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Garrett Blacknova
Codex Troopers
3112
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Posted - 2013.05.20 14:07:00 -
[91] - Quote
Nova Knife wrote:Stopping someone from spawning or 'denying them clones' is still a kick. The system kicks you out if you don't (or can't) spawn.
If someone manages to worm their way in after a role is made required to join PC... They should stay in. Having a requirement for a player to hold a certain title in the Corp to be able to enter PC would eliminate ringers - an important part of the system.
It also means that if you hire someone and they aren't honouring their agreement, you have no recourse, and you SHOULD have a way to penalise such behaviour beyond simply not paying the merc, especially when they're going to be claiming a portion of your earnings simply by being a part of the battle.
If a player has the authority to bring in outside help, they should also have the ability to cut an unwanted combatant off from the battle - as long as their current clone survives, they should be able to continue, BUT they should be kicked from the battle when their clone dies.
And it's not reasonable to expect a Corp to only have members who are well-suited to Planetary Conquest. If you want someone to act as a financial manager/treasurer for a Corp, but you know they aren't up to the standards required by your PC team, you shouldn't be forced to deal with occasional "accidental" appearances in your PC team when there's no valid reason why a Corporation's CEO would be unable to assign clone access in a battle to the people they WANT fighting.
In larger Corps particularly, there are plenty of good reasons to be a single large entity, but also a lot of equally good reasons to limit the activities of the majority and only give a smaller number of members access to and/or control of important battles. |
Rorschach Mustang
Opus Arcana Orion Empire
19
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Posted - 2013.05.20 14:30:00 -
[92] - Quote
Kitten Empress wrote:Yes to 1. No to 2. Unless the players stay in the battle and become enemies, then no. In EVE, if you kick someone from the fleet, its not like he is teleported back to the CQ, he is still there and can still do damage just fine.
On the flip side, that kicked person in EVE isn't preventing other players from joining the match as a battle in EVE isn't capped at 16v16.
Also, if said guy dies in EVE, he doesn't get to respawn instantly at the same battle while still costing the corp he was kicked from resources.
You simply cannot apply EVE mentality directly to Dust. You need to take into account the small battle restrictions.
Too bad this isn't Planetside 2 where you can actually have massive battles. |
DJINN Jecture
Purgatorium of the Damned
7
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Posted - 2013.05.20 16:38:00 -
[93] - Quote
Finn Kempers wrote:Nova Knife wrote:Stopping someone from spawning or 'denying them clones' is still a kick. The system kicks you out if you don't (or can't) spawn.
If someone manages to worm their way in after a role is made required to join PC... They should stay in. Grit breather made a good point that a team leader then should be able to highlight a susceptible spy purple instead of blue, thus allows people to know who has been caught red handed. This means havoc happens, but if the spy is very bad at hiding, he will be shot at.
The problem with just turning them purple is that he still affects clone count whether he's dying or TKing. This is the real problem. If you have an unwelcome participant in the battle there is no recourse other than kicking them from your corp if in without permission. If you have an unwelcome participant from out of corp who joined the PCB with a squad that was partially made up of your corp members who aren't supposed to be there anyways there is no recourse, they may leave the battle of course before it starts but why would the non-corp enemy faction player leave with the ability to do some real damage to the corp their corporation is fighting against?
The team leader role should have the power to remove a player from the team. Not necessarily to put them on the other team but just remove their access to the clone reserves. That way it's a spawn once and killed no available clone reserves. Also if found out on the war barge this would prevent them from spawning at all. This limits the scope of damage they can do if found out. This puts the onus on the spy to be careful what they do. They way it is now it is more like: Hi, here I come to deplete your clone reserves and there's not a damned thing you can do about it!
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Sloth9230
Reaper Galactic ROFL BROS
1430
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Posted - 2013.05.20 17:15:00 -
[94] - Quote
Nova Knife wrote:Stopping someone from spawning or 'denying them clones' is still a kick. The system kicks you out if you don't (or can't) spawn.
If someone manages to worm their way in after a role is made required to join PC... They should stay in. And why would I not be able to deny them clones? We can share clones with "ringers", we should also be able to deny someone any further clones.
They would then get to stare at an "insufficient clones to spawn message" unless a squad leader from the other team wants to adopt them. |
Sloth9230
Reaper Galactic ROFL BROS
1430
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Posted - 2013.05.20 17:21:00 -
[95] - Quote
Sylwester Dziewiecki wrote: If we remove 'sabotage' role from the game that it currently occupate, to balance it we will have to implement it on different level - like transferring district or corporation assets freely.
What? No. The ability to do something like that should remain strictly director role or above, you don't just give randoms the ability to sell off corp assets. |
Daedric Lothar
Onslaught Inc RISE of LEGION
379
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Posted - 2013.05.20 17:26:00 -
[96] - Quote
If you are worried about how the sabotage role will play in the future. Check this out
Feedback/Request Thread |
Dr Accipitradea
Subdreddit Test Alliance Please Ignore
14
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Posted - 2013.05.21 02:26:00 -
[97] - Quote
What's wrong with a 90% votekick? |
Sloth9230
Reaper Galactic ROFL BROS
1439
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Posted - 2013.05.21 02:29:00 -
[98] - Quote
Dr Accipitradea wrote:What's wrong with a 90% votekick? It would never work?
12/16 or 10/16 =/= 90%
Because you do realize they bring squads right? |
Cass Barr
Red Star. EoN.
24
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Posted - 2013.05.21 02:48:00 -
[99] - Quote
My not completely thought through 2 isk:
Cass Barr wrote:Institute Corp roles, and only allow people with the right permissions to join a squad to a PC battle. It looks like most people agree on this part.
However a kick function is touchy, and for good reason. Most people, myself included, think that espionage and sabotage should still remain viable tactics, once implementing those tactics actually requires some work and planning. If a kick function is implemented, it shouldn't actually come in the form of kicking the offenders from the battle, not immediately. It should only disconnect them from the clone reanimation system, after which they still have to be killed before they are removed from the battle. They should remain on the TechNet as a blue, an always visible red, or a new color entirely. They cannot be replaced with loyal personnel until they are killed. For reasons I'll explain shortly, I would also create a one minute thirty second spawn timer where all players have to spawn into the game before it runs out, or be automatically spawned in the MCC with whichever fitting they have selected at the end of the timer.
This would allow things to play out in multiple ways.
1. A rogue director brings in a hostile squad. They're cut off from the clones while everyone's in the MCC because hey, it's obvious these guys are hostile. They immediately spawn in, and cause some TK'ing havoc. They eventually die themselves, and are replaced with friendlies. This confusion and the time it takes to get a replacement squad in gives the other team a not insignificant head start.
2. A rogue director brings in a hostile squad. They're cut off from the clones while everyone's in the MCC because hey, it's obvious these guys are hostile. They don't immediately spawn in, opting instead to wait on the 1:30 spawn timer. Now the team has to make several choices. Do they post guards at the base spawns to kill them if they spawn there? Do they hack objectives and give the rogues additional places at which to spawn? This again gives the other team a good headstart on taking objectives and setting up defenses.
3. A rogue director has either several other spies in his squad with him or has several other members of the Corp/Alliance he's "helped" decide they want to switch allegiances. As such his squad is all wearing the right Corp tags. This may or may not go unnoticed beforehand depending on how stringent his Corp is about specifying individual squad members, and how good he is at allaying suspicion should questions be asked. It will probably be increasingly less likely to be noticed as battles grow larger in size. This squad could have the added benefit of having surprise on their side. As such they are not disconnected from the reanimation system beforehand and could potentially waste a LOT of clones before the subterfuge is discovered.
4. In any of these instances, if the rogues can escape being killed after they are disconnected from the clones, they have to be hunted down if the team wants to replace them with friendlies. The hostile team would also need to make sure they don't kill their own agents. If the rogues decide to call in vehicles or run around in the hills, this could end up being a significant time drain on the team, to the point that it might be preferable to simply fight a few men down rather than devote resources to chasing a scout around the mountains or trying to actually kill a LogiLAV that never stops.
So in this system you have varying degrees of work for varying levels of payoff, and if played smartly all have significant ways to influence a battle. Meanwhile corporations are provided with controls to prevent unauthorized access to PC battles and a way to mitigate damage should kicking be introduced, without kicking being a "get out of paying for your mistakes" free card. |
J'Jor Da'Wg
KILL-EM-QUICK RISE of LEGION
757
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Posted - 2013.05.21 03:02:00 -
[100] - Quote
Nova Knife wrote:Argo Filch wrote:Then the system has to change. It's not that there will be a fix implemented in the next two weeks or so. There'd be time to make it so that the offending party stays ingame but can't spawn anymore. There'd be no replacement for him or anything. You're missing the point. The point is... The person should be allowed to carry out their mischeif. They've burned and alt which is likely going to be kicked out of the corp to do it. There should be no "easy out" for the corporation being sabotaged that simply lets them stop the sabotage from a context menu. That's horrible.
Agreed. I think that, however, to fit with lore perhaps there could be a disconnect from tacnet option for directors bu it would take several minutes (3-4) so they would be able to do their mischief. Or not. I just think that the ease of access and barrier of entry to awoxing needs limited because the reward is much too high for the risk involved.
CCP meeds better role management in DUST, but if you can get past these I agree you should be able to wreak your havok. No care bearing here. |
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The Robot Devil
BetaMax. CRONOS.
263
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Posted - 2013.05.21 03:16:00 -
[101] - Quote
XXfootnoteXX wrote:Not saying anything new, not that I disagree. Just another example of CCP pushing something before its ready.
I have always been told if you wait till you're ready to have kids you'll never have kids. Kind of the same type of thing. |
The Robot Devil
BetaMax. CRONOS.
263
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Posted - 2013.05.21 03:24:00 -
[102] - Quote
SoTa of PoP wrote:Simply put - all of your guys's idea is indeed taking away from Meta.
I would prefer we find a balance of sabotage vs protection, and a kicking function simply eliminates sabotaging.
And I never said my idea was full proof - hehe.
If you infiltrate far enough to earn the right to enter PC without a squad leader - then you did what any good spy wants and to get kicked immediately trying after all the time you put getting the rank to get in there - would be silly.
+1 A kick option would hurt the meta game for this reason. If I spend time getting into a PC match for espionage reasons then get kicked in the first two minutes then what's the point? |
The Robot Devil
BetaMax. CRONOS.
263
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Posted - 2013.05.21 03:36:00 -
[103] - Quote
Lance 2ballzStrong wrote:Heinz Doofenshertz wrote:. 3 Always expect your enemies to do the easiest thing possible for them to win lol Trust me, only scrubby corps and players think this way. Real competitive gamers, and people with the slightest backbone and testicular fortitude have nothing to do with this lazy ass, none skilled, scrubby, **** stain you're trying to lay off as a tactic. That's why you're in Betamax. Be happy with your blue donut, EZ mode, lazy ass way of playing a FPS. "Oh we're not good enough with guns, so let's exploit the **** mechanic CCP has in place, and call that "spy work". Pathetic. Glad people like you have NOTHING to do with corps in EoN.
Wow. It's not that bad. Everything comes around full circle me and 10 fold.
To fix this I believe the best way is for the CEO to be able to designate a merc as a squad leader and the squad leader can deploy to PC but not the regular merc. No kicking in game but allow the traitor to be labeled red but not able to hack objective. If you can become a sq then you have trust and it would be the CEO and SQ fault for awox. |
crazy space 1
Unkn0wn Killers
1259
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Posted - 2013.05.27 08:20:00 -
[104] - Quote
XXfootnoteXX wrote:Not saying anything new, not that I disagree. Just another example of CCP pushing something before its ready. How can this be release.... we never tested anything like PC in beta..... |
Hawkings Greenback
D3ath D3alers RISE of LEGION
34
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Posted - 2013.05.27 11:08:00 -
[105] - Quote
Kain Spero wrote:My stand on this is simple.
1. Corporations should be able to restrict who and how players join
2. Corporations should be able to kick Crashers from a match
CCP had mentioned previously to the community wanting to put a roster system into the game and was unable to do so in time for the launch of Planetary Conquest. As it stands right now it is far too easy to infiltrate a match and requires no real breach of trust.
This breach of trust is what makes spying and espionage of value and a unique aspect of New Eden and should not be stamped out. As it stands now though, because there are no real game mechanics to control the matches, AWOXING is a broken game mechanic.
+1
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The Robot Devil
BetaMax. CRONOS.
291
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Posted - 2013.05.27 11:13:00 -
[106] - Quote
SoTa of PoP wrote:Simply put - all of your guys's idea is indeed taking away from Meta.
I would prefer we find a balance of sabotage vs protection, and a kicking function simply eliminates sabotaging.
And I never said my idea was full proof - hehe.
If you infiltrate far enough to earn the right to enter PC without a squad leader - then you did what any good spy wants and to get kicked immediately trying after all the time you put getting the rank to get in there - would be silly.
+1 Maybe prevent re-spawning but not kicking from the match, kicking from a fleet doesn't remove you from the area it just removes bonuses and channels. |
Godin Thekiller
Ghost Wolf Industries Alpha Wolf Pack
121
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Posted - 2013.05.27 11:24:00 -
[107] - Quote
Simple way to fix AWOKing: Corp leader and anyone he/she assigns are the only one that can directly join, and they invite everyone else. |
charlesnette dalari
Creative Killers DARKSTAR ARMY
222
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Posted - 2013.05.27 11:40:00 -
[108] - Quote
Bling Blaine wrote:1. Totally agree, the ability to be a squad leader of a PC battle (after being accepted yesterday into a clan of over 200 mercs) for spamming x=no skill. Give ceo's the ability to appoint squad leaders pre battle. Simple tool.
2. Totally disagree, no kik function, instead mark the saboteur as an enemy, simply put them on the other side, if by chance he did get appointed as a squad leader. Of coarse this is only possible if #1. Allows the ceo to appoint squad leaders. Then infiltration requires the spy to be a squad leader, appointed by ceo.
this is the perfect solution... a ceo or director should be able to appoint squad leaders before the battle. and a spy should be able to be marked as red by the ceo/director during the battle. when the director removes the person from the corp if they are in a battle at the time it should automatically make them a member of the opposing team.
This system still leaves the ability for a spy to gain the trust of a ceo to get appointed as a squad leader and still rewards them for their effort even if they are found out at the beginning of the game since now they become a member of the enemy team and can finish the match leaving the meta game intact.
This all of course hinges on CCP setting up the system for the squad leaders to be appointed.
+1 for me on this potential solution |
trollsroyce
Seraphim Initiative. CRONOS.
479
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Posted - 2013.05.27 12:36:00 -
[109] - Quote
Fallacy: "Eve has kick from fleet option." However, in EVE you can still fight and awox while not in fleet. In Dust fights are instanced, to be on the same ground you need the ability to join the instance without teaming up.
With this in mind, I would prefer the roles system: anyone with roles can awox unpenalized. Getting the roles is the playing part of sabotage. |
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