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Thread Statistics | Show CCP posts - 26 post(s) |
Gilbatron
Free-Space-Ranger Nulli Secunda
84
|
Posted - 2013.04.03 15:23:00 -
[121] - Quote
CCP FoxFour wrote:PT SD wrote:I'll have to wait and see all the EVE side bonuses. Because, as of right now, there really is no incentive IMO to even hold districts. Its going to be more profitable to raid in militia gear. We announced what they would be, just not the exact numbers, yesterday: A bonus to the manufacturing time of POS around that planet. A bonus to the fuel consumption of POS around that planet. A bonus to PI output on that planet. All of these bonuses will be alliance wide... we think... that is the current plan anyways.
Standing based would be a much better idea.
Think about renting moons with bonuses. Much easier with standings
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Kevall Longstride
DUST University Ivy League
149
|
Posted - 2013.04.03 22:59:00 -
[122] - Quote
Laurent Cazaderon wrote:CCP FoxFour wrote:Laurent Cazaderon wrote:CCP FoxFour wrote:Laurent Cazaderon wrote:That and PC requesting more and more corp management and us getting only corp mail. Yay ! What do you mean by "us only getting corp mail" ??? you mentionned yesterday adding alliance mail and chat. And then you mentionned adding Mail Corp. Everybody understood "Mail all Corp" Tool. Like in EVE. You know.... so we can send a message to every corp member without having to type in each member individually, or spam the corp channel, etc.... Yes, as of Uprising you will have: Corp chat Alliance chat Corp mail Alliance mail I was just not sure about the "and us getting only corp mail." Only? What is being left out? Any kind of role customisation or new roles, asset hangar ( player exchange of items could have been used to do that in a way), tax system, corp wallet transaction history. Alliance chat and mail is cool and nice. But without any way to actually put the alliance into play without using squad to mix alliance players in one game, or exchange districts, or trading clones, it's not that important imo.
We CEO's can not stress enough how important roles, wallet transaction history, tax and intra-corp exchange of items is to running a corp of several hundred members. The sent to corp mail will admittedly shave about 1 hr of my daily admin work.
I know that other things had priority but until you try and run a corp using the Dust client you won't understand.
Nearly every CEO I've spoken to or know off uses an Eve toon and client to run their corp. It's impossible to do it otherwise. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
96
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Posted - 2013.04.04 01:18:00 -
[123] - Quote
Laurent Cazaderon wrote:CCP FoxFour wrote:Laurent Cazaderon wrote:If that is the point, why would anyone bother with holding district in the first place ? And why give incentive in attacking just for fun even without aiming at holding the district ? I could understand that if it was through contracting which you discussed yesterday but atm, what's the point ? Fun ? Not sure this will actually be fun for everyone Incentivising attacking is high on our list because people will only be able to realistically hold so many districts based on how many members they have. What do they do after that? Just sit there? We want to give them a reason to attack without taking and holding the district. Why hold districts in the first place? For several reasons: Making money off of them, using them to attack other districts and make money, and also because of the EVE side bonuses. Okay, i get that. But let's get back to holding districts. Please do check my previous post #102. If attacking is profitable. Why hold back and not take the district ? Even if you decide to not hold it in the future, the way attacker regen clones compared to defender will make it quite easy to wear off the defender even when losing as much fight as you win. So that "bonus" district will generate ISK and clones you can use to refill other districts until you lose it. So why, WHY go "meh, not gonna take it". It's not like it costs you money to lose it if you dont want it. AFAIK, in any conquest game the defender as the advantage on the BF due to defensive positions. In PC, it wont be the case. So fight will be played on a leveled playing field but the result of winning a battle wont be as good for defenders as it will be for attackers : => Defending district is locked => Defending district cannot get reinforcement from another district between fights => Defending district doesnt get clone regen when losing => Defending district gets a 50% of the remaining clones above 150 when defeating the attackers. (which will imo never happend) => Attacking districts gets 50% of the Clone production when winning (Which production ? the one of the next RT ? The one of the RT during which the battle happens ? A purely virtual clone production ?) => Attacking districts gets clone regen no matter the outcome of the battle => Attacking district has insta-move of clones when attacking, allowing next RT to refill clone launched in attack. Already preparing the follow up attack. => Attacking districts can get clones from friendly districts between two battles => Attacking district has dibs hour Isnt that list explicit enough on how unbalanced both parts of a territorial fight are ? My point is that a successfully defended district gets the perk to..... work as intended. And even that isnt true as it can be locked immediately through the attacker dibs hour... Kind of a bitter victory right ? Why not add a safe time for defenders so they can refill their district when they win a fight ? Either from genolution or friendly district ? Why not make the clone stealing based on the the remaining clone even below 150 ? So defenders are guaranteed (unless mass suicide, that can happen) to steal some clones. Why not offer defenders to turn part of the biomass from the fight into back up clones ? Why not raise overall clone count, minimal clone movement etc.. to incentive bigger batle, bigger ISK sink, bigger stealing for defenders when winning ? If attacker is GUARANTEED to steal 35 clones when winning, why should it be any different for defenders, worse, why shouldnt defenders get more knowing attacker will get its clone regen when losing ? Defenders need to be treated better. And that isnt incompatible with giving incentive to attack. I'd even say it's better if you got incentive to attack AND a real challenge in taking a district instead of just pounding it over and over. You just gave me a great idea. Why not let defending districts get reinforcements from other districts. This would encourage expanding your empire, and huge multi front offensives to lock down as many districts as possible and destroy lots of clones |
Sextus Hardcock
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
129
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Posted - 2013.04.04 02:28:00 -
[124] - Quote
Just to add some perspective here. Every concern about it being in favour of attacking can benefit the defender. Instead of sitting back and being attacked, you have to proactively defend yourself by attacking districts your opponent has, which he will be using to reinforce himself with. Attacking must be more rewarding than defending, otherwise the system will be gamed, and everyone will just sit around making money. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1266
|
Posted - 2013.04.04 08:38:00 -
[125] - Quote
slypie11 wrote: You just gave me a great idea. Why not let defending districts get reinforcements from other districts. This would encourage expanding your empire, and huge multi front offensives to lock down as many districts as possible and destroy lots of clones
It would make sense that a corp succesfully defending a district can add reinforcement from another district they own. But that doesnt solve the problem of Corp A with multiple districts vs Corp B with its only district it just manage to get. No reinforcement can come from another district in that case for Corp B.
Sextus Hardcock wrote:Just to add some perspective here. Every concern about it being in favour of attacking can benefit the defender. Instead of sitting back and being attacked, you have to proactively defend yourself by attacking districts your opponent has, which he will be using to reinforce himself with. Attacking must be more rewarding than defending, otherwise the system will be gamed, and everyone will just sit around making money.
A corp sitting back and only defending isnt something we would see much imo. For the sole reason that corps will probably seek action. And also because attacking, even when not defeating the opponents district can get you money through loot and biomass reward. If using 150 clones can earn you more than selling them to Genolution, then there aint no problem of people sitting around.
What i'm focusing on here is the fact that a defender winning should get its defense back to a decent level. IF an attacker wins two fights in a row, it's enough to take the district in any case. Unless the defending district has a cargo hub, you then need to win 3 times in a row. And even then, if attacker wins twice, and loses twice, defender will still be in a critical situation as it will only recover 150 clones thanks to those 2 wins (still thinking that no attackers will use more than 150 clones to attack on a regular basis) which only compensates for 1 loss. And that doesnt make up for the lost clones in the two fights they won... In the mean time, the attacker will have plenty clones replenished and will keep pounding..
Just to be clear, i'm not saying defending should be easy. I'm just saying that a defender that prevents being defeated twice in a row shouldnt lose its district through some kind of wear off effect. And the current mecanics clearly shows that's gonna be the case. Even a single defeat puts the defender in a very harsh situation compared to the attacker.
Also, you mention that for multi-district corp, it will make corps defend by attacking. Yeah it will, but the result may very well end in a never ending district exchange.
Suggestion : If the point is to make attacking more interesting ISK wise, then make it so that defenders ISK bonus through biomass is only about half the biomass, the rest being turned into reinforcement clones.
Example: fight with 200 clones destroyed. => 100 Biomass turned into ISK for player bounty : 5 Millions. 310 K ISK per player. => 100 biomass turned into reinforcement clones with a 50% loss : 50 Clones. With the reinforcement the defender gets next RT, it's either 150 clones replenished with a PF, which compensates a lost fight. With a CH or other, it's "only" 125 but is enough imo to allow defenders a break.
That solution insures defenders to get clones out of a won battle just like attackers, no matter how many clones were used to attack. Also, it makes attacking more interesting than defending regarding individual bounty. And a successfull attacker will still manage to win the district. |
Mavado V Noriega
SyNergy Gaming EoN.
2651
|
Posted - 2013.04.04 13:18:00 -
[126] - Quote
Laurent Cazaderon wrote:Sextus Hardcock wrote:Just to add some perspective here. Every concern about it being in favour of attacking can benefit the defender. Instead of sitting back and being attacked, you have to proactively defend yourself by attacking districts your opponent has, which he will be using to reinforce himself with. Attacking must be more rewarding than defending, otherwise the system will be gamed, and everyone will just sit around making money. A corp sitting back and only defending isnt something we would see much imo. For the sole reason that corps will probably seek action. And also because attacking, even when not defeating the opponents district can get you money through loot and biomass reward. If using 150 clones can earn you more than selling them to Genolution, then there aint no problem of people sitting around.
Incorrect. A corp sitting back and only defending is something u would see alot of , hell give ppl the chance and u wont see any fighting among alot of ppl at all. Why? because ppl hate taking risks, its human nature.
Look at the current DUST corp v corp feature of accusations of who dodges who, why cant ppl get fights when there is 0 meaning to these current fights......u add risk to that and ppl will setup the donut shop.
Sure ppl can get loot through attacking other districts thats all well and kool BUT why take that risk when u can go zerg with a full team in FW and possibly get mixed teams on the other side and make lots of ISK there
Attackin and imho active upkeep of ur district through PvE and the raiding mechanic Nova mentioned would encourage more fights, altho the raiding upkeep mechanic would prob result in alot of smaller less skilled corps not being able to maintain their districts hence i also mention PvE as a way to do it. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1266
|
Posted - 2013.04.04 14:15:00 -
[127] - Quote
Mavado V Noriega wrote:Laurent Cazaderon wrote:Sextus Hardcock wrote:Just to add some perspective here. Every concern about it being in favour of attacking can benefit the defender. Instead of sitting back and being attacked, you have to proactively defend yourself by attacking districts your opponent has, which he will be using to reinforce himself with. Attacking must be more rewarding than defending, otherwise the system will be gamed, and everyone will just sit around making money. A corp sitting back and only defending isnt something we would see much imo. For the sole reason that corps will probably seek action. And also because attacking, even when not defeating the opponents district can get you money through loot and biomass reward. If using 150 clones can earn you more than selling them to Genolution, then there aint no problem of people sitting around. Incorrect. A corp sitting back and only defending is something u would see alot of , hell give ppl the chance and u wont see any fighting among alot of ppl at all. Why? because ppl hate taking risks, its human nature. Look at the current DUST corp v corp feature of accusations of who dodges who, why cant ppl get fights when there is 0 meaning to these current fights......u add risk to that and ppl will setup the donut shop. Sure ppl can get loot through attacking other districts thats all well and kool BUT why take that risk when u can go zerg with a full team in FW and possibly get mixed teams on the other side and make lots of ISK there Attackin and imho active upkeep of ur district through PvE and the raiding mechanic Nova mentioned would encourage more fights, altho the raiding upkeep mechanic would prob result in alot of smaller less skilled corps not being able to maintain their districts hence i also mention PvE as a way to do it.
Depends on how much you could get out off attacking.... You get biomass reward, loots (irrelevant though for uprising....) and steal clones when winning that you can sell back.
Anyway, not my point here. Main concern is about how a defender can see its clone count destroyed step by step even when defending successfully as much as losing.
Also, you forget that there is no backing out from a fight. So if you want to avoid being stormed too much, you'd better keep attacking and show your fangs. Comparing BC and PC is a non-sense. So i wouldnt bet on how corps will play it |
Beren Hurin
OMNI Endeavors O.M.N.I. Initiative
327
|
Posted - 2013.04.04 14:21:00 -
[128] - Quote
Gilbatron wrote:CCP FoxFour wrote:PT SD wrote:I'll have to wait and see all the EVE side bonuses. Because, as of right now, there really is no incentive IMO to even hold districts. Its going to be more profitable to raid in militia gear. We announced what they would be, just not the exact numbers, yesterday: A bonus to the manufacturing time of POS around that planet. A bonus to the fuel consumption of POS around that planet. A bonus to PI output on that planet. All of these bonuses will be alliance wide... we think... that is the current plan anyways. Standing based would be a much better idea. Think about renting moons with bonuses. Much easier with standings
Much easier, yes. But with alliances it forces more politics to have to happen IMO. Right now though, its probably going to be impossible to run an alliance or corp from Dust. |
Maximus Stryker
Villore Sec Ops Gallente Federation
405
|
Posted - 2013.04.04 16:33:00 -
[129] - Quote
CCP FoxFour wrote:Bendtner92 wrote:I also asked this in another thread, but I recieved no answer, so I'll try here instead. Do we get regular ISK payouts in PC matches as well? Because if everyone is in full proto gear you can easily get 1 million+ ISK for a match, which would give an even bigger profit than what I outlined above. The regular ISK payout will be based on the number of clones killed. To follow up, the winning team of a match in PC will get both 1 & 2:
1. Biomass reward which I calculate as 150 clones (minimum loss) * 50,000 ISK = 7.5m ISK / 16 players = 468,750 ISK per player involved in the match.
AND
2. "Regular" ISK payouts similar to what we see in pub matches
So therefor it is foreseeable that a player will get ~500k ISK for bio mass + ~500k of "regular" ISK to = ~1m ISK per player after a PC corp battle.
Is this correct? |
Kain Spero
Imperfects Negative-Feedback
1225
|
Posted - 2013.04.04 18:07:00 -
[130] - Quote
This is incorrect. The only ISK you get is from the clones being biomassed. |
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Bendtner92
Imperfects Negative-Feedback
462
|
Posted - 2013.04.04 18:28:00 -
[131] - Quote
Kain Spero wrote:This is incorrect. The only ISK you get is from the clones being biomassed. I don't think so.
See https://forums.dust514.com/default.aspx?g=posts&m=667036#post667036 |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1267
|
Posted - 2013.04.04 18:51:00 -
[132] - Quote
hey there.
Here are a few hints from dear FoxFour on IRC earlier about coming Devblog on PC :
Possible drop of the genolution pack limit to 1 per corp. Increase in Genolution pack Price. Modifications to the movement fee. Going up and down. By the way attrition and movement cost is also applied to clone movement between friendly districts Cargo Hub max clone may have changed.
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Maximus Stryker
Villore Sec Ops Gallente Federation
405
|
Posted - 2013.04.04 19:48:00 -
[133] - Quote
This is what you were actually looking for: https://forums.dust514.com/default.aspx?g=posts&m=667045#post667045
Sounds promising that if we win a match each player on the winning side may walk away with over 1m ISK |
Goric Rumis
Amarr Templars Amarr Empire
137
|
Posted - 2013.04.04 20:32:00 -
[134] - Quote
Laurent Cazaderon wrote:Depends on how much you could get out off attacking.... You get biomass reward, loots (irrelevant though for uprising....) and steal clones when winning that you can sell back.
Anyway, not my point here. Main concern is about how a defender can see its clone count destroyed step by step even when defending successfully as much as losing.
Also, you forget that there is no backing out from a fight. So if you want to avoid being stormed too much, you'd better keep attacking and show your fangs. Comparing BC and PC is a non-sense. So i wouldnt bet on how corps will play it I see your point.
Say Corp A is a major corp with lots of districts, and Corp B is a small corp with only one district but great players. Corp A fights Corp B, loses but manages to kill 150 clones, losing 200 clones in the process. Corp B regenerates 75 clones, but Corp A attacks again with similar results. Corp B only has 150 clones now, and Corp A attacks again out of a near-bottomless pool of clone reserves, having barely made a dent and able to attack from any district and reinforce from any district to any district so that attacking with 300 clones doesn't even put a district at much risk. Meanwhile Corp B, although full of strong fighters, must inevitably lose the district.
Even if Corp B had multiple districts full of clones, the continuous "locked" state brought about by Corp A's relentless attacks would prevent it from reinforcing to counter Corp A's ability to pull clones from any district it owns for the attack.
While this works to create continual fighting among large corps (who are able to attack each other in different places at the same time), it may result in a meaningless shift of landscape between established corps who can easily lock new corps (no matter how large or how skilled) out of establishing a foothold. Eventually you'd have to have enough districts that you could constantly attack and gain new districts, because other corps will always be taking your territory from you and there's nothing you can do about it.
We might be carrying the ball a little too far here, but it's a distinct possibility. Basically, how well this strategy works depends on Corp A's ability to kill more clones than Corp B receives from daily clone generation plus the "salvage" from Corp A's remaining clones after each battle. If battles really can be an hour long, it seems likely enough for Corp A to frequently be "cloned out," thereby giving no bonus clones to the defender, while still having enough time to kill well more than the max 100 clones a district can produce. |
Maximus Stryker
Villore Sec Ops Gallente Federation
405
|
Posted - 2013.04.04 21:05:00 -
[135] - Quote
Goric Rumis wrote:[quote=Laurent Cazaderon] I see your point.
Say Corp A is a major corp with lots of districts, and Corp B is a small corp with only one district but great players. Corp A fights Corp B, loses but manages to kill 150 clones, losing 200 clones in the process. Corp B regenerates 75 clones, but Corp A attacks again with similar results. Corp B only has 150 clones now, and Corp A attacks again out of a near-bottomless pool of clone reserves, having barely made a dent and able to attack from any district and reinforce from any district to any district so that attacking with 300 clones doesn't even put a district at much risk. Meanwhile Corp B, although full of strong fighters, must inevitably lose the district.
Even if Corp B had multiple districts full of clones, the continuous "locked" state brought about by Corp A's relentless attacks would prevent it from reinforcing to counter Corp A's ability to pull clones from any district it owns for the attack.
While this works to create continual fighting among large corps (who are able to attack each other in different places at the same time), it may result in a meaningless shift of landscape between established corps who can easily lock new corps (no matter how large or how skilled) out of establishing a foothold. Eventually you'd have to have enough districts that you could constantly attack and gain new districts, because other corps will always be taking your territory from you and there's nothing you can do about it.
We might be carrying the ball a little too far here, but it's a distinct possibility. Basically, how well this strategy works depends on Corp A's ability to kill more clones than Corp B receives from daily clone generation plus the "salvage" from Corp A's remaining clones after each battle. If battles really can be an hour long, it seems likely enough for Corp A to frequently be "cloned out," thereby giving no bonus clones to the defender, while still having enough time to kill well more than the max 100 clones a district can produce. what about this scenario:
Corp A attacks Corp B and wins Corp A has a window after the battle in which they are the only ones who can choose to continue to attack
Corp A attacks Corp B and loses Corp A is now on a 48 hour lock out period from attacking that same district |
RECON BY FIRE
Internal Error. Negative-Feedback
88
|
Posted - 2013.04.04 21:13:00 -
[136] - Quote
CCP FoxFour wrote:We are changing the way this works and also expanding it to the attacker if they win.
I was just thinking about this today and this is one out of two changes I was going to suggest to help make attacking more sustainable and worthwhile, so thats awesome.
The other change that I believe needs to be made is that if an attacker wins they should NOT have to "go home." This does not mean they own the district, it simply means they won and now have battlefield advantage and dont have to redeploy those clones. However, if a corporation would want to reinforce their troops, or in other words send more clones "from home," they would still have to pay the movement fee for the new clones they are sending. |
Necrodermis
GunFall Mobilization Covert Intervention
476
|
Posted - 2013.04.04 21:16:00 -
[137] - Quote
why would an attacker lose more clones than they send?
that is my question.
that just makes defenders get all the bonuses. |
Solaire Randash
One-Armed Bandits Atrocitas
5
|
Posted - 2013.04.05 03:38:00 -
[138] - Quote
With this new clone thing coming, does this mean that corporations will have to have clone stocks in order for us mercenaries to respawn? It sounds like this will make dying a bigger consequence if each time we die, a clone is lost from the stock.
Will it happen this way? Having to have large supplies of clones so we are able to respawn? If so, how would this affect the smaller corps not having enough ISK Income from their mercenaries or EVE allies? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1269
|
Posted - 2013.04.05 08:49:00 -
[139] - Quote
Maximus Stryker wrote:Goric Rumis wrote:[quote=Laurent Cazaderon] I see your point.
Say Corp A is a major corp with lots of districts, and Corp B is a small corp with only one district but great players. Corp A fights Corp B, loses but manages to kill 150 clones, losing 200 clones in the process. Corp B regenerates 75 clones, but Corp A attacks again with similar results. Corp B only has 150 clones now, and Corp A attacks again out of a near-bottomless pool of clone reserves, having barely made a dent and able to attack from any district and reinforce from any district to any district so that attacking with 300 clones doesn't even put a district at much risk. Meanwhile Corp B, although full of strong fighters, must inevitably lose the district.
Even if Corp B had multiple districts full of clones, the continuous "locked" state brought about by Corp A's relentless attacks would prevent it from reinforcing to counter Corp A's ability to pull clones from any district it owns for the attack.
While this works to create continual fighting among large corps (who are able to attack each other in different places at the same time), it may result in a meaningless shift of landscape between established corps who can easily lock new corps (no matter how large or how skilled) out of establishing a foothold. Eventually you'd have to have enough districts that you could constantly attack and gain new districts, because other corps will always be taking your territory from you and there's nothing you can do about it.
We might be carrying the ball a little too far here, but it's a distinct possibility. Basically, how well this strategy works depends on Corp A's ability to kill more clones than Corp B receives from daily clone generation plus the "salvage" from Corp A's remaining clones after each battle. If battles really can be an hour long, it seems likely enough for Corp A to frequently be "cloned out," thereby giving no bonus clones to the defender, while still having enough time to kill well more than the max 100 clones a district can produce. what about this scenario: Corp A attacks Corp B and wins Corp A has a window after the battle in which they are the only ones who can choose to continue to attack Corp A attacks Corp B and loses Corp A is now on a 48 hour lock out period from attacking that same district
Goric, exactly.
And Maximus, it may kill the rythm of the battles to have a 48h delay between two fights just because you failed one attack.Let's not forget the situations where Corp A would attack Corp B on several districts. One lost fight shouldnt stop the whole process.
Defenders just need to make successfully defending a district good enough to sustain next attacks without wearing off when losing reasonable amount of clones.
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Garrett Blacknova
Codex Troopers
2386
|
Posted - 2013.04.05 10:35:00 -
[140] - Quote
Maximus Stryker wrote:Goric Rumis wrote:I see your point.
Say Corp A is a major corp with lots of districts, and Corp B is a small corp with only one district but great players. Corp A fights Corp B, loses but manages to kill 150 clones, losing 200 clones in the process. Corp B regenerates 75 clones, but Corp A attacks again with similar results. Corp B only has 150 clones now, and Corp A attacks again out of a near-bottomless pool of clone reserves, having barely made a dent and able to attack from any district and reinforce from any district to any district so that attacking with 300 clones doesn't even put a district at much risk. Meanwhile Corp B, although full of strong fighters, must inevitably lose the district.
Even if Corp B had multiple districts full of clones, the continuous "locked" state brought about by Corp A's relentless attacks would prevent it from reinforcing to counter Corp A's ability to pull clones from any district it owns for the attack.
While this works to create continual fighting among large corps (who are able to attack each other in different places at the same time), it may result in a meaningless shift of landscape between established corps who can easily lock new corps (no matter how large or how skilled) out of establishing a foothold. Eventually you'd have to have enough districts that you could constantly attack and gain new districts, because other corps will always be taking your territory from you and there's nothing you can do about it.
We might be carrying the ball a little too far here, but it's a distinct possibility. Basically, how well this strategy works depends on Corp A's ability to kill more clones than Corp B receives from daily clone generation plus the "salvage" from Corp A's remaining clones after each battle. If battles really can be an hour long, it seems likely enough for Corp A to frequently be "cloned out," thereby giving no bonus clones to the defender, while still having enough time to kill well more than the max 100 clones a district can produce. what about this scenario: Corp A attacks Corp B and wins Corp A has a window after the battle in which they are the only ones who can choose to continue to attack Corp A attacks Corp B and loses Corp A is now on a 48 hour lock out period from attacking that same district Is it confirmed that a Corp can repeat their attacks from a district other than the one they initially attacked from?
Losing 200 clones, replenishing 100 at most, you come out 100 clones down. To press the attack, you're either emtying your district (200 clones) or reinforcing with 150 clones from another district, leaving THAT district open for attack by another Corp. |
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CCP FoxFour
C C P C C P Alliance
2879
|
Posted - 2013.04.05 10:55:00 -
[141] - Quote
Garrett Blacknova wrote:Maximus Stryker wrote:Goric Rumis wrote:I see your point.
Say Corp A is a major corp with lots of districts, and Corp B is a small corp with only one district but great players. Corp A fights Corp B, loses but manages to kill 150 clones, losing 200 clones in the process. Corp B regenerates 75 clones, but Corp A attacks again with similar results. Corp B only has 150 clones now, and Corp A attacks again out of a near-bottomless pool of clone reserves, having barely made a dent and able to attack from any district and reinforce from any district to any district so that attacking with 300 clones doesn't even put a district at much risk. Meanwhile Corp B, although full of strong fighters, must inevitably lose the district.
Even if Corp B had multiple districts full of clones, the continuous "locked" state brought about by Corp A's relentless attacks would prevent it from reinforcing to counter Corp A's ability to pull clones from any district it owns for the attack.
While this works to create continual fighting among large corps (who are able to attack each other in different places at the same time), it may result in a meaningless shift of landscape between established corps who can easily lock new corps (no matter how large or how skilled) out of establishing a foothold. Eventually you'd have to have enough districts that you could constantly attack and gain new districts, because other corps will always be taking your territory from you and there's nothing you can do about it.
We might be carrying the ball a little too far here, but it's a distinct possibility. Basically, how well this strategy works depends on Corp A's ability to kill more clones than Corp B receives from daily clone generation plus the "salvage" from Corp A's remaining clones after each battle. If battles really can be an hour long, it seems likely enough for Corp A to frequently be "cloned out," thereby giving no bonus clones to the defender, while still having enough time to kill well more than the max 100 clones a district can produce. what about this scenario: Corp A attacks Corp B and wins Corp A has a window after the battle in which they are the only ones who can choose to continue to attack Corp A attacks Corp B and loses Corp A is now on a 48 hour lock out period from attacking that same district Is it confirmed that a Corp can repeat their attacks from a district other than the one they initially attacked from? Losing 200 clones, replenishing 100 at most, you come out 100 clones down. To press the attack, you're either emtying your district (200 clones) or reinforcing with 150 clones from another district, leaving THAT district open for attack by another Corp.
You can repeat the attack from any district you own keeping in mind the attrition cost associated with distance. |
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5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
7
|
Posted - 2013.04.05 11:12:00 -
[142] - Quote
Garrett Blacknova wrote:Maximus Stryker wrote:Goric Rumis wrote:I see your point.
Say Corp A is a major corp with lots of districts, and Corp B is a small corp with only one district but great players. Corp A fights Corp B, loses but manages to kill 150 clones, losing 200 clones in the process. Corp B regenerates 75 clones, but Corp A attacks again with similar results. Corp B only has 150 clones now, and Corp A attacks again out of a near-bottomless pool of clone reserves, having barely made a dent and able to attack from any district and reinforce from any district to any district so that attacking with 300 clones doesn't even put a district at much risk. Meanwhile Corp B, although full of strong fighters, must inevitably lose the district.
Even if Corp B had multiple districts full of clones, the continuous "locked" state brought about by Corp A's relentless attacks would prevent it from reinforcing to counter Corp A's ability to pull clones from any district it owns for the attack.
While this works to create continual fighting among large corps (who are able to attack each other in different places at the same time), it may result in a meaningless shift of landscape between established corps who can easily lock new corps (no matter how large or how skilled) out of establishing a foothold. Eventually you'd have to have enough districts that you could constantly attack and gain new districts, because other corps will always be taking your territory from you and there's nothing you can do about it.
We might be carrying the ball a little too far here, but it's a distinct possibility. Basically, how well this strategy works depends on Corp A's ability to kill more clones than Corp B receives from daily clone generation plus the "salvage" from Corp A's remaining clones after each battle. If battles really can be an hour long, it seems likely enough for Corp A to frequently be "cloned out," thereby giving no bonus clones to the defender, while still having enough time to kill well more than the max 100 clones a district can produce. what about this scenario: Corp A attacks Corp B and wins Corp A has a window after the battle in which they are the only ones who can choose to continue to attack Corp A attacks Corp B and loses Corp A is now on a 48 hour lock out period from attacking that same district Is it confirmed that a Corp can repeat their attacks from a district other than the one they initially attacked from? Losing 200 clones, replenishing 100 at most, you come out 100 clones down. To press the attack, you're either emtying your district (200 clones) or reinforcing with 150 clones from another district, leaving THAT district open for attack by another Corp.
Not if your a large corp that can earn enough isk from your membership, you just create a dummy corp, ship it enough for 200 clones and lock it yourself for protection. The zone replenishes while locked and then gets a bonus from clone theft when the dummy loses the match.
Sure this way sounds totally non cost effective but this is eve and people will grief for fun!
Plus if you an take enough land you can then lock everyone else out and make back your money. |
steadyhand amarr
Imperfects Negative-Feedback
406
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Posted - 2013.04.05 11:23:00 -
[143] - Quote
Unless corp A districts are also attacked and offlined making friends is a big part of EvE so corp B can be small but has a few friends to harass corp A.
Also a corp can only store so many clones so simpley offline the district their in so they can't move them. My view is that a corp will have to be a certain size to take part.
Idea if the defender wins they have the option to counterattack the district the attack was launched from. Should help remove the above problem :-)
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5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
7
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Posted - 2013.04.05 11:58:00 -
[144] - Quote
steadyhand amarr wrote:Unless corp A districts are also attacked and offlined making friends is a big part of EvE so corp B can be small but has a few friends to harass corp A.
Also a corp can only store so many clones so simpley offline the district their in so they can't move them. My view is that a corp will have to be a certain size to take part.
Idea if the defender wins they have the option to counterattack the district the attack was launched from. Should help remove the above problem :-)
I think they need to stop trying to make clones both the profit and the war resource at the same time...
Clones should be the method of obtain conflict, the more zones the more clones and hence the more conflict.
What needs to be profitable is the conflict itself, after we are all here to play a first person shooter not FarmVille. |
steadyhand amarr
Imperfects Negative-Feedback
406
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Posted - 2013.04.05 12:32:00 -
[145] - Quote
Personaly if they just ensure that each merc walks out with a mill or two per battle that will ensure fights happen as internal corp politics will pressure leadership into keeping the fights going.
Also agree with the resource thing but I think ccp hands are tied as u don't want to introduce a random element to the market that breaks it :-P |
lordjanuz
Norwegian Dust514 Corporation
101
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Posted - 2013.04.05 16:07:00 -
[146] - Quote
Tried to get a understanding of this, but its not easy, I have some few questions :
I buy a starter pack at 80mill and can take a unoccupied district yes ?
A random very good corp can attack me at a time I decide by using timeinforcer , but I can loose all in 15min if they kill all our clones?
The defender dont have any adventage then that attacker is loosing clones on the way to attack us ?
If I have have control in space can I call in OB as I am pleased, or is there a limit on it?
So bottom line we put 80mil on the table and have nearly no advantage before the battle, is this how I should understand it?
Sorry but I am to old to understand all the datasheet, hope you have time to answer this for me, as we are looking in to this. Thanks in advanced. |
Goric Rumis
Amarr Templars Amarr Empire
138
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Posted - 2013.04.05 23:29:00 -
[147] - Quote
Laurent Cazaderon wrote:Maximus Stryker wrote:what about this scenario:
Corp A attacks Corp B and wins Corp A has a window after the battle in which they are the only ones who can choose to continue to attack
Corp A attacks Corp B and loses Corp A is now on a 48 hour lock out period from attacking that same district Goric, exactly. And Maximus, it may kill the rythm of the battles to have a 48h delay between two fights just because you failed one attack.Let's not forget the situations where Corp A would attack Corp B on several districts. One lost fight shouldnt stop the whole process. Defenders just need to make successfully defending a district good enough to sustain next attacks without wearing off when losing reasonable amount of clones. Alternative idea: After a battle there's a 1-hour lockout period, but it goes to the winner instead of the attacker. So if the defender wins, they can reinforce. After the 1-hour lockout period, the original attacker is free to attack again, but doesn't have exclusivity.
Thoughts? |
Korvin Lomont
United Pwnage Service RISE of LEGION
16
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Posted - 2013.04.06 15:51:00 -
[148] - Quote
Laurent Cazaderon wrote:slypie11 wrote: You just gave me a great idea. Why not let defending districts get reinforcements from other districts. This would encourage expanding your empire, and huge multi front offensives to lock down as many districts as possible and destroy lots of clones
It would make sense that a corp succesfully defending a district can add reinforcement from another district they own. But that doesnt solve the problem of Corp A with multiple districts vs Corp B with its only district it just manage to get. No reinforcement can come from another district in that case for Corp B. Sextus Hardcock wrote:Just to add some perspective here. Every concern about it being in favour of attacking can benefit the defender. Instead of sitting back and being attacked, you have to proactively defend yourself by attacking districts your opponent has, which he will be using to reinforce himself with. Attacking must be more rewarding than defending, otherwise the system will be gamed, and everyone will just sit around making money. A corp sitting back and only defending isnt something we would see much imo. For the sole reason that corps will probably seek action. And also because attacking, even when not defeating the opponents district can get you money through loot and biomass reward. If using 150 clones can earn you more than selling them to Genolution, then there aint no problem of people sitting around. What i'm focusing on here is the fact that a defender winning should get its defense back to a decent level. IF an attacker wins two fights in a row, it's enough to take the district in any case. Unless the defending district has a cargo hub, you then need to win 3 times in a row. And even then, if attacker wins twice, and loses twice, defender will still be in a critical situation as it will only recover 150 clones thanks to those 2 wins (still thinking that no attackers will use more than 150 clones to attack on a regular basis) which only compensates for 1 loss. And that doesnt make up for the lost clones in the two fights they won... In the mean time, the attacker will have plenty clones replenished and will keep pounding.. Just to be clear, i'm not saying defending should be easy. I'm just saying that a defender that prevents being defeated twice in a row shouldnt lose its district through some kind of wear off effect. And the current mecanics clearly shows that's gonna be the case. Even a single defeat puts the defender in a very harsh situation compared to the attacker. Also, you mention that for multi-district corp, it will make corps defend by attacking. Yeah it will, but the result may very well end in a never ending district exchange. Suggestion : If the point is to make attacking more interesting ISK wise, then make it so that defenders ISK bonus through biomass is only about half the biomass, the rest being turned into reinforcement clones. Example: fight with 200 clones destroyed. => 100 Biomass turned into ISK for player bounty : 5 Millions. 310 K ISK per player. => 100 biomass turned into reinforcement clones with a 50% loss : 50 Clones. With the reinforcement the defender gets next RT, it's either 150 clones replenished with a PF, which compensates a lost fight. With a CH or other, it's "only" 125 but is enough imo to allow defenders a break. That solution insures defenders to get clones out of a won battle just like attackers, no matter how many clones were used to attack. Also, it makes attacking more interesting than defending regarding individual bounty. And a successfull attacker will still manage to win the district.
I like the idea i would adjust the numbers so lets say instead of giving one clone for two biomassed clones it should on to three. And maybe that could be an option on districts. So a director can choose to set anoption and all biomassed clones would be transformed into new clones.. |
Aighun
Zumari Force Projection Caldari State
723
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Posted - 2013.04.07 04:05:00 -
[149] - Quote
Seems like this could go here as well.
Some CRU questions:
Does a CRU in Planetary Conquest house actual clones, or does it just allow clones that are already at a district to spawn in a particular area?
If the CRU contains actual clones, are clones destroyed when a CRU is destroyed? If an attacker destroys a CRU do they destroy a portion of the defender's clone total? If an attacker hacks a CRU and it is in their posession at the end of a match that they win, do they keep any clones that are in the CRU? |
EnIgMa99
Imperfects Negative-Feedback
251
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Posted - 2013.04.09 20:37:00 -
[150] - Quote
FoxFour I challenge you to make planets have more value than clones. |
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