Shrapnels wrote:Where is the Cost fixes for a Corp who does NOT own a District, when Attacking?
I suggested this, but as it was pointed out to me, ALT corps freaking alt corps would abuse the crap out of it.
Unfortunately there is no good answer. But i for one would rather the entry into PC be lower even if it means economic might can overwhelm.
I have suggested a few things to help mitigate it though.
1. Currently a successful defense will yield 50% of clones from any clones over 150 brought to battle. Problem is no one brings more than 150 clones. So if you are only producing 80 clones that is your buffer before you can be beaten down by attrition over time. Frankly an 80 clone loss is very easy to come by in a tough fight.
Solution: Make it 50% of clones brought to battle regardless of number. So if its 150 clones you will earn 75 of them from a successful defense, add that your 80-100 clone generation, successfully defending really pays off and makes people think 2x of just mindless throwing ISK at you. As far as how to account for such a high yield, lets simply say that from x number of clones destroyed you can salvage the parts to yield a 50% return.
2. Currently there is a minimum 150 clone movement on attack, with this you can only obtain 50% of the clone generation of the district you are attacking. That is 40-50 clones. Again makes raiding not all that profitable once you factor in clone loss to and during battle and the ISK transport cost.
Solution: Make it 100% that means you can raid a district and gain 80-100 clones for winning the attack. That is a great raiding yield while not increasing passive ISK gain.
Originally i thought lets just increase the clone generation. That would only make things worse since your are creating a larger passive ISK faucet. Now ISK generation comes from actively attacking or successfully defending.
Most important you will note is that WINNING is the predominant factor that yields your rewards.
Now if you did this and lowered the ISK cost of clone attack to 40-60M It wouldnt be so bad. Sure ppl could use their ISK printers to use more clone pack attacks but if they aren't winning then they are basically paying you to fight them. If they are winning by farming small corps well then that might be where a good MERC organization can help--Fortunately I know of such an organization ;)
I think reducing the ISK clone cost and perhaps adding a sliding scale with increased cost or increase the cost for overall usage up to a max cost after x number of uses could be another way to go. Most importantly I was told that the defensive rewards may be too high for a single successful defense so perhaps tweak the percentages.
So as line item
1. Make active participation more rewarding than passive land holding
2. Make the entry and reentry into PC lower
3. DItch the idea of trying to tweak the numbers to force localized fighting, let people battle it out all over MH and then if PC opens up create escalting costs for newer regions for pathway to entry begins in one place and as people get better and has more money will branch into higher tiers of constellations(novel idea needs more thought).
4. Start moving towards a merc model let create better EVE rewards and incentives for EVE players to hold the land and let them hire out mercs or hold dust corps to defend/attack for them.
So please make raiding more fun
But more importantly create Dust styled gamemodes around PC. Create a capture the clone facility as a CTF mode, create a demolition or domination game mode for PC that has a different way of playing the game. Create an ambush variant that works in PC, FOR THE LOVE OF GOD BRING BACK SKRIM 1.0.