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General Tiberius1
ZionTCD Legacy Rising
361
|
Posted - 2013.03.28 23:01:00 -
[31] - Quote
CCP FoxFour wrote: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.
HE ADMITTED IT! |
General Tiberius1
ZionTCD Legacy Rising
361
|
Posted - 2013.03.28 23:03:00 -
[32] - Quote
untill i see this in action (in-game)
no comment |
Gunner Nightingale
Internal Error. Negative-Feedback
415
|
Posted - 2013.03.28 23:05:00 -
[33] - Quote
Now if an attacker that wins and doesnt have a district to return to we know the remaining clones are sold back to genolution, WIll that apply to the additional clones an attacker receives if they win? |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
166
|
Posted - 2013.03.28 23:06:00 -
[34] - 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.
So do you think a way to make it so more clones can be lost could be implemented?
Let's say I have a clone production facility, but I break stuff and now it produces double the number of clones it used to. The tradeoff is that my reserves can now be looted and or destroyed.
I just want fast-paced and wide spread destruction. Total Annihilation (=]) of the enemies' forces.
I understand wanting to make it so that there's sort of a turn-based element to this, but I'd love it if you provided a way to make more clones die faster. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
167
|
Posted - 2013.03.28 23:09:00 -
[35] - Quote
Also, if we have to wait multiple days to deplete a corp's clone reserves, do we have the option to lock it down for ourselves for that entire time?
I just don't want to make it so that some alt corp can safeguard the location after an assault has been launched. Sure, if they beat the attackers that's fine, but it'll be lame if no one loses districts because everyone locks stuff down with alt corps. |
Lustmord-8
Dead Six Initiative Daringly Inserting Large Dangerous Objects
3
|
Posted - 2013.03.28 23:15:00 -
[36] - Quote
G Torq wrote: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.
Im liking some of these ideas. The attacker would be able to pick the game mode. Ambush or Skirmish. I would give the defenders a one 1 minute head start on a skirmish map and possibly let them know what the map will be ahead of time for planning. It is there territory after all.
Though the last 150 clone on a district that battle has to be a skirmish because the attackers have to take the base out to take over.
Not sure I'm liking the clone numbers for the defender side if they win. If the attackers are smart they could not ever give the defenders clones if they lose but the attackers will get at least 37 clones after every victory. Seems biased to attackers. Not sure of a solution though. |
Gunner Nightingale
Internal Error. Negative-Feedback
416
|
Posted - 2013.03.28 23:23:00 -
[37] - Quote
Lustmord-8 wrote:G Torq wrote: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. Im liking some of these ideas. The attacker would be able to pick the game mode. Ambush or Skirmish. I would give the defenders a one 1 minute head start on a skirmish map and possibly let them know what the map will be ahead of time for planning. It is there territory after all. Though the last 150 clone on a district that battle has to be a skirmish because the attackers have to take the base out to take over. Not sure I'm liking the clone numbers for the defender side if they win. If the attackers are smart they could not ever give the defenders clones if they lose but the attackers will get at least 37 clones after every victory. Seems biased to attackers. Not sure of a solution though.
There is a real risk to the attacker for bringing less clones as they make them vulnerable by moving them from districts or even if bought thats a monetary risk for bringing possibly too fee clones for successful attack. It also gives a financial incentive to fighting and attacking rather than trying to conglomerate districts which kind of the point for these changes anyway, CCP wants there to be fights. |
Goric Rumis
Amarr Templars Amarr Empire
122
|
Posted - 2013.03.28 23:24:00 -
[38] - Quote
Lustmord-8 wrote:Not sure I'm liking the clone numbers for the defender side if they win. If the attackers are smart they could not ever give the defenders clones if they lose but the attackers will get at least 37 clones after every victory. Seems biased to attackers. Not sure of a solution though. It makes sense from a "lore" perspective: since the lost clones are biomassed and sold for ISK that's distributed to the winning mercs, it would be double-dipping to give the winner a portion of the lost clones (that have already been biomassed).
It also requires the attacker to balance two risks: risk getting cloned out vs. risk giving the defender more clones.
My only concern is that the battles will last long enough for this to be a consideration for the attacker. I've never been in a Skirmish match (under the current parameters) that was cloned out. |
Gunner Nightingale
Internal Error. Negative-Feedback
417
|
Posted - 2013.03.28 23:39:00 -
[39] - Quote
Goric Rumis wrote:Lustmord-8 wrote:Not sure I'm liking the clone numbers for the defender side if they win. If the attackers are smart they could not ever give the defenders clones if they lose but the attackers will get at least 37 clones after every victory. Seems biased to attackers. Not sure of a solution though. It makes sense from a "lore" perspective: since the lost clones are biomassed and sold for ISK that's distributed to the winning mercs, it would be double-dipping to give the winner a portion of the lost clones (that have already been biomassed). It also requires the attacker to balance two risks: risk getting cloned out vs. risk giving the defender more clones. My only concern is that the battles will last long enough for this to be a consideration for the attacker. I've never been in a Skirmish match (under the current parameters) that was cloned out.
IF you've played organized matches where both sides knew what they were doing in a 16 v 16 enviornment where the squads are all earning multiple orbitals. It all depends on how one sided the match is or how much battling there is on both sides or who can exercise map control. But if you watch the tourney videos the ones that were closely heated always came to a very close clone count and these are 8v8 matchups and 100-120 clones can be lost on each side if the fighting is intense enough.
16 clones means a 9.4 clones destroyed per player is all it takes to wipeout 150 clones. not a difficult feat by any stretch |
Torr Wrath
Subdreddit Test Alliance Please Ignore
117
|
Posted - 2013.03.28 23:49:00 -
[40] - Quote
So..
You are incentivizing people to take the offensive?
I am kay with this.
Carry on. |
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Shadowswipe
WarRavens
34
|
Posted - 2013.03.28 23:51:00 -
[41] - Quote
Anything to make the war less stagnant gets a +1. |
Draco Cerberus
Hellstorm Inc League of Infamy
14
|
Posted - 2013.03.29 00:14:00 -
[42] - Quote
So as long as a district still has clones it can't be captured? Makes sense. What about a sabotage option of say sending in a small number of clones to just take out a research, production, or storage facility?
The number in my head is somewhere between 50 and 80 and involves something happening during the phase when the planet is normally locked down (automated defenses and drones to protect with a mail sent to CEO and directors that there is a surprise ambush on x district a x:x time GMT please send backup) that allows a surprise corp battle during a normally locked down time.
If successful the lock down is breached, allowing for the destruction of facilities present in the district at the time of the attack. If not the attacker loses all clones sent in. Defender would be able to use however many clones they have in that district. Perhaps a 1hr warning would be good to allow for a response rather than just relying on drones and auto turrets for defense. I envision this scenario like a skirmish but without a limit for the defender on the number of clones to use.
Victory over consolidated districts could be pulled out of the ashes of a bad string of losing battles with the successful destruction of a corporation's reserves off planet through stealth and trickery rather than an outright offensive. Anyone heard of a POS bash before? |
Axirts
Misfits of Mayhem
41
|
Posted - 2013.03.29 01:33:00 -
[43] - Quote
So the better corps will end up "taking home" more clones than it cost them to attack? On top of that, I'm assuming that there will be 3 and 5 null cannon districts, winning defense on a 3 null c district will result in very little clones won because those games drag on longer than ones with 5. |
S Park Finner
BetaMax. CRONOS.
117
|
Posted - 2013.03.29 02:42:00 -
[44] - Quote
I don't think this is a much of a re-work as it might seem at first blush.
If I understand correctly, the idea is to make attacking more rewarding if you win and riskier if you loose. Same for defending. What's more, make the time to turn a district over shorter so the whole system is more intense. Additionally, I'd also like to see it make more sense GÇô I think the existing back story is too arbitrary.
Right now an attacker can not transport less than 150 clones and first time attackers can not buy fewer than 150 clones. Attackers can transport more than 150 clones if they have them.
What if they could also purchase transport for more clones than they are actually taking. Why would they do that? Because they might want to bring some extra clones back with them.
If attacker's win they could take back as many clones as they have room for up to the sum of the clones the district would produce (if it is producing in this round) and half the defender clones remaining.
The fiction would be that the attackers could get all the clones they could carry but the GÇ£activeGÇ¥ clones in the district are in less vulnerable storage than the one's being built and aren't so easy to haul off. That would mean if an attacker brought 200 clones and bought room for an additional 100 clones and GÇô during the fight GÇô they lost 100 clones then they would have room to bring back 200 clones.
I suggest the attackers could loose
- by destruction of their MCC GÇô in which case they would loose all the clones they brought and the defenders would get the ones that were not used up at the time the MCC was destroyed
- by loss of all their clones GÇô in which case the defenders would not get any additional clones
- by withdrawal GÇô in which case the defenders would get half the clones remaining GÇô some had to be left behind in the retreat.
In all cases, the additional biomass the district acquires from the dead clones would boost it's production during the next cycle.
Knobs and dials... Purchasing extra space could deplete the defenders more rapidly GÇô but at a cost. Small corporations could trade the number of clones they send for the number they bring back GÇô hoping a small strong force could win big. How accessible this would be to small corporations would be a function of the cost of transport space.
Similarly, sending more clones would raise the risk not only of loosing them in the battle but of reinforcing the district more rapidly after a big fight. The amount of boost would be another parameter that could be adjusted.
In the case of withdrawal, the proportion of clones that can not be pulled out is a further adjustment. |
Monkxx
Ikomari-Onu Enforcement Caldari State
30
|
Posted - 2013.03.29 03:01:00 -
[45] - Quote
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.
Basically, CCP is looking for ways to keep Attacking rewarding more than Defending? O.o So the PC will go on and go on and will not stop when all the Alliances/Factions have divided the districts amongst themselves. I would say this is basics which MUST be easy to understand and NOT overly complicated.
The only problem I currenly see is that CCP operates on hard digits (100 only, 150 only etc.) when ISK and SP are all soft digits. I mean we even can gain 0.5 SP but it looks like Clone Management was designed as basic Math exercises for the New Eden's kindergardens.
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The Robot Devil
BetaMax. CRONOS.
37
|
Posted - 2013.03.29 03:56:00 -
[46] - Quote
I like this idea. If we attack and win we get a clump of clones from production the next day. I also like the increase stolen. I would be open to a higher percentage but mercs would cry winning is OP. The clones are worth ISK and it just makes winning sweeter and loosing hurt more. This may also make it a little harder to hold a district. I like the change but we need to see it in action. I for one would love to see some graphs and stats more often. I really enjoyed the equipment purchase graph. |
Goric Rumis
Amarr Templars Amarr Empire
123
|
Posted - 2013.03.29 04:46:00 -
[47] - Quote
S Park Finner wrote:I suggest the attackers could loose
- by destruction of their MCC GÇô in which case they would loose all the clones they brought and the defenders would get the ones that were not used up at the time the MCC was destroyed
- by loss of all their clones GÇô in which case the defenders would not get any additional clones
- by withdrawal GÇô in which case the defenders would get half the clones remaining GÇô some had to be left behind in the retreat.
In all cases, the additional biomass the district acquires from the dead clones would boost it's production during the next cycle. Logistical problem with this: Attackers would just withdraw as soon as it was apparent they were going to lose. Unless the attackers simply forget to withdraw, or the match really is that close, you're going to end up with exactly the same results FoxFour has proposed: defenders get half the remaining clones, provided any are left. |
G Torq
ALTA B2O
120
|
Posted - 2013.03.29 06:32:00 -
[48] - 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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5Y5T3M 3RR0R
The Southern Legion
5
|
Posted - 2013.03.29 08:19:00 -
[49] - Quote
This is a terrible idea!!
This system so far gives a massive advantage to the attacker and also encourages them to attack with the minimum number of clones because then they know their enemy won't get anything! This will also get worse in long distance combats and ill give you an example why:
As a winner I'm always going to lose 150 clones, be it from transport, deaths, or minimum kills. If I send more all I can possibly achieve by sending more is to potentially loose more clones and help my enemy reinforce their district against my next attack.
If I win I get to keep my clones, take some of theirs and only lose those dead in battle or transport. So why not aim over close zones and hit those further away instead of close by as I probably won't lose based on clone count and even if I do, I don't want to leave anything behind for my enemy.
My piece of advice would be is:
Start in these examples by telling us the game effect you are trying to achieve and I'm sure players will help you tweak your ideas in ways that will help you achieve them instead of just tearing apart your hard work. |
Bendtner92
Imperfects Negative-Feedback
456
|
Posted - 2013.03.29 08:43:00 -
[50] - Quote
5Y5T3M 3RR0R wrote:This is a terrible idea!!
This system so far gives a massive advantage to the attacker and also encourages them to attack with the minimum number of clones because then they know their enemy won't get anything! This will also get worse in long distance combats and ill give you an example why:
As a winner I'm always going to lose 150 clones, be it from transport, deaths, or minimum kills. If I send more all I can possibly achieve by sending more is to potentially loose more clones and help my enemy reinforce their district against my next attack.
If I win I get to keep my clones, take some of theirs and only lose those dead in battle or transport. So why not aim over close zones and hit those further away instead of close by as I probably won't lose based on clone count and even if I do, I don't want to leave anything behind for my enemy.
My piece of advice would be is:
Start in these examples by telling us the game effect you are trying to achieve and I'm sure players will help you tweak your ideas in ways that will help you achieve them instead of just tearing apart your hard work. If you only attack with 150 clones and the defender has 300 for example there's a good chance you'll lose on clone count even though you might be leading in MCC health.
If you instead attack with 200 clones you're less likely to lose all of your clones before you win the match by destroying the enemy MCC.
If you know you can win any match by sending not more than 150 clones every time then so be it. This new system won't change that. Sending more than 150 clones is to ensure you have enough time to take out the enemy MCC.
Edit: Some examples: If you know you lose every match (being a zerg corp for example), then you probably won't send more than 150 clones no matter what the system is. If you know you can win every match with no more than 150 clones, then you probably won't send more than 150 clones no matter what the system is. If you want to make sure you have enough time to take out the enemy MCC, you'll probably send more than 150 clones in some cases. |
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5Y5T3M 3RR0R
The Southern Legion
5
|
Posted - 2013.03.29 08:57:00 -
[51] - Quote
Bendtner92 wrote:5Y5T3M 3RR0R wrote:This is a terrible idea!!
This system so far gives a massive advantage to the attacker and also encourages them to attack with the minimum number of clones because then they know their enemy won't get anything! This will also get worse in long distance combats and ill give you an example why:
As a winner I'm always going to lose 150 clones, be it from transport, deaths, or minimum kills. If I send more all I can possibly achieve by sending more is to potentially loose more clones and help my enemy reinforce their district against my next attack.
If I win I get to keep my clones, take some of theirs and only lose those dead in battle or transport. So why not aim over close zones and hit those further away instead of close by as I probably won't lose based on clone count and even if I do, I don't want to leave anything behind for my enemy.
My piece of advice would be is:
Start in these examples by telling us the game effect you are trying to achieve and I'm sure players will help you tweak your ideas in ways that will help you achieve them instead of just tearing apart your hard work. If you only attack with 150 clones and the defender has 300 for example there's a good chance you'll lose on clone count even though you might be leading in MCC health. If you instead attack with 200 clones you're less likely to lose all of your clones before you win the match by destroying the enemy MCC. If you know you can win any match by sending not more than 150 clones every time then so be it. This new system won't change that. Sending more than 150 clones is to ensure you have enough time to take out the enemy MCC. Edit: Some examples: If you know you lose every match (being a zerg corp for example), then you probably won't send more than 150 clones no matter what the system is. If you know you can win every match with no more than 150 clones, then you probably won't send more than 150 clones no matter what the system is. If you want to make sure you have enough time to take out the enemy MCC, you'll probably send more than 150 clones in some cases.
Check how many clones the average skirmish map has right now, 150. Then count the number of times you remember losing a skirmish due to clone count. My bet its lot less often and very rarely is it when your winning the battle.
The only time I've ever seen a skirmish won by clone count when losing on MCC was when they had redlined the other corp but got redline sniped to zero because moronic blue dots kept zerging the redline and sniped.
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Bendtner92
Imperfects Negative-Feedback
456
|
Posted - 2013.03.29 09:16:00 -
[52] - Quote
5Y5T3M 3RR0R wrote:Check how many clones the average skirmish map has right now, 150. Then count the number of times you remember losing a skirmish due to clone count. My bet its lot less often and very rarely is it when your winning the battle.
The only time I've ever seen a skirmish won by clone count when losing on MCC was when they had redlined the other corp but got redline sniped to zero because moronic blue dots kept zerging the redline and sniped.
To be honest a lot of the Skirmish matches I've played have ended with clone depletion. Add to that that PC will be matches where both sides will probably push even more than what randoms do in pub matches = more kills.
Also there will be OB's raining down from 3 squads on each team and not just mostly 1 squad in pub matches = more kills.
Overall I can see teams losing 150+ clones in a lot of PC matches. |
5Y5T3M 3RR0R
The Southern Legion
5
|
Posted - 2013.03.29 10:36:00 -
[53] - Quote
How about this for an idea ?
Ditch the whole minimum 150 clone loss and instead have something similar to the following:
Attacker puts up 50 clones to the NPC Corp for CRU stock deployed to the field.
Attacker wins by MCC Attacker gets 50 clones (lore, the MCC takes the CRUs and their stock with them) from the defenders location stock. This may cause an change ownership in the process but regardless, it adds to the attackers stockpile. The attacker also gets their window of opportunity to secure the next assault.
Attacker wins by Clones The attacker just wins the territory.
Defender wins by MCC Defender gets the stores deployed in the CRU now that the MCC is destroyed, this means the 50 clones.
Defender wins by Clones The defender gets to keep the territory.
Effect: Corps have an incentive to win by MCC because it reinforces their own stockpile, however if they are losing they have an incentive to keep fighting to the last man as otherwise their enemy will be reinforced and they will be weaker. Sending more clones is also because you do not want to be winning and suddenly run out of clones, an advantage inherent to the defenders position. |
Django Quik
R.I.f.t
338
|
Posted - 2013.03.29 10:36:00 -
[54] - Quote
5Y5T3M 3RR0R wrote: Check how many clones the average skirmish map has right now, 150. Then count the number of times you remember losing a skirmish due to clone count. My bet its lot less often and very rarely is it when your winning the battle.
The only time I've ever seen a skirmish won by clone count when losing on MCC was when they had redlined the other corp but got redline sniped to zero because moronic blue dots kept zerging the redline and sniped.
I have seen many skirmish games won by clone count - several times even by the team losing on MCC damage! Higher skilled and more focused players also tend to be better at killing than not being killed, as can be seen from tournament matches and there will be a lot more OBs too, so plenty of death. |
Daedric Lothar
Onslaught Inc
35
|
Posted - 2013.03.29 11:48:00 -
[55] - Quote
This sounds great. I think any system where you can get back more clones so you can attack more sounds good.
As long as....
A alt/friendly corp cannot keep attacking and just throwing the fight against a corp that owns a district to protect them from losing it.
As long as that balance is there, anything above that is good! |
S Park Finner
BetaMax. CRONOS.
118
|
Posted - 2013.03.29 13:44:00 -
[56] - Quote
Goric Rumis wrote:S Park Finner wrote:I suggest the attackers could loose
- by destruction of their MCC GÇô in which case they would loose all the clones they brought and the defenders would get the ones that were not used up at the time the MCC was destroyed
- by loss of all their clones GÇô in which case the defenders would not get any additional clones
- by withdrawal GÇô in which case the defenders would get half the clones remaining GÇô some had to be left behind in the retreat.
In all cases, the additional biomass the district acquires from the dead clones would boost it's production during the next cycle. Logistical problem with this: Attackers would just withdraw as soon as it was apparent they were going to lose. Unless the attackers simply forget to withdraw, or the match really is that close, you're going to end up with exactly the same results FoxFour has proposed: defenders get half the remaining clones, provided any are left. My goals for withdrawal as an option are
- Give players more options
- Keep mechanisms that need programming to a minimum
- Give designers the greatest flexibility to manage risk / reward over the broadest number of dimensions by adjusting game parameters rather than re-design
- Have the design plausible within the game world
I believe withdrawal does that
- Players get to leave the battle under controlled circumstances if they think the situation warrants it.
- It is a player controlled button to initiate an action (battle shutdown) that already exists in the game -- a minimum programming change from that point of view
- Designers can vary the cost of withdrawal along multiple dimensions
- Change the proportion of clones lost - Change the proportion of clones given to the defenders - Charge an extra cost in ISK to pull out (transport workers' union demands a bonus for jumping into the hot LZ) - Dis-allow re-attack option if the attacker withdrawals - Change the bonus to the next production period from left over biomass
- It makes sense. One option we don't have in DUST 514 now is to leave a battle as a team. It is a legitimate option.
There are positive benefits for future play. Other game modes could use the withdrawal mechanism If players eventually transport clones it lays the groundwork for pricing and options. The meta-game
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
68
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Posted - 2013.03.29 13:52:00 -
[57] - 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?
This sounds fair. Its absolutely promotes striking a district just to steal clones and inconvenience the defender.
Without this system the only reason to attack is to take the district, or grief the owners. |
Brasidas Kriegen
The Southern Legion
2
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Posted - 2013.03.29 14:29:00 -
[58] - Quote
Speaking of more OB strikes, although it would probably be worth leaving it as normal at first PC is definitely where the requirements for strikes should be reduced to make them potentially more frequent (at least for strikes from EVE players). If it were easier to get strikes from EVE players it can/will encourage space combat as EVE players vie for position in orbit. Increased frequency of the strikes will help increase kill count, pushing the risk of running out of clones up etc etc.
Although I don't agree with the idea of having specific game types focused on 'stealing' or 'capturing', variation in game types, or a return to a Skirmish 1.0 style gameplay would spice things up. That style of match could seem to put an emphasis on one side or the other, but my experience in those games was that it could easily go both ways. Though for most of that period I was running solo so I don't know how bringing in organised teams would affect that game mode. It does, however, allow for a 'initial assault' phase, followed by a 'assaulting the facility' phase, and finally a 'capturing the facility' phase. Each of these different phases would also have different terrain and objectives, just like in the early skirmish matches. This can force corporations to bring a bit more diversity to the field, so you don't see a focus on a very specific style of gameplay (eg HAV, sniping etc) guaranteeing a victory. If the idea of stealing clones was only possible with the accomplishment of a certain objective then this game mode could see that happen - at a certain point in each of the phases certain objectives being met could affect the clones the victor walks away with.
Two MCCs could still exist in a Skirmish 1.0 style environment, with a similar null cannon situation as the current one. The stages could work as they do at the moment with a few points to capture, and then if the attacker holds them for a certain amount of time it moves on. Or, the initial two stages serve more like a mini ambush where the attacker has objectives to take in order to progress, the defender must hold them off and cause as much damage as possible until arriving at the final 'capturing the facility' phase where it would revert to a typical skirmish with null cannons, except here is the possibility of adding an extra capturable point that would be related to the stealing of clones. This would mean that if a defender is losing they can decide to try to at least reduce the 'winnings' of the attacker by holding this. The attacking side would have to choose between ensuring victory (if they are relying upon MCC destruction) by holding the Null Cannons, or risking a weaker hold on the point to take it all.
I do agree that stealing clones would create an incentive to attack other than simply conquest etc, and I think incorporating it into the gameplay allows for that 'what is their mission' aspect; if you wish to conquer the facility and are able to do so, then the stealing clones aspect won't be a significant concern.
TL;DR - More Orbitals, Skirmish 1.0 style PC, stealing clones an objective in a match, rather than just a by-product. |
howard sanchez
Zumari Force Projection Caldari State
467
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Posted - 2013.03.29 16:19:00 -
[59] - Quote
The more I read about Planetary Conquest the more I am looking forward to it. The sense I am getting lately is that CCP are intent on making clones a valuable and real type of "currency". Something we have to factor in to our combat operations. Clones are the fuel, as it were, that allow a corporation to project force.
The idea of the winner gaining some clones from the loser during corp battles over districts is appealing. And it's so Viking! Raiding parties keeping the slave pens full. But blank clones are the fuel or currency we need to reach out and 'touch' someone.
Nice concept, CCP. Keep Rollin |
slypie11
Planetary Response Organisation Test Friends Please Ignore
49
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Posted - 2013.03.29 16:25:00 -
[60] - Quote
will corps be able to stage multiple attacks at once, like some kind of huge offensive? Also, something that would be really cool is if clones are transported from planet to planet on actual ships that with show up in eve, and eve players can either ally with the dust corp and protect it or enemy them and try to destroy it. |
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