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Thread Statistics | Show CCP posts - 35 post(s) |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1271
|
Posted - 2013.04.05 14:15:00 -
[1] - Quote
I'll go into details later on but just one thing.
Having a district being locked when it's captured strikes me as very very odd and not very rewarding at all... A corp that manage to take a district from an enemy will hardly get the chance to set the time of battle to the time they wish as the former owner will take advantage of this 24h lock time to strike back at a time he knows suits him better.
So, you get a district, and you dont even have the luxury of defending it when you want ?
This wouldnt be a problem if we all lived in the same part of the world. But when members of a corp will invest more time than usual in Dust 514 to steal a district of interest and fight at a unusual time, they wont have the chance to change the time they will defend it when they manage to conquer it ? Even after spending millions of ISK worth of clones and fee of genolution clone transport ?
To be honest, i dont see the point in adding this. From the DB i understand it's to avoid corps taking a lot of district day one and switching their RT so massive time blocks are created instantly. This is all good and nice, but it will only work if people actually go and attack them. And with everything corps will have to do day one, there's a good chance that the first 24h will be pretty much fight free. And then, everyone will change its districts RT.
But so be it. maybe this is a good idea when taking an unoccupied district. But for districts taken after an actual fight, i would have gone the opposite way and give the new owner a 24h free of fight period during which he could set RT peacefully. That sounds like the LEAST you should get from successfully assaulting a district.
This has only one goal : Create and permanent war and flipping of districts. On the paper it sounds nice. But it may very well kill the persistence. As if you dont have a chance to hold one to what you own, then it's not persistence. it's just glorified corp battles with no meaning. Taking that district, losing it again, taking the other losing. Losing another one coz even when defending successfully, you end getting screwed.
Not liking this even a bit.
Rest of the changes, i already discussed. the change to clone generation is close to the 75 we were all already working on and wont change anything to the wear off effect of attackers on defenders. And wont rescue defenders when winning. So overall, PC becomes a "Go,dont think, attack" and then a "uh ? dont think. strike back" mode.
It will become an ISK sink. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1271
|
Posted - 2013.04.05 14:47:00 -
[2] - Quote
so nobody else is bothered by the : You win, you're stuck. Nobody else thinks inter-region fights are gonna be discouraged by the offered "Counter Attack Day" due to the lock after a district is taken ?
Taking a district should prompt the corp with a "'congrats ! you took the district. So, what RT would you like ?" |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1273
|
Posted - 2013.04.05 18:06:00 -
[3] - Quote
Okay, gonna add my point regarding the cost of the genolution packs and the debate between big corps\small corps.
I see some small corps talking about wanting to get into PC and have a small niche. But this is NOT an option with the current mecanics of PC. Simple math shows that if you have only one district and intend to defend it while not trying to expand, you wont last for long.
The first ennemy corp that will try to take your district will end up depleting your clones pretty quickly. Even if you manage to defend succesfully, winning less than 2 out of 3 games will in the end be the end of you.
Personnaly, that's the part that bothers me the most. Defenders suffer a lot more from a lost game than the attacker. This is just about clone counts, not about ISK.
To play PC with the current settings, you have to be able to attack enough so that no one gets a chance to take the initiative of attacking you. You will have to harass potential enemy so they dont get the crazy idea of striking back. Trying to hold a defensive position wont work.
This is all linked to the ultimate fear of FoxFour that PC ends up being a nap fest. I get it even though i disagree with the method. I fear ISK reward wont be enough (especially with no trading for loot) to justify attacking just for the money. (movement cost, fit cost, not selling clones but using them to fight, etc..)
In the end, it wont matter as this will be the first iteration and there's just no way to get it right before it actually starts. Bottom line, if you think of PC as a place where you could get your small piece of land and live happily ever after just holding it, you're wrong and shouldnt try your luck. It is absolutely NO surprise that a corp would need to be of a decent size to hope holding a district in PC. In EVE, you wont go and hold 0.0 with 4 pals. And even though this isnt 0.0, it is still player owned territories.
Now, going back to the "locking conquered district" thing.
Kerosini wrote:I have different opinion on those things. The state of newly captured district being locked is a good good thing.
It adds the element of caring how well I win that final capture battle, instead of 'if I get it no matter how bloody my new district is instantly easy to defend'.
Sure, it adds more fighting. But that's not bad, is it? Worse for the game would be that it would make sense to attack under very specific conditions.
Clones aint the problem here. But even then, if you win a district and it's locked. You'll at least get 2 RT before a fight actually happens. If you had just 50 clones left, that means 210 when first fight starts. 250 with a PF on the district. So see, not much to worry about here. Just send 200 clones for last attack and it will more then likely be well enough. Especially as you could face quite often a very low clone count on last battle. So, the clone management point is irrelevant imo.(See all my previous math in various PC topics about clone count evolution for a defender in various succession of Win and Loss)
No, the real problem here is about the feeling of ownership. What is the main perk of defending. Worst, the ONLY perk of defending ? It's picking more or less when you will fight. With this insta-lock, it means the LOSER can strike back immediatly and fight at the time HE wants as he would be the one who set the RT.
This isnt a problem if you only attack district with a RT you like. But what are the odds the districts of interest all with a RT you like ? Low.
So, say you manage to find some players willing to be present at the time required to get that target district, and then win it. Why shouldnt you instantly get your perk of deciding when you would like to fight if the corp decide to strike back ? Or if anyone else decides to attack that district you just got ? How long would those willing players of yours be able to keep being here to defend ?
Nullarbor said it is to prevent people flipping a district and insta change RT to "Obscure TimeZones". Which i didnt get as someone's obscure timezone is someone's ideal one. And as long as you own, you should decide. The point of preventing Day one massive flipping of RT is also very weak imo. We all know most districts taken day one wont be attacked until a few days. So the 24h lock will just be a delay before seeing a massive RT change. Among which there will be obscure TZ for me and others.
God, one shard universe or what ?
My point is : winner takes it all. No reason he should be limited in what he wants to do with HIS district. And as i already said : It should be the opposite. a freshly taken district shouldnt be able to be attacked for 24H.
Finally, i red post from Devs saying "Raiding should be cool". Raiding a district... taking a district, then insta-selling all clones scorch earth style. isnt that ultimate raiding ? This locking stuff shuts down many possibilities. We'll see how boring it will be to just see districts flip and flip again. Killing all the persistence and ownership feeling. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1275
|
Posted - 2013.04.06 01:05:00 -
[4] - Quote
CCP Nullarbor wrote:The owner of the district can change the reinforce at any time, provided the district is not locked. The change we are making is that after capturing a district either through the initial deployment or an attack, the district will be locked for the first 24 hours.
Some may think i'm stuck on this. (i kinda am). But this doesnt feel right and opens a huge breach for insta counter attack that could pretty much ruin any will to conquer new districts.
What is the goal of conquest ? Making more money through an expanded clone production.
If mecanics tend to favor neverending battles on a district, it just doesnt generate any ISK in the end. Only perk of the locking is to avoid a corp using a geno pack, then moving 199 clones to another, then 198, then 197 etc... on day one. I also can understand the will to avoid people fully stacking a new district and changing SI as soon as they get it. I dont see why this would be a problem though.
But the RT ? not really an issue as its a main component in PC. Even better, it's a needed mecanism to insure PC can actually work without players going crazy. Limiting its access when first getting a district is a non-sense to me. You should be able to change it prior to anything else happening. As in the end, there will always be good and bad RTs depending on where you are on earth. And one rule prevails: defenders pick the overall time of the fight.
Also, I'd be curious to know more about the random seeding of districts. Will it be fully random ? like you can find a planet with default RT set at 1-2 , 12-13, 17-18 and 21-22 ? Or will there be some kind of "group logic" with nearby districts all having kinda the same RT ?
If on day one you're kinda compelled to take 4 districts in 4 different system just because random RT are screwed up and you can't change it, it wont be pleasant.
By the way, default max clone storage per district remained unchanged despite the minimal clone loss being raised, did you guys thought about raising it ? And why didnt you ? Out of curiosity. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1282
|
Posted - 2013.04.09 07:55:00 -
[5] - Quote
Orion Decline wrote:
Also, I forgot to mention in my first post, but when capturing a district, there should be an immediate "change RT" option, because otherwise newcomers will be forced into places they don't want just to get an easily-managed RT, or Corps that try to work outside their usual available hours for an attack will get their district locked into an RT they can't handle long-term.
I don't think it's reasonable to use the RT mechanic as a limiting factor, because there are smaller regions with less-populated timezones which would be essentially excluded from most of the PC map simply by not having the numbers in their REGION, even if the Corp is sufficiently dedicated and capable. Australia (and to a lesser extent, New Zealand) is already getting forced out of their gaming primetime because of the inability to set RT straight after downtime. This would severely widen the area around this region of the world where the RT system is unfair. Districts will quickly gravitate towards having RTs that suit either US or EU players, and anyone who doesn't fit into those timezones will be unable to secure any districts they capture because they can't sustain the off-time play while under repeated attack from the Corps who want to keep the RT where it is.
i agree with you on the RT as i said many times already since they announced the lock of newly acquired districts.
Now, to get back at the small corp debate...
What you guys are missing here is that entering PC to hold one district is not sustainable. I'm not saying it shouldnt be, i'm just saying it's not as the current numbers make attacking repeatedly a big advantage compared to a defender trying to hold that one bit of land.
An attacker winning one game will have a way deeper impact on the clone count of the defenders than a defender managing to repel the attacker.
Here are a post with some old math that are still valid (only thing changed is the 75->80 clone generation rate)
Quote:More than ever, defenders wont stand a chance against an attacker. the result of a draw game will be A LOT MORE in favor of the attacker than the defender. Why ?
Arrow Attacker when losing a fight will STILL generate clones on its base district Arrow Attacker will NEVER see any clone being stolen as the current game mode CANNOT justify sending more than 150 clones in a fight. So, defenders will NEVER still anythin. Arrow Attacker will instead ALWAYS steal clone when winning as it's based on the district clone production output.
Bottomline => bad idea.
Example :
I'll use default districts, equipped with a Prod Facility. So clone count 300 on both. Clone Gen is 100 per RT. A is Attacker. D is Defender
ArrowLet's skip directly to first battle day. (So notice send day-2)
A attacks with 150 clones.As attacking clone movement is done instantly the day the notice is sent, its district has refilled in the mean time. so both districts have 300 Clones in stock when fight starts A wins through MCC destruction. A Loses 100 clones D loses minimal clone loss. A gets 50 remaining + 50 from defenders PF going back to district. Sold => 10 Millions Pure profit A uses dibs hour to attack again with 150 clones. They move instantly.
Clone count after first battle : A= 150 D=150
Arrow Second fight
A gets Reinforcement D gets none. Clone count before battle : A=300 D=150 Defenders wins through MCC destruction or clone depletion (doesnt matter tbh). D Loses 100 clones. Attackers loses all clones. Defenders get jack clones.
A uses dibs hour and attacks again with 150 clones (why bother with more). Clone count after 2nd battle and 3rd attack set : A= 150 D=50
Arrow Third fight
A and D gets reinforcement Clone count : A= 250 D=150 (1 Victory on both sides though). D wins again. same conditions. A attacks again with 150 clones.
Clone count after 3rd battle and 4th attack set : A = 50 D= 50
Arrow Fourth Fight A and D gets reinforcements Clone count : A=150 D= 150 A wins the fight and loses 100 clones. D loses district no matter clone depletion or MCC.
Why ? When defender managed to win 2 fights ? And the defender 2 fights ? It's a draw and yet defender loses ? Imagine that for a corporation that manages to get ONE district in a few month. They spend maybe hundreds of millions to get a district with Geno Packs. They DONT HAVE any clone reinforcement each day and PAY for each attack. A very expensive price...
And then, when they got their ONLY district, they get stormed this way and WILL lose it no matter what. Even before having a chance to try and expand..... In my example, even if defenders had won the fourth game, it wouldnt be over. Attacker would just come back again. Maybe use a friendly district to cover for its low clone count after setting the attack. And even then he would still ALWAY have at least 150 clones to defend...
Attackers have WAY TOO much Clone advantages compared to defenders. A status quo on the battles on the ground should be in favor of the defender. Not the other way around. I agree this doesnt take attrition into account. But the whole point of attrition is to guarantee some kind of logic in the progression of the military campaign of the corps right ? So nobody would actually attack 4 jumps instead of securing a base allowing you to be closer to your real foe.
This stealing clone systems doesnt fix anything. I think it makes the disbalance even worse. PC is gonna be a permanent shifting of lands. Mark my words, you'd better be the one to attack and consider defending a waste of |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1285
|
Posted - 2013.04.09 13:29:00 -
[6] - Quote
vmlinuz78 wrote:I would add something too.
Opening ISK between Eve and Dust, and also think the way Dust Merc corp only could apply Alliances. (see my related post 679776#) sorry I cannot add http link.
My thought is that way could help smaller corp to handle PC.
Regards ++ Linuz Vip
Again here... Sure we need more alliance tool inside Dust ( joining, creating, sharing battles, contracting etc.) But even if they were available, the COST of joining an alliance shouldnt change.
And regarding ISK transfer, fully opening = death of Dust and everyone who doesnt have any kind of EVE support. Happened before, will happen again. The value of 1 ISK in dust is very different from the value of 1 ISK in EVE. When transfer are first included, they will fo with a tax that will balance that difference.
Also, this has been discussed thousands of time in the past so you're not bringing anything new.
And regarding your "small corp". I think it's valid to mention that what for you it's corps with less than 10 members. And you wont find much people here telling you that they SHOULD be able to handle PC. Worse, most people here will tell you that they would be fool to even consider it. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1290
|
Posted - 2013.04.09 15:30:00 -
[7] - Quote
Mavado V Noriega wrote:I disagree with the RT insta change suggestion.
1. like ccp said if u manage to get ppl for a fight on that TZ u already showed both sides can make the time. IF u didnt plan ahead for a long campaign then thats ur fault. Simple Win then change to ******** timer isnt kool and will be used as a mechanic to dodge and tbqh its too easy to win and just change the timer, ppl keep QQing about attackers being favoured and tbqh THEY SHOULD since we dont want ppl just sitting passively farming ISK like they want.
The non insta change makes it so that the defender has a 2nd chance to launch a counter and regain the district. Who ever heard of ppl conquering a city etc and able to setup defenses in 1 night. Only after possible threats are dealt with will u have the time to properly setup defenses aka ur timer
And lets face it if u lose while u were defending ur district AND fail the counter attack then yea u deserve to lose that district.
PC should always favour those that take risks over those that just want to passively farm and claim to be #1 because of a Donut Fest.
If PC favours attackers then guess what? time to go attack some peeps since this IS a FPS and we SUPPOSE to be shooting each other in the 1st place, more fights and conflicts is what ppl should be striving for in an ideal PC setup
BlueDonut will kill DUST
I dont see how changing RT makes it a nap fest at all. It's a simple matter of "you own, you decide when to fight" And i disagree with the "hey you managed to have dudes at that time ? ok, you always can then".
What about a corp using the week end to fight a corp at say 3am ? They manage to get the district winning two games in a row on friday night and saturday night. Then, comes the week and oh.... RL !!! Damn, didnt see that one coming....
Why should they then be compelled to defend their district for maybe another 4 days at 3 am despite the fact they own the place ? Doesnt make sense to me.
Go ahead : bla bla alliance, bla bla defence in one day. One thing : Video-game here !
And the snooze fest you fear could happen is already turned down by the huge advantage in clone evolution between fights attackers gets. Time of fight aint snooze fest. Even worse. Why go and attack an out of your TZ district knowing you'll have to then struggle to keep it due to not being able to change RT right away ? Many could end up thinking "not worth the trouble, just gonna be a hassle" and decide to not even make the effort of syncing with specific RT just once to conquer it.
This could virtually split the fights through TZs except for large corps with around the globe players. Still thinking it's a bad move.
Oh dear: got 2 likes too, amazing ............................................... |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1292
|
Posted - 2013.04.10 10:59:00 -
[8] - Quote
Orion Decline wrote:Mavado V Noriega wrote:
u do realise the other side pertains to that as well right? oh u won the district and 2 secs later changed it to aus tz now we never have a crack at it again ....RL!!! damn, didnt see that one coming.... it works both ways, the reason ccp did this way is because if YOU attack YOU have shown that YOU can already make HIS TZ, its not certain he can make YOURS for a counter attack.
funny thing is u know in advance that the enemy could launch a counter attack and if u didnt plan for that counter then thats on u.
My Corp has people based all over the world with pretty variable timezones, but I have friends in Aus/NZ timezone Corps (I'm NZ-based myself). This WILL screw Aus over even more than they already are by the downtime and post-downtime locked hour. Lets just ignore all that for now, though. Lets pretend there are US and EU Corps with US and EU timezone RTs. Now lets imagine that one of the US Corps wants to invade a district held by one of the EU Corps because it's the last district in the way of them having complete control of their own planet. They plan, and arrange for 3 days where they can field a solid team. That's all they're going to be able to spare, but they're sure it'll be ok because they can win the battle maybe on the first day with a bit of luck, and definitely on the second, giving them a day of turnaround to secure the district properly. More than half the Corp will be at work on that 4th day though, so they NEED to have it stable by then. So they attack, and sure enough, they win on the first day. The defeated Corp, who have support from EVE, know their attackers are crossing timezones, and know they just need to press the attack for a few days to reclaim "their" district, because until they ease off, the defenders can't reset their RT to a suitable time. They ask for a billion ISK loak from EVE-side, and repay the majority of it 3 days later when the defenders can't field anyone to defend, because the game is rigged to make cross-timezone attacks impractical. Now, when you consider the viability of such an obviously out-of-universe "strategy", it makes it clear that the Aus/NZ local Corps will be locked into a district or two with no ability to expand and minimal ability to even hold onto their own territory and keep the RTs in a comfortable range. Something NEEDS to be done for this to be sustainable as a worldwide playing field.
Point is that every corp can pretty much plan 2 or 3 days for on offensive on ANY TZ. But certainly not 4 or 5 more days due to insta counter attack.
Let's say the most active period in Dust is gonna be 8pm to 11pm local hour.
New York Time 8Pm/11PM => London time MidNight/3Am => Beijing 7am/10am => Canberra 9am/11am
London time 8 Pm/ 11Pm => New york 3pm/6pm => Beijing 3am/6am => Canberra 5am/8am
Beijing 8Pm/11Pm => London 1pm/4pm => New York 8am/11am => Canberra 10pm/1am
Canberra 8pm/11pm (DT inside...) => Beijing 6pm/9pm => London 11am/2pm => New York 6am/9am
There are times when you could ONCE make the effort to attack a DT but cannot possibly plan to go further than the attack round. That's plain logic :
Say a corp on beijing time wants to attack a London District set between 3am and 6am beijing time. Using a WE you could take that opportunity to gather with your pals, see who's in and go and take it. that WONT mean you can have 16 players up for week nights.. So what then ? You just dont attack any of those district cause RL doesnt allow you to ?
And you were saying "the other side pertains to that as well". yeah EXACT same thing goes the other way. The loser of the district can do the same effort and plan its strike back to take back that district.
ANYONE can use WE to play on a terrible TZ if he's motivated enough. From US to AU. Week, not so much unless you are a massive corp with a lot of different TZ players. During the week, you are NOT compelled to attack But you CAN be compelled to defend. that's the massive difference here. In one case you CHOOSE when to fight, in the other you DONT.
So only makes sense that the one who doesnt get any choice, at least gets to pick the time he will have to fight. Isnt that the whole purpose of the RT ?
This is all a matter of Can or Cannot. With this system, it will block many inter TZ land shifting, that's a fact. Worse, why should i even bother losing fits when being attacked by an AU corp while defending ? Let just let them have it and pound their face during the week when it will be morning for them. On the other hand, knowing there's a risk you could have to fight later under specific TZ circumstances to take it back, it could lead to a fierce battle.
And to be honest. If i lose a district to a corp that made arrangements to screw me at 5 AM ! I'd rather have to show the same motivation to take it back than just count on them not being able to defend properly.... Call me old fashionned but i like the idea of planning an attack for the next WE to take back what's mine.
Quote:as for splitting fights between EU and US thats more your concern since pretty much all the good EU corps are in ur alliance.
US is more split and will still has enough EU presence on the US heavy sides to attack EU. U winning a fight and auto switching the timer means there is no other big name EU corp to even challenge u whereas US has to worry about other US and ur guys cuz u guys do make fights on both US and EU TZs
On that specific part, how is that even relevant ? So what ? PC mechanics should take into account the political landscape now ? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1292
|
Posted - 2013.04.10 11:03:00 -
[9] - Quote
Robert JD Niewiadomski wrote: take the couple days off from work
Yeah right. i hope it's a joke.
"Hmm honey, you know about that WE we planned ? Yeah ? well not gonna be possible, i have to use 3 of my vacation days for this year so i can secure a district on my PS3 game with my friends cause we couldnt change the RT after conquering it this WE during which i got to bed at 6 am and woke you up with my cold feets"
** Wife slaps door **
Few days later
"Yeah guys we did it ! totally worth 3 days off and staying up till 6 am to defend that district !!"
**Wife is woke up by cheering**
Week later
** opens mail, finds note and divorce paper ** |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1298
|
Posted - 2013.04.10 14:49:00 -
[10] - Quote
Orion Decline wrote:Even if it's reasonable to expect a Corp to set aside several days to capture, defend and secure a district before they can reset the RT and really call it their own, it's even more reasonable to expect a Corp who were defeated on their own terms to have to match their opponents' timezone if they want to reclaim the lost territory.
If you're pushing outside your comfort zone to invade, then you DESERVE to do the same to the people who lost the fight.
thank you. glad not being alone on this. |
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1298
|
Posted - 2013.04.10 15:03:00 -
[11] - Quote
Rigor Mordis wrote:I think the opportunity to counter attack might be the only 'fair' thing about this.....game. Oh wait, no its not...or is it? Setting the timer immediately upon capture might be relevant to the upstart corp that wants to take a snapshot of their one territory before it gets ripped from their hands while being shoved off the boat. Lets be realistic in real life. Timer or no timer, only the handful of 'kaiju' corps will ever redraw any borders. Out of those, the ones with the 'kaiju' EVE alliances on their side will have the lions share of the dots. Just like EVE. Since this is the nether realm, let's try something unlike real life. Lets try a true free-market economy where everyone can compete for some share of the market. The upstarts share is of course going to be smaller and less valuable at first, and yes, they may be ran out of the market from time to time by competitors. But with proper regulation there could be a level playing field where as the aspiring entrepreneur could realistically gain a significant share of the market meanwhile opening the market to another optimistic corporation. Dang it! I'm wasting my time talking about timers and such because I'm one of the 99%ers that is never intended to own my own business nor create any wealth in the current system.
Actually, being able to set RT after conquest would be a plus for new entrepreneurs and small corps as it would allow them to aim at districts in all TZ knowing they can switch it right after conquest and use it as a kind of defense. The other solution is that a new corp will have to seek a district in its TZ (or usual play time) so they can defend it, lowering its range of possibilities.
Anyway, a new corp or a small corp doesnt stand a chance holding even one district with the current "clone gen \ attack-Defense" settings.
|
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1298
|
Posted - 2013.04.10 15:16:00 -
[12] - Quote
Robert JD Niewiadomski wrote:Laurent Cazaderon wrote:Robert JD Niewiadomski wrote: take the couple days off from work Yeah right. i hope it's a joke. "Hmm honey, you know about that WE we planned ? Yeah ? well not gonna be possible, i have to use 3 of my vacation days for this year so i can secure a district on my PS3 game with my friends cause we couldnt change the RT after conquering it this WE during which i got to bed at 6 am and woke you up with my cold feets" ** Wife slaps door ** Few days later"Yeah guys we did it ! totally worth 3 days off and staying up till 6 am to defend that district !!" **Wife is woke up by cheering** Week later ** opens mail, finds note and divorce paper ** Decide then WHAT is more important to you then... Sorry, but in this world you can't eat cake and still have it uneaten When people get involved into MMOG they really are commiting their RL to it. It cease to be separated...
One would really consider gaming more important than wife and family ? Me scared. Taking days off... Sorry but i will never do that on a regular basis for a video game.... Nor will i set my work hours accordingly. And i sure hope most gamers would say the same thing.
Yet i wont mind playing very late 2-3 days when needed or try and get out of work early once in a while. But with this RT thing, it would mean that EVERY district conquered out of your TZ could require you fighting outside of your "confort zone" for days, even weeks.
An attacker, once he starts attacking, can spam (thanks to "Dibs Hour") you for 15 days in a row if he has enough districts and clones. Especially as attacking and losing aint that much of a deal clone wise as your clones regen no matter what. Take a 5 am (your local time) district from a bigger corp, you'll VERY likely have to fight at 5 am every day until you lose it . That's the hard truth. How is is fair to you who made the effort to sync with your guys to get that district ?
You'll tell me "same goes for a district in your TZ" and i'll answer, yes it is. So why would you even more punished with a crappy RT when defending a district you earned in even harder conditions ? Makes no sense. And in the end, will come to down to a "ok, me not trying to get that district screw it". And in a single shard universe, that's worst case scenario imo.
PS: sorry for triple post |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1302
|
Posted - 2013.04.10 22:02:00 -
[13] - Quote
KEROSIINI-TERO wrote:Okay. Most people are unhappy with the way how the District-losing Corp (L) would be able to use their own favorable RT day after day after day against the Winning Corp (W).
The newly captured district being locked from any actions of it's own is a good thing. It would be a pity to give up that just because of abovementioned reason.
Background: It is clear and intended way that capturing a district is going to take multiple days (barring cases of opportunity when sniping weak districts). Multiple fights on RT of (L)'s choosing before (W) takes a district.
[SUGGESTION A:] Keep the newly captured district in the state of 'Under attack' still 24h AFTER being captured. Or create a new state 'Captured'.
That would mean that captured district couldn't act in the first day (good) but it couldn't be attacked before it's next RT is gone. After which (W) directors could change RT if they have faster fingers. Note: they would have to choose whether to transfer in more clones or change the RT - a choice which is always a good thing.
[SUGGESTION B:] Let district go onto an unlocked state after victorious battle EXCEPT right after being captured. That way after one won defence, it's possible to change RT. Earn the change.
After capture, one more battle to win on old timer. Just one.
note: this does have implications during initial attack - defender could play RT games
Let's face it. the "insta-lock after capture" decision is mostly motivated to avoid day one mass change of RT. Which is something i'm not sure is necessary nor will be avoided by such mechanics.
Anyway. Let's say a district is locked after capture. What does it prevent outside of RT settings : => Move in clone ? okay, in order to avoid a full packing of the district right after capture. I can get that. But anyway, if district is attacked right after capture and without RT change, the first battle will only occur 2 RT later. Which means at least 160 clones regen. 200 with a PF. So, defending district would have in worst case scenario 161 clone to defend. Sounds good. but in most case, it's safe to say that it will more likey be around 200. So moving in clones ? not really an absolute need. And if it was, why couldnt you pack your district ? It still implies taking some off another.
=> Selling all clones ? this is an interesting one. CCP said they want to incentive raiding attitude. Attacking with just the objective to loot what's to take and then leave. Being locked after capture stops that motivation for an attack as you will very likely be attacked back before having a chance to leave it.
=> Changing SI ? Meh, it's your district, why shouldnt you be able to change the SI instantly ? Maybe to avoid CH + move clone next rt packing the district. I can get that
=> Attacking with clones from that district you just took ? Depends on how much you got. but you could have anticipate and take advantage of that district hosting a CH and launchin final attack with a huge pack of clone. Guess i can understand that conquer and re-attack immediatly shouldnt be available. Even then, you would still have 24h+ before actual fight happens. But say ok.
Here's what i suggest. Kinda goes in your direction by the way kero.
New "captured Hour" or "flipped Hour" state => Works kinda like the attacker "Dibs Hour". Giving the owner one hour to do one of the following things : - Change RT. Nothing else to add. District is locked right after. - New action : "Loot District" only available when flipping an owned district : takes all the remaining attack clones and "loots" the entire coming clone production. Then allows you to either sell the whole thing or move them back to a friendly district only. Would incentive corps raiding district for extra cash\clones and annoy the enemy. District is then left unclaimed and can be captured. (ISK wise, it would be a 6.4M or 8M ISK loot depending on the nature of the district)
That's it. Two options answering two reason that would push a corp to attack a district in the first place : owning it (and thus defending it on its terms) or out of financial\material interest
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1302
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Posted - 2013.04.11 14:11:00 -
[14] - Quote
Orion Decline wrote:Laurent Cazaderon wrote:Here's what i suggest. Kinda goes in your direction by the way kero.
New "captured Hour" or "flipped Hour" state => Works kinda like the attacker "Dibs Hour". Giving the owner one hour to do one of the following things : - Change RT. Nothing else to add. District is locked right after. - New action : "Loot District" only available when flipping an owned district : takes all the remaining attack clones and "loots" the entire coming clone production. Then allows you to either sell the whole thing or move them back to a friendly district only. Would incentive corps raiding district for extra cash\clones and annoy the enemy. District is then left unclaimed and can be captured. (ISK wise, it would be a 6.4M or 8M ISK loot depending on the nature of the district)
That's it. Two options answering two reason that would push a corp to attack a district in the first place : owning it (and thus defending it on its terms) or out of financial\material interest This is basically the suggestion I made in the first place. The "loot district" option seems like a nice addition though, that could really mix up the playing field. And it would make a way for non-landholder Corps who don't have the manpower to have an impact on the starmap.
If you want to play the "said it first" game, i could link you a very old post about how setting RT post conquest should be availble to the new corp instantly and even before anything else could be done. But hey, who gives a damn, we agree is what matters.
Now, the part about looting is something that is imo pretty important and fits the current mechanics as attackers already loot half of the clone prod when they win a game and the district still remains owned by the defender. |
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