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Thread Statistics | Show CCP posts - 26 post(s) |
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CCP FoxFour
C C P C C P Alliance
2366
|
Posted - 2013.03.28 21:54:00 -
[1] - Quote
So I am going to try and use this section of the forums some more and start some more focused discussions with you guys, we shall see how it goes.
As some of you know I am working on a dev blog with some updates to Planetary Conquest. That is still a little ways out though as I want some more time to think about the numbers. In the mean time I am going to post this here which will also be in said dev blog. Want to start getting your ideas on it now.
From the previous design of Planetary Conquest as a defender if you won you would get 20% of the remaining clones that the attacker sent. We are changing the way this works and also expanding it to the attacker if they win. :D More reason to go out and attack. :D (more smiley faces? :P)
Previously the idea was that if the attacker sent 200 clones, lost 100 in the fighting, and as a defender you won you would get 20% of the remaining clones. In this example that would be 20 clones.
We are increasing that percentage to 50% but also making it so that this is 50% of the clones above and beyond the minimum 150 clones lost. Not immediately understandable, so let me give some examples:
In this example the attacker sends 200 clones, uses 100 clones in combat, and loses to the defender.
The attacker sends 200 clones. The attacker loses 100 in combat. 50 more clones are destroyed to reach the 150 clone loss minimum. 50 clones remain. 25 clones are given to the defender.
Lets try another. In this example the attacker sends 150 clones, uses 100 clones in combat, and loses to the defender.
The attacker sends 150 clones. The attacker loses 100 in combat. 50 more clones are destroyed to reach the 150 clone loss minimum. 0 clones remain. 0 clones are given to the defender.
Simple right? Or at least makes some sense? O_O With a solid understanding of how this works when the defender wins, lets take a look at what happens when the attacker wins:
Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones.
So, feedback, discuss, TELL ME THINGS! :D Keep in mind it is a long weekend here so I may not be around a whole lot until Tuesday. |
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
165
|
Posted - 2013.03.28 21:55:00 -
[2] - Quote
=] thx for giving us the opportunity! I'll post lots in a bit (gtg for now >.<) |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
166
|
Posted - 2013.03.28 21:58:00 -
[3] - Quote
CCP FoxFour wrote:Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones.
Does the defender lose all 300 clones in battle automatically? What if he loses a certain number, but there are some remaining? |
Bendtner92
Imperfects Negative-Feedback
456
|
Posted - 2013.03.28 22:00:00 -
[4] - Quote
0 Try Harder wrote:CCP FoxFour wrote:Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones. Does the defender lose all 300 clones in battle automatically? What if he loses a certain number, but there are some remaining? If the defender loses 300 the attackers get the district, and don't "steal" any clones.
If the defender loses less than 300 (150 minimum) the defender keeps the district, and the attacker "steals" in this case 50 clones. |
Kevall Longstride
DUST University Ivy League
143
|
Posted - 2013.03.28 22:01:00 -
[5] - Quote
We'll be having a management meeting about PC so this will add some spice. |
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CCP FoxFour
C C P C C P Alliance
2368
|
Posted - 2013.03.28 22:01:00 -
[6] - Quote
0 Try Harder wrote:CCP FoxFour wrote:Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones. Does the defender lose all 300 clones in battle automatically? What if he loses a certain number, but there are some remaining?
No the defender would have lost the minimum lost clones, which is a number we are looking at changing, plus whatever else on top of that. While the numbers are out of date the wiki page holds true for the concept of how the minimum clone loss works: http://wiki.eveonline.com/en/wiki/Planetary_Conquest#Possible_Conflict_Resolutions
Quote:The losing side of a battle will lose a minimum of 100 clones. If they lose 125 during the fight that is what they lose. If they lose 75 during the fight then they will lose a total of 100 at the end. |
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Thumb Green
THE STAR BORN
43
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Posted - 2013.03.28 22:02:00 -
[7] - Quote
I like the sound of that. Makes PC potently more costly to the attacker and more rewarding to the winner, which is nice.
Sorry I don't have anything more constructive on the matter. |
Bojo The Mighty
Bojo's School of the Trades
734
|
Posted - 2013.03.28 22:02:00 -
[8] - Quote
So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing". |
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CCP FoxFour
C C P C C P Alliance
2368
|
Posted - 2013.03.28 22:04:00 -
[9] - Quote
Bojo The Mighty wrote:So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing".
Not really. Before this the defender, assuming they lost, would just have not generated the 100 clones. In this new design they still won't generate them and the attacker takes some of the clones that WOULD have been generated. Does that make sense? |
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gbghg
L.O.T.I.S. Legacy Rising
884
|
Posted - 2013.03.28 22:05:00 -
[10] - Quote
does it take into account both sides loses and remaining clones? because i can't see that in your examples. |
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Absolute Idiom II
BetaMax. CRONOS.
82
|
Posted - 2013.03.28 22:06:00 -
[11] - Quote
Being able to steal clones from the opposing side when you win the battle gives you an incentive to throw a few extra clones into the battle to clutch victory from the claws of defeat.
If I use an alt corp to send 200 clones to attack a district I own, then I end up with 25 extra clones on top of the 75/100 I will generate anyway. You should consider making a district under attack only produce 50% clones of normal, so that if I am really rich (or have a large corp that can donate trivial amounts as individuals each day. i.e. first match of 200k isk) so that I'd be better off leaving my district as vulnerable in order to get the full 75/100 rather than end up with 37+25/50+25 clones from a alt corp providing a genolution shield. |
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CCP FoxFour
C C P C C P Alliance
2376
|
Posted - 2013.03.28 22:09:00 -
[12] - Quote
gbghg wrote:does it take into account both sides loses and remaining clones? because i can't see that in your examples.
Not sure I understand your question. Only the winner "steals" clones, so we don't care about how many clones the winning side lost for the examples. |
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Telcontar Dunedain
Imperfects Negative-Feedback
364
|
Posted - 2013.03.28 22:10:00 -
[13] - Quote
Do you keep losing clones ie the movement penalty each time you attack?
Winning clones from the defender should then be "positioned" at the point of attack and not subject to movement penalty. |
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CCP FoxFour
C C P C C P Alliance
2376
|
Posted - 2013.03.28 22:13:00 -
[14] - Quote
Telcontar Dunedain wrote:Do you keep losing clones ie the movement penalty each time you attack?
Winning clones from the defender should then be "positioned" at the point of attack and not subject to movement penalty.
You do. We may look at changing that later, but for now yes. |
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gbghg
L.O.T.I.S. Legacy Rising
885
|
Posted - 2013.03.28 22:14:00 -
[15] - Quote
CCP FoxFour wrote:gbghg wrote:does it take into account both sides loses and remaining clones? because i can't see that in your examples. Not sure I understand your question. Only the winner "steals" clones, so we don't care about how many clones the winning side lost for the examples. sorry reread your post and answered my own question. I had a moment of "not understanding anything at all" |
gbghg
L.O.T.I.S. Legacy Rising
885
|
Posted - 2013.03.28 22:15:00 -
[16] - Quote
CCP FoxFour wrote:gbghg wrote:does it take into account both sides loses and remaining clones? because i can't see that in your examples. Not sure I understand your question. Only the winner "steals" clones, so we don't care about how many clones the winning side lost for the examples. sorry reread your post and answered my own question. I had a moment of "not understanding anything at all" |
Django Quik
R.I.f.t
338
|
Posted - 2013.03.28 22:22:00 -
[17] - Quote
50% is a much more enticing number for sure. I like that winning attackers get some extra clones too but not sure how this could be justified in the lore. Do they get the clones immediately, so they can be used in the follow up attack or do they get them at the time they would have been produced at the defender district? |
Garrett Blacknova
Codex Troopers
2181
|
Posted - 2013.03.28 22:22:00 -
[18] - Quote
Just to clarify, is the attacker only "stealing" from the clones in production?
So using that example with the PF and 300 clones, if the defender lost 270 clones, meaning there are only 30 left, the attacker DOESN'T take 50% of the survivors (15 clones), but 50% of the current cycle's production (50 clones). And obviously, the remaining clones to be produced are destroyed.
Is that correct? |
Absolute Idiom II
BetaMax. CRONOS.
82
|
Posted - 2013.03.28 22:24:00 -
[19] - Quote
Garrett Blacknova wrote:Just to clarify, is the attacker only "stealing" from the clones in production?
So using that example with the PF and 300 clones, if the defender lost 270 clones, meaning there are only 30 left, the attacker DOESN'T take 50% of the survivors (15 clones), but 50% of the current cycle's production (50 clones). And obviously, the remaining clones to be produced are destroyed.
Is that correct?
Yes, they're only getting 50% of what would have been generated by the district that day. |
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CCP FoxFour
C C P C C P Alliance
2402
|
Posted - 2013.03.28 22:25:00 -
[20] - Quote
Garrett Blacknova wrote:Just to clarify, is the attacker only "stealing" from the clones in production?
So using that example with the PF and 300 clones, if the defender lost 270 clones, meaning there are only 30 left, the attacker DOESN'T take 50% of the survivors (15 clones), but 50% of the current cycle's production (50 clones). And obviously, the remaining clones to be produced are destroyed.
Is that correct?
That is correct yes. :) |
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Thrillhouse Van Houten
DIOS EX.
51
|
Posted - 2013.03.28 22:25:00 -
[21] - Quote
CCP FoxFour wrote:gbghg wrote:does it take into account both sides loses and remaining clones? because i can't see that in your examples. Not sure I understand your question. Only the winner "steals" clones, so we don't care about how many clones the winning side lost for the examples.
I think you should expand your examples some. I don't have a great understanding of the PC mechanics so I might be way off base...
Say the attacker brings 600 clones to battle. They lose 'x' number in the first battle but win the battle. The defender has 300 clones and the ability to generate 100 more per day. While under attack, they don't generate clones, though...correct? However, the attackers won the first engagement and so they now have 600 - 'x' PLUS 50% of the clone remaining on the defenders side FROM THE GENERATION number?
It sounds very convoluted if that is the case...as in, the attackers don't have to actually capture anything to steal clones, just win. Why not have something like holding CRUs at the end of the battle "steals" a certain number per CRU...or hell, invent up a new building that has no real battle purpose but must be held in order to steal clones? More fair, imo. I suppose you guys are stuck on this system now and don't plan to change it so drastically... |
Bojo The Mighty
Bojo's School of the Trades
736
|
Posted - 2013.03.28 22:29:00 -
[22] - Quote
CCP FoxFour wrote:Bojo The Mighty wrote:So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing". Not really. Before this the defender, assuming they lost, would just have not generated the 100 clones. In this new design they still won't generate them and the attacker takes some of the clones that WOULD have been generated. Does that make sense? I think so. Extra 50% of clones given to the victorious attacker of the next generation cycle (as well as those remaining above minimal clone loss requirement), but none go towards defensive reserves. But wouldn't that make clone reserve depletion even easier as the offensive victor? Hope I don't require you to buy a bottle of Ibuprofen. |
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CCP FoxFour
C C P C C P Alliance
2432
|
Posted - 2013.03.28 22:40:00 -
[23] - Quote
Bojo The Mighty wrote:CCP FoxFour wrote:Bojo The Mighty wrote:So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing". Not really. Before this the defender, assuming they lost, would just have not generated the 100 clones. In this new design they still won't generate them and the attacker takes some of the clones that WOULD have been generated. Does that make sense? I think so. Extra 50% of clones given to the victorious attacker of the next generation cycle (as well as those remaining above minimal clone loss requirement), but none go towards defensive reserves. But wouldn't that make clone reserve depletion even easier as the offensive victor? Hope I don't require you to buy a bottle of Ibuprofen.
Your district had 300 clones. The district also has a production facility, so it generates 100 clones a day.
I attack your district. The clones I take makes no difference. I win, because dev hax. The district will now no longer generate clones on the next cycle.
During the fighting I killed 100 of your clones. Due to the minimum lose rule you lose 150 clones. Your district now has 150 clones.
Because I won, and because you had a production facility, I take 50 extra clones back with me. Half of what would have been generated.
I don't touch your clone reserves. |
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Bojo The Mighty
Bojo's School of the Trades
738
|
Posted - 2013.03.28 22:42:00 -
[24] - Quote
CCP FoxFour wrote: Because I won, and because you had a production facility, I take 50 extra clones back with me. Half of what would have been generated. I don't touch your clone reserves.
Ok that's crystal, thanks! |
Goric Rumis
Amarr Templars Amarr Empire
121
|
Posted - 2013.03.28 22:48:00 -
[25] - Quote
So attackers would have to consider a trade-off between bringing only the minimum number of clones and being easier to clone out, against the risk of strengthening the defender with extra clones. Whereas in the previous version, the defender is strengthened by the number of clones lost, period--so you might as well risk as much as you can afford.
I could only see this working if the battles last long enough for 200+ clones to get killed. That doesn't seem to be the case with the current Skirmish format, most of the time anyway. You'd need the battles to last long enough that the attacker questions whether 150 clones will be enough to win the battle. Then again, I've heard something about hour-long battles, so maybe this adjustment is already being made. |
G Torq
ALTA B2O
120
|
Posted - 2013.03.28 22:48:00 -
[26] - Quote
Foxy,
Would it make sense to have separate battle-types whether the attacker wants to conquer the territory or steal clones?
Am thinking a setup where, upon attacking, the attacking corp has to decide whether it wants to try to conquer the district or simply try to steal clones. The two attack forms can then have different conditions and mechanism, such as whether they shut down the clone-generation, beside the notion that conquest does not allow gaining clones, and an attempt at stealing clones does not allow taking over the district.
In the case of an "Steal" attempt, the attacker would not get priority in selecting to attack again; this should protect against farming, since others can jump in and conquer the territory, simply by electing to attack it.
This would also allow the use of different game-modes where applicable, and should add a bit of variation for the Corporations involved in Planetary Conquest, as a hit-and-run attempt at stealing might be more interesting at times. Skirmish 1.0 would be suitable for regular Conquest, while current Skirmish might be suitable for stealing-attempts. Differences in the sizes of teams could also be relevant (Stealing attempts as 12v12?)
Later, you can then look at sabotage attacks (Game-mode: Ambush), where any-and-all clones sent by the attacker will be lost, but where you can perhaps cripple a district, e.g. by destroying installations, halving clone-production or cause other types of disruptions in case of a victory. |
Absolute Idiom II
BetaMax. CRONOS.
82
|
Posted - 2013.03.28 22:49:00 -
[27] - Quote
Guys, the systems being proposed is an easy one to understand:
Attackers win: they receive 50% of the clones that *would* have been generated by that district that day
This means they will either earn 37 or 50 extra clones
Defenders win: they receive 50% of the clones left by the attackers after the following calculation: [number of attacker clones brought to the battle] - maximum[150 OR attacker deaths during the match].
This means they could earn 0 extra clones (if the attackers only brought 150 in the first place) Or they could earn 25 clones if the attackers brought 200 clones and lost 150 (or fewer) clones during the match). |
Aqil Aegivan
The Southern Legion
91
|
Posted - 2013.03.28 22:51:00 -
[28] - Quote
CCP FoxFour wrote: Because I won, and because you had a production facility, I take 50 extra clones back with me. Half of what would have been generated.
So the attacker only captures clones when attacking a district with a PF?
Edit: ignore this, the wording tripped me up. I see that without a PF you still would have gotten clones (but fewer). |
General Tiberius1
ZionTCD Legacy Rising
361
|
Posted - 2013.03.28 23:00:00 -
[29] - Quote
CCP FoxFour wrote:So I am going to try and use this section of the forums some more and start some more focused discussions with you guys, we shall see how it goes.
As some of you know I am working on a dev blog with some updates to Planetary Conquest. That is still a little ways out though as I want some more time to think about the numbers. In the mean time I am going to post this here which will also be in said dev blog. Want to start getting your ideas on it now.
From the previous design of Planetary Conquest as a defender if you won you would get 20% of the remaining clones that the attacker sent. We are changing the way this works and also expanding it to the attacker if they win. :D More reason to go out and attack. :D (more smiley faces? :P)
Previously the idea was that if the attacker sent 200 clones, lost 100 in the fighting, and as a defender you won you would get 20% of the remaining clones. In this example that would be 20 clones.
We are increasing that percentage to 50% but also making it so that this is 50% of the clones above and beyond the minimum 150 clones lost. Not immediately understandable, so let me give some examples:
In this example the attacker sends 200 clones, uses 100 clones in combat, and loses to the defender.
The attacker sends 200 clones. The attacker loses 100 in combat. 50 more clones are destroyed to reach the 150 clone loss minimum. 50 clones remain. 25 clones are given to the defender.
Lets try another. In this example the attacker sends 150 clones, uses 100 clones in combat, and loses to the defender.
The attacker sends 150 clones. The attacker loses 100 in combat. 50 more clones are destroyed to reach the 150 clone loss minimum. 0 clones remain. 0 clones are given to the defender.
Simple right? Or at least makes some sense? O_O With a solid understanding of how this works when the defender wins, lets take a look at what happens when the attacker wins:
Defender has 300 clones and a production facility (PF generates 100 clones a day). Attacker attacks. Attacker wins. Attacker has 100 clones at the end of the battle. Defender does not get 100 clones on their next reinforcement cycle. Attacker gets 50% of the clones that would have been generated. Attacker returns home with a total of 150 clones.
So, feedback, discuss, TELL ME THINGS! :D Keep in mind it is a long weekend here so I may not be around a whole lot until Tuesday.
too confusing, i just play to splat other players |
Goric Rumis
Amarr Templars Amarr Empire
121
|
Posted - 2013.03.28 23:00:00 -
[30] - Quote
G Torq wrote:Would it make sense to have separate battle-types whether the attacker wants to conquer the territory or steal clones? For the record, I would like to see this kind of objective included as an additional battle-ending condition rather than an altogether different type of battle. If I were an attacker, I'd like to leave the defender in the dark about what my exact motive was for attacking. And as a defender, it's a lot more fun to figure it out than to know from the word go.
This also gives you the option of playing a ruse with the majority of your team while one squad breaks off and hits the real objective. |
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General Tiberius1
ZionTCD Legacy Rising
361
|
Posted - 2013.03.28 23:01:00 -
[31] - Quote
CCP FoxFour wrote:Bojo The Mighty wrote:CCP FoxFour wrote:Bojo The Mighty wrote:So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing". Not really. Before this the defender, assuming they lost, would just have not generated the 100 clones. In this new design they still won't generate them and the attacker takes some of the clones that WOULD have been generated. Does that make sense? I think so. Extra 50% of clones given to the victorious attacker of the next generation cycle (as well as those remaining above minimal clone loss requirement), but none go towards defensive reserves. But wouldn't that make clone reserve depletion even easier as the offensive victor? Hope I don't require you to buy a bottle of Ibuprofen. Your district had 300 clones. The district also has a production facility, so it generates 100 clones a day. I attack your district. The clones I take makes no difference. I win, because dev hax.The district will now no longer generate clones on the next cycle. During the fighting I killed 100 of your clones. Due to the minimum lose rule you lose 150 clones. Your district now has 150 clones. Because I won, and because you had a production facility, I take 50 extra clones back with me. Half of what would have been generated. I don't touch your clone reserves.
HE ADMITTED IT! |
General Tiberius1
ZionTCD Legacy Rising
361
|
Posted - 2013.03.28 23:03:00 -
[32] - Quote
untill i see this in action (in-game)
no comment |
Gunner Nightingale
Internal Error. Negative-Feedback
415
|
Posted - 2013.03.28 23:05:00 -
[33] - Quote
Now if an attacker that wins and doesnt have a district to return to we know the remaining clones are sold back to genolution, WIll that apply to the additional clones an attacker receives if they win? |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
166
|
Posted - 2013.03.28 23:06:00 -
[34] - Quote
CCP FoxFour wrote:Because I won, and because you had a production facility, I take 50 extra clones back with me. Half of what would have been generated.
I don't touch your clone reserves.
So do you think a way to make it so more clones can be lost could be implemented?
Let's say I have a clone production facility, but I break stuff and now it produces double the number of clones it used to. The tradeoff is that my reserves can now be looted and or destroyed.
I just want fast-paced and wide spread destruction. Total Annihilation (=]) of the enemies' forces.
I understand wanting to make it so that there's sort of a turn-based element to this, but I'd love it if you provided a way to make more clones die faster. |
0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
167
|
Posted - 2013.03.28 23:09:00 -
[35] - Quote
Also, if we have to wait multiple days to deplete a corp's clone reserves, do we have the option to lock it down for ourselves for that entire time?
I just don't want to make it so that some alt corp can safeguard the location after an assault has been launched. Sure, if they beat the attackers that's fine, but it'll be lame if no one loses districts because everyone locks stuff down with alt corps. |
Lustmord-8
Dead Six Initiative Daringly Inserting Large Dangerous Objects
3
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Posted - 2013.03.28 23:15:00 -
[36] - Quote
G Torq wrote:Foxy,
Would it make sense to have separate battle-types whether the attacker wants to conquer the territory or steal clones?
Am thinking a setup where, upon attacking, the attacking corp has to decide whether it wants to try to conquer the district or simply try to steal clones. The two attack forms can then have different conditions and mechanism, such as whether they shut down the clone-generation, beside the notion that conquest does not allow gaining clones, and an attempt at stealing clones does not allow taking over the district.
In the case of an "Steal" attempt, the attacker would not get priority in selecting to attack again; this should protect against farming, since others can jump in and conquer the territory, simply by electing to attack it.
This would also allow the use of different game-modes where applicable, and should add a bit of variation for the Corporations involved in Planetary Conquest, as a hit-and-run attempt at stealing might be more interesting at times. Skirmish 1.0 would be suitable for regular Conquest, while current Skirmish might be suitable for stealing-attempts. Differences in the sizes of teams could also be relevant (Stealing attempts as 12v12?)
Later, you can then look at sabotage attacks (Game-mode: Ambush), where any-and-all clones sent by the attacker will be lost, but where you can perhaps cripple a district, e.g. by destroying installations, halving clone-production or cause other types of disruptions in case of a victory.
Im liking some of these ideas. The attacker would be able to pick the game mode. Ambush or Skirmish. I would give the defenders a one 1 minute head start on a skirmish map and possibly let them know what the map will be ahead of time for planning. It is there territory after all.
Though the last 150 clone on a district that battle has to be a skirmish because the attackers have to take the base out to take over.
Not sure I'm liking the clone numbers for the defender side if they win. If the attackers are smart they could not ever give the defenders clones if they lose but the attackers will get at least 37 clones after every victory. Seems biased to attackers. Not sure of a solution though. |
Gunner Nightingale
Internal Error. Negative-Feedback
416
|
Posted - 2013.03.28 23:23:00 -
[37] - Quote
Lustmord-8 wrote:G Torq wrote:Foxy,
Would it make sense to have separate battle-types whether the attacker wants to conquer the territory or steal clones?
Am thinking a setup where, upon attacking, the attacking corp has to decide whether it wants to try to conquer the district or simply try to steal clones. The two attack forms can then have different conditions and mechanism, such as whether they shut down the clone-generation, beside the notion that conquest does not allow gaining clones, and an attempt at stealing clones does not allow taking over the district.
In the case of an "Steal" attempt, the attacker would not get priority in selecting to attack again; this should protect against farming, since others can jump in and conquer the territory, simply by electing to attack it.
This would also allow the use of different game-modes where applicable, and should add a bit of variation for the Corporations involved in Planetary Conquest, as a hit-and-run attempt at stealing might be more interesting at times. Skirmish 1.0 would be suitable for regular Conquest, while current Skirmish might be suitable for stealing-attempts. Differences in the sizes of teams could also be relevant (Stealing attempts as 12v12?)
Later, you can then look at sabotage attacks (Game-mode: Ambush), where any-and-all clones sent by the attacker will be lost, but where you can perhaps cripple a district, e.g. by destroying installations, halving clone-production or cause other types of disruptions in case of a victory. Im liking some of these ideas. The attacker would be able to pick the game mode. Ambush or Skirmish. I would give the defenders a one 1 minute head start on a skirmish map and possibly let them know what the map will be ahead of time for planning. It is there territory after all. Though the last 150 clone on a district that battle has to be a skirmish because the attackers have to take the base out to take over. Not sure I'm liking the clone numbers for the defender side if they win. If the attackers are smart they could not ever give the defenders clones if they lose but the attackers will get at least 37 clones after every victory. Seems biased to attackers. Not sure of a solution though.
There is a real risk to the attacker for bringing less clones as they make them vulnerable by moving them from districts or even if bought thats a monetary risk for bringing possibly too fee clones for successful attack. It also gives a financial incentive to fighting and attacking rather than trying to conglomerate districts which kind of the point for these changes anyway, CCP wants there to be fights. |
Goric Rumis
Amarr Templars Amarr Empire
122
|
Posted - 2013.03.28 23:24:00 -
[38] - Quote
Lustmord-8 wrote:Not sure I'm liking the clone numbers for the defender side if they win. If the attackers are smart they could not ever give the defenders clones if they lose but the attackers will get at least 37 clones after every victory. Seems biased to attackers. Not sure of a solution though. It makes sense from a "lore" perspective: since the lost clones are biomassed and sold for ISK that's distributed to the winning mercs, it would be double-dipping to give the winner a portion of the lost clones (that have already been biomassed).
It also requires the attacker to balance two risks: risk getting cloned out vs. risk giving the defender more clones.
My only concern is that the battles will last long enough for this to be a consideration for the attacker. I've never been in a Skirmish match (under the current parameters) that was cloned out. |
Gunner Nightingale
Internal Error. Negative-Feedback
417
|
Posted - 2013.03.28 23:39:00 -
[39] - Quote
Goric Rumis wrote:Lustmord-8 wrote:Not sure I'm liking the clone numbers for the defender side if they win. If the attackers are smart they could not ever give the defenders clones if they lose but the attackers will get at least 37 clones after every victory. Seems biased to attackers. Not sure of a solution though. It makes sense from a "lore" perspective: since the lost clones are biomassed and sold for ISK that's distributed to the winning mercs, it would be double-dipping to give the winner a portion of the lost clones (that have already been biomassed). It also requires the attacker to balance two risks: risk getting cloned out vs. risk giving the defender more clones. My only concern is that the battles will last long enough for this to be a consideration for the attacker. I've never been in a Skirmish match (under the current parameters) that was cloned out.
IF you've played organized matches where both sides knew what they were doing in a 16 v 16 enviornment where the squads are all earning multiple orbitals. It all depends on how one sided the match is or how much battling there is on both sides or who can exercise map control. But if you watch the tourney videos the ones that were closely heated always came to a very close clone count and these are 8v8 matchups and 100-120 clones can be lost on each side if the fighting is intense enough.
16 clones means a 9.4 clones destroyed per player is all it takes to wipeout 150 clones. not a difficult feat by any stretch |
Torr Wrath
Subdreddit Test Alliance Please Ignore
117
|
Posted - 2013.03.28 23:49:00 -
[40] - Quote
So..
You are incentivizing people to take the offensive?
I am kay with this.
Carry on. |
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Shadowswipe
WarRavens
34
|
Posted - 2013.03.28 23:51:00 -
[41] - Quote
Anything to make the war less stagnant gets a +1. |
Draco Cerberus
Hellstorm Inc League of Infamy
14
|
Posted - 2013.03.29 00:14:00 -
[42] - Quote
So as long as a district still has clones it can't be captured? Makes sense. What about a sabotage option of say sending in a small number of clones to just take out a research, production, or storage facility?
The number in my head is somewhere between 50 and 80 and involves something happening during the phase when the planet is normally locked down (automated defenses and drones to protect with a mail sent to CEO and directors that there is a surprise ambush on x district a x:x time GMT please send backup) that allows a surprise corp battle during a normally locked down time.
If successful the lock down is breached, allowing for the destruction of facilities present in the district at the time of the attack. If not the attacker loses all clones sent in. Defender would be able to use however many clones they have in that district. Perhaps a 1hr warning would be good to allow for a response rather than just relying on drones and auto turrets for defense. I envision this scenario like a skirmish but without a limit for the defender on the number of clones to use.
Victory over consolidated districts could be pulled out of the ashes of a bad string of losing battles with the successful destruction of a corporation's reserves off planet through stealth and trickery rather than an outright offensive. Anyone heard of a POS bash before? |
Axirts
Misfits of Mayhem
41
|
Posted - 2013.03.29 01:33:00 -
[43] - Quote
So the better corps will end up "taking home" more clones than it cost them to attack? On top of that, I'm assuming that there will be 3 and 5 null cannon districts, winning defense on a 3 null c district will result in very little clones won because those games drag on longer than ones with 5. |
S Park Finner
BetaMax. CRONOS.
117
|
Posted - 2013.03.29 02:42:00 -
[44] - Quote
I don't think this is a much of a re-work as it might seem at first blush.
If I understand correctly, the idea is to make attacking more rewarding if you win and riskier if you loose. Same for defending. What's more, make the time to turn a district over shorter so the whole system is more intense. Additionally, I'd also like to see it make more sense GÇô I think the existing back story is too arbitrary.
Right now an attacker can not transport less than 150 clones and first time attackers can not buy fewer than 150 clones. Attackers can transport more than 150 clones if they have them.
What if they could also purchase transport for more clones than they are actually taking. Why would they do that? Because they might want to bring some extra clones back with them.
If attacker's win they could take back as many clones as they have room for up to the sum of the clones the district would produce (if it is producing in this round) and half the defender clones remaining.
The fiction would be that the attackers could get all the clones they could carry but the GÇ£activeGÇ¥ clones in the district are in less vulnerable storage than the one's being built and aren't so easy to haul off. That would mean if an attacker brought 200 clones and bought room for an additional 100 clones and GÇô during the fight GÇô they lost 100 clones then they would have room to bring back 200 clones.
I suggest the attackers could loose
- by destruction of their MCC GÇô in which case they would loose all the clones they brought and the defenders would get the ones that were not used up at the time the MCC was destroyed
- by loss of all their clones GÇô in which case the defenders would not get any additional clones
- by withdrawal GÇô in which case the defenders would get half the clones remaining GÇô some had to be left behind in the retreat.
In all cases, the additional biomass the district acquires from the dead clones would boost it's production during the next cycle.
Knobs and dials... Purchasing extra space could deplete the defenders more rapidly GÇô but at a cost. Small corporations could trade the number of clones they send for the number they bring back GÇô hoping a small strong force could win big. How accessible this would be to small corporations would be a function of the cost of transport space.
Similarly, sending more clones would raise the risk not only of loosing them in the battle but of reinforcing the district more rapidly after a big fight. The amount of boost would be another parameter that could be adjusted.
In the case of withdrawal, the proportion of clones that can not be pulled out is a further adjustment. |
Monkxx
Ikomari-Onu Enforcement Caldari State
30
|
Posted - 2013.03.29 03:01:00 -
[45] - Quote
The idea with different game types makes sense, IMO.
But!
This is also very controversial as you simply can't make Skirmish = District Capturing and Ambush = Clone Stealing. This becomes very obvious for the Defender what is the Attacker's plan (it doesn't matter whether the game mode is displayed right after District being "attacked" or only become visible when the match starts). The idea needs more brain storming but sounds promising. As for now I can think about Ambush as pre-Skirmish battles when Attacker attacks with 100 clones to bleed out the Defender's clones. The Attacker always loses 100 but Defender loses 150 clones in case of Defender's defeat. Defender doesn't produce clones if you attack it again after losing the previous fight.
Basically, CCP is looking for ways to keep Attacking rewarding more than Defending? O.o So the PC will go on and go on and will not stop when all the Alliances/Factions have divided the districts amongst themselves. I would say this is basics which MUST be easy to understand and NOT overly complicated.
The only problem I currenly see is that CCP operates on hard digits (100 only, 150 only etc.) when ISK and SP are all soft digits. I mean we even can gain 0.5 SP but it looks like Clone Management was designed as basic Math exercises for the New Eden's kindergardens.
|
The Robot Devil
BetaMax. CRONOS.
37
|
Posted - 2013.03.29 03:56:00 -
[46] - Quote
I like this idea. If we attack and win we get a clump of clones from production the next day. I also like the increase stolen. I would be open to a higher percentage but mercs would cry winning is OP. The clones are worth ISK and it just makes winning sweeter and loosing hurt more. This may also make it a little harder to hold a district. I like the change but we need to see it in action. I for one would love to see some graphs and stats more often. I really enjoyed the equipment purchase graph. |
Goric Rumis
Amarr Templars Amarr Empire
123
|
Posted - 2013.03.29 04:46:00 -
[47] - Quote
S Park Finner wrote:I suggest the attackers could loose
- by destruction of their MCC GÇô in which case they would loose all the clones they brought and the defenders would get the ones that were not used up at the time the MCC was destroyed
- by loss of all their clones GÇô in which case the defenders would not get any additional clones
- by withdrawal GÇô in which case the defenders would get half the clones remaining GÇô some had to be left behind in the retreat.
In all cases, the additional biomass the district acquires from the dead clones would boost it's production during the next cycle. Logistical problem with this: Attackers would just withdraw as soon as it was apparent they were going to lose. Unless the attackers simply forget to withdraw, or the match really is that close, you're going to end up with exactly the same results FoxFour has proposed: defenders get half the remaining clones, provided any are left. |
G Torq
ALTA B2O
120
|
Posted - 2013.03.29 06:32:00 -
[48] - Quote
Lustmord-8 wrote:G Torq wrote:Conquest, Stealing and Sabotage, oh my Im liking some of these ideas. The attacker would be able to pick the game mode. Ambush or Skirmish Feel free to hit the Like button ;)
Goric Rumis wrote:G Torq wrote:Would it make sense to have separate battle-types whether the attacker wants to conquer the territory or steal clones? For the record, I would like to see this kind of objective included as an additional battle-ending condition rather than an altogether different type of battle. If I were an attacker, I'd like to leave the defender in the dark about what my exact motive was for attacking. And as a defender, it's a lot more fun to figure it out than to know from the word go. This also gives you the option of playing a ruse with the majority of your team while one squad breaks off and hits the real objective. Monkxx wrote:The idea with different game types makes sense, IMO.
But!
This is also very controversial as you simply can't make Skirmish = District Capturing and Ambush = Clone Stealing. This becomes very obvious for the Defender what is the Attacker's plan (it doesn't matter whether the game mode is displayed right after District being "attacked" or only become visible when the match starts). The idea needs more brain storming but sounds promising. As for now I can think about Ambush as pre-Skirmish battles when Attacker attacks with 100 clones to bleed out the Defender's clones. The Attacker always loses 100 but Defender loses 150 clones in case of Defender's defeat. Defender doesn't produce clones if you attack it again after losing the previous fight.
I think we (Players and CCP) should try to keep things somewhat simple for now; use the game-modes that exist, but still give some variety to Planetary Conquest; Hence, different objectives => different gamemodes. Then a 2nd iteration can separate the two, add flexibility, and allow for in-battle sub-missions. To be able to peel off a squad, and send them to do a side-mission in-battle, you need the artefact for this side-mission to exist: Clone Facility to burglarize, sky-cannon to sabotage etc. This means more stuff for CCP to prepare, artwork, game-concepts and objectives. Then we wont have Planetary Conquest May 6th :(
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5Y5T3M 3RR0R
The Southern Legion
5
|
Posted - 2013.03.29 08:19:00 -
[49] - Quote
This is a terrible idea!!
This system so far gives a massive advantage to the attacker and also encourages them to attack with the minimum number of clones because then they know their enemy won't get anything! This will also get worse in long distance combats and ill give you an example why:
As a winner I'm always going to lose 150 clones, be it from transport, deaths, or minimum kills. If I send more all I can possibly achieve by sending more is to potentially loose more clones and help my enemy reinforce their district against my next attack.
If I win I get to keep my clones, take some of theirs and only lose those dead in battle or transport. So why not aim over close zones and hit those further away instead of close by as I probably won't lose based on clone count and even if I do, I don't want to leave anything behind for my enemy.
My piece of advice would be is:
Start in these examples by telling us the game effect you are trying to achieve and I'm sure players will help you tweak your ideas in ways that will help you achieve them instead of just tearing apart your hard work. |
Bendtner92
Imperfects Negative-Feedback
456
|
Posted - 2013.03.29 08:43:00 -
[50] - Quote
5Y5T3M 3RR0R wrote:This is a terrible idea!!
This system so far gives a massive advantage to the attacker and also encourages them to attack with the minimum number of clones because then they know their enemy won't get anything! This will also get worse in long distance combats and ill give you an example why:
As a winner I'm always going to lose 150 clones, be it from transport, deaths, or minimum kills. If I send more all I can possibly achieve by sending more is to potentially loose more clones and help my enemy reinforce their district against my next attack.
If I win I get to keep my clones, take some of theirs and only lose those dead in battle or transport. So why not aim over close zones and hit those further away instead of close by as I probably won't lose based on clone count and even if I do, I don't want to leave anything behind for my enemy.
My piece of advice would be is:
Start in these examples by telling us the game effect you are trying to achieve and I'm sure players will help you tweak your ideas in ways that will help you achieve them instead of just tearing apart your hard work. If you only attack with 150 clones and the defender has 300 for example there's a good chance you'll lose on clone count even though you might be leading in MCC health.
If you instead attack with 200 clones you're less likely to lose all of your clones before you win the match by destroying the enemy MCC.
If you know you can win any match by sending not more than 150 clones every time then so be it. This new system won't change that. Sending more than 150 clones is to ensure you have enough time to take out the enemy MCC.
Edit: Some examples: If you know you lose every match (being a zerg corp for example), then you probably won't send more than 150 clones no matter what the system is. If you know you can win every match with no more than 150 clones, then you probably won't send more than 150 clones no matter what the system is. If you want to make sure you have enough time to take out the enemy MCC, you'll probably send more than 150 clones in some cases. |
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5Y5T3M 3RR0R
The Southern Legion
5
|
Posted - 2013.03.29 08:57:00 -
[51] - Quote
Bendtner92 wrote:5Y5T3M 3RR0R wrote:This is a terrible idea!!
This system so far gives a massive advantage to the attacker and also encourages them to attack with the minimum number of clones because then they know their enemy won't get anything! This will also get worse in long distance combats and ill give you an example why:
As a winner I'm always going to lose 150 clones, be it from transport, deaths, or minimum kills. If I send more all I can possibly achieve by sending more is to potentially loose more clones and help my enemy reinforce their district against my next attack.
If I win I get to keep my clones, take some of theirs and only lose those dead in battle or transport. So why not aim over close zones and hit those further away instead of close by as I probably won't lose based on clone count and even if I do, I don't want to leave anything behind for my enemy.
My piece of advice would be is:
Start in these examples by telling us the game effect you are trying to achieve and I'm sure players will help you tweak your ideas in ways that will help you achieve them instead of just tearing apart your hard work. If you only attack with 150 clones and the defender has 300 for example there's a good chance you'll lose on clone count even though you might be leading in MCC health. If you instead attack with 200 clones you're less likely to lose all of your clones before you win the match by destroying the enemy MCC. If you know you can win any match by sending not more than 150 clones every time then so be it. This new system won't change that. Sending more than 150 clones is to ensure you have enough time to take out the enemy MCC. Edit: Some examples: If you know you lose every match (being a zerg corp for example), then you probably won't send more than 150 clones no matter what the system is. If you know you can win every match with no more than 150 clones, then you probably won't send more than 150 clones no matter what the system is. If you want to make sure you have enough time to take out the enemy MCC, you'll probably send more than 150 clones in some cases.
Check how many clones the average skirmish map has right now, 150. Then count the number of times you remember losing a skirmish due to clone count. My bet its lot less often and very rarely is it when your winning the battle.
The only time I've ever seen a skirmish won by clone count when losing on MCC was when they had redlined the other corp but got redline sniped to zero because moronic blue dots kept zerging the redline and sniped.
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Bendtner92
Imperfects Negative-Feedback
456
|
Posted - 2013.03.29 09:16:00 -
[52] - Quote
5Y5T3M 3RR0R wrote:Check how many clones the average skirmish map has right now, 150. Then count the number of times you remember losing a skirmish due to clone count. My bet its lot less often and very rarely is it when your winning the battle.
The only time I've ever seen a skirmish won by clone count when losing on MCC was when they had redlined the other corp but got redline sniped to zero because moronic blue dots kept zerging the redline and sniped.
To be honest a lot of the Skirmish matches I've played have ended with clone depletion. Add to that that PC will be matches where both sides will probably push even more than what randoms do in pub matches = more kills.
Also there will be OB's raining down from 3 squads on each team and not just mostly 1 squad in pub matches = more kills.
Overall I can see teams losing 150+ clones in a lot of PC matches. |
5Y5T3M 3RR0R
The Southern Legion
5
|
Posted - 2013.03.29 10:36:00 -
[53] - Quote
How about this for an idea ?
Ditch the whole minimum 150 clone loss and instead have something similar to the following:
Attacker puts up 50 clones to the NPC Corp for CRU stock deployed to the field.
Attacker wins by MCC Attacker gets 50 clones (lore, the MCC takes the CRUs and their stock with them) from the defenders location stock. This may cause an change ownership in the process but regardless, it adds to the attackers stockpile. The attacker also gets their window of opportunity to secure the next assault.
Attacker wins by Clones The attacker just wins the territory.
Defender wins by MCC Defender gets the stores deployed in the CRU now that the MCC is destroyed, this means the 50 clones.
Defender wins by Clones The defender gets to keep the territory.
Effect: Corps have an incentive to win by MCC because it reinforces their own stockpile, however if they are losing they have an incentive to keep fighting to the last man as otherwise their enemy will be reinforced and they will be weaker. Sending more clones is also because you do not want to be winning and suddenly run out of clones, an advantage inherent to the defenders position. |
Django Quik
R.I.f.t
338
|
Posted - 2013.03.29 10:36:00 -
[54] - Quote
5Y5T3M 3RR0R wrote: Check how many clones the average skirmish map has right now, 150. Then count the number of times you remember losing a skirmish due to clone count. My bet its lot less often and very rarely is it when your winning the battle.
The only time I've ever seen a skirmish won by clone count when losing on MCC was when they had redlined the other corp but got redline sniped to zero because moronic blue dots kept zerging the redline and sniped.
I have seen many skirmish games won by clone count - several times even by the team losing on MCC damage! Higher skilled and more focused players also tend to be better at killing than not being killed, as can be seen from tournament matches and there will be a lot more OBs too, so plenty of death. |
Daedric Lothar
Onslaught Inc
35
|
Posted - 2013.03.29 11:48:00 -
[55] - Quote
This sounds great. I think any system where you can get back more clones so you can attack more sounds good.
As long as....
A alt/friendly corp cannot keep attacking and just throwing the fight against a corp that owns a district to protect them from losing it.
As long as that balance is there, anything above that is good! |
S Park Finner
BetaMax. CRONOS.
118
|
Posted - 2013.03.29 13:44:00 -
[56] - Quote
Goric Rumis wrote:S Park Finner wrote:I suggest the attackers could loose
- by destruction of their MCC GÇô in which case they would loose all the clones they brought and the defenders would get the ones that were not used up at the time the MCC was destroyed
- by loss of all their clones GÇô in which case the defenders would not get any additional clones
- by withdrawal GÇô in which case the defenders would get half the clones remaining GÇô some had to be left behind in the retreat.
In all cases, the additional biomass the district acquires from the dead clones would boost it's production during the next cycle. Logistical problem with this: Attackers would just withdraw as soon as it was apparent they were going to lose. Unless the attackers simply forget to withdraw, or the match really is that close, you're going to end up with exactly the same results FoxFour has proposed: defenders get half the remaining clones, provided any are left. My goals for withdrawal as an option are
- Give players more options
- Keep mechanisms that need programming to a minimum
- Give designers the greatest flexibility to manage risk / reward over the broadest number of dimensions by adjusting game parameters rather than re-design
- Have the design plausible within the game world
I believe withdrawal does that
- Players get to leave the battle under controlled circumstances if they think the situation warrants it.
- It is a player controlled button to initiate an action (battle shutdown) that already exists in the game -- a minimum programming change from that point of view
- Designers can vary the cost of withdrawal along multiple dimensions
- Change the proportion of clones lost - Change the proportion of clones given to the defenders - Charge an extra cost in ISK to pull out (transport workers' union demands a bonus for jumping into the hot LZ) - Dis-allow re-attack option if the attacker withdrawals - Change the bonus to the next production period from left over biomass
- It makes sense. One option we don't have in DUST 514 now is to leave a battle as a team. It is a legitimate option.
There are positive benefits for future play. Other game modes could use the withdrawal mechanism If players eventually transport clones it lays the groundwork for pricing and options. The meta-game
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BursegSardaukar
Sardaukar Merc Guild General Tso's Alliance
68
|
Posted - 2013.03.29 13:52:00 -
[57] - Quote
CCP FoxFour wrote:Bojo The Mighty wrote:So this makes clone reserve depletion much easier as an attacker, because you walk off with 50% of their regeneration for (one?) resupply of clones right? Thus taking a district will be time compressed, if you were to win every offensive battle as opposed to the outline prior to your post on the new "clone stealing". Not really. Before this the defender, assuming they lost, would just have not generated the 100 clones. In this new design they still won't generate them and the attacker takes some of the clones that WOULD have been generated. Does that make sense?
This sounds fair. Its absolutely promotes striking a district just to steal clones and inconvenience the defender.
Without this system the only reason to attack is to take the district, or grief the owners. |
Brasidas Kriegen
The Southern Legion
2
|
Posted - 2013.03.29 14:29:00 -
[58] - Quote
Speaking of more OB strikes, although it would probably be worth leaving it as normal at first PC is definitely where the requirements for strikes should be reduced to make them potentially more frequent (at least for strikes from EVE players). If it were easier to get strikes from EVE players it can/will encourage space combat as EVE players vie for position in orbit. Increased frequency of the strikes will help increase kill count, pushing the risk of running out of clones up etc etc.
Although I don't agree with the idea of having specific game types focused on 'stealing' or 'capturing', variation in game types, or a return to a Skirmish 1.0 style gameplay would spice things up. That style of match could seem to put an emphasis on one side or the other, but my experience in those games was that it could easily go both ways. Though for most of that period I was running solo so I don't know how bringing in organised teams would affect that game mode. It does, however, allow for a 'initial assault' phase, followed by a 'assaulting the facility' phase, and finally a 'capturing the facility' phase. Each of these different phases would also have different terrain and objectives, just like in the early skirmish matches. This can force corporations to bring a bit more diversity to the field, so you don't see a focus on a very specific style of gameplay (eg HAV, sniping etc) guaranteeing a victory. If the idea of stealing clones was only possible with the accomplishment of a certain objective then this game mode could see that happen - at a certain point in each of the phases certain objectives being met could affect the clones the victor walks away with.
Two MCCs could still exist in a Skirmish 1.0 style environment, with a similar null cannon situation as the current one. The stages could work as they do at the moment with a few points to capture, and then if the attacker holds them for a certain amount of time it moves on. Or, the initial two stages serve more like a mini ambush where the attacker has objectives to take in order to progress, the defender must hold them off and cause as much damage as possible until arriving at the final 'capturing the facility' phase where it would revert to a typical skirmish with null cannons, except here is the possibility of adding an extra capturable point that would be related to the stealing of clones. This would mean that if a defender is losing they can decide to try to at least reduce the 'winnings' of the attacker by holding this. The attacking side would have to choose between ensuring victory (if they are relying upon MCC destruction) by holding the Null Cannons, or risking a weaker hold on the point to take it all.
I do agree that stealing clones would create an incentive to attack other than simply conquest etc, and I think incorporating it into the gameplay allows for that 'what is their mission' aspect; if you wish to conquer the facility and are able to do so, then the stealing clones aspect won't be a significant concern.
TL;DR - More Orbitals, Skirmish 1.0 style PC, stealing clones an objective in a match, rather than just a by-product. |
howard sanchez
Zumari Force Projection Caldari State
467
|
Posted - 2013.03.29 16:19:00 -
[59] - Quote
The more I read about Planetary Conquest the more I am looking forward to it. The sense I am getting lately is that CCP are intent on making clones a valuable and real type of "currency". Something we have to factor in to our combat operations. Clones are the fuel, as it were, that allow a corporation to project force.
The idea of the winner gaining some clones from the loser during corp battles over districts is appealing. And it's so Viking! Raiding parties keeping the slave pens full. But blank clones are the fuel or currency we need to reach out and 'touch' someone.
Nice concept, CCP. Keep Rollin |
slypie11
Planetary Response Organisation Test Friends Please Ignore
49
|
Posted - 2013.03.29 16:25:00 -
[60] - Quote
will corps be able to stage multiple attacks at once, like some kind of huge offensive? Also, something that would be really cool is if clones are transported from planet to planet on actual ships that with show up in eve, and eve players can either ally with the dust corp and protect it or enemy them and try to destroy it. |
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Iron Wolf Saber
BetaMax. CRONOS.
3289
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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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CCP FoxFour
C C P C C P Alliance
2789
|
Posted - 2013.04.02 18:53:00 -
[91] - Quote
5Y5T3M 3RR0R wrote:How about this for an idea ?
Ditch the whole minimum 150 clone loss and instead have something similar to the following:
Attacker wins by MCC Attacker gets upto 50 clones (lore, the MCC takes the CRUs and their stock with them) from the defenders location stock. This may cause an change ownership in the process but regardless, it adds to the attackers stockpile. The attacker also gets their window of opportunity to secure the next assault.
Attacker wins by Clones The attacker just wins the territory.
Defender wins by MCC Defender gets upto 50 clones representing stores deployed in the CRU now that the MCC is destroyed.
Defender wins by Clones The defender gets to keep the territory.
Effect: Corps have an incentive to win by MCC because it reinforces their own stockpile, however if they are losing they have an incentive to keep fighting to the last man as otherwise their enemy will be reinforced and they will be weaker. Sending more clones is also preferable because as attacker you do not want to be winning and suddenly run out of clones, an advantage inherent to the defenders position with their complete stockpile on line.
Without the minimum clone loss we run into situations where people can lock their own districts for really cheap while still generating clones. Every attack must result in a net loss of clones when all the math is done. |
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5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
7
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Posted - 2013.04.02 20:40:00 -
[92] - Quote
CCP FoxFour wrote:5Y5T3M 3RR0R wrote:How about this for an idea ?
Ditch the whole minimum 150 clone loss and instead have something similar to the following:
Attacker wins by MCC Attacker gets upto 50 clones (lore, the MCC takes the CRUs and their stock with them) from the defenders location stock. This may cause an change ownership in the process but regardless, it adds to the attackers stockpile. The attacker also gets their window of opportunity to secure the next assault.
Attacker wins by Clones The attacker just wins the territory.
Defender wins by MCC Defender gets upto 50 clones representing stores deployed in the CRU now that the MCC is destroyed.
Defender wins by Clones The defender gets to keep the territory.
Effect: Corps have an incentive to win by MCC because it reinforces their own stockpile, however if they are losing they have an incentive to keep fighting to the last man as otherwise their enemy will be reinforced and they will be weaker. Sending more clones is also preferable because as attacker you do not want to be winning and suddenly run out of clones, an advantage inherent to the defenders position with their complete stockpile on line. Without the minimum clone loss we run into situations where people can lock their own districts for really cheap while still generating clones. Every attack must result in a net loss of clones when all the math is done.
The problem is at the moment is that 150 clones is half of a zones stock, there is almost no incentive to send more than this so if you plan anything for larger volumes your wasting your time.
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Cross Atu
Conspiratus Immortalis
876
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Posted - 2013.04.02 22:57:00 -
[93] - Quote
It's good to see CCP actively working toward 'slicing up the blue doughnut and keeping activity (which requires attacks being made) more highly rewarded than turtling (and thus passively sitting and doing nothing). IMO there's a bit over much of the passively sitting on average in Null Sec so it's nice to see something in the mechanics of Dust to dissuade the same thing from happening here.
And thanks CCP FoxFour for continuing to interact in this thread, it's really good to have a dialogue going.
Cheers, Cross |
Icy TIG3R
Universal Allies Inc.
15
|
Posted - 2013.04.02 23:34:00 -
[94] - Quote
I have the solution to everything. A massive armada of drones rises on the horizon and captures districts as well randomly. |
Mavado V Noriega
SyNergy Gaming
2646
|
Posted - 2013.04.03 12:18:00 -
[95] - Quote
I like the fact that CCP wants ppl to attack that is all well an good but one of my main concerns for PC is what happens when u say u reach the "limit" of ur ability to HOLD districts?
It would be nice if there was some sort of raiding mechanic that way u still attack and get paid for it but u wont be tied down with having to own another district u might not honestly want
Not everyone is interested or can hold vast amounts of space, some just want a small piece they can manage and just go raiding or doin merc work |
Bendtner92
Imperfects Negative-Feedback
461
|
Posted - 2013.04.03 12:30:00 -
[96] - Quote
Mavado V Noriega wrote:I like the fact that CCP wants ppl to attack that is all well an good but one of my main concerns for PC is what happens when u say u reach the "limit" of ur ability to HOLD districts?
It would be nice if there was some sort of raiding mechanic that way u still attack and get paid for it but u wont be tied down with having to own another district u might not honestly want
Not everyone is interested or can hold vast amounts of space, some just want a small piece they can manage and just go raiding or doin merc work Yep I agree that some form of raiding would be good to have.
Short term though there is a possibility to do some sort of low-end raiding. If you attack someone and win you're guaranteed 15 million in biomass and at least another 15 million in loot if the other team loses 150 clones and are in full proto gear. That's almost 2 million to each person. Unless you use up all of your own clones (9-10 clones each person) it could be a nice little profit for you. Do note that unless we get some kind of trading most of the loot could be useless to you.
Long term though it would be nice with some actual raiding mechanics, yes.
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. |
Mavado V Noriega
SyNergy Gaming
2647
|
Posted - 2013.04.03 12:49:00 -
[97] - Quote
Bendtner92 wrote:Mavado V Noriega wrote:I like the fact that CCP wants ppl to attack that is all well an good but one of my main concerns for PC is what happens when u say u reach the "limit" of ur ability to HOLD districts?
It would be nice if there was some sort of raiding mechanic that way u still attack and get paid for it but u wont be tied down with having to own another district u might not honestly want
Not everyone is interested or can hold vast amounts of space, some just want a small piece they can manage and just go raiding or doin merc work Yep I agree that some form of raiding would be good to have. Short term though there is a possibility to do some sort of low-end raiding. If you attack someone and win you're guaranteed 15 million in biomass and at least another 15 million in loot if the other team loses 150 clones and are in full proto gear. That's almost 2 million to each person. Unless you use up all of your own clones (9-10 clones each person) it could be a nice little profit for you. Do note that unless we get some kind of trading most of the loot could be useless to you. Long term though it would be nice with some actual raiding mechanics, yes. 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.
Trading NEEDS to be in Uprising. Corp Armory would be nice as well if not then all this loot would be pointless ISK transfers between players or open market needed as well tbh that way ur idea we can actually sell off the loot |
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CCP FoxFour
C C P C C P Alliance
2798
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Posted - 2013.04.03 13:25:00 -
[98] - Quote
Mavado V Noriega wrote:I like the fact that CCP wants ppl to attack that is all well an good but one of my main concerns for PC is what happens when u say u reach the "limit" of ur ability to HOLD districts?
It would be nice if there was some sort of raiding mechanic that way u still attack and get paid for it but u wont be tied down with having to own another district u might not honestly want
Not everyone is interested or can hold vast amounts of space, some just want a small piece they can manage and just go raiding or doin merc work
And this is one of the reasons why we have made it more profitable to attack and win. |
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CCP FoxFour
C C P C C P Alliance
2798
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Posted - 2013.04.03 13:28:00 -
[99] - Quote
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. |
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CCP FoxFour
C C P C C P Alliance
2799
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Posted - 2013.04.03 13:29:00 -
[100] - Quote
Mavado V Noriega wrote:Trading NEEDS to be in Uprising. Corp Armory would be nice as well if not then all this loot would be pointless ISK transfers between players or open market needed as well tbh that way ur idea we can actually sell off the loot
Unfortunately item trading will not be in Uprising. :( |
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Mr Gloo Gloo
What The French CRONOS.
41
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Posted - 2013.04.03 13:31:00 -
[101] - Quote
CCP FoxFour wrote:Mavado V Noriega wrote:Trading NEEDS to be in Uprising. Corp Armory would be nice as well if not then all this loot would be pointless ISK transfers between players or open market needed as well tbh that way ur idea we can actually sell off the loot Unfortunately item trading will not be in Uprising. :(
What what what ? April 1st was 2 days ago...
Didn't you confirm this in Merc-Cast or Vid+¬o-Cast yesterday ? |
Bendtner92
Imperfects Negative-Feedback
461
|
Posted - 2013.04.03 13:36:00 -
[102] - 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. Cool, so I assume you could actually make a decent profit by attacking and winning since you would be getting regular ISK payouts that can easily exceed 1 million ISK per player if the other team is in full proto + at least 15 million in biomass + at least 15 million in loot if the other team is in full proto and loses 150+ clones. That is 3 million+ ISK to each player.
Though, the loot would probably be useless for the most part until trading is implemented, but it would still be at least 2 million ISK to each player minus whatever they lost in the match, but that shouldn't be more than 1-1,5 million ISK at most. Vehicle pilots would lose more, but they can get ISK from the corp to reimburse their losses. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1264
|
Posted - 2013.04.03 13:36:00 -
[103] - Quote
Okay so first. How in hell did i NOT see this thread before
Now, thanks to garret and FF's response, i didnt have to read the whole thread to see what is changed. And honestly, i'm a bit worried about those new stuff.
More than ever, defenders wont stand a chance against an attacker. the result of a draw game will be A LOT MORE in favor of the attacker than the defender. Why ?
Attacker when losing a fight will STILL generate clones on its base district Attacker will NEVER see any clone being stolen as the current game mode CANNOT justify sending more than 150 clones in a fight. So, defenders will NEVER still anythin. Attacker will instead ALWAYS steal clone when winning as it's based on the district clone production output.
Bottomline => bad idea.
If the final pages of the first PC thread had been read, it would have been clear that attacking doesnt need some more power. yes, i understand, you want avoid a snooze fest. But the way you're doing it, Districts will flip and flip and flip and flip again. In the end, there will be no meaning at all as you just wont be able to keep your district against a foe that really wants you out. Even if you defend successfully more than you lose.
Example :
I'll use default districts, equipped with a Prod Facility. So clone count 300 on both. Clone Gen is 100 per RT. A is Attacker. D is Defender
Let's skip directly to first battle day. (So notice send day-2)
A attacks with 150 clones.As attacking clone movement is done instantly the day the notice is sent, its district has refilled in the mean time. so both districts have 300 Clones in stock when fight starts A wins through MCC destruction. A Loses 100 clones D loses minimal clone loss. A gets 50 remaining + 50 from defenders PF going back to district. Sold => 10 Millions Pure profit A uses dibs hour to attack again with 150 clones. They move instantly.
Clone count after first battle : A= 150 D=150
Second fight
A gets Reinforcement D gets none. Clone count before battle : A=300 D=150 Defenders wins through MCC destruction or clone depletion (doesnt matter tbh). D Loses 100 clones. Attackers loses all clones. Defenders get jack clones.
A uses dibs hour and attacks again with 150 clones (why bother with more). Clone count after 2nd battle and 3rd attack set : A= 150 D=50
Third fight
A and D gets reinforcement Clone count : A= 250 D=150 (1 Victory on both sides though). D wins again. same conditions. A attacks again with 150 clones.
Clone count after 3rd battle and 4th attack set : A = 50 D= 50
Fourth Fight A and D gets reinforcements Clone count : A=150 D= 150 A wins the fight and loses 100 clones. D loses district no matter clone depletion or MCC.
Why ? When defender managed to win 2 fights ? And the defender 2 fights ? It's a draw and yet defender loses ? Imagine that for a corporation that manages to get ONE district in a few month. They spend hundreds of millions to get a district with Geno Packs. They DONT HAVE any clone reinforcement each day PAY for each attack. A very expensive price...
And then, when they got their ONLY district, they get stormed this way..... Even if defenders had won the fourth game, it wouldnt be over. Attacker would just come back. Maybe use a friendly district to cover for its low clone count after setting the attack. And even then he would still ALWAY have at least 150 clones to defend...
Attackers have WAY TOO much advantages compared to defenders. A status quo on the battles on the ground should be in favor of the defender. Not the other way around. I agree this doesnt take attrition into account. But the whole point of attrition is to guarantee some kind of logic in the progression of the military campaign of the corps right ? So nobody would actually attack 4 jumps instead of securing a base allowing you to be closer to your real foe.
This stealing clone systems doesnt fix anything. I think it makes the disbalance even worse. PC is gonna be a permanent shifting of lands. Mark my words, you'd better be the one to attack and consider defending a waste of your time.
Something else, about dibs hour and attack intricacies. By the way, what happens when a district attacks an attacking districts ? What about dibs hour ? still available ?
A attacks B then C attacks A. When first fight is done between A and B. Can A use its dibs hour ? Should it ? Isnt it locked by the attack coming from C and supposedly blocking all clone movement ?
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CCP FoxFour
C C P C C P Alliance
2799
|
Posted - 2013.04.03 13:38:00 -
[104] - Quote
Mr Gloo Gloo wrote:CCP FoxFour wrote:Mavado V Noriega wrote:Trading NEEDS to be in Uprising. Corp Armory would be nice as well if not then all this loot would be pointless ISK transfers between players or open market needed as well tbh that way ur idea we can actually sell off the loot Unfortunately item trading will not be in Uprising. :( What what what ? April 1st was 2 days ago... Didn't you confirm this in Merc-Cast or Vid+¬o-Cast yesterday ?
I went and double checked with everyone on the team, and no we did not say that.
We did talk about the possibility of it, and how item trading plus buying aurum items and selling them for ISK would be like PLEX in EVE and let you turn AURUM into ISK.
We did not say we were working on it let alone that it would be in Uprising. |
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CCP FoxFour
C C P C C P Alliance
2799
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Posted - 2013.04.03 13:40:00 -
[105] - Quote
Bendtner92 wrote: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. Cool, so I assume you could actually make a decent profit by attacking and winning since you would be getting regular ISK payouts that can easily exceed 1 million ISK per player if the other team is in full proto + at least 15 million in biomass + at least 15 million in loot if the other team is in full proto and loses 150+ clones. That is 3 million+ ISK to each player. Though, the loot would probably be useless for the most part until trading is implemented, but it would still be at least 2 million ISK to each player minus whatever they lost in the match, but that shouldn't be more than 1-1,5 million ISK at most. Vehicle pilots would lose more, but they can get ISK from the corp to reimburse their losses.
This is what we are thinking yes. :) |
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1264
|
Posted - 2013.04.03 13:41:00 -
[106] - Quote
CCP FoxFour wrote:Mr Gloo Gloo wrote:CCP FoxFour wrote:Mavado V Noriega wrote:Trading NEEDS to be in Uprising. Corp Armory would be nice as well if not then all this loot would be pointless ISK transfers between players or open market needed as well tbh that way ur idea we can actually sell off the loot Unfortunately item trading will not be in Uprising. :( What what what ? April 1st was 2 days ago... Didn't you confirm this in Merc-Cast or Vid+¬o-Cast yesterday ? I went and double checked with everyone on the team, and no we did not say that. We did talk about the possibility of it, and how item trading plus buying aurum items and selling them for ISK would be like PLEX in EVE and let you turn AURUM into ISK. We did not say we were working on it let alone that it would be in Uprising.
That's a real shame...... SO we'll have to wait another 5-6 month before having a chance to just exchange loot between corp members ?
That and PC requesting more and more corp management and us getting only corp mail. Yay ! |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1264
|
Posted - 2013.04.03 13:44:00 -
[107] - Quote
CCP FoxFour wrote:Bendtner92 wrote: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. Cool, so I assume you could actually make a decent profit by attacking and winning since you would be getting regular ISK payouts that can easily exceed 1 million ISK per player if the other team is in full proto + at least 15 million in biomass + at least 15 million in loot if the other team is in full proto and loses 150+ clones. That is 3 million+ ISK to each player. Though, the loot would probably be useless for the most part until trading is implemented, but it would still be at least 2 million ISK to each player minus whatever they lost in the match, but that shouldn't be more than 1-1,5 million ISK at most. Vehicle pilots would lose more, but they can get ISK from the corp to reimburse their losses. This is what we are thinking yes. :)
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 |
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CCP FoxFour
C C P C C P Alliance
2799
|
Posted - 2013.04.03 13:47:00 -
[108] - Quote
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" ??? |
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ChromeBreaker
SVER True Blood Unclaimed.
345
|
Posted - 2013.04.03 13:50:00 -
[109] - Quote
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" ???
Corp mail from eve doesn't show in Dust from what i can tell... (inbox says 50, but cant see any of them...)
... might be something else |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1264
|
Posted - 2013.04.03 13:51:00 -
[110] - Quote
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.... |
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CCP FoxFour
C C P C C P Alliance
2799
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Posted - 2013.04.03 13:58:00 -
[111] - Quote
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. |
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CCP FoxFour
C C P C C P Alliance
2799
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Posted - 2013.04.03 14:07:00 -
[112] - Quote
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? |
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CCP FoxFour
C C P C C P Alliance
2799
|
Posted - 2013.04.03 14:07:00 -
[113] - Quote
ChromeBreaker 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" ??? Corp mail from eve doesn't show in Dust from what i can tell... (inbox says 50, but cant see any of them...) ... might be something else
Both corp and alliance mail will be working in Uprising. :) |
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Mr Gloo Gloo
What The French CRONOS.
41
|
Posted - 2013.04.03 14:11:00 -
[114] - Quote
FW and PC will be in Uprising, as SP refund, or this is also conditional ?
Well, stop trolling us with english grammar please !!! |
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CCP FoxFour
C C P C C P Alliance
2799
|
Posted - 2013.04.03 14:13:00 -
[115] - Quote
Mr Gloo Gloo wrote:FW and PC will be in Uprising, as SP refund, or this is also conditional ? Well, stop trolling us with english grammar please !!!
... I don't understand... :'(
I also don't work on the SP refund stuff so cannot comment on anything related to that. |
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PT SD
Subdreddit Test Alliance Please Ignore
217
|
Posted - 2013.04.03 14:13:00 -
[116] - Quote
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. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1265
|
Posted - 2013.04.03 14:15:00 -
[117] - Quote
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. |
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CCP FoxFour
C C P C C P Alliance
2799
|
Posted - 2013.04.03 14:18:00 -
[118] - Quote
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. |
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PT SD
Subdreddit Test Alliance Please Ignore
218
|
Posted - 2013.04.03 14:29:00 -
[119] - 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 customization 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.
France and America can come together and both agree on this issue. I agree to all the items my esteemed gentleman mentioned here.
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1266
|
Posted - 2013.04.03 14:33:00 -
[120] - Quote
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.
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 the battle wont be as good for defenders as it 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 ? The whole point is that a successfully defended district gets the perk to..... work as intended. And even that isnt true as it can be locked immediatly 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 ?
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.
|
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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
|
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
|
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
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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
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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
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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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