Pokey Dravon
OSG Planetary Operations Covert Intervention
734
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Posted - 2013.04.24 16:32:00 -
[2] - Quote
Aeon Amadi wrote: I REALLY miss the June/July build in which the game was progressive, with the MCC not moving at all until the original two objectives were destroyed and then it escalated to having to assault a complex. That map was brilliant in terms of what Planetary Conquest should be as I think it's a little crazy that all matches should be "fair".
Why should the defender be on equal footing with the attacker if they own the planet?
Totally agree with you there. The only Skirmish made more sense. Now if they changed it to where defenders had objectives already captured and needed to defend and hold those objectives against attackers...it would make the current system more viable.
And yes the turrets limit the duration of the match significantly. It's my understanding that when an objective is contested, the Null Cannon doesn't keep shooting, so for highly contested fights the battle could drag out a REALLY long time. Now while some people would love this, the turrets allow CCP to create an adjustable hard limit to battle duration. Now if they increase or decrease that limitation that is their choice.
The reason this is important mostly comes down to ISK rewards, if battle dragged too long, people are spending a lot of ISK in most cases, meaning ISK rewards would be higher. This could prove to be problematic if people adopt a playstyle which tries to farm ISK from the battle with minimal loss. If someone is disinterested in playing to win, and makes no attempt to fight and possibly die, they're still making a large ISK reward with minimal loss. Whill positive ISK production is wanted, too much of it causes problems in the market, namely with inflation. Because of this, ISK produced from NPCs much be tightly regulated because too much will crash the market. Which this is not important right now, once the player market opens up and equipment prices are set by players, inflation can become a bit problem.
By keeping the battles short, it helps to keep the cost and ISK production from each battle to a minimum. And although people can theoretically do the same thing by playing multiple battles in a row, it prevents farming of random battles. Two organized corps could queue sync together, and purposefully AFK in the MCC, or endlessly contest objectives back and forth to make the battle literally endless, rack up an infinite amount of ISK, and inflate the market. |