Django Quik wrote:I've been mentioning lately how desperately new gameplay is needed and then last night had a bit of a brainwave as to one way this could be done:
All districts have the option to become mining/manufacturing districts. You have to buy a new SI to do so but when you do your district now produces a daily amount of random aurum gear that goes directly into your corp armoury (yes, corp armouries would be needed for this too CCP!). The value of this aurum gear would obviously have to be reasonable and tweaked accordingly.
Since your corp is now gaining valuable gear, the value gained by producing clones should either be totally nullified or at least reduced. Initially, it could set that manufacturing districts only produce 40 clones per day instead of the 80 on other districts - future iterations could introduce an adjustable mechanism that allows you to reduce the clone output all the way to 0 in order to make more gear.
You could run PVE missions on these districts once an hour every day and success increases the amount of gear produced. My thoughts for this are that there are automated mining vehicles on the surface that randomly go around drilling for ore and minerals and stuff to take back to the refinery/manufacturing plant place. If you don't run the PVE mission, they just pick up the base amount but if you run a mission, your scanners (passive and active) now can detect where large ore/mineral deposits are and you can explore to find them and mark them for the harvester vehicles to locate. As well as slightly increasing the gear output for your corp, each player in the mission would gain some aurum loot and an isk reward.
These districts could be fought over in the typical PC fashion and only conquerable in the RT set corp battles. However, and this is where the real fun begins, if your district has a manufacturing SI, it can be raided by anyone at any time without warning (a notification could be sent out when the attackers load into the warbarge). This attack has no chance of conquering the district and does not affect clone count or clone production These raids also cost nothing to perform and do not require corps to have a district nor clones to attack with. In line with the PVE missions, a raid can only happen once an hour on each district.
In the raid 2 thing can happen:
1) The attackers can either work on hacking the storage areas to gain all of the gear that would have been produced in that hour (1/23rd of the daily total [manufacturing can't occur during the RT because of risk of attack])
or 2) The attackers can destroy the harvester vehicles and stop all manufacturing on the district until the harvesters can be reinforced at the next RT.
The really interesting bit of this comes when you say that a raid can be launched while players are doing the harvesting PVE mission and also that when a raid is launched, players from the defending corp can go down to defend against the raiders. In these situations the battles are winner takes all - if you don't win, you get nothing, like in PC battles.
Manufacturing districts would have really ramped up automated defenses - i.e. installations and hopefully drones; and the harvester vehicles would have an absolute tonne of eHP and decent automated anti infantry and anti vehicle turrets that only fire after being fired upon.
Further down the line we could have the ability for corps to purchase more and/or stronger defenses for their districts and more efficient or greater numbers of harvesters for better mining. In the distant future, when we have a full Eve link, the could even be mining only districts that produce ore/minerals to sell to Eve players.
The benefits of this system are numerous:
- it gives us some PVE, both offensive and exploratory
- smaller corps can get at least a little involved with PC
- it sets a great foundation for future iterations
- stealing stuff from the top corps while they aren't there would be really cool!