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Thread Statistics | Show CCP posts - 26 post(s) |
Iron Wolf Saber
BetaMax. CRONOS.
3289
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Posted - 2013.03.29 16:32:00 -
[61] - Quote
I would like it see it possible one day to setup up an 'ambush' game mode where the defending territory sends out clones to attack the inbound forces.
While risking clones and a second battle, if the defenders win the attack is repelled if there is insufficent clones to continue. If the defenders lose the attackers will arrive still and would have suffered clone losses on thier own end.
Attacking forces set thier timer per attack on when they can be ambushed and this is publically viewable in attacker infomration but the defender does not have to take advantage of it. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
50
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Posted - 2013.03.29 16:36:00 -
[62] - Quote
Iron Wolf Saber wrote:I would like it see it possible one day to setup up an 'ambush' game mode where the defending territory sends out clones to attack the inbound forces.
While risking clones and a second battle, if the defenders win the attack is repelled if there is insufficent clones to continue. If the defenders lose the attackers will arrive still and would have suffered clone losses on thier own end.
Attacking forces set thier timer per attack on when they can be ambushed and this is publically viewable in attacker infomration but the defender does not have to take advantage of it. sure why not, it sounds cool. That could be for troops moving across land, and my idea could be for troops moving through space. The defenders try to destroy the clone trucks or something and the attacks try to defend them. |
Iron Wolf Saber
BetaMax. CRONOS.
3289
|
Posted - 2013.03.29 17:21:00 -
[63] - Quote
slypie11 wrote:Iron Wolf Saber wrote:I would like it see it possible one day to setup up an 'ambush' game mode where the defending territory sends out clones to attack the inbound forces.
While risking clones and a second battle, if the defenders win the attack is repelled if there is insufficent clones to continue. If the defenders lose the attackers will arrive still and would have suffered clone losses on thier own end.
Attacking forces set thier timer per attack on when they can be ambushed and this is publically viewable in attacker infomration but the defender does not have to take advantage of it. sure why not, it sounds cool. That could be for troops moving across land, and my idea could be for troops moving through space. The defenders try to destroy the clone trucks or something and the attacks try to defend them.
Had a short talk on IRC hammering out the idea a bit more.
Ambuses will take place in the 'outskirts of {Target Disctict} and for all interaction purposes will be basically in the same district when it comes to properties and orbital interactions.
This form of ambush is a bit special, the attackers would have defensive positions and location on the map.
There are more CRUs than normal and they are controlled by the attackers by default.
Basically even if moving though space, they have to pre-stage somewhere to setup to prepare to attack the district this is where it can be explain on why the attacker can setup thier timer of vunerability.
Defenders don't have to ambush but if they choose the clones they send are not going to be comming home.
Defenders only goal is to clone out as many attacker clones as possible.
Timer is arbitary but probably explained on how long they can keep the tac net sattelight overhead.
Defenders will lose all clones sent regardless of win or lose.
If time runs out and attackers still have more than enough clones to finish the attack, its considered a draw.
Number of attacking clones available is equal to the post transportation costs.
Attackers will lose clones of what gets killed.
Additionally any CRU destroyed or captured by end of the match will net additional clone losses. Any CRU held by the attackers will not penalize the attackers. Appox 10 clones lost per CRU captured or destroyed.
If attackers lose more than minimally required to attack a district the attack is then canceled.
If defenders send evereything and not repel the attack the district automatically flips control to attackers.
Normal skill points apply. Salvage may apply nomrally but may not for the defenders. Normal kill rewards apply.
No other penalties or clones raided that will be handeled by the target district's condition. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
50
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Posted - 2013.03.29 17:32:00 -
[64] - Quote
Iron Wolf Saber wrote:slypie11 wrote:Iron Wolf Saber wrote:I would like it see it possible one day to setup up an 'ambush' game mode where the defending territory sends out clones to attack the inbound forces.
While risking clones and a second battle, if the defenders win the attack is repelled if there is insufficent clones to continue. If the defenders lose the attackers will arrive still and would have suffered clone losses on thier own end.
Attacking forces set thier timer per attack on when they can be ambushed and this is publically viewable in attacker infomration but the defender does not have to take advantage of it. sure why not, it sounds cool. That could be for troops moving across land, and my idea could be for troops moving through space. The defenders try to destroy the clone trucks or something and the attacks try to defend them. Had a short talk on IRC hammering out the idea a bit more. Ambuses will take place in the 'outskirts of {Target Disctict} and for all interaction purposes will be basically in the same district when it comes to properties and orbital interactions. This form of ambush is a bit special, the attackers would have defensive positions and location on the map. There are more CRUs than normal and they are controlled by the attackers by default. Basically even if moving though space, they have to pre-stage somewhere to setup to prepare to attack the district this is where it can be explain on why the attacker can setup thier timer of vunerability. Defenders don't have to ambush but if they choose the clones they send are not going to be comming home. Defenders only goal is to clone out as many attacker clones as possible. Timer is arbitary but probably explained on how long they can keep the tac net sattelight overhead. Defenders will lose all clones sent regardless of win or lose. If time runs out and attackers still have more than enough clones to finish the attack, its considered a draw. Number of attacking clones available is equal to the post transportation costs. Attackers will lose clones of what gets killed. Additionally any CRU destroyed or captured by end of the match will net additional clone losses. Any CRU held by the attackers will not penalize the attackers. Appox 10 clones lost per CRU captured or destroyed. If attackers lose more than minimally required to attack a district the attack is then canceled. If defenders send evereything and not repel the attack the district automatically flips control to attackers. Normal skill points apply. Salvage may apply nomrally but may not for the defenders. Normal kill rewards apply. No other penalties or clones raided that will be handeled by the target district's condition. Maybe defender would have to purchase some kind of sensor to detect oncoming enemy forces before they arrive so they can ambush |
Goric Rumis
Amarr Templars Amarr Empire
129
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Posted - 2013.03.29 19:19:00 -
[65] - Quote
S Park Finner wrote: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 This is a worthwhile set of objectives, but in the context of the original conversation I'm not sure it helps PC. We want to encourage attackers to fight to the end, and if you penalize them for not bailing out then battles will frequently end in withdrawal at the last minute.
My advice for now would be for withdrawal to have the same effect as MCC destruction, so that the only perk to bailing out early is that you get to keep half of the clones you would have lost if you had stuck around (with the disadvantage that the defender also gets to keep more clones). We can discuss whether there would be some other difference between losing and withdrawing, but I don't think you'll gain much traction with the suggestion that people should be penalized for losing instead of withdrawing. Withdrawal should be a stop-loss measure, not something you have to do every time it looks like you're going to lose.
I would also say the withdrawing team should have to get all players behind their own redline in order to withdraw. That way at least it requires some coordination and isn't a last-second bailout. |
S Park Finner
BetaMax. CRONOS.
118
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Posted - 2013.03.29 19:52:00 -
[66] - Quote
Goric Rumis wrote: This is a worthwhile set of objectives, but in the context of the original conversation I'm not sure it helps PC. We want to encourage attackers to fight to the end, and if you penalize them for not bailing out then battles will frequently end in withdrawal at the last minute.
My advice for now would be for withdrawal to have the same effect as MCC destruction, so that the only perk to bailing out early is that you get to keep half of the clones you would have lost if you had stuck around (with the disadvantage that the defender also gets to keep more clones). We can discuss whether there would be some other difference between losing and withdrawing, but I don't think you'll gain much traction with the suggestion that people should be penalized for losing instead of withdrawing. Withdrawal should be a stop-loss measure, not something you have to do every time it looks like you're going to lose.
I would also say the withdrawing team should have to get all players behind their own redline in order to withdraw. That way at least it requires some coordination and isn't a last-second bailout.
I really like that idea of moving your team to an evacuation area in order to pull them out. Shades of X-COM
I didn't get the impression, though, that the changes CCP was advocating were necessarily served by driving the attackers to completely expend their resources. Rather, I thought it was to make PC move faster in a variety of ways.CCP_FoxFour wrote: 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)
I was trying to restate that in both my original post and this followup.
At any rate, I don't know how asking an attacker to fight to the bitter end serves the original goals. In fact, if the attacker has the option to withdraw they might be able to recover faster and get back in the fight sooner.
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CCP FoxFour
C C P C C P Alliance
2678
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Posted - 2013.03.29 23:33:00 -
[67] - Quote
What the hell is this doing on the second page? :P
The discussion has been really good so far. I actually took today, which is a holiday, off and so should hopefully be responding to this thread tomorrow or Sunday. Just want to let the discussion go for a bit before I jump back in. :D
Thank you for all the feedback so far and keep it coming. |
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Garrett Blacknova
Codex Troopers
2211
|
Posted - 2013.03.29 23:49:00 -
[68] - Quote
Lets look at a few examples of how this new system will work, then...
1. Attacker buys Genolution Clone Pack (200 clones).
1.a) Attacker wins by MCC destruction.
In this scenario, the attackers don't have a district to return to. They get their 50% of clones currently in production, but those are immediately sold back to Genolution. As a result, instead of having extra clones for a follow-up attack, the attackers simply get a bigger refund than they would have under the previous system, meaning there's a better chance that they'll be able to follow up with another attack.
1. b) Attacker wins by clone out.
When the attacker wipes out the defenders, the district becomes theirs. However many clones they have remaining after the battle will be on-site to defend. This could mean the district is highly vulnerable if they get ground down low enough on their own clone count, although the requirement for them to have at least one production cycle before being attacked will probably balance this out to some degree.
1. c) Defender wins.
If the defending team wins, they hold onto the district, produce clones, and steal half of any surviving clones on the attacker's side (after the 150 clone minimum). If there are only 100 attacking clones killed, this means that the 150 clone minimum comes into play. 50 clones are treated as surviving, and the defender recovers 25 clones from the attackers in addition to their normal clone production. In this example, the attacker should still be able to sell back the surviving clones from the attack, after the minimum loss and defender clone theft are accounted for. This leaves 25 clones for the attackers as well, which are sold to Genolution as essentially a partial refund of the attack cost.
2. Attacker attacks from their own district with 150 clones.
2. a) Attacker wins by MCC.
Minimum 150 defender clones destroyed. 50% of clone production goes to attacker, remainder is lost. Using the PF example, this means an attacker losing less than 50 clones returns to their district with MORE clones than they took in the attack. If this would put their district over its clone limit, the excess clones are automatically sold off to Genolution.
2. b) Attacker wins by clone count.
Because the attacker in this example brought only 150 clones, the survivors are likely to be less than if they had brought 200 and cloned the defenders out, so in this example there's a better chance of the territory being flipped again by someone else attacking straight after it's captured.
2. c) Defender wins.
With the attacker bringing only the bare minimum clone count, 150 clones are destroyed regardless of how the attackers lose. The defenders still receive ISK awards for biomassed clones, but there are no survivors to claim. This benefits the attackers, but it also involves the risk mentioned in 2. b) where a victory may still leave the district vulnerable. |
Orca Amsel
Subdreddit Test Alliance Please Ignore
13
|
Posted - 2013.03.30 07:05:00 -
[69] - Quote
If you are going to allow the attacker to steal clones there should be some piece of surface infrastructure that they have to capture like the production facility. If the attacker does not have control of that building at the end of the match they should not get any clones for winning. |
Raze Minhaven
Caffeine Commodities Company
4
|
Posted - 2013.03.30 22:49:00 -
[70] - Quote
CCP FoxFour wrote:
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.
I think its a bit too geared towards the attacker. The defender wins in the first scenario, gets some loot and some isk, but otherwise gets shafted. They won, they should get something for their efforts, otherwise it can be used to grief over and over again. If I am attacking, and unsure about my chances, why would I attack with any more than 150 clones? At least If i lose, it hurts the defender just as much as it hurts me... |
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
198
|
Posted - 2013.03.31 10:04:00 -
[71] - Quote
I don't like the changes at all.
The last version of PC was already too advantageous to attackers, but this is even worse.
So far, the counter-point to the argument that attackers won't send more than 150 seems to be that in a 16v16 with coordinated squads on each side, you'll have more deaths and thus be more enticed to bring more than 150 clones. Okay, I'll buy this. Let's bump the clone count an attack is most likely to bring up to 200 with 150 expected to be destroyed. Assuming two sides of equal skill:
If the attacker wins, he gets a minimum of 37 clones (50 if they had a PF), and the defender loses at least 150, and the defender doesn't produce any clones.
If the defender wins, he gets 25 clones (we're assuming 200 clones brought and 150 killed in battle), and his PF makes more, but he's lost 150 in the battle. He's still going to come out pretty negative even if he wins. At best he gets 125 clones before the next attack after losing 150. *NOTE: I'm saying the defender loses 150 because that's the number people seem to want to use for coordinated 16v16 games not because I'm confused about minimum clones destroyed for a loss.*
The problem here is the same as before--the defender is losing clones regardless of outcome if it's a fight between equally skilled opponents. If they lose, the cost is devastating. If they win, they're still going to lose clones overall, due to how many they lost during the actual battle.
I'm going to show the penalties in terms of clones lost for both sides for both victory and defeat assuming 150 lost in the fighting for each side (I'm counting clones that would have been produced if the defender hadn't lost as clones lost):
Attacker wins:
A: -150 (lost in battle) + 75 (clones produced in home district without PF) + 37 (stolen production without PF) = -38 clones D: -150 - 75 (clone loss due to no production) + 0 = -225 effective clone loss
A: -150 + 100 (clones produced in home district with PF) + 37 = -13 clones D: -150 - 75 + 0 = -225 effective clone loss
A: -150 + 100 + 50 (stolen production with PF) = 0 clones lost total D: -150 - 100 (clone loss due to no production) + 0 = -250 effective clone loss
A: -150 + 75 + 50 = -25 clones D: -150 - 100 + 0 = -250 effective clone loss
Attacker loses:
A: -150 + 75 + 0 = -75 clones D: -150 + 75 + 25 (remaining clones from attacker's 200 after 150 minimum loss) = -50 clones or D: -150 + 100 (with PF) + 25 = -25 clones
A: -150 + 100 + 0 = -50 clones D: -150 + 75 + 25 (remaining clones from attacker's 200 after 150 minimum loss) = -50 clones or D: -150 + 100 + 25 = -25 clones
Best case scenario for the defender here is they lose 25 clones even after winning and the attacker loses 75 (no PF for attacker). Worst case for the defender is they effectively loses 250 clones (though only 150 will be lost from the district's reserves) and the attacker loses 0 (assuming PF for both sides).
I understand CCP's desire to get people to attack a lot, but this system makes it basically impossible for a defender to be successful against an equally skilled opponent if they lose even once--which they will do based on the definition and consequences of "equally skilled". |
Bendtner92
Imperfects Negative-Feedback
459
|
Posted - 2013.03.31 10:25:00 -
[72] - Quote
Parson.
You're assuming the attacker's home district won't be attacked at the same time. If there are really good incentives for attacking they most likely will be under attack themself. Therefore even when winning they'll suffer greater clone loss than what you showed in your examples.
Also when the attacker loses he doesn't get the 25 leftover clones that weren't killed (if he brought 200 and 150 were killed), which again means greater clone loss than in your examples.
I really like these changes. There needs to be major incentives to attacking to prevent a major blue donut all over PC. |
Tiluvo
Digital Mercs
43
|
Posted - 2013.03.31 10:48:00 -
[73] - Quote
Apologies, Parson, but I am going to invalidate all that typing you did with one sentence. Minimum Clone Loss only affects the loser of the battle. If the defender has 300 clones and wins after losing 50 of them, that's all they lose. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
198
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Posted - 2013.03.31 10:56:00 -
[74] - Quote
Tiluvo wrote:Apologies, Parson, but I am going to invalidate all that typing you did with one sentence. Minimum Clone Loss only affects the loser of the battle. If the defender has 300 clones and wins after losing 50 of them, that's all they lose.
I realize that. The 150 I'm subtracting is because the general feeling in the thread is that sending 150 probably won't be enough to ensure a victory (could lose 150 in the actual fighting itself) given the 16v16 nature with coordinated squads. Also, because I was talking about equally skilled opponents, that means for each clone the attacker loses, the defender will lose one as well.
In other words, I'm saying if we take the idea that 150 attacking clones won't be enough because that many could be lost in the fight, then the defender is going to be losing that many too (again, assuming equally skilled opponents). If we don't choose to use more than 150 in our theorizing, then "clone stealing" really only helps attackers.
Will respond to Bend's post in a minute. |
Bendtner92
Imperfects Negative-Feedback
459
|
Posted - 2013.03.31 14:43:00 -
[75] - Quote
Parson Atreides wrote:You're right, I forgot to include the additional 25 stolen, I'll go back to change it, but it isn't going to affect the overriding point. That's not what I meant though (and therefore your examples are still slightly wrong ).
If the attacker attacks with 200 clones and loses, he loses all those 200 clones no matter how many were killed. If only 150 were killed, 25 of the remaining 50 clones go to the defender while the other 25 clones get destroyed with no ISK going to anyone.
Quote:These incentives should come in the form of planetary bonuses or unique district bonuses (maybe for number held or number held in a system or on a planet) and not at the cost of further placing defenders at a disadvantage. Wouldn't that not just lead to a big blue donut? |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
198
|
Posted - 2013.03.31 15:23:00 -
[76] - Quote
Bendtner92 wrote:That's not what I meant though (and therefore your examples are still slightly wrong ). If the attacker attacks with 200 clones and loses, he loses all those 200 clones no matter how many were killed. If only 150 were killed, 25 of the remaining 50 clones go to the defender while the other 25 clones get destroyed with no ISK going to anyone.
So all clones the attacker sends die regardless of how many you lose in the battle and how many you send? That makes it seem like "minimum clone loss" only ever applies to defenders (and calculations for clones stolen), since it's impossible to send less than 150 as an attacker anyway. I was under the impression the remaining get sent back to the attacking district.
This line from the wiki makes me think you're wrong "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." If attackers had all clones destroyed (whether or not they die in battle) when they lose but could only send a minimum of 100 anyway, then it should just read "The defending side loses a minimum of 100 clones if they lose" since it's already understood that the attackers lose everything.
Quote:Wouldn't that not just lead to a big blue donut?
Maybe I don't know what you mean by blue donut. If planets provide bonuses for controlling the entire thing, you're always going to have people either attacking your districts to prevent you from getting the bonus (or to get it for themselves) or you're going to be attacking someone else's districts because you want that bonus. Or if you get some sort of bonus for controlling more districts at like 4 controlled, then 7 controlled, then 10 controlled, etc. then you have incentive to attack as well.
How is giving a few extra clones to the attacker if they win going to provide more incentive than planetary or district count bonuses? |
Bendtner92
Imperfects Negative-Feedback
459
|
Posted - 2013.03.31 15:35:00 -
[77] - Quote
Parson Atreides wrote:So all clones the attacker sends die regardless of how many you lose in the battle and how many you send? That makes it seem like "minimum clone loss" only ever applies to defenders (and calculations for clones stolen), since it's impossible to send less than 150 as an attacker anyway. I was under the impression the remaining get sent back to the attacking district.
This line from the wiki makes me think you're wrong "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." If attackers had all clones destroyed (whether or not they die in battle) when they lose but could only send a minimum of 100 anyway, then it should just read "The defending side loses a minimum of 100 clones if they lose" since it's already understood that the attackers lose everything. If the attacker loses the match he loses how many clones he brought.
Quote: "20% given to defender, rest destroyed" if the attacker loses. Note this is the old numbers, as it would be 50% given to the defender.
The line you quoted is mostly related to the defender, but it's also related to the attacker in the way that if the attacker brought 100 clones and only 75 were killed he would lose 100 regardless. If he brought 125 and all of them were killed, all of them would be lost. |
Parson Atreides
Ahrendee Mercenaries Legacy Rising
198
|
Posted - 2013.03.31 15:54:00 -
[78] - Quote
Bendtner92 wrote:Parson Atreides wrote:So all clones the attacker sends die regardless of how many you lose in the battle and how many you send? That makes it seem like "minimum clone loss" only ever applies to defenders (and calculations for clones stolen), since it's impossible to send less than 150 as an attacker anyway. I was under the impression the remaining get sent back to the attacking district.
This line from the wiki makes me think you're wrong "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." If attackers had all clones destroyed (whether or not they die in battle) when they lose but could only send a minimum of 100 anyway, then it should just read "The defending side loses a minimum of 100 clones if they lose" since it's already understood that the attackers lose everything. If the attacker loses the match he loses how many clones he brought. Quote: "20% given to defender, rest destroyed" if the attacker loses. Note this is the old numbers, as it would be 50% given to the defender. The line you quoted is mostly related to the defender, but it's also related to the attacker in the way that if the attacker brought 100 clones and only 75 were killed he would lose 100 regardless. If he brought 125 and all of them were killed, all of them would be lost.
The minimum clone loss could be 1 and the attacker would still lose all the clones he brought though (according to the way you're reading it), so it doesn't make any sense to apply "minimum clone loss" to the attacker numbers (other than for stealing clones) when all clones they bring die anyway after a loss. |
Bendtner92
Imperfects Negative-Feedback
459
|
Posted - 2013.03.31 16:01:00 -
[79] - Quote
Parson Atreides wrote:The minimum clone loss could be 1 and the attacker would still lose all the clones he brought though (according to the way you're reading it), so it doesn't make any sense to apply "minimum clone loss" to the attacker numbers (other than for stealing clones) when all clones they bring die anyway after a loss. It's not the way I read it, it's the way it is. I've read the wiki several times now and have seen most, if not all, of FoxFour's answers to PC, so I should know how the current mechanics would work.
It does make sense to apply it to the attacker. If the attacker brings 200 clones, loses the match and only loses 100 clones in the battle, 50 of the remaining clones would be downright lost (with biomass given to the defender), 25 given to the defender and the last 25 destroyed (with no ISK given to the defender).
If it wasn't applied to the attacker it would imply that 50 of the remaining clones would be given to the defender and the other 50 destroyed.
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Parson Atreides
Ahrendee Mercenaries Legacy Rising
198
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Posted - 2013.03.31 16:24:00 -
[80] - Quote
Bendtner92 wrote:Parson Atreides wrote:The minimum clone loss could be 1 and the attacker would still lose all the clones he brought though (according to the way you're reading it), so it doesn't make any sense to apply "minimum clone loss" to the attacker numbers (other than for stealing clones) when all clones they bring die anyway after a loss. It's not the way I read it, it's the way it is. I've read the wiki several times now and have seen most, if not all, of FoxFour's answers to PC, so I should know how the current mechanics would work. It does make sense to apply it to the attacker. If the attacker brings 200 clones, loses the match and only loses 100 clones in the battle, 50 of the remaining clones would be downright lost (with biomass given to the defender), 25 given to the defender and the last 25 destroyed (with no ISK given to the defender). If it wasn't applied to the attacker it would imply that 50 of the remaining clones would be given to the defender and the other 50 destroyed.
What you're saying makes sense, and I'd actually prefer it that way, but the line should make some mention of the calculation of clones the defenders receives but instead makes it seem as if the minimum clone loss is going to have some effect on the number of attacking clones left over after everything (calculations included).
Maybe I'm hung up on the idea that when a defender loses their MCC, they lose 150 max (assuming they didn't lose more clones in the fight), but if an attacker loses their MCC, they lose all of the clones, instead of just the 150. I thought of it less as "all attacking clones are in the MCC" and more as 150 are stored in the MCC and the rest are sort of in the background ready to be called upon, much like the defending clones where 150 are lost if the MCC dies, but there are more in the background ready to be used if the defenders lose more than 150 in the battle. |
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Scheneighnay McBob
Bojo's School of the Trades
1151
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Posted - 2013.03.31 16:37:00 -
[81] - Quote
I think that (for a price) we should be able to plant bad clones. Perhaps ones that die after a set amount of time (even if they aren't used), or ones that the original owners can still jump to. Remember to inspect your clones! |
M4D DOG'S DUSTBUNNIE
ROYAL SQUAD
2
|
Posted - 2013.03.31 23:31:00 -
[82] - Quote
What will the game mode look like? I was thinking the old conquest mode would be nice. Also can this thread get a sticky? |
Cross Atu
Conspiratus Immortalis
875
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Posted - 2013.04.01 21:56:00 -
[83] - Quote
Are there any plans to provide some benefit to attacking districts with other structure types or is the new stealing mechanic intended to make the clone production districts more tempting targets (yes I know all districts produce clones at some level)
Are there any plans to include something like the WarDec "assistance" mechanic from EVE so that Dust Corps could hire other Corps to attack and claim a district for them?
Example: Corp A pays Corp B to attack Corp C
Corp B (Attacker) wins claiming the district from Corp C (defender), the district now belongs to Corp A.
It would be an additional type of contract which Corps who wish to be mercenary could accept "Attack district X on behalf of Corp Y, payment Z ISK". The payment would be a payment rendered for from one corp to another upon completion of the match (rewards earned aside from territory claimed, would still go to the mercs actually in the battle).
There could even be types of these contracts payable based on different conditions.
- Attacker victory (successful attack)
- District claimed (reverts to contract issuer)
- Defender victory (higher mercs to help defend your turf)
Further all of the above types could have payment in advance, collateral for successful completion, payment after successful completion, or any combination of the above.
One additional type/element would be opening up Merc contracts for individuals so that Corps could use ISK in emergency situations to hire Mercs to fill out their rosters for battles. These contracts would function as the above but be able to be seen and accepted by individuals (as opposed to Corps) who would then be placed into squads for that battle.
Thoughts and/or further refinements?
Cheers, Cross |
Django Quik
R.I.f.t
342
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Posted - 2013.04.02 11:45:00 -
[84] - Quote
M4D DOG'S DUSTBUNNIE wrote:What will the game mode look like? I was thinking the old conquest mode would be nice. Also can this thread get a sticky?
Game mode for PC is skirmish 2.0 only at the moment. |
Brush Master
HavoK Core
316
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Posted - 2013.04.02 13:03:00 -
[85] - Quote
Orca Amsel wrote:If you are going to allow the attacker to steal clones there should be some piece of surface infrastructure that they have to capture like the production facility. If the attacker does not have control of that building at the end of the match they should not get any clones for winning.
Definitely some hacks points on the ground. Instead of giving people a set amount, have multiple points that could be possibly hacked with each point representing a %. If the attacker holds the points when the game ends, they get that % of clones.
One problem I know that has been brought up it, what if the defenders don't show up? they lose 150 clones, but it makes no sense they would be killed when they could be captured instead. Figure out a way to throw those 150 min clones into the mix as well. |
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CCP FoxFour
C C P C C P Alliance
2784
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Posted - 2013.04.02 15:14:00 -
[86] - Quote
Garrett Blacknova wrote:1. Attacker buys Genolution Clone Pack (200 clones).
1.a) Attacker wins by MCC destruction.
In this scenario, the attackers don't have a district to return to. They get their 50% of clones currently in production, but those are immediately sold back to Genolution. As a result, instead of having extra clones for a follow-up attack, the attackers simply get a bigger refund than they would have under the previous system, meaning there's a better chance that they'll be able to follow up with another attack.
Yes correct.
Garrett Blacknova wrote:1. b) Attacker wins by clone out.
When the attacker wipes out the defenders, the district becomes theirs. However many clones they have remaining after the battle will be on-site to defend. This could mean the district is highly vulnerable if they get ground down low enough on their own clone count, although the requirement for them to have at least one production cycle before being attacked will probably balance this out to some degree.
They will likely get two production cycles. See example:
District has reinforcement timer set to 13:00 -> 14:00 Battle occurs at 13:40 Battle ends at 14:00 Attackers win and take control of the district Someone launches an attack at 14:01 You actually get two reinforcement cycles worth of reinforcements.
Garrett Blacknova wrote:1. c) Defender wins.
If the defending team wins, they hold onto the district, produce clones, and steal half of any surviving clones on the attacker's side (after the 150 clone minimum). If there are only 100 attacking clones killed, this means that the 150 clone minimum comes into play. 50 clones are treated as surviving, and the defender recovers 25 clones from the attackers in addition to their normal clone production. In this example, the attacker should still be able to sell back the surviving clones from the attack, after the minimum loss and defender clone theft are accounted for. This leaves 25 clones for the attackers as well, which are sold to Genolution as essentially a partial refund of the attack cost.
In all these examples the winners also get the ISK for clone biomass.
Garrett Blacknova wrote:2. Attacker attacks from their own district with 150 clones.
2. a) Attacker wins by MCC.
Minimum 150 defender clones destroyed. 50% of clone production goes to attacker, remainder is lost. Using the PF example, this means an attacker losing less than 50 clones returns to their district with MORE clones than they took in the attack. If this would put their district over its clone limit, the excess clones are automatically sold off to Genolution.
2. b) Attacker wins by clone count.
Because the attacker in this example brought only 150 clones, the survivors are likely to be less than if they had brought 200 and cloned the defenders out, so in this example there's a better chance of the territory being flipped again by someone else attacking straight after it's captured.
Everything looks about right, but I will point out my response to 1.b. about two possible reinforcements.
Garrett Blacknova wrote:2. c) Defender wins.
With the attacker bringing only the bare minimum clone count, 150 clones are destroyed regardless of how the attackers lose. The defenders still receive ISK awards for biomassed clones, but there are no survivors to claim. This benefits the attackers, but it also involves the risk mentioned in 2. b) where a victory may still leave the district vulnerable.
This really comes down to how good the defenders are, if they just barley pull out the win or win with a high KDR. The higher the KDR the less clones and equipment they lose and the better off their district is. |
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CCP FoxFour
C C P C C P Alliance
2784
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Posted - 2013.04.02 15:15:00 -
[87] - Quote
M4D DOG'S DUSTBUNNIE wrote:What will the game mode look like? I was thinking the old conquest mode would be nice. Also can this thread get a sticky?
I will attempt to get the next post like this stickied. :)
For now it will be the same skrimish mode you are playing in DUST. We will add others to planetary conquest as they are made available and we feel they will fit. For example we don't feel ambush would fit so we are not using it. |
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CCP FoxFour
C C P C C P Alliance
2788
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Posted - 2013.04.02 17:35:00 -
[88] - Quote
Brush Master wrote:Orca Amsel wrote:If you are going to allow the attacker to steal clones there should be some piece of surface infrastructure that they have to capture like the production facility. If the attacker does not have control of that building at the end of the match they should not get any clones for winning. Definitely some hacks points on the ground. Instead of giving people a set amount, have multiple points that could be possibly hacked with each point representing a %. If the attacker holds the points when the game ends, they get that % of clones. One problem I know that has been brought up it, what if the defenders don't show up? they lose 150 clones, but it makes no sense they would be killed when they could be captured instead. Figure out a way to throw those 150 min clones into the mix as well.
The defenders not showing up is one of the many reasons we put the minimum loss rule in. It means that no matter what they are going to lose the 150 clones, if they REALLY don't think they stand a chance at winning they can still show up in free/really cheap gear and earn some salvage by fighting or at least hurting the enemy by killing some clones. |
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CCP FoxFour
C C P C C P Alliance
2789
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Posted - 2013.04.02 18:32:00 -
[89] - Quote
Raze Minhaven wrote:CCP FoxFour wrote:
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.
I think its a bit too geared towards the attacker. The defender wins in the first scenario, gets some loot and some isk, but otherwise gets shafted. They won, they should get something for their efforts, otherwise it can be used to grief over and over again. If I am attacking, and unsure about my chances, why would I attack with any more than 150 clones? At least If i lose, it hurts the defender just as much as it hurts me...
One of the toughest things we are balancing is at what KDR should a defending, and winning, corporation survive at. If after the release of this we need to balance it so that defenders get more money, we will do so. |
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CCP FoxFour
C C P C C P Alliance
2789
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Posted - 2013.04.02 18:50:00 -
[90] - Quote
Parson Atreides wrote:Maybe I don't know what you mean by blue donut. If planets provide bonuses for controlling the entire thing, you're always going to have people either attacking your districts to prevent you from getting the bonus (or to get it for themselves) or you're going to be attacking someone else's districts because you want that bonus. Or if you get some sort of bonus for controlling more districts at like 4 controlled, then 7 controlled, then 10 controlled, etc. then you have incentive to attack as well.
How is giving a few extra clones to the attacker if they win going to provide more incentive than planetary or district count bonuses?
I don't know where the term came from, but people are using it to reference large coalitions of corporations or alliances that just set each other blue and never attack each other.
Even on a planet scale some organizations may band together and say "you take that planet, I take this planet, we don't attack each other, maybe we help each other defend" The idea being that if they form enough friends they won't get attacked and can just sit there making ISK with no risk.
Our hope is to incentives people into attacking because it can make them more money than sitting around doing nothing. While this won't stop everyone as there will always be people who want to make the safe ISK we are hoping to incentivise enough people into not doing it that it won't be a problem. We will monitor this after launch and if it is a problem we will crank up the rewards for attacking. |
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