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Thread Statistics | Show CCP posts - 6 post(s) |
Captain Africa Clone1
GRIM MARCH
67
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Posted - 2013.06.06 06:23:00 -
[91] - Quote
meri jin wrote:Captain Africa Clone1 wrote: Player Owned Customs Office (POCO) is the answer to many current challenges in Dust .
To Dusties unfamiliar to what a POCO is , it is a space station above a planet , Eve players use this space station as a link to move resources (PI) from the planet into space and then to respective markets . Every planet can have one POCO anchored to it .The owner of this POCO sets a tax rate so everything you move through this space station from the planet you have to pay x amount of tax on the total value of shipment.
Ownership of this little feature can make or break the viability for everyone farming on the planet and is well worth fighting for. In high sec Concord own these stations so its a no go zone but as far as low GÇô sec , nul GÇô sec and wormholes go ..... its player owned.
If Eve players had to start putting contracts out for defending or attacking these POKOS , suddenly there will be a HUGE platform for additional interaction namely: -This will give the opportunity for the big block Dust alliances to have additional stream of revenue and action. -It will allow the medium and small Dust Corps to also get involved and make extra ISK. -Due to the fact that there are so many planets being used for PI there will be more than enough action for everyone. -I really like the fact that you as an Eve player can have a whole Dust corp on your pay role ...and donGÇÖt have to be a super power to make use of the Dust Corporations. -Its not complicated, the Dust corp attacking the POCO and winning the match takes over the station and hand ownership over to new owner for a fee. GÇô -A nice change if we could have a map/structure resembling a space station and fighting in it. -Add additional game play where an Eve pilot have to collect DUST players in a ship from the MCC and deliver them to the POCO ( Its not a long trip ). So there is a chance that the whole squad and Eve pilot can get blown up by other Eve pilots or the defender.
Not that many extra features to be implemented except for an additional map to really make this a reality.
Hope this gets noticed. Reg Cap
I LOVE THIS IDEA!! Please, as soon as you have an own POCO, please please invite your corp and all of your friends inside the POKO, please wear the most expensive gear you have to look really fancy. And please tell us eve players a time and date, so we can come for a ... visit, and try to ignore the battleships, we just want to look fancy as well... Remember, invite everyone you know, wear the most expensive stuff. Thank you!
You Sir need to read more on this topic - But yea its not going to be that easy lol |
Jason Punk
DUST University Ivy League
118
|
Posted - 2013.06.06 06:30:00 -
[92] - Quote
Daedric Lothar wrote:I'm not sure it would be worth it. EVE players only make like100-150 million a month from PI per character, the poco makes a percentage of that. So if the tax is like 10% adn 3 players are making like 150 mill a month, that poco is like 45M a month revenue . Given that it cost us 80M per district I'm not sure the funding would be there. Mostly PI in EVE is a way to make some ISK on the side when you are bored more then an active career.
My math may be off because I don't mess with Pocos in space. I weighed the option and found Carrier belt ratting to be much more profitable.
I'm sure you didn't mean anything by it...but this is extremely far off...we literally made billions off of PI in Wormholes and Null Sec. It's a very good idea, but needs a little more brainstorming. How would it work exactly? Could Dust Corps attach their own modules to both enhance while also taking advantage of the POCO as a platform for their operations? What would you be able to do by seizing one of these? Cut off resources entirely? Grief/Ransom? Stealthy Theft of resources? Limit the amount of resources by percent or by district? Easier invasion opportunities/ Black Ops missions down to planets from POCO or Space Elevator by escaping sensors?
This is fun stuff ladies |
Jason Punk
DUST University Ivy League
118
|
Posted - 2013.06.06 06:32:00 -
[93] - Quote
Ha ha he, right on Captain Africa...totally missed your post X)
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Fox Gaden
DUST University Ivy League
413
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Posted - 2013.06.06 18:54:00 -
[94] - Quote
Here is my proposal for how POCO acquisition through boarding should work:
EVE Player, Aggressor:
- EVE Player purchases a CIU launcher and fits it to his ship. He then purchases a Clone Infiltration Unit with a 150 clone capacity from Genolution. Cost is 90 million ISK for clones, mercenary expenses, and commissions.
- EVE Pilot launches the Clone Infiltration Unit at the POCO. The Clone Infiltration unit attaches itself to the side of the POCO.
- EVE Pilot then activates the CIU. When activating the CIU the EVE pilot chooses between Public Contract, or Private Contract. Once the contract is registered the CIU begins to drill through the POCOGÇÖs protective armour. The POCO sends notifications to itGÇÖs owner that a boarding attempt is being made. Penetrating the armour takes approximately 24 hours.
Private Contract: EVE Player assigns the contract to a specific Corperation. If the battle is won the participating mercs get paid out of a 8 million ISK pot. If they loose they get paid out of a 4 million ISK pot. Genolution spokes people say that this it to insure mercs are motivated to win, although in the War Room the general feeling is that it is just a justification for Genolution to pocket an extra 4 million ISK.
Public Contract: The Contract is advertized as a Mercenary Contract with a max payout of 10 million ISK. Mercenary Corps bid for the contract. Bidding closes 1 hour before the battle. Lowest bidder gets the contract. If the battle is lost, the payout is reduced by 50%.
POCO Owner:
Add a small Clone Lab and an Infantry Drone Shop as standard components to all POCOGÇÖs. On a new POCO the Clone Lab starts empty, while the Drone Shop starts fully stocked.
Small Clone Lab: Produces 10 clones per day. Holds 200 clones. Excess clones are sold to Genolution at the standard rate, generating a modist additional income for the POCO owner. POCO Owner may also purchase a standard 150 clone pack from Genolution through the POCO interface. Clones over the 200 clone capacity will be sold back at the standard price.
Infantry Drone Shop: Comes with 200 Infantry Drones: 100 Light, 75 Medium, and 25 Heavy. The Infantry Drone Shop can repair or replace 10 Drones per day. Production of Drones stops when maximum capacity is reached.
- POCO Owner is notified of the immanent attack: He can 1) do nothing, 2) create a private defence contract, 3) create a public defence contract.
1) POCO Owner does nothing: The POCO is defended by the Infantry Drones in the POCO. Due to the POCOGÇÖs limited CPU, only 16 drones can be active at a time. (Remember that after an attack, Drones are only replaced at a rate of 10 per day.)
2) POCO Owner makes a Private Contract: Using the POCO interface the POCO owner assigns a contract to a specific Corporation at a cost of 8 million ISK. The Merc Corp defends the Station using the Clones available in the POCO. If the Clone Lab is fully stocked the defenders will have a 50 Clone advantage. (Remember that clones are only replaced at 10 per day, or by purchasing a Clone Pack for 80 million ISK.) If the Defenders win, they get paid out of a pot of 6 million ISK. If they loose they get paid out of a pot of 4 million ISK and the rest is refunded to the POCO owner.
3) POCO Owner makes a Public Contract: Using the POCO interface the POCO Owner creates a Public Contract at a cost of 10 million ISK. The Contract is advertized as a Mercenary Defence Contract with a max payout of 8 million ISK. Mercenary Corps bid for the contract. Bidding closes 1 hour before the battle. Lowest bidder gets the contract. If the battle is lost, the payout is reduced by 50%. The Merc Corp defends the Station using the Clones available in the POCO. If the Clone Lab is fully stocked the defenders will have a 50 Clone advantage.
Attacking DUST Mercs:
- Attacking Mercs initially spawn at the CIU which has penetrated the armour in a remote part of the POCO.
- To get forward spawn positions they activate Uplink Beacons. When an uplink is activated a mobile CRU is spawned at the CIU and then proceeds to the location of the uplink beacon. The mobile CRU is a drone carying clones. It has similar armour and shields to a normal CRU, and moves at a fast walking speed. It will attempt to get to the uplink beacon, but may be restricted by narrow passages or become stuck. MercGÇÖs can spawn from the mobile CRU from the moment it is deployed. Only a limited number may be active at one time.
There are two ways to conquer a POCO: 1) By destroying all defending Clones, or Drones. 2) By taking the Command Centre and Engineering and hacking the computers there. Once the virus is uploaded it takes 4 minutes to take control of the computer system. Both the central computer in the Command Centre and the Backup Computer in Engineering must be controlled by the attackers for them to conquer the station in this manner.
Defending DUST Mercs/Drones:
-Clones can be shunted through conduits from the central CRU to several strategic points around the POCO.
- There are two ways to defend a POCO: 1) Kill all of the attackerGÇÖs clones. 2) By defending the Command Centre and/or Engineering for 35 minutes until the CIU runs out of power and is no longer able to spawn attacking clones. |
Fox Gaden
DUST University Ivy League
413
|
Posted - 2013.06.06 18:54:00 -
[95] - Quote
Reserved |
Captain Africa Clone1
GRIM MARCH
68
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Posted - 2013.06.07 05:21:00 -
[96] - Quote
Fox Gaden wrote:This would be an Expansion worthy addition to both EVE and DUST 514:
- Requires Infantry Drones. - Requires Infantry Drone Shop and Small Clone Lab be added to POCOGÇÖs - Add Genolution interface to the POCO interface. - Add DUST Contract Interface to the POCO interface. - Add POCO Attack and Defence contracts to the Battle Finder for Directors/CEOGÇÖs. - Add POCO info to PC map. - Add CIU launcher and CIU to EVE Market. (Requires art and animation.) - Add interface for activating CIU and setting up DUST Contract. - Add new reinforce mechanic. * Leave old shoot and replace mechanic in place for EVE players. - Add mobile CRU. (Requires art and animation.) - Add POCO interior map as battleground setting. (All that this involves.) - Add new battle mode with two control points and long acquisition timers.
Including all the development, testing, and debugging involved, this by itself would be enough work to warrant and expansion.
This suggestion does not include DUST mercs owning POCOGÇÖs in its initial iteration. That would come later.
Things to add in future expansions: - DUST Corp ability to attack, conquer, and own POCOGÇÖs. Would involve contracting an EVE player to place the CIU. - Add the ability to purchase turrets for the POCO. - Add the ability for DUST Mercs to use these turrets to shoot at EVE ships. - Add standings toward other Corporations to DUST for tax purposes. - Add ability for EVE player to upgrade drone defenders. - Add ability for EVE player to control Drone defenders through a tactical interface. (One battle with FPS on one side and RTS on the other.)
This is by no means a complete list of what would be involved. But it would be so cool! I think it is worth the work.
+1 For the input , there are a few things I like about your model .... |
D legendary hero
One-Armed Bandits Unclaimed.
119
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Posted - 2013.06.07 05:36:00 -
[97] - Quote
1+ |
Tharak Meuridiar
The Empyrean Agency
34
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Posted - 2013.06.07 06:45:00 -
[98] - Quote
+1 to OP
Great idea |
Fox Gaden
DUST University Ivy League
415
|
Posted - 2013.06.07 13:05:00 -
[99] - Quote
Captain Africa Clone1 wrote: Reinforcing The POCO:
The X Dust Corporation then wait for the timer in the MMC and spawn into a transport ship. The transport ship piloted by an Eve player undocs from the MMC and transports the Mercs to the POCO. A few things regarding this :
a.Since it is in a player owned POCO it will be in shoot able space. During this stage of the operation the Mercs in the transport ship are pretty vulnerable. They could have more Eve pilots protecting them against hostile enemy ships while doing the trip. b.The Transport Ship docks onto the POCO , the Mercs hack the front gate and enter the installation.
Better for the EVE character to just transport clones (a CRU) to the POCO. No need for the DUST Mercs to get involved before the battle starts. It is boring sitting around in a box waiting to be delivered to the war zone. I think we would rather spend that time elsewhere doing other things, rather than siting around in the hold of a spaceship. |
SuperKing BigNuts
Contract Hunters
118
|
Posted - 2013.06.07 13:34:00 -
[100] - Quote
so reading this... wtf happened to the space elevator ideas? and what are going to happen to pocos? and why cant the poco battles be fought on the ground with new installations? they could start as ground battles and be moved to space at a later date when more relevant content is released, im just saying.
FoxFour mentioned something about tight quarters and fighting over a single objective, i dont see why the installations couldnt be 'packaged' and used as a battle ground... most of the fighting happens inside the installations anyways unless EVERYONE gets distracted at one of the satellite objectives... i know its not exactly an easy thing to do, but put in a rooftop, and block the exits like it were in a container, and BAM, no-vehicle game mode and setting for Ambush and future variations of skirmish, un-deployed outposts. i say this since i assume they are all pre-fab in a lore-sense for rapid deployment to any suitably large enough space. 'simple' by comparison to creating completely new assets for a very niche gameplay mode, since the teams are already working on new outposts anyways, its not a 'good' fix to future content, but its a plausible work around in the mean time. |
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Jason Punk
DUST University Ivy League
123
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Posted - 2013.06.09 17:41:00 -
[101] - Quote
Space Elevators leading up to Stations haven't gone away, they're just going to be a much larger (and riskier) mechanic as they will be hopefully be right next to Titan takeovers in weight and value of the mission to Eve players...and exponentially more so if we are allowed to destroy them.
POCO's represent a very simple, yet rather significant baby step to reaching that goal. |
Captain Africa Clone1
GRIM MARCH
69
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Posted - 2013.06.13 06:28:00 -
[102] - Quote
Keeping this alive ...DO IT!!!! |
D legendary hero
Strong-Arm
166
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Posted - 2013.06.15 08:46:00 -
[103] - Quote
bump |
SuperKing BigNuts
Contract Hunters
143
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Posted - 2013.06.15 09:22:00 -
[104] - Quote
well as far as conceptually, maybe space elevators may be more important and a grander scale, but if people are willing to over look art assets for mechanics, you could still technically fight exotic planets and space battles 'on the ground'... now the trick is, do you want someone to divert from fixing mechanics and finishing content to bring us this?
its a nice idea, and the core concepts excite me about battle in space, and i could probably make a wall of text full of ideas that would be 'awesome', but i do not think that this time is the right time to be raising this issue... we need the rest of the game before we start making new content for contents sake. industry, economy, drones, the fully flushed out racial lines, MCC Commanders(for some play modes at least), on top of fixing sub-par mechanics like needles and aiming. these are all what i would consider 'CORE' aspects of the game... mechanics and features to set this game apart from its peers... because we currently have a bad cross over between GTA and CoD it feels... murder taxis vs no significant losses beyond playing more battles with slightly weaker gear... |
D legendary hero
Strong-Arm
167
|
Posted - 2013.06.15 11:20:00 -
[105] - Quote
still you should post your ideas here as this thread is frequented by CCP anyway. im pretty sure they heard the community and are working on fixing the aforementioed. |
SuperKing BigNuts
Contract Hunters
149
|
Posted - 2013.06.15 12:10:00 -
[106] - Quote
D legendary hero wrote:still you should post your ideas here as this thread is frequented by CCP anyway. im pretty sure they heard the community and are working on fixing the aforementioed.
well some of the thoughts and theories of actual space battles, hull breaches. if you were able to breach hulls to restrict and limit movement, would allow a losing defense a last ditch effort to stave off an enemy advance, while also emphasising the importance of PROPER aiming on the players part. something akin to Deadspace 2 *flashbacks to those BLOODY window sequences...* the exact function of this mechanic could range from alteration of the battlefield by way of debuff(loss of gravity/atmosphere inducing movement penalties and possible air supply limitations) or restriction from the area and death to those in at time of decompression(sealing of airlocks), and be either permanent(at least for duration of battle) or repairable by time, or automated/manual control of 'repair drone' control nodes.
the depth and mechanics that could be invested into this aspect are nearly limitless, and i have never actually taken the time to theory craft said mechanic potentials, this is all just off the cuff... but the depth that could be added, from restricting or cutting off an enemies avenue of advance, or AWOXing a friendly defensive position. a whole new level of tactical play could be introduced,
you also have the potential for gravity shifts, allowing a more 3 dimensional battle field, having infantry spread out on walls and ceilings provides more 'playable space' while reducing congestion in 'tight corridors'. though functionality and implementation would likely be a huge hurdle with this.
the potential for MTACs would also be a staggering feature, pending the size of them, have a portable MTAC(carried in equipment slot maybe) that you can deploy and provide heavy fire support for restricted access to areas of the field, and as opposed to recalling, simply a repackage option to fit through tight corridors and take advantage of choke points where traditional vehicles might not fit.
vehicle deployment nodes, you might not be able to deploy an RDV inside the confines of a space based installation, but doesnt necessarily mean that vehicles are a strict no-go, the defender could have nodes, similar to supply depots, which assemble vehicles, and the attackers vehicles could get rolled out of the transport that brought the mercs engaging in the battle. single point vehicle access would limit and restrict vehicle spam and provide a different level of playstyle from planetary battles where you can just call a new vehicle wherever you spawned or landed after ejecting from a vehicle. and the maps could be configured so to have a vehicular arena path and have flanking infantry access to encourage the diversity of forces on both sides. infantry could opt to take objectives avoiding the vehicle area, but if a vehicle could steam roll unresisted all the way to the opponents 'ultimate defense point' leaves defenders at a tactical crossroad, to spend the vehicles to defend or hope the infantry can stop them effectively. great potential for tactical layers to be included here, with what i believe to be relatively easy mechanics creation of a single point vehicle node and they already use the 'vehicle arena' concept with their installations, they just need to tweak them a bit to be less 'vehicle friendly' as far as all of the open air spaces that tanks can reign supreme in |
SuperKing BigNuts
Contract Hunters
149
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Posted - 2013.06.15 12:17:00 -
[107] - Quote
now keep in mind, that that is all content that i DONT want them to be putting a high priority on, i would rather they make the game playable before simply adding new content such as this, and as on of my previous posts in this thread, they could make a 'quick and dirty' start by just taking the installations(with no outside maps) and turning them into mini-skirmish battles with no vehicle support |
Captain Africa Clone1
GRIM MARCH
71
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Posted - 2013.06.15 22:23:00 -
[108] - Quote
We want to WAR in space ....!!!!!! |
D legendary hero
Strong-Arm
186
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Posted - 2013.06.16 06:15:00 -
[109] - Quote
bump |
Flint Beastgood III
GunFall Mobilization Covert Intervention
6
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Posted - 2013.06.17 20:47:00 -
[110] - Quote
Doyle Reese wrote:Full Metal Kitten wrote:Hack null cannons to destroy hostile Customs Office. omg, I totally read this in that robot lady's voice, somebody help me
Ha, me too. Damn. |
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Captain Africa Clone1
GRIM MARCH
73
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Posted - 2013.06.19 07:50:00 -
[111] - Quote
Tequila ...To mucho will make you dive head first into dust |
D legendary hero
One-Armed Bandits
212
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Posted - 2013.06.19 11:14:00 -
[112] - Quote
bump |
Fredrikson Revel
Holdfast Syndicate Amarr Empire
4
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Posted - 2013.06.20 23:51:00 -
[113] - Quote
Captain Africa Clone1 wrote:Player Owned Customs Office (POCO) is the answer to many current challenges in Dust . To Dusties unfamiliar to what a POCO is , it is a space station above a planet , Eve players use this space station as a link to move resources (PI) from the planet into space and then to respective markets . Every planet can have one POCO anchored to it .The owner of this POCO sets a tax rate so everything you move through this space station from the planet you have to pay x amount of tax on the total value of shipment. Ownership of this little feature can make or break the viability for everyone farming on the planet and is well worth fighting for. In high sec Concord own these stations so its a no go zone but as far as low GÇô sec , nul GÇô sec and wormholes go ..... its player owned. If Eve players had to start putting contracts out for defending or attacking these POKOS , suddenly there will be a HUGE platform for additional interaction namely: -This will give the opportunity for the big block Dust alliances to have additional stream of revenue and action. -It will allow the medium and small Dust Corps to also get involved and make extra ISK. -Due to the fact that there are so many planets being used for PI there will be more than enough action for everyone. -I really like the fact that you as an Eve player can have a whole Dust corp on your pay role ...and donGÇÖt have to be a super power to make use of the Dust Corporations.ji -Its not complicated, the Dust corp attacking the POCO and winning the match takes over the station and hand ownership over to new owner for a fee. GÇô -A nice change if we could have a map/structure resembling a space station and fighting in it. -Add additional game play where an Eve pilot have to collect DUST players in a ship from the MCC and deliver them to the POCO ( Its not a long trip ). So there is a chance that the whole squad and Eve pilot can get blown up by other Eve pilots or the defender. Not that many extra features to be implemented except for an additional map to really make this a reality. Hope this gets noticed. Reg Cap * An update on POCO Mechanics can be found here : https://forums.dust514.com/default.aspx?g=posts&t=84881&find=unread* What does Eve players think about Dust 514 targeting their POCOS : https://forums.eveonline.com/default.aspx?g=posts&t=243147&find=unread
Bump for legit info. |
Captain Africa Clone1
GRIM MARCH
78
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Posted - 2013.06.21 06:23:00 -
[114] - Quote
Bump for more |
Dustin TheTrash
Ikomari-Onu Enforcement Caldari State
0
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Posted - 2013.06.22 03:39:00 -
[115] - Quote
I made a video expressing the OP's Concerns
Please leave comment if you agree.
Thanks |
Mobius Wyvern
BetaMax. CRONOS.
2042
|
Posted - 2013.06.22 05:18:00 -
[116] - Quote
http://www.youtube.com/watch?v=WF1tw3Zcvo8 |
Yani Sing
Krusual Covert Operators Minmatar Republic
1
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Posted - 2013.06.22 19:45:00 -
[117] - Quote
This is a great idea, bumping for importance |
Captain Africa Clone1
GRIM MARCH
79
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Posted - 2013.06.27 06:55:00 -
[118] - Quote
Our corp lost about 3 bil to change Poco ownership in a wormhole , just another reason for ccp to make this happen.... |
D legendary hero
Strong-Arm
234
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Posted - 2013.06.28 02:40:00 -
[119] - Quote
bump |
Captain Africa Clone1
GRIM MARCH
81
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Posted - 2013.06.28 12:04:00 -
[120] - Quote
Today I had a POCO in my soup , when I scooped it up ...it cracked and a CCP Dev popped out ....does this mean anything ? |
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