then again, I've heard something about hour-long battles, so maybe this adjustment is already being made. |
G Torq
ALTA B2O
120
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Posted - 2013.03.28 22:48:00 -
[26] - 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. |
Absolute Idiom II
BetaMax. CRONOS.
82
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Posted - 2013.03.28 22:49:00 -
[27] - Quote
Guys, the systems being proposed is an easy one to understand:
Attackers win: they receive 50% of the clones that *would* have been generated by that district that day
This means they will either earn 37 or 50 extra clones
Defenders win: they receive 50% of the clones left by the attackers after the following calculation: [number of attacker clones brought to the battle] - maximum[150 OR attacker deaths during the match].
This means they could earn 0 extra clones (if the attackers only brought 150 in the first place) Or they could earn 25 clones if the attackers brought 200 clones and lost 150 (or fewer) clones during the match). |
Aqil Aegivan
The Southern Legion
91
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Posted - 2013.03.28 22:51:00 -
[28] - Quote
CCP FoxFour wrote: Because I won, and because you had a production facility, I take 50 extra clones back with me. Half of what would have been generated.
So the attacker only captures clones when attacking a district with a PF?
Edit: ignore this, the wording tripped me up. I see that without a PF you still would have gotten clones (but fewer). |
General Tiberius1
ZionTCD Legacy Rising
361
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Posted - 2013.03.28 23:00:00 -
[29] - Quote
CCP FoxFour wrote:So I am going to try and use this section of the forums some more and start some more focused discussions with you guys, we shall see how it goes.
As some of you know I am working on a dev blog with some updates to Planetary Conquest. That is still a little ways out though as I want some more time to think about the numbers. In the mean time I am going to post this here which will also be in said dev blog. Want to start getting your ideas on it now.
From the previous design of Planetary Conquest as a defender if you won you would get 20% of the remaining clones that the attacker sent. We are changing the way this works and also expanding it to the attacker if they win. :D More reason to go out and attack. :D (more smiley faces? :P)
Previously the idea was that if the attacker sent 200 clones, lost 100 in the fighting, and as a defender you won you would get 20% of the remaining clones. In this example that would be 20 clones.
We are increasing that percentage to 50% but also making it so that this is 50% of the clones above and beyond the minimum 150 clones lost. Not immediately understandable, so let me give some examples:
In this example the attacker sends 200 clones, uses 100 clones in combat, and loses to the defender.
The attacker sends 200 clones. The attacker loses 100 in combat. 50 more clones are destroyed to reach the 150 clone loss minimum. 50 clones remain. 25 clones are given to the defender.
Lets try another. In this example the attacker sends 150 clones, uses 100 clones in combat, and loses to the defender.
The attacker sends 150 clones. The attacker loses 100 in combat. 50 more clones are destroyed to reach the 150 clone loss minimum. 0 clones remain. 0 clones are given to the defender.
Simple right? Or at least makes some sense? O_O With a solid understanding of how this works when the defender wins, lets take a look at what happens when the attacker wins:
Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones.
So, feedback, discuss, TELL ME THINGS! :D Keep in mind it is a long weekend here so I may not be around a whole lot until Tuesday.
too confusing, i just play to splat other players |
Goric Rumis
Amarr Templars Amarr Empire
121
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Posted - 2013.03.28 23:00:00 -
[30] - Quote
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. |
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