Ulysses Knapse
Nuevo Atlas Corporation
307
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Posted - 2013.04.18 08:27:00 -
[1] - Quote
Note: This applies to Planetary Conquest in an open-world environment only.
District Command Center In order to take the district, you must capture or destroy the District Command Center. This isn't as simple as it sounds: the District Command Center is only vulnerable to hacking during server maintenance (of the Command Center, not the actual server that we play on). This is a three-hour period of vulnerability that is set by the owner. Reconfiguring the maintenance period disables security for 24 hours, so the owner cannot exploit the system by continually resetting the maintenance period. Once hacked, the hacker gains "control" over the system, gradually stealing more control from the owner the longer it is hacked. Once control is fully obtained, ownership is transferred to the hacker's corporation or platoon. After a hack is initiated, the vulnerability is locked into place, and an hour will be added if the hack fails, allowing the hacker to continue his offensive.
Destroying the DCC is done in a different manner. The Command Center has health, and once its health reaches 50%, it goes into reinforcement mode, making it invulnerable to incoming attacks. Reinforcement mode lasts 24 hours. After that, it becomes vulnerable and unable to enter reinforcement mode for another 24 hours. The Command Center is only marginally damaged by MCC turrets, and anything smaller does not affect the structural integrity of the Command Center. After being destroyed, the Command Center's reactor explodes, irradiating the district and damaging other infrastructure.
The DCC also contains a cloning facility, but it has a low capacity and can be sabotaged. Do not rely on it.
Command Nodes Command Nodes are supplementary structures that protect the District Command Center. It is recommended that you take them out before moving on to the MCC. Command Nodes provide very important benefits to the DCC. +1 Hour of Hacking Invulnerability (3 Command Nodes can prevent hacking 24/7)
+25% Resistance against hacking (3 Command Nodes cut influence gain to 1/4)
+25% Resistance against damage (3 Command Nodes can reduce external damage to 1/4)
Command Nodes, however, are more vulnerable than Command Centers. While they have a reinforcement period, it only lasts 12 hours, they have less health to begin with, and they still take damage (albeit only 10%). They can also be hacked, and have a six-hour vulnerability period as opposed to three-hours. After being hacked, however, they are simply disabled, not taken control of. Make sure to make good use of these Command Nodes, as they are very useful at protecting the Command Center.
Other Structures Other infrastructure works similarly to a Command Node. Large Structures are more resilient and have a 24 hour reinforcement period with 0% vulnerability during reinforcement. Medium Structures are average with a 12 hour reinforcement period with 10% vulnerability during reinforcement. Small Structures are fragile with a 6 hour reinforcement mode with 25% vulnerability during reinforcement. On the flipside, Small Structures are cheap and require little setup time, whereas Large Structures are expensive and require a long setup time. All non-command structures have a three-hour vulnerability period (which must be different than the Command Center's vulnerability period), during which they can be hacked. This supports Guerrilla Strikes without being overly unfair to the owner. Industrial facilities are also disabled during reinforcement mode, but military facilities are not. Non-command structures can also be hacked when the Command Center is vulnerable.
Automated Defenses Automated Defenses will automatically defend the District. Automated Defense Drones, or ADDs (aptly named, as drones are renown for their poor attention skills), can be set to Patrol, scanning the environment for hostiles; or Guard, defending a certain structure or position. They can also be actively tasked with specific commands, but that sort of defeats the purpose of Automated Defenses. Typically, these drones will reach their target faster than a single hostile can hack, but that doesn't mean you can just neglect your district. Along with Automated Defenses activating, CEOs, Directors, and those with the "District Defender" role will receive a notification when the district is under attack. Note: this only applies to when integrated structures are hacked, or when they receive damage, or when automated defenses detect a threat. You will not be notified if a hostile steathfully infiltrates your facility and spies on you, unless your automated defenses manage to detect them.
Note #2: this mode of play is designed to work well in an open-world environment for Planetary Conquest. MCCs are optional, but advised. So far, there isn't another way to get onto a hostile district, but in the future, who knows? |
Ulysses Knapse
DUST University Ivy League
373
|
Posted - 2013.05.19 03:53:00 -
[5] - Quote
Whinis wrote:I don't know if I read your post wrong or what, but it seems like it might take several weeks of perfectly timed events to take a district with your plan with failure being rewarded with starting back from 0. I don't know how much you have played eve but this mechanic in eve is specifically why there is little change. Noone wants to grind structures for weeks on end in order to take a system unless there are massive bonus's from it, considering dust is a shooter and much more fast paced than eve I will assume they are even less willing t grind structures for weeks on end.
Also this tiered idea to take out the DCC means just more annoyance in a battle lasting many many hours in which people will get fatigued from playing, it happens in eve where people are more willing to put up with it and will happen with this just the same. I think you might have good intentions but this is really worse than current eve grind mechanics. All you have to do is hack the DCC once (even momentarily) and the "invulnerability period" protection is completely destroyed. And it isn't grinding structures, it's grinding people, which is generally more fun.
1. They continue burning resources, or they withdraw, allowing you to (re)gain control of the district. 2. They successfully counter-attack. Now, the tables are turned.
Repeat until control is wrested completely. |