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Free Beers
Internal Error. Negative-Feedback
1257
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Posted - 2013.03.29 19:29:00 -
[1] - Quote
I would like to thank CCP (specifically FoxFour and Nullarbor) for involving the dust community in their design ideas and discussions. That said CCP come get your whoopin.
The entrie concept of planetary control as ccp has described is easily broken mechanically and economically. It seems CCP is hell bent on bringing the same broken aspects of sov in EvE to dust.
So you are asking "Beers whats so wrong with eve sov?" I'll give you the short version since you asked nicely.
-null sov favors very large organizations (coalitions/alliances/corps) -with large entities the idea of wars and or grinding becomes a deterent because of the time involved and the economic realities. Hence the big ******* blue donut that is nullsec. Staging wars for good fights isn't what ccp intended sadly, but all thats left to do with the current mechanics. -passive isk generation benefit corps/alliances not the individual pilots. Just because alliances offer ship replacement doesn't mean the individual is being being rewarded for their efforts. -The shear amount of isk/assets that already exist in eve in the power blocks have made it impossible for any smaller groups to ever challenge. This is a legacy issue and part of the reason why CCP initially looked at dust as a possbile isk sink for EvE.
I could go on but I would rather look for a solution. So below I listed 5 simple features that my concept must include.
1 Sov must reward the individual merc, not simply a source of isk/resources for the corp/alliance (This is more of an fps player aspect) 2 effort to maintain districts should scale in a linear fashion with the number of districts controlled by a corp/alliance 3 Resources/isk should be utilize active mechanics when possible 4 The urge to fight/reward for fighting should out weigh benefits of blue donut fest 5 The resource model needs to be random, dynamic, and include existing and new resources(must be reason for eve pilots to care about dust)
Now to the basics in the most simple antinovel way i can
A. What indicates control of districts? Districts all have a security status from .00 to 1.00 (1.00 being the higest). We mercs dont actually control the districts or planets we simply have a relationship with the civilian population. The higher the security status the more rewarding the relationship is. At the same time the higher the secruty status is the more lucrative it would be for corp or alliance to attack and win a battle in the district( loot)
B. Each district/planet/system will have its own relationships with different NPC gear corporations such as allotek. When defending the district, attacking and winning, or active PVE the NPC corps will see fit to reward players
C. What is secrurity status? Security status increases on an hourly basis for the corp in control of the district (23/7), while decreasing for any other corps at a rate of .01 per hour that do not have control. Below is just me throwing out details and ideas - Sec status increases at a rate of .01 from .00 to .60 per hour -At .60 a corp will receive benefits from PVE and passive resources on the district and all timers -From .60 to .86 the rate of increase per hour will be .005. -At .86 the corp will be able to reconfigure all district structures and managed resources -From .86 to 1.00 the rate of increase is .002 -A sec status above .86 will give % bonus to passive isk/resrouces generated. Specialized infrastructures can be placed (such as system cyno jammer under control of the district). -PVE drone infestations difficulty will increase dramatically along with rewards. -Higher level meta equip such as officer gear can be available via PVP in high sec status districts and even in PVP.
Note: If a corp loses a corp battle to defend its district its now occupied. If the defending corp never attempts another corp battle over the district it will eventually flip to the occupiers. So the defender will have sec status advantage as long as they continue to fight for it. So a district can be taken in 1 battle or require many, thus a my dynamic battlefield
D. Why scale effort to be linear for districts you ask? This is the best way to not punish small corps or penalize large corps. If a corp has 1 district they will still need to defend it and farm it of drones (PVE). Having a high sec status makes it a very juicy target to be attacked and looted. If a corp has 10 districts and has the ability to defend and farm it then they should receive 10x rewards for it. My issue going back to eve is the scale factor where 10x amount of players can control 100x more and reap 100x rewards. I roll with the big alliances in nullsec and its super easy to see the negative without 1:1 effort scaling. Now I say this the benefits of having a larger corp with many districts is still there. Your players have more flexability and you will have a more diverse selections of resrouces to extract.
E How do we keep from a blue donut? First make it more lucrative to attack, pillage, takeover a highsec status district. If done right players will scour systems and planets for these and with good reason.
F How do we keep from blues farming blues to get the good gear? Introduce standing for mercs (not the way its done in eve though). Mercs will all want a negative standing aginst corp/alliances with high (-10) sec status to get the best loot and most isk. If a merc is involved in a prolonged campaign against 1 alliance his sec status could easily reach -10 after many victories. Want the best officer gear in the game? carry a -10 and win battles. So if blues wanted to farm each other it wouldn't be worth it. Also if a merc stops fighting against a corp there needs to be standing tick down. So if you have a -10 standing and don't fight them for 30 days you now have a -2. Again reward those to attack consistantly, but more importantly win. |
Free Beers
Internal Error. Negative-Feedback
1257
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Posted - 2013.03.29 19:30:00 -
[2] - Quote
reserved |
Free Beers
Internal Error. Negative-Feedback
1257
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Posted - 2013.03.29 19:30:00 -
[3] - Quote
reserved |
Captain-Awesome
Internal Error. Negative-Feedback
370
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Posted - 2013.03.29 19:32:00 -
[4] - Quote
Actually my question is where is my beer. not finished reading yet so will update post in a sec |
Rifter7
Improvise.
162
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Posted - 2013.03.29 19:33:00 -
[5] - Quote
and yet i can't understand why the smurfs in this game are so eager to signup for it. they're just going to be the equivalent to slaves in terms of what they get for their involvement.
thats okay, hopefully there's room for corporations to burn territories and contractual work.. pfft 0.0 politics.
pretty decent read, i think ccps going to go with the sov system from eve tho. |
DUST Fiend
Sinq Laison Gendarmes Gallente Federation
2170
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Posted - 2013.03.29 19:37:00 -
[6] - Quote
I have to admit, PC confuses the hell out of me. I look forward to it either way though, whether I'm in a corp or not |
Judy Maat
Rebelles A Quebec Orion Empire
10
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Posted - 2013.03.29 19:41:00 -
[7] - Quote
Free Beers you are a genius if you make a game I want to buy it :-P |
Buster Friently
Rosen Association
228
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Posted - 2013.03.29 19:42:00 -
[8] - Quote
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.
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GM Hercules
Game Masters C C P Alliance
403
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Posted - 2013.03.29 19:43:00 -
[9] - Quote
Please don't use profanity in your comments.
Thanks |
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0 Try Harder
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
168
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Posted - 2013.03.29 19:44:00 -
[10] - Quote
Free Beers wrote:-The shear amount of isk/assets that already exist in eve in the power blocks have made it impossible for any smaller groups to ever challenge. This is a legacy issue and part of the reason why CCP initially looked at dust as a possbile isk sink for EvE.
This statement is what worries me the most. To me it seems like CCP understands the other issues that I have problems with (hit detection and the like), and I do not know when or how they will be fixed, but at least CCP knows those are a problem.
I will be heartbroken if new corporations and players cannot compete with veterans. I know some like the veteran pub-stompper status, but that doesn't make a game fun for me. I like a challenge. I like competition. What would please me is seeing a group of entirely new players start a corp today, and in two months time challenge Internal Error and PFBHz, and win by relying completely on their new two-month-old members.
That provides variation, and it's something tangible that new players can grasp onto. I do not know how CCP can make it so that old players will continue to play, but still make it so that new players can be top ASAP, but it's what I look forward to in games. I love FPS games because some guy can buy a game, turn on his console, pick up his controller, and be #1 in no time at all. I like to be that guy when I can too.
It doesn't happen always, and I do get beat (slap is clearly a better tanker :P), but I at least had the opportunity to compete. Creating a system that distances old from new and makes it so that the new players cannot compete with the old is not what I'm into. I kill lots of tanks, but the biggest reason I'm able to do so is because I put 7mil SP solely towards killing enemy tanks. It's not a skill or ability factor, it's SP and gear.
The people I play with are great, so it's not like I'm going to quit or anything, but I feel as though I and new players would enjoy the game so much more if we knew that there's always a fast and easy way to make it to the top level. |
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Free Beers
Internal Error. Negative-Feedback
1259
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Posted - 2013.03.29 20:00:00 -
[11] - Quote
GM Hercules wrote:Please don't use profanity in your comments.
Thanks
my bad I corrected |
Captain-Awesome
Internal Error. Negative-Feedback
370
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Posted - 2013.03.29 20:02:00 -
[12] - Quote
Edited my post beers, why time based? (point c) |
Heinz Doofenshertz
BetaMax. CRONOS.
363
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Posted - 2013.03.29 20:07:00 -
[13] - Quote
Per beers request this is my veiw on District ownership and drone infestations.
if your district becomes infected, it enters the locked state and you lose any benefits from that district.
To regain control you must destroy the infestation. if you lose too many clones doing so, you lose the district.
you could contract out the removal if you want, but they would have to send clones, deal with losing clones in transit ect. |
Free Beers
Internal Error. Negative-Feedback
1262
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Posted - 2013.03.29 20:10:00 -
[14] - Quote
Captain-Awesome wrote:Edited my post beers, why time based? (point c)
I hate grinding in nullsec and dont want that here. This gives corps option to fight it out or walk away. It adds to tatics and strategy of dust
I also am thinking of the fact that players will need to grind sp, maybe do FW for LP and gear, do PVE to clear districts of drones. While the focal point of the game is pvp and sov control I dont want it to be only that.
The other thing that i didn't mention is that if a corp has a .9 and above sec status in a district they can set the timer to defend every 3 days. lots of details to play with |
G Torq
ALTA B2O
124
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Posted - 2013.03.29 20:12:00 -
[15] - Quote
My observations:
@C+D: Stronger corps are going to farm districts owned by other corps (hostiles or alts), by waiting for their district to become richs, and then attack it. It dis-incentivises campaigning, i.e. continued battles. Worst case, it will create too few battles to properly facilitate Merc standings as in F. This is also my overall concern - I do not see your setup encouraging attacking to the degree needed to cause corps to pull in "random" mercs (or semi-random ones), as there is nothing causing fatigue beyond what each corp's Core Team can handle.
I like your Merc Standing concept, and would propose to have it on higher levels: Corp standing vs other corps and inter-alliance standings. These would NOT be based on the standing of the members, but of the actions (or in-actions) of a Corp, and represent hostilities or shared activities. This could possibly incentivise Corps to perform continued attacks, and whole campaigns, where the benefit is in attacking the same corp, instead of random "farms". |
Captain-Awesome
Internal Error. Negative-Feedback
371
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Posted - 2013.03.29 20:15:00 -
[16] - Quote
Heinz Doofenshertz wrote:Per beers request this is my veiw on District ownership and drone infestations.
if your district becomes infected, it enters the locked state and you lose any benefits from that district.
To regain control you must destroy the infestation. if you lose too many clones doing so, you lose the district.
you could contract out the removal if you want, but they would have to send clones, deal with losing clones in transit ect.
just like in the ps home game we have in dust area (forgot the name). This works for me :D |
trollsroyce
Seraphim Initiative. CRONOS.
247
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Posted - 2013.03.29 20:26:00 -
[17] - Quote
Excellent line of thought and something CCP should bring up whenever wormhole dust is considered. You are absolutely spot on about the scaling issues here. In EVE, you need the ability to defend in central large fights where the capital numbers escalate such that alliances can be crushed. If you have that power you can take as much space as you dare, the risk is that competition teams up on you if you over expand.
The mechanics you describe sound meaningful, they resemble wormhole space. Nullsec is a war of identity, alliances making a name for themselves and players gaining recognition and power by their efforts. Wormholes are about holding as big a fortress as you can farm, and the cultivation takes time but rewards are in personal wealth.
Thus, CCP save this draft for the future. PC works with current mechanics because it's a game of power and alliances. Wormhole PC could use this kind of personal reward mechanic. |
Garrett Blacknova
Codex Troopers
2204
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Posted - 2013.03.29 20:46:00 -
[18] - Quote
Not going to try and pick apart the whole OP (because most of it is really, REALLY good), but I have to point out the 5 requirements Beers has listed.
Free Beers wrote:1 Sov must reward the individual merc, not simply a source of isk/resources for the corp/alliance (This is more of an fps player aspect) Yes. Definitely. Which is why we're also getting loot from the battlefield, with each player's share of said loot being decided by their performance and involvement in battle.
Quote:2 effort to maintain districts should scale in a linear fashion with the number of districts controlled by a corp/alliance From how PC is currently described, this is already going to be the case. In order to defend if your districts are under constant attack, a Corp will need 16 players available for 1 hour each day. If you only have a 16-player Corp, then nobody gets to take a day off unless you can hire a merc to fill their position. For each district, you need at least 16 players available for at least 1 hour each day. Your corp's member count and the timezones of each player must be considered before expanding, or you need to forge alliances (or an Alliance) to cover any shortages you might have. The reward of holding territory also scales in a linear manner, with each district having equal production capabilities. Holding 2 districts provides precisely double the potential profit that you get from holding only 1 district. Holding 5 districts means you make 5 times as much as you would from holding 1. The reward for holding territory doesn't exponentially increase as you expand.
Quote:3 Resources/isk should be utilize active mechanics when possible You don't seem to back this requirement up within your own suggestion, though...
Quote:4 The urge to fight/reward for fighting should out weigh benefits of blue donut fest I'm having to make an assumption about the "blue donut" thing, and based on context, I'm guessing that you're saying war in EVE isn't financially viable when you already hold territory. From the way DUST's Planetary Conquest model is described, that doesn't sound like it's going to be the case. And particularly while, in the early days, we're only going to be fighting across a single region of LowSec space. The number of Corps who want a slice of our battlefield will greatly outnumber the amount of districts over which we're going to be fighting.
Quote:5 The resource model needs to be random, dynamic, and include existing and new resources(must be reason for eve pilots to care about dust) THIS sounds like a better idea for future expansion than for an initial implementation of the system. |
Free Beers
Internal Error. Negative-Feedback
1264
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Posted - 2013.03.29 21:06:00 -
[19] - 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.
i have no interests in punishing corps for being large |
Buster Friently
Rosen Association
229
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Posted - 2013.03.29 21:10:00 -
[20] - Quote
Free Beers wrote: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.
i have no interests in punishing corps for being large
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. |
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steadyhand amarr
Imperfects Negative-Feedback
378
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Posted - 2013.03.29 21:20:00 -
[21] - Quote
i think a big factor that could help is making sure that All players get rewarded for taking part regardless what corp rules are in place. so auto payouts or something . know i think that's in their. but it would be nice to have a system set up for automated payouts (think RL wage) so that at the end of every week/month ever merc gets payout from the corp.
this would lead to active corps rather than zombies corps. and strongly push the mentality of players being mercs as they hop around corps looking for the best pay, this would then have a stuble effect of corps making sure they can afford their own players by taking part in PC.
my biggest gripe in both EvE and Dust at the moment is that i very very rarely get rewarded for joining a corp i normally spend most my time making sure the top 10% of players get to have the most fun. as it stands the only payout i have ever got from DUST is torny rewards Corp battles are a HUGE isk sink and thus no point what so ever taking part in them |
Baal Roo
Subdreddit Test Alliance Please Ignore
1031
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Posted - 2013.03.29 21:58:00 -
[22] - Quote
I don't think it's quite fair to say something is "broken" if it doesn't happen to work exactly the way YOU want it to work. Some of us actually enjoy the politics and metagame of managing larger groups and working together as large entities to rule over the less organized and less politically motivated. The idea that how a player interacts in New Eden isn't restricted by arbitrary game mechanics is one of it's main draws and what sets it apart.
So your guys are good at the shooting bits? That means you need to work to recruit guys who are good with the politics and metagame.
Just because You don't like those aspects doesn't mean that others don't find them "fun" and doesn't mean the game should be sculpted in a way that only benefits players who want forced restrictions to slow down the corps who actually have their **** together. If you're a small corp and that is holding back your ability to get things accomplished, then you need to up your game and grow your corp.
If you don't want to wade through the politics and the metagame, I fear you are playing the wrong game.
I do, on the other hand, agree that there needs to be incentives for even the largest corps to stay in the fight and keep waging war.
I assure you, Subdreddit (and the Dust 514 arm of TEST in general) will not be sitting on our hands, we're gonna be shooting people in the face. |
Gunner Visari
Crux Special Tasks Group Gallente Federation
163
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Posted - 2013.03.29 22:24:00 -
[23] - Quote
Baal Roo wrote:I don't think it's quite fair to say something is "broken" if it doesn't happen to work exactly the way YOU want it to work. Some of us actually enjoy the politics and metagame of managing larger groups and working together as large entities to rule over the less organized and less politically motivated. The idea that how a player interacts in New Eden isn't restricted by arbitrary game mechanics is one of it's main draws and what sets it apart.
So your guys are good at the shooting bits? That means you need to work to recruit guys who are good with the politics and metagame.
Just because You don't like those aspects doesn't mean that others don't find them "fun" and doesn't mean the game should be sculpted in a way that only benefits players who want forced restrictions to slow down the corps who actually have their **** together. If you're a small corp and that is holding back your ability to get things accomplished, then you need to up your game and grow your corp.
If you don't want to wade through the politics and the metagame, I fear you are playing the wrong game.
I do, on the other hand, agree that there needs to be incentives for even the largest corps to stay in the fight and keep waging war.
I assure you, Subdreddit (and the Dust 514 arm of TEST in general) will not be sitting on our hands, we're gonna be shooting people in the face.
I think the overall point was that a system that promotes a natural homeostasis by way of creating large player alliances to a point where the financial costs of war outweigh the benefits(however boring) of peace(tentative ceasefire) that leads to a stasis of conflict is "broken"
More so nothing here i see limits metagame or politics, as large institutions can still control large regions with the logistical and political aspect needed to accomplish without shielding them from the prospect of war because of the lucrative nature of the territory such large institutions hold. Additionally the system allows for mercenaries to truly be mercs(a focal RP element of Dust) that would otherwise be diminished again because there will be no profit in it.
War are not strictly about political power, that is one aspect of it. War is also about resources, if there is no desire or no incentive to obtain those resources no one will move and what should be a factor in that decision is the troops needed to commit that effort should be a variable, as that variable can be used to leverage a mercenaries fees if efficiency in district capturing can tip the balance of that equation to warrant attacks.
Why would you want to restrict a system that gives consideration to all play styles?
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Free Beers
Internal Error. Negative-Feedback
1266
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Posted - 2013.03.29 22:28:00 -
[24] - Quote
Baal Roo wrote:I don't think it's quite fair to say something is "broken" if it doesn't happen to work exactly the way YOU want it to work. Some of us actually enjoy the politics and metagame of managing larger groups and working together as large entities to rule over the less organized and less politically motivated. The idea that how a player interacts in New Eden isn't restricted by arbitrary game mechanics is one of it's main draws and what sets it apart.
So your guys are good at the shooting bits? That means you need to work to recruit guys who are good with the politics and metagame.
Just because You don't like those aspects doesn't mean that others don't find them "fun" and doesn't mean the game should be sculpted in a way that only benefits players who want forced restrictions to slow down the corps who actually have their **** together. If you're a small corp and that is holding back your ability to get things accomplished, then you need to up your game and grow your corp.
If you don't want to wade through the politics and the metagame, I fear you are playing the wrong game.
I do, on the other hand, agree that there needs to be incentives for even the largest corps to stay in the fight and keep waging war.
I assure you, Subdreddit (and the Dust 514 arm of TEST in general) will not be sitting on our hands, we're gonna be shooting people in the face.
I'll forgive your ignorance as to the motivation for my concept. The Negative-Feedback alliance is employeed by Goons (as if anyone didn't know by now). So we have all the meta game, isk, politics, zerg force, and most importantly propaganda that we will ever need.
I have been in nullsec a long time and understand the mechanics of it way more then I ever wanted too. At the same time I have been a competative fps player on and off for about 15 years. I am just trying to find a way to bring the best parts of both together. If you actually read my idea it's a merc-centric design where effort and activity of mercs is rewardard. I dont want size to be a benefit or negative since the average fps clan/group/organization tends to be smaller.
Test picks up PRO while goons picked up IMPS. All that time on our couch and you didn't learn anything did you? SMH |
Baal Roo
Subdreddit Test Alliance Please Ignore
1032
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Posted - 2013.03.29 22:32:00 -
[25] - Quote
Free Beers wrote:Baal Roo wrote:I don't think it's quite fair to say something is "broken" if it doesn't happen to work exactly the way YOU want it to work. Some of us actually enjoy the politics and metagame of managing larger groups and working together as large entities to rule over the less organized and less politically motivated. The idea that how a player interacts in New Eden isn't restricted by arbitrary game mechanics is one of it's main draws and what sets it apart.
So your guys are good at the shooting bits? That means you need to work to recruit guys who are good with the politics and metagame.
Just because You don't like those aspects doesn't mean that others don't find them "fun" and doesn't mean the game should be sculpted in a way that only benefits players who want forced restrictions to slow down the corps who actually have their **** together. If you're a small corp and that is holding back your ability to get things accomplished, then you need to up your game and grow your corp.
If you don't want to wade through the politics and the metagame, I fear you are playing the wrong game.
I do, on the other hand, agree that there needs to be incentives for even the largest corps to stay in the fight and keep waging war.
I assure you, Subdreddit (and the Dust 514 arm of TEST in general) will not be sitting on our hands, we're gonna be shooting people in the face. I'll forgive your ignorance as to the motivation for my concept. The Negative-Feedback alliance is employeed by Goons (as if anyone didn't know by now). So we have all the meta game, isk, politics, zerg force, and most importantly propaganda that we will ever need. I have been in nullsec a long time and understand the mechanics of it way more then I ever wanted too. At the same time I have been a competative fps player on and off for about 15 years. I am just trying to find a way to bring the best parts of both together. If you actually read my idea it's a merc-centric design where effort and activity of mercs is rewardard. I dont want size to be a benefit or negative since the average fps clan/group/organization tends to be smaller. Test picks up PRO while goons picked up IMPS. All that time on our couch and you didn't learn anything did you? SMH
I get your point, I was simply trying to provide a counterpoint that didn't seem to have been addressed yet in the thread. It was looking a bit circlejerky.
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Buster Friently
Rosen Association
230
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Posted - 2013.03.29 22:44:00 -
[26] - Quote
Baal Roo wrote:
Just because You don't like those aspects doesn't mean that others don't find them "fun" and doesn't mean the game should be sculpted in a way that only benefits players who want forced restrictions to slow down the corps who actually have their **** together. If you're a small corp and that is holding back your ability to get things accomplished, then you need to up your game and grow your corp.
If you don't want to wade through the politics and the metagame, I fear you are playing the wrong game.
I'm going to jump in here again, and mention that you've sorta contradicted yourself here. I am in a small corp. No, I don't want to be in a large corp. Currently, nullsec in Eve has very little room for a corp like mine, which means that when you say "...doesn't mean the game should be sculpted in a way that only benefits players...", currently Eve in nullsec very much benefits mostly those players of very large corps/alliances. I don't have a problem with that BTW, other than to say that it'd be nice if there was a little more room in Eve (and maybe Dust) for us little corps to hide.
But, telling another player to not suggest crafting the game to better suit them, is kinda saying that you want the game crafted to make your playstyle dominant.
There should be a middle ground. |
Free Beers
Internal Error. Negative-Feedback
1266
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Posted - 2013.03.29 22:45:00 -
[27] - Quote
Baal Roo wrote: I get your point, I was simply trying to provide a counterpoint that didn't seem to have been addressed yet in the thread. It was looking a bit circlejerky.
I tried to be as general as possible(and wanted to fit it all in one post). I want people to ask questions, offer up further ideas, and try to break it.
I am really focused on the mechanics and motivation of players to do x,y,z. At the same time leave the meta game intact.
There are still inherent benefits to being a large corp and owning 10 districts vs a small corp owning 1. You can make 10x isk (generally speaking) and have a wider array of resources to farm. You could easily bash on a corp with only 1 district endlessly and still make isk over all even if you lose over and over again.
I view my alliance/goons coalition as a big group in dust. We have no issues in putting forth effort to maintain what we will have in an active manner. The idea of sitting on passive resources is so EvE 2009 |
Yay Adski
Imperfects Negative-Feedback
160
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Posted - 2013.03.29 22:46:00 -
[28] - Quote
Blue donut= boring. I don't know about you guys but the whole idea of being mercs for hire/taking planets is what appealed to me most about this game. Take away all the raping and pillaging and you have a mediocre fps. |
Free Beers
Internal Error. Negative-Feedback
1268
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Posted - 2013.03.29 22:54:00 -
[29] - Quote
Buster Friently wrote:
I'm going to jump in here again, and mention that you've sorta contradicted yourself here. I am in a small corp. No, I don't want to be in a large corp. Currently, nullsec in Eve has very little room for a corp like mine, which means that when you say "...doesn't mean the game should be sculpted in a way that only benefits players...", currently Eve in nullsec very much benefits mostly those players of very large corps/alliances. I don't have a problem with that BTW, other than to say that it'd be nice if there was a little more room in Eve (and maybe Dust) for us little corps to hide.
But, telling another player to not suggest crafting the game to better suit them, is kinda saying that you want the game crafted to make your playstyle dominant.
There should be a middle ground.
This is what i care about ^^^^^^^^^^^^^^
Even if ccp changes nullsec to farm and fields where pilots reap rewards for effort and activity it would takes years upon years for power blocks to burn through their isk (if thats even possible)
I dont want a situation created in dust where the big power block (which i am a part of) take control and get rich like no other. We will cause inflation in the aurum secondary market and roll with balacs in pub matches for fun.
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Mavado V Noriega
SyNergy Gaming
2605
|
Posted - 2013.03.30 01:04:00 -
[30] - Quote
Free Beers wrote:Baal Roo wrote:I don't think it's quite fair to say something is "broken" if it doesn't happen to work exactly the way YOU want it to work. Some of us actually enjoy the politics and metagame of managing larger groups and working together as large entities to rule over the less organized and less politically motivated. The idea that how a player interacts in New Eden isn't restricted by arbitrary game mechanics is one of it's main draws and what sets it apart.
So your guys are good at the shooting bits? That means you need to work to recruit guys who are good with the politics and metagame.
Just because You don't like those aspects doesn't mean that others don't find them "fun" and doesn't mean the game should be sculpted in a way that only benefits players who want forced restrictions to slow down the corps who actually have their **** together. If you're a small corp and that is holding back your ability to get things accomplished, then you need to up your game and grow your corp.
If you don't want to wade through the politics and the metagame, I fear you are playing the wrong game.
I do, on the other hand, agree that there needs to be incentives for even the largest corps to stay in the fight and keep waging war.
I assure you, Subdreddit (and the Dust 514 arm of TEST in general) will not be sitting on our hands, we're gonna be shooting people in the face. I'll forgive your ignorance as to the motivation for my concept. The Negative-Feedback alliance is employeed by Goons (as if anyone didn't know by now). So we have all the meta game, isk, politics, zerg force, and most importantly propaganda that we will ever need.I have been in nullsec a long time and understand the mechanics of it way more then I ever wanted too. At the same time I have been a competative fps player on and off for about 15 years. I am just trying to find a way to bring the best parts of both together. If you actually read my idea it's a merc-centric design where effort and activity of mercs is rewardard. I dont want size to be a benefit or negative since the average fps clan/group/organization tends to be smaller. Test picks up PRO while goons picked up IMPS. All that time on our couch and you didn't learn anything did you? SMH
NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! but ya pretty obv tbqh. shame tho, all that talk protoman did about "teaching" them a lesson and stompin them and now ur workin for them. so what if u got all the ISK, propaganda, politics etc? what fun is that if there is no one to stand against u? what fun is that knowing ur already on the "winning" team?
this is where me and most ppl in fps games tend to differ, i tend to take the difficult path trying to form something from scratch and work my way up through hard work and dedication. Most others dont which saddens me
idk maybe im just different but being #1 for me is boring yet its always a goal i aim for yet i never reach it so motivation to keep goin and gettin better never dies out. I still <3 u beers are we still being neighbours?
OT: i agree with beers to a point. in EVERY FPS not named lolMAG clans are usually alot smaller grps of around 20-30 ppl tops if so much. My clan was around 20 or so when we joined DUST and had to grow alot and tbqh i dont want a big zerg grp i like to know my players and build tight knit units that have fun in the game and outside as well as play other games together
forcing ppl to become zergs just to compete in a game and platform where u dont see large organisations happening is not a smart move on CCP part. Same reason why the game modes cant be 257v257 like the MAGGOTS want because ur not gonna hav a community or grps that large to field 100+ online at the same time. |
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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.
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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.
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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! |
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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.
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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.
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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
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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
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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
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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
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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
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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
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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 |
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Free Beers
Internal Error. Negative-Feedback
1285
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Posted - 2013.04.01 19:13:00 -
[61] - Quote
/me will wait patiently till ccp returns from holiday |
Buster Friently
Rosen Association
244
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Posted - 2013.04.02 00:01:00 -
[62] - Quote
Rasatsu wrote: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.
I covered this in my first post on the subject. you are correct...to a point. There is an organizational and logistical cost to metagaming and splitting up the alliances to subvert the "large alliance space holding tax" idea. Additionally, because the alliances themselves will have to be split up, there will be less centralized control, and more room for espionage/backstabbing/betrayal etc, because the game engine won't be forcing the command hierarchy all the way down.
This will still lead to more "churn" at the nullsec level, and help to reduce the effectiveness of the blue donut phenomena.
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Free Beers
Internal Error. Negative-Feedback
1285
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Posted - 2013.04.02 00:20:00 -
[63] - Quote
@ buster & Rasatsu
just wanted to jump again. I am trying to avoid the size of corps/alliance/coalitions all together. A district requres x amount of effort and activity to maintain/defend it and y amount to farm isk to max/isk.
what you do is reward activity not reward size.
If a 30 man corp had 3 districts and staggers the reinforce timer they will have enough players to defend. If they are super active they can make a lot of isk in those 3 districts.
Now if a corp of 300 has 10 districts the dynamics of management change but not the effort involved. You can get by with a lower percent of players active. The effort of the individual merc may vary and this is the benefit of the larger corp. Owning 10 districts creates more overall risk, but at the same time the reward for active mercs and smart corp is greater then just owning 3 districts.
so no mechanics are needed to limit size (they would be circumvented anyways).
in the end if there is a corp of 1000 mercs that have 100 districts. Thats a lot of work and management. If they can pull it of the more power to them. No effing way I would ever want to be apart of someting that big.
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Free Beers
Internal Error. Negative-Feedback
1285
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Posted - 2013.04.02 00:33:00 -
[64] - Quote
updated addition resistance fund Idea to allow third parties to donate to it. IE similar to eve bounty system
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Telcontar Dunedain
Imperfects Negative-Feedback
365
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Posted - 2013.04.02 00:55:00 -
[65] - Quote
This idea is less **** then CCP's current PC plan. |
Nova Knife
Seituoda Taskforce Command Caldari State
831
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Posted - 2013.04.02 19:06:00 -
[66] - Quote
Reserved |
Nova Knife
Seituoda Taskforce Command Caldari State
831
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Posted - 2013.04.02 19:06:00 -
[67] - Quote
Reserved |
Nova Knife
Seituoda Taskforce Command Caldari State
831
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Posted - 2013.04.02 19:14:00 -
[68] - Quote
Reserved, regarding the 'upgrading' of SI and conflict |
Beren Hurin
OMNI Endeavors O.M.N.I. Initiative
321
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Posted - 2013.04.03 14:11:00 -
[69] - Quote
So, Beers, lets say the Imperfects control the best planet in highsect space and it has 8 districts on it. They have had it for a while so their security status is maxxed out...
How would describe the ideal scenario for the 'newer but superior' smaller corp to be able to wage battle against this bastion planet?
I ask the question, because I'm not clear here about who gets the benefits of the district while it is contested? While it is occupied...do the occupiers get any economic resources? Or do the previous owners somehow get reinforcements...? What would 'fuel' the grind to take it back over if noone gets anything?
F response: I see this as possibly creating an environment that encourages farming 'reds'. Ideally under it, you'd figure out a way to find an economic equilibrium with war against some aggressor in an RvB style perpetuated environment. Any rewards from this system should only come at the net-cost to the whole system, otherwise it is farmable. I.e. 200 mill isk in resources must be spent to get back 20 mill in officer gear
A response: You say the 'higher the security status the better of a cause for a corp to attack a district with it'. I like the premise here, but how does a corp with no territory get this status if they don't have territory? Your assumption is that this system is great because it incentivises people to go look for other territories and attack, and hold that area. But once you have all of the territory that favors your alignments...then what? Also, I'd look into making these alignments correspond with bloodlines, possibly, rather than whole factions. |
Beren Hurin
OMNI Endeavors O.M.N.I. Initiative
321
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Posted - 2013.04.03 14:17:00 -
[70] - Quote
I initially didn't read the decimals right and assumed that it might be possible to trade/flip districts and share the passive income by maintaining simultaneous high standings. Now its clear this isn't possible. Therefore it appears that districts can be under control of a different group than those people it is giving passive income to...for about a day at least? |
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Beren Hurin
OMNI Endeavors O.M.N.I. Initiative
321
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Posted - 2013.04.03 15:50:00 -
[71] - Quote
So here's a practical example of your idea + my bloodlines idea...tell me if I'm using your conditions incorrectly.
The Negative Feedback Alliance has managed to take 4 planets in the Sinq Liason region accounting for 10 different districts spread among them. They have controlled 2 planets in each of the pockets of the lowsec regions and have designated the Imperfects as the Executors of the Aeman planets while Internal Error are the executors of Lermireve and Allipes planets.
The Imperfects have an easier time with the local demographics as they must only manage a harmonious combination of mostly Gallente (65%), Intaki (10%), Jin Mei (13%), and some Brutor (12%) refugees from nearby FW in Metropolis. The Imperfects easy to maintain relationship with the locals means that their Security Index growth rate is at 1.5x normal growth rate.
The Internal Error's planets are harder to maintain positive relations with,since local bloodlines are often at odds. Their total planet's relations include Gallente (32%), Intaki (19%), Jin Mei (14%), some Civire (8%) businessmen, and some liberated Khanid (22%) , and some Ni-Kunni (5%) artisans. This difficult demographic situation means that Internal Error's Security Index is much more stunted at .5x the normal growth rate (on average, different for each district).
A newly created corp (Blue Fluffy Bounty Hunterz-[BFBHz]) of only 16 members has found alignment with the Civire to come fairly easy as they have been pretty successful fighting for Caldari districts in FW and have friends farming drones in lowsec Citadel systems. The mainly Civire populated District 3, in Internal Error's Allipes IV, is the district responsible for the majority of Civire on all of Internal Error's districts. It is also currently only at a Security index of .45 for Internal Error, as their poor standings have meant security status for the district grows extremely slowly.
BFBHz has an alignment of +7.5 with Civire while IE only has a +.8. If BFBHz could take Allipes IV-District 3, it could get max status in only 3 days and possibly establish a beachead to overthrow Internal Error off the planet. However, costly reinforcements flown in from the established nearby system and surrounding districts will make the fight difficult. But the payoff for the district could be greater for BFBHz than IE if they could get roots their, as IE hadn't even begun to collect the passive benefits from the district.
After 185 million isk worth of total losses, 45 regained in salvage, and 450 lost clones between both sides, BFBHz has taken Allipes IV, District 3. I.E. is too battered to launch another counter attack for at least 48 hours. Due to the demographics of district 3 being so stacked against I.E. they realize how little benefit there is to trying to immediately take back the district. After all, BFBHz is unlikely to mount an attack against any other Allipes IV district as intel shows their Gallente relationships are quite aweful, which would mean no passive income for them for at least a week or two.
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Maximus Stryker
Villore Sec Ops Gallente Federation
401
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Posted - 2013.04.03 16:28:00 -
[72] - Quote
Free Beers wrote:Update-
New mechanic "resistance fund": There are always parts of the civilian population that loathe the merc group that is in charge of the district. There could be a group of district manage skills to lessen the impact of this
-purpose is to increase the value of the district over the long term to make it too good to pass up
- resistance factor *A small percent of resrouces are siphoned from the merc corp in charge. Its stored indefinitely untill a new corp has taken over the district with a .60 sec status
thoughts?
Update: Per Brilliant effing Idea by Mith in IRC
The resistance fund can have isk put into it by other hostile actors (corps/mercs/pilots). Also its similar to the bounty system in eve. This is absolutely beautiful meta game idea. ---------------------- really like...
Essentially, take 5% / 7% / 10% from the profit (per day they are in control) that a corporation makes on a district and store it in a "takeover fund" so that whomever comes in and takes over the district will be rewarded with this "takeover fund".
This will provide incentive to attack, especially when these funds get to be really large numbers...
To me (a novice) this seems like it would be a "quicker" solution and would not take as many man hours to program as some of the loftier ideas shared thus far... |
Beren Hurin
OMNI Endeavors O.M.N.I. Initiative
322
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Posted - 2013.04.03 16:32:00 -
[73] - Quote
Maximus Stryker wrote:Free Beers wrote:Update-
New mechanic "resistance fund": There are always parts of the civilian population that loathe the merc group that is in charge of the district. There could be a group of district manage skills to lessen the impact of this
-purpose is to increase the value of the district over the long term to make it too good to pass up
- resistance factor *A small percent of resrouces are siphoned from the merc corp in charge. Its stored indefinitely untill a new corp has taken over the district with a .60 sec status
thoughts?
Update: Per Brilliant effing Idea by Mith in IRC
The resistance fund can have isk put into it by other hostile actors (corps/mercs/pilots). Also its similar to the bounty system in eve. This is absolutely beautiful meta game idea. ---------------------- really like... Essentially, take 5% / 7% / 10% from the profit (per day they are in control) that a corporation makes on a district and store it in a "takeover fund" so that whomever comes in and takes over the district will be rewarded with this "takeover fund". This will provide incentive to attack, especially when these funds get to be really large numbers... To me (a novice) this seems like it would be a "quicker" solution and would not take as many man hours to program as some of the loftier ideas shared thus far...
Once this fund gets much larger than any possible cost of loss, what stops a friendly alt corp from just attacking solely to get the profits? |
Maximus Stryker
Villore Sec Ops Gallente Federation
401
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Posted - 2013.04.03 16:46:00 -
[74] - Quote
Because it is going to mean losing your district. In a one-off scenario, I agree, this is very exploitable.
However, I am thinking/hoping that if EVERYONE has this going on (and most corps will have multiple districts) and districts keep changing, that will leave them vulnerable to rival corps.
If you are in the midst of swapping out for profits with an friendly/alt corp and a rival corp sees this, would that not create a good time to attack the alt corp which may not have as many members from the true corp and thus be more vulnerable to attack.
I just think that have this little incentive and keeping things constantly changing (even if friendly changes some/most of the time) will allow for more conflict and less stagnant PC. |
The Robot Devil
BetaMax. CRONOS.
61
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Posted - 2013.04.03 16:52:00 -
[75] - Quote
trollsroyce wrote:Excellent line of thought and something CCP should bring up whenever wormhole dust is considered. You are absolutely spot on about the scaling issues here. In EVE, you need the ability to defend in central large fights where the capital numbers escalate such that alliances can be crushed. If you have that power you can take as much space as you dare, the risk is that competition teams up on you if you over expand.
The mechanics you describe sound meaningful, they resemble wormhole space. Nullsec is a war of identity, alliances making a name for themselves and players gaining recognition and power by their efforts. Wormholes are about holding as big a fortress as you can farm, and the cultivation takes time but rewards are in personal wealth.
Thus, CCP save this draft for the future. PC works with current mechanics because it's a game of power and alliances. Wormhole PC could use this kind of personal reward mechanic.
Do you live in WH space?
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Free Beers
Internal Error. Negative-Feedback
1306
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Posted - 2013.04.03 18:03:00 -
[76] - Quote
Beren i am working on a real scenario to answer you questions. |
Goric Rumis
Amarr Templars Amarr Empire
136
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Posted - 2013.04.03 18:39:00 -
[77] - Quote
I didn't read all the responses, so maybe someone has addressed this.
The opposite problem is that, if you make it more profitable to attack than to hold, you will end up with corps farming other corps rather than trying to take territory. So they'll be careful to ensure they never take a district so they don't shut off the low-maintenance supply of goods and ISK from raiding. What we need is a system that presents enough different kinds of incentives for different people that it encourages every mode of playing.
I like the idea of instituting a kind of feudal system in the districts, where the CEO can appoint district managers for each district, and can also give players land within each district, so that you end up with a substantial number of players having their own land.
From the perspective of an attacker, this means not just a superficial incentive for the entire corp, but pressure from individual players to take territory. If a corp has few enough members that everyone has their own piece of land, there's not going to be a lot of upward pressure to take more territory. But if you're a larger corp and have 50 players with some legitimate claim to a piece of land, you're going to get a lot of pressure to expand so these players can have their own land.
Once you have land, it would confer special benefits on those players that own it, whether it's a steady income of ISK or some kind of special resource. Then you'd have a land management mini-game that allows you to enhance your land, so you become invested in the place where you "live." This means when someone comes to attack your land you have a personal reason to defend it. Meanwhile, the people attacking have a personal interest in taking the land--they want territory of their own.
Part of this mini-game could be managing the "resistance" mentioned in the second post, so that the resistance level of the local populace is itself a sort of battle.
This would help to alleviate the problem of allied corps attacking one another, because individual players aren't going to want to give up their territory.
This would involve substantially more development than some of the other options presented, but I think it would be both a solution to many of the problems discussed here, and a great addition to the gameplay. |
Beren Hurin
OMNI Endeavors O.M.N.I. Initiative
323
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Posted - 2013.04.03 18:58:00 -
[78] - Quote
Free Beers wrote:Beren i am working on a real scenario to answer you questions.
That's not quick enough Free Beers! I'm declaring your scenario as sad right now. I'm already disappointed. Its broken and you need to fix it, you should feel bad.
Just kidding...no but really...I'm waiting.... I will carefully read it and analyze it as a bitter Eve carebear who completely understands the minds of elite FPS players... |
Free Beers
Internal Error. Negative-Feedback
1310
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Posted - 2013.04.03 20:21:00 -
[79] - Quote
for the record i am not an elite pvper. I would actually consider myself about average for fps games (lots of bad dust players make me look good)
I am competative gamer but i was always with small groups that had to work their ass off to be good at stuff. I am trying to protect them because they will out weigh the elite pvpers by 100 to 1.
almost done, forum pvp is keeping me preoccupied |
The Robot Devil
BetaMax. CRONOS.
63
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Posted - 2013.04.04 03:46:00 -
[80] - Quote
What ever kind of mechanism is used to prevent stagnation and pull in and keep players is fine by me. I don't care if it is kind of broken. Fixing the problems is part of the fun. |
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VEXation Gunn
Imperfects Negative-Feedback
264
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Posted - 2013.06.13 18:50:00 -
[81] - Quote
So how about we revisit this now that it took less than a month for most to realize that PC is bad (even if some of you nerds asked for it) |
Baal Roo
Subdreddit Test Alliance Please Ignore
1585
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Posted - 2013.06.13 20:09:00 -
[82] - Quote
VEXation Gunn wrote:So how about we revisit this now that it took less than a month for most to realize that PC is bad (even if some of you nerds asked for it)
Unfortunately, most of the problems with PC revolve around the fact that the memory leaks and poor optimizations make it unplayable. My own corp played only 2 or 3 matches before basically deciding "well, maybe next build."
The only other real problem with it is there still is no good reason to actually hold a district. It's really just more trouble than it's worth. You don't get any real bonus on the Dust side, and you don't get any real bonus on the EVE side. It's simply a chore. |
VEXation Gunn
Imperfects Negative-Feedback
264
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Posted - 2013.06.13 20:22:00 -
[83] - Quote
baal I think ccp thought "ownership" was reward enough. In practice though there isn't much to it.
There are so many things that are broke about PC I don't think ccp can tweak enough to make a difference |
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