Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Gemini Reynolds
Sanmatar Kelkoons Minmatar Republic
81
|
Posted - 2013.03.30 02:43:00 -
[31] - Quote
Alright, here is a continuation of what was discussed on IRC:
For those unaware, the question posed is, what does this system do for those corps that don't want land themselves, in particular, but still want to happily blow up and take the stuff of another corp?
There is the option of merc'ing out, yes. But no one is going to hire a no-name corp on faith alone, and there's always the chance that such a proposition does not suit some, or possibly even rankles to consider. There is also still the meta-game to keep in mind as well.
To put this in perspective, an example:
Player 1 is a CEO for X-Corp. X-Corp is relatively unknown, overall. One of the members of X-Corp gets into a troll/flame war on the forums with another player from Y-Corp. Player 1 decides "The hell with that" and decides to systematically destroy Y-Corp. He doesn't want their districts or land. He and X-Corp just want to smash Y-Corp.
There are several problems with the current system though (as clone counts, etc are not accounted for in the proposal, I will use the Dev-described system where applicable):
1) X-Corp, while having good players, is mostly unknown. So they will either depend on some other Corp being charitable and hiring them in order to earn enough coin to engage another corp in battle (buying clones, equipment, etc). This raises the question; how do they earn the currency prior to engaging in war in a self-sufficient manner?
2) A corp that maintains a district is going to, by virtue of district ownership, have a pool of clones to send in to battle. With the current system X-Corp would only have what they could purchase from the NPC's (one time) available to them. Attacking in this state, even victoriously, would be operating at a loss. This would make this style of game-play untenable.
3) Assuming the prior two problems are solved, and they are able to attack the district successfully and repeatedly until Y-Corp is removed from it; what do they do with it? As previously stated, they don't want to deal with the care, feeding and upkeep of a district.
This also brings to mind another question at the tail end: Were the system to support such a corp, how would another corp go about attacking them in kind? Or would the others be forced to resort to politicking and other meta-means to try and assault them?
I'll admit, this is an unusual position to ask from, but I believe that a system that supports varied playstyles, as Eve does, will in the end be a more successful sort. |
Iron Wolf Saber
BetaMax. CRONOS.
3296
|
Posted - 2013.03.30 03:06:00 -
[32] - Quote
First I agree with the preface problems I have played eve and know the dull and drull of no fighting.
I agree with the goals of the idea mostly. With the major exception of exponentially increasing costs of control. This is a partial factor in NAP fests as its all different faces of the same dice. The effort should be static per territory. Thus larger corps need more 'crop hands' to make use of all they currently have or get more folks to help out with new territory.
But for urge to fight, resources requiring activity as a corp while individual gets passives benefits while remaining dynamic.
The 'security' status I partially believe it needs a far better
Well I am still digesting the solution beers purposed so I am not complete and full on the entire idea yet.
A. 'Security status system' (Wording could be better) I have another way of 'getting meres' to be more in control and playing it out in my mind. Maybe a stability score. More calm a region is the more normal life can return to there. It should be scored between -1.(00) to 1.(00) instead. If a place becomes too embattled it would take much more effort to restore normalcy. This can be later factoring in better development and far more devastating effects such as a XL Turret bombardment form an Eve Pilot literally scarring the district.
B. I have one better... in reply. You throw up contracts to invite corporations to move in and help develop the area. Doing so gives you access to their armor lockers or science data stores. PVE corps or players can then get agent out to assist the corporation for whatever they need on the field to be done. There is a static tax for non-corp/allainc emembers participating in sub-contracting with the NPC corp locally. Members do not get taxed and get priority pick to participate. Missions are not on demand and have a finite generation rates windows of operation. Bonus rate of missions generated for more adjacent areas you own capping out at a solar system. PVE missions can be from co-oped to Open Explore Solo activities.
C Infrastructure Score changes based on investment then time to improve. Think of it as cleaning up all the damage and mess you caused taking the district in the first place. Each time its invested into it increases the potential of increase to a cap. You can then raise it though activities such as defending very successfully or PVE/Resourcing /Future activities. High infrastructural makes it possible to install better SIs. Higher SIs allows the subcontracted NPC corp to operate better as well increasing frequency of their work and finds.
D. When attacked, based on how poorly it was defended Infrastructure score lowers. Loss of control of territory remains the same. Inftrastructure damage is caused most significantly by MCC destruction and more so the use of orbital bombardment. Attackers are also going after the work of the NPC corps and raid their data stores in the process getting some of the equipment that the defenders would had to buy though normal means for free or cheaper. Thus raiding someone eles's highly established relationship is very valued. When a NPC subcontracted corp loses a good deal of assest to the enemy, the standings with the friendly contractor is severly decreased, increasing the cost of contracting, and store items and r eventually lowering the favor of access to missions and supplies. Gaining standings with the contracted special NPC corps is very difficult, there are standard NPC corps that will take you offers regardless of past failures but offer normal benifits such as normal items. instead of their own special gear.
Losing standings with one contacted corp lowers its allied corps and factions as well. Holders can forge the need of having subcontractors but will pay out of pocket to generate missions and resource nodes.
E Covered in D.
F also Covered in D
G. Additionally Individual mercenaries can donate resources into a pool for their own improvements for their favorite planet that benifit themselves the most while bolstering the team a slight bit. Such as better salvage drones that help recover lost items in combat. Body Harvest an object that reduces the loss of clones caused by your team. While alliances can fund as an entire allaince these individuals will have access to them as well to only benefit themselves and bleed out benefits to non payers or others.
H. Special Resource nodes that pop up on planets at random because of the NPC subcontracting finds will be highly valuable in developing high tech gear. Everyone in attack range will know of it once it spawns, it takes 1-3 days to set up the means to mine it by the NPC subcontractors. Only the holder of that district can earn it. If attacked that district does not harvest that node delaying any attempts to gather it. The nodes automatically deplete and credit the holders. The node only depeletes a small bit a day once the miners are contructed. Those how raid this resource gets a standing bonus with thier own sub contractors of the district they attacked from, increasing the amount of gear accessible and buy able.
|
Garrett Blacknova
Codex Troopers
2216
|
Posted - 2013.03.30 03:34:00 -
[33] - Quote
Gemini Reynolds wrote:Alright, here is a continuation of what was discussed on IRC:
For those unaware, the question posed is, what does this system do for those corps that don't want land themselves, in particular, but still want to happily blow up and take the stuff of another corp?
There is the option of merc'ing out, yes. But no one is going to hire a no-name corp on faith alone, and there's always the chance that such a proposition does not suit some, or possibly even rankles to consider. There is also still the meta-game to keep in mind as well.
To put this in perspective, an example:
Player 1 is a CEO for X-Corp. X-Corp is relatively unknown, overall. One of the members of X-Corp gets into a troll/flame war on the forums with another player from Y-Corp. Player 1 decides "The hell with that" and decides to systematically destroy Y-Corp. He doesn't want their districts or land. He and X-Corp just want to smash Y-Corp.
There are several problems with the current system though (as clone counts, etc are not accounted for in the proposal, I will use the Dev-described system where applicable): Using the dev-prescribed system as it stands now to answer these questions then...
Quote:1) X-Corp, while having good players, is mostly unknown. So they will either depend on some other Corp being charitable and hiring them in order to earn enough coin to engage another corp in battle (buying clones, equipment, etc). This raises the question; how do they earn the currency prior to engaging in war in a self-sufficient manner? Pub matches with player donations can VERY easily rais a LOT of money. With only a handful of players, a Corp one of my alts is part of has earned more than enough to afford 2 Genolution Clone Packs in a matter of weeks. We don't have the numbers to fight effectively in a PC battle, but we have the funding to do so if we choose.
Also, you're assuming that no Corp will ever have room for a couple of spare players and want to bring any cheap hire they can pick up to fill out their ranks. if they're confident in their skills, and just want a few extras to make up the numbers, mercs will be valuable even if they aren't skilled players.
Quote:2) A corp that maintains a district is going to, by virtue of district ownership, have a pool of clones to send in to battle. With the current system X-Corp would only have what they could purchase from the NPC's (one time) available to them. Attacking in this state, even victoriously, would be operating at a loss. This would make this style of game-play untenable. Attack, destroy clones, maybe stall production. If you don't claim a district, you can repeat the process. Any battle where you have clones left and don't take the district, win or lose, you get a partial refund on those surviving clones.
Quote:3) Assuming the prior two problems are solved, and they are able to attack the district successfully and repeatedly until Y-Corp is removed from it; what do they do with it? As previously stated, they don't want to deal with the care, feeding and upkeep of a district. Contact another Corp with active players at the time of your victory, advise them the district is about to be abandoned, then sell off all your clones. They get a free district with no fight, and you keep it out of your rivals' hands without having to hold onto it for yourselves.
Quote:This also brings to mind another question at the tail end: Were the system to support such a corp, how would another corp go about attacking them in kind? Or would the others be forced to resort to politicking and other meta-means to try and assault them? Preferentially target their players when they're running as Mercs, try to drive their costs up and their K/D and other relevant stats down. If they're attacking your Corp in a manner such as I've described, prepare a counter-attack for when they take the district, which will prevent them from selling it off, or potentially allow you to take the district when they abandon it if the timing is right. |
Vrain Matari
ZionTCD Legacy Rising
461
|
Posted - 2013.03.30 03:41:00 -
[34] - Quote
Buster Friently wrote:I agree wholeheartedly. The only point that I'd like to make is that the cost of maintaining control of a district should not increase linearly with the number controlled. The cost should increase exponentially such that controlling larger areas becomes increasingly more difficult. The exponential curve would need to be tweaked by CCP to give a certain threshold maximum area controlled without too much fuss. Frankly, this is how SOV should be in Eve as well.
And yes, I realize that larger corps/alliances will split into smaller groups to exploit the nonlinear costs, but nevertheless, a nonlinear, exponential cost growth is the best way to encourage more dynamics and entry points for smaller groups.
Great post Beers. I agree with all of your points, but also want to second what Buster proposes.
I think the non-linear cost for PC maintenance is a necessary and natural dynamic for limiting empire growth - but it absolutely must be an active cost.
By active i mean it must require active gameplay by corp members or their proxies to maintain. I don't think it needs to be exponential, buy maybe grow as the square of number of districts, so that one district is almost trivial to maintain but ten districts would require approx ten times the merc-hours. And like Buster says, it's easily tweakable after the fact. Drone suppression patrols are my pick for what this should look like at this stage in DUST's development.
Yes this can be countered by splitting corps, but the logistics and potential for drama politics involved in running a split-corp empire is a natural deterrent in itself.
Also, from the way CCP is talking, they sound like they're on the same page re: resource redistribution and making resouces at least partially dynamic. And from the way they talk about DUST, some of the strategic resources will belong to us. We should know if CCP is serious about addressing the issue by the end of June. I'm really hoping this ties into the exploration aspect of Odyssey.
It will be highly ironic if a console shooter is what ends up fixing nullsec lol |
Buster Friently
Rosen Association
234
|
Posted - 2013.03.30 03:53:00 -
[35] - Quote
Iron Wolf Saber wrote:First I agree with the preface problems I have played eve and know the dull and drull of no fighting.
I agree with the goals of the idea mostly. With the major exception of exponentially increasing costs of control. This is a partial factor in NAP fests as its all different faces of the same dice. The effort should be static per territory. Thus larger corps need more 'crop hands' to make use of all they currently have or get more folks to help out with new territory.
Let me quickly summarize why I think exponential costs are a necessity (I also agree the costs should be active as Vrain has said)
For any kind of ownership of space/land to make sense, it must be a profitable thing to do or no one will be motivated to do it. The problem with linear costs of ownership is that each and every new plot of land/space is then equally profitable. This leads to the infinite expansion of empires until they run into each other. At this point everyone is making so much money, and the empires and risks so large, that no one wants to duke it out over a couple of border systems and risk the entire empire.
The only way to limit growth, and thus introduce chaotic elements in the spaces between the large empires is to have each new plot of land/space cost a little bit more to maintain than the last. Eventually it won't make sense to conquer more (without some form of metagaming). This will leave space for smaller corporations to come in. Because they will be a set of smaller, more diverse, groups, the stakes are lower, and so, more combat and general hi-jinks will ensue thus keeping the game fresh and interesting.
Having said all this, I don't want to further hijack Free Beers' thread with my tweak to his idea. |
Free Beers
Internal Error. Negative-Feedback
1274
|
Posted - 2013.03.30 04:18:00 -
[36] - Quote
Buster Friently wrote:
Having said all this, I don't want to further hijack Free Beers' thread with my tweak to his idea.
I am listening (or reading to be exact)
I started this for a discussion and thats what we are all having. I am trying to get feedback, not tell you want to think. I plan to refine my idea based upon feedback. Let see if we can make this buzzword of crowd sourcing actually produce someting
So by all means continue your thought process here.
|
GoD-NoVa
Imperfects Negative-Feedback
230
|
Posted - 2013.03.30 13:01:00 -
[37] - Quote
i like this idea because it supports the little people |
Takahiro Kashuken
Intara Direct Action Caldari State
174
|
Posted - 2013.03.30 14:28:00 -
[38] - Quote
In EVE i was told that null sec was full of riches and other stuff
But when i eventually got down ther i was dissapointed, very dissapointed because i left FW for null and the 2 dont compare
Since null is a blue donut **** all happens unless your fighting a smaller alliance or just kicking out bad renters not much happens
Even then the reason to fight aint much either since half of null has crap space to begin with and all the good stuff is already taken by the big alliances, plus your fighting over the anoms and ratting is a decent source of income i could have been doing missions and grinding standings and getting loot and salavge to manufacture into something useful, officer ships are few and far between and always a afk cloaker in system if its half decent ready to cyno in a blob fleet.
FW was alot more fun and engaging, always something to do, you always got rewarded if you were missioning or PVP plus it actually ment something if you were fighting over a system with a station and it wasnt always blob fights either with a warp bubble making it super easy
For DUST to avoid the blue donut whatever corps are out ther have to prevent it themselves by not just being blue to each other, they have to make it so that each district is worth attacking unlike in null where some systems are absolutly crap to control so that attacking pays more than defending
More than anything tho the little guy has to feel like he is able to take a piece of the action in DUST,unlike in EVE the little guy cannot do **** all now so ther is no point in trying |
Gunner Nightingale
Internal Error. Negative-Feedback
423
|
Posted - 2013.03.30 14:51:00 -
[39] - Quote
Yea i think its important that if a person or persons wants to also be FREELANCE and take contracts without affiliation or becoming beholden to a benefactor than there has to be an element in PC that factors in human skill into the equation and from what i see here that comes in the form of clone efficiency and how well you perform in each individual match thus if you are a skilled mercenary or small group 5-10 (i know a handful of closed beta corps let alone open beta corps that fit that description) you can still command a fee and provide your services to the highest bidders since your higher fees also carry with it a better efficiency and thus a potential overall cost savings to the organizations looking to take territory.
Additionally it still incentivizes large coalitions as with it comes funding and that funding can be used to develop a strong inhouse elite force or keep a high skilled merc force on the payroll longer since many many mercs have expressed their interest to play the game free of politics and be exactly what they are MERCENARIES.
It also forces large organizations to think about who and what will defend what structures and prioritizes their defenses while also safeguarding the potential security threat of hiring outside mercs who could be being paid a higher fee to betray.
Of course currently mercs can only enter a match with a corp invite into sqaud, eventually they will be able to hire that function out, regardless there has been confirmation of the future addition of field commander roles that will allow for the kick of players who FF in an effort to sabotage.
If we fail to create a system that allows a console player to log on get paid and cause some destruction as effectively as creating a coalition of forces to combat all challengers then we have failed in creating DUST 14 a unique PS3 experience that shares and is intertwined the the EVE online universe (a looking glass into our universe through 2 different lenses---as a dev stated in an interview i read a while back) Then we have failed to create two unique games that can stand on their own and simply created an expansion pack for EVE ONLINE null sec. |
Gemini Reynolds
Sanmatar Kelkoons Minmatar Republic
81
|
Posted - 2013.03.30 21:30:00 -
[40] - Quote
Page 3? I think not! |
|
Free Beers
Internal Error. Negative-Feedback
1277
|
Posted - 2013.03.31 23:37:00 -
[41] - Quote
updated with additional mechanics: resistance fund & pilliage |
Laheon
Osmon Surveillance Caldari State
328
|
Posted - 2013.03.31 23:40:00 -
[42] - Quote
Agreed re: not punishing large alliances. The "punishments" would come from the metagame, e.g. organising the alliance, maintaining hold on all the planets you want, and making sure spies don't infiltrate the alliance and do a BoB on you. |
XtoTheS
Forgotten Militia
6
|
Posted - 2013.03.31 23:46:00 -
[43] - Quote
I like the pillage idea. Kagehoshi gave me an idea when coming up with game modes. When the MCC blows you should be able to salvage material from the wreckage. Minerals, materials etc like you can with gear. That goes for what you find on the planet too. Allow to reward the eve pilots with chunks of the resources you find on the planet or if you own the district, cut off a piece to the pilots supporting you. I am not at all familiar with EVE but from what I do know. I believe that will also be a option to reward the eve pilots. |
Laheon
Osmon Surveillance Caldari State
328
|
Posted - 2013.03.31 23:53:00 -
[44] - Quote
Rewarding EVE pilots shouldn't happen. They shouldn't need an extra incentive to help their alliance hold sov. Besides which, they're most likely going to be dropping OBs from battleships, BCs or destroyers, and are very unlikely to be able to have much cargo space available to hold any loot.
Any and all loot should go to the DUST mercs. And yes, I play EVE too. |
XtoTheS
Forgotten Militia
6
|
Posted - 2013.04.01 00:06:00 -
[45] - Quote
Laheon wrote:Rewarding EVE pilots shouldn't happen. They shouldn't need an extra incentive to help their alliance hold sov. Besides which, they're most likely going to be dropping OBs from battleships, BCs or destroyers, and are very unlikely to be able to have much cargo space available to hold any loot.
Any and all loot should go to the DUST mercs. And yes, I play EVE too.
pilots should get a reward. A reward is a reward. They are providing a service even if they are part of an alliance or even in the sam corporation. They should get a choice. Straight up isk or salvage/and or other resources. If a corp is attacking a district and take it over, any ships providing support should get the option of what they want. Like a bounty, but one for districts and not a head/ship. |
slap26
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
526
|
Posted - 2013.04.01 00:10:00 -
[46] - Quote
Has anyone ever played World of Tanks?
The clan battles map used in that game would be a good starting ground in dust |
Free Beers
Internal Error. Negative-Feedback
1277
|
Posted - 2013.04.01 00:14:00 -
[47] - Quote
in the begining the loot/reward/resources need /will/ be dust centric. I know the day will come when resources from planets will be in demand by eve pilots(as eve nerd i can't wait). It just can't happen right away. Dust economy needs to be stable and then slowly integrated with eve economy.
CCP views corps as corps and having pilots and mercs just means you do different things. In the short term eve pilots will see only basic benefits from planetary sov. |
Icy Xenosmilus
Eyniletti Rangers Minmatar Republic
37
|
Posted - 2013.04.01 00:19:00 -
[48] - Quote
Alliances need their power, but if a small corp beats a large alliance, it should be able to hurt it pretty bad, or the smaller alliance should be rewarded bonus. |
Free Beers
Internal Error. Negative-Feedback
1278
|
Posted - 2013.04.01 00:19:00 -
[49] - Quote
Laheon wrote:Agreed re: not punishing large alliances. The "punishments" would come from the metagame, e.g. organising the alliance, maintaining hold on all the planets you want, and making sure spies don't infiltrate the alliance and do a BoB on you.
No punishment is needed for larger corps/alliance. The idea is that 1 district takes the same effort as 10 districts to maintain.
if a small corp wanted it could own 4 districts and stack the reinforce timers. If they were active enough they could farm/defend all 4 of them.
A large corp that own say 10 districts and have issues with reinforce timers. If you are US time zone you have 4 hour window you want and will have a 2, 1 hour windows that you could be forced to defend 3 districts at the same time.
In the end its not about big or small its about being able to effectively manage what you do control |
Free Beers
Internal Error. Negative-Feedback
1278
|
Posted - 2013.04.01 00:21:00 -
[50] - Quote
Icy Xenosmilus wrote:Alliances need their power, but if a small corp beats a large alliance, it should be able to hurt it pretty bad, or the smaller alliance should be rewarded bonus.
power doesn't come from just having numbers. Power is derived from skill of mercs, activity level of mercs, isk effieceny of merc, MANAGEMENT OF MERCS, BEING GOOD AT THE META GAME.
|
|
Laheon
Osmon Surveillance Caldari State
328
|
Posted - 2013.04.01 00:26:00 -
[51] - Quote
Beers - agreed. For larger alliances the problems from running the alliance comes not from the actual game, but from politics.
XtoTheS - their reward is being able to hold sov. By holding sov, they can already upgrade their system to provide better complexes (which provide NPC pirates to kill, for lots of iskies), better asteroids, better military defense, cap building capabilites, etc.
Effectively, holding sov is its own reward. If you lose sov, then you lose those benefits. A single pilot can reap those benefits by being in a mining fleet, by ratting solo (or in a group), by diving solo into a WH, etc. That's why nullsec is so lucrative, and why PC will be such a huge hit within EVE. Providing DUST manages to take off. |
General Tiberius1
ZionTCD Legacy Rising
413
|
Posted - 2013.04.01 00:27:00 -
[52] - Quote
plus one for great ideas
do NOT want to see the blue donut of boredom come to dust |
Buster Friently
Rosen Association
240
|
Posted - 2013.04.01 01:04:00 -
[53] - Quote
Laheon wrote:Agreed re: not punishing large alliances. The "punishments" would come from the metagame, e.g. organising the alliance, maintaining hold on all the planets you want, and making sure spies don't infiltrate the alliance and do a BoB on you.
This is one of the main reasons that we have the blue donut now. The "punishment" of large alliances isn't a punishment, it's simply a means to limit overall size so that large corporations don't just balloon up until they hit each other - exactly what happens in Eve.
Without a logistical size limitation, we will have the exact same thing in Dust. Large alliances will balloon until they control everything, then along the borders they will, for the most part, just accept the borders because it's too much trouble to fight about them, and too much risk for something like the metagame you describe. Causing a "stir" increases the chance of an infiltration, etc, so everyone plays it cool. Thus no activity, and the blue donut.
|
Zekain Kade
BetaMax. CRONOS.
1118
|
Posted - 2013.04.01 01:27:00 -
[54] - Quote
We need to make wars happen.
Turn that blue donute into a red bagel. |
low genius
The Sound Of Freedom Renegade Alliance
6
|
Posted - 2013.04.01 02:55:00 -
[55] - Quote
i get a feeling like you don't play eve online.
what you're failing to assess is: old players stop playing, and new players start playing. all the assets in the world won't save a crew who loses their core.
you should look up rooks and kings on youtube |
Rasatsu
Much Crying Old Experts
564
|
Posted - 2013.04.01 05:49:00 -
[56] - Quote
Buster Friently wrote:Fine, it's your idea, but this is part of the nullsec problem in Eve. It's too easy for large alliances (note not corps) to just cordon off large sections of space and build static boundaries. Also, i wouldn't consider this a punishment, just a less than linear benefit. The real world works this way too (not that it matters much for a game) but larger populations become much more difficult to control than a linear curve would allow for.
Anyway, I'll defer to your judgement as it's your idea and thread. Also, I do support your idea in general, and even without my stipulation, I think it sounds better than what I've heard from CCP. It's impossible to distinguish a small entity that is part of a meta-corp/alliance, versus one that is part of an in-game corp/alliance.
Thus all the kind of artificial limits put on in-game size of corp/alliance or territory will just mean those large entities will split up in-game. |
Mavado V Noriega
SyNergy Gaming
2628
|
Posted - 2013.04.01 07:06:00 -
[57] - Quote
Free Beers wrote:Pilliage mechanic (aka telc takes your stuff): The idea is that if a corp attacks a district and wins the battle they have the option to continue seige or pillage and leave. If you select pilliage and leave you get loot (isk/bpc/whatever)
This is intended to be district raiding.
*Your standing against that corp goes down (good thing if you hate them) *Your corps sec status with that district(and npc gear corp) goes negative (you can start as low as -1.00) *If you control districts near by your sec status will take a hit (well, they know people who you just pilliaged)
Now I haven't thought of the rest of the pieces to it yet, will add more
i really like the pillage idea sometimes u dont really WANT the district but just to fck around in someone back yard and grief them would also encourage more fights as ppl know they wont necessarily have to look to defend another district if they end up claiming it instead just select the pillage option and get paid |
Free Beers
Internal Error. Negative-Feedback
1285
|
Posted - 2013.04.01 15:39:00 -
[58] - Quote
Mavado V Noriega wrote:Free Beers wrote:Pilliage mechanic (aka telc takes your stuff): The idea is that if a corp attacks a district and wins the battle they have the option to continue seige or pillage and leave. If you select pilliage and leave you get loot (isk/bpc/whatever)
This is intended to be district raiding.
*Your standing against that corp goes down (good thing if you hate them) *Your corps sec status with that district(and npc gear corp) goes negative (you can start as low as -1.00) *If you control districts near by your sec status will take a hit (well, they know people who you just pilliaged)
Now I haven't thought of the rest of the pieces to it yet, will add more i really like the pillage idea sometimes u dont really WANT the district but just to fck around in someone back yard and grief them would also encourage more fights as ppl know they wont necessarily have to look to defend another district if they end up claiming it instead just select the pillage option and get paid
of course its a good idea, telc came up with it.
I'm just waiting on CCP foxyfour to post his list of excuses on why risk514 will be so awesome |
Mavado V Noriega
SyNergy Gaming
2636
|
Posted - 2013.04.01 16:12:00 -
[59] - Quote
Free Beers wrote:Mavado V Noriega wrote:Free Beers wrote:Pilliage mechanic (aka telc takes your stuff): The idea is that if a corp attacks a district and wins the battle they have the option to continue seige or pillage and leave. If you select pilliage and leave you get loot (isk/bpc/whatever)
This is intended to be district raiding.
*Your standing against that corp goes down (good thing if you hate them) *Your corps sec status with that district(and npc gear corp) goes negative (you can start as low as -1.00) *If you control districts near by your sec status will take a hit (well, they know people who you just pilliaged)
Now I haven't thought of the rest of the pieces to it yet, will add more i really like the pillage idea sometimes u dont really WANT the district but just to fck around in someone back yard and grief them would also encourage more fights as ppl know they wont necessarily have to look to defend another district if they end up claiming it instead just select the pillage option and get paid of course its a good idea, telc came up with it. I'm just waiting on CCP foxyfour to post his list of excuses on why risk514 will be so awesome
pfft not all telc ideas are good, he plays darkfall after all and bad games like defiance |
Free Beers
Internal Error. Negative-Feedback
1285
|
Posted - 2013.04.01 16:25:00 -
[60] - Quote
Mavado V Noriega wrote:pfft not all telc ideas are good, he plays darkfall after all and bad games like defiance
he also plays warframe.
/me just gave telc credit because all he wants it to take peopls stuff in dust |
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |