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Kain Spero
Imperfects Negative-Feedback
1765
|
Posted - 2013.06.25 19:17:00 -
[1] - Quote
I continue to get reports that players continue to find themselves fighting empty matches as enemies choose to force enemies to grind through districts without putting up a fight.
This really has to be stopped. If you aren't going to fight for your district then the mechanics need to favor the quick removal of your ownership of the land you either can't or are unwilling to protect. At the same time the rewards for fending off an attack have to be increased to ensure that a good balance is struck.
The most job-like part of Planetary Conquest has to be essentially clocking in for 2 to 3+ days to fight for one district, and, on the flip side, being force to defend over and over against an enemy even though you repeatedly pound them into the dirt.
For attacking, I think the ideal would be a longer, multi-stage fight that has a serious sense of progression as you take the district. For now, I would be happy with having the attackers able to immediately attack the district and spawn the next match after successful fight as long as they have more than 150 clones left in their attack pool. One question would be would be whether or not if an attack has the option to immediately attack again or use the current mechanic of attack the next day. On this point I'm not sure if it should be mandatory or not for the attacks to be immediate.
I do think on the defense side of the equation if you defeat an attack, even if your attacker declares another attack in their exclusive window after the fight, it should be after two reinforcement periods. Also, you should be immune to an immediate attack again as described earlier if you reduce your attacker to less than 150 clones. If the attacker wins with less than 150 clones at the end of the battle they can attack again but it will not take place until the next day as is currently the case. |
Daedric Lothar
Onslaught Inc RISE of LEGION
714
|
Posted - 2013.06.25 19:22:00 -
[2] - Quote
This doesn't seem fair..
If they paid the investment in clones to get the district.. They should do what they want with it. You are taking away their rights to do with their land as they please. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
554
|
Posted - 2013.06.25 19:26:00 -
[3] - Quote
this may be a formidable idea that could go somewhere if and when we see that CCP has fixed the current state of framerate etc.
i could see a single match being best 2 of 3 or something, after each map go back to lobby and 10min countdown begins again for subs etc.
or perhaps make this an option for the defender and attacker can choose all at 1 time or spread it over 3 days.
I would also like to see the ability of the defender to choose the side it wants. Honestly its only fair being the owner of a district to start on the side you prefer.
but none of this should even be discussed until we can get PC matches running smoothly for every single person on this game that chooses to participate, regardless of their geographic location.
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Kain Spero
Imperfects Negative-Feedback
1765
|
Posted - 2013.06.25 20:16:00 -
[4] - Quote
CHICAGOCUBS4EVER wrote: could see a single match being best 2 of 3 or something, after each map go back to lobby and 10min countdown begins again for subs etc.
This is pretty much how would imagine the first iteration of being able to press an attack.
CHICAGOCUBS4EVER wrote:I would also like to see the ability of the defender to choose the side it wants. Honestly its only fair being the owner of a district to start on the side you prefer.
This is an interesting idea I hadn't though of.
CHICAGOCUBS4EVER wrote: but none of this should even be discussed until we can get PC matches running smoothly for every single person on this game that chooses to participate, regardless of their geographic location.
I completely agree that the priority of performance, but I don't think the discussion needs to be shelved since different folks are responsible for the bigger picture stuff and the nitty gritty performance issues. |
ZDub 303
TeamPlayers EoN.
481
|
Posted - 2013.06.25 21:34:00 -
[5] - Quote
This is what I posted in the CCP PC Feedback thread... I think it could really work.
Attacker Wins: Allow a couple options for when an attacker wins their first PC battle on a district: 1. Option for a follow up attack in 10-30m. Follow up attacks would use the same clones that you already have on the district from the first attack, incentivizing the use of more than 150 clones per attack. You can follow up attack a maximum of 2 more times (and claim a district immediately).
2. Option to reinforce attack. This leaves the current amount of clones on the district attacking, and allows you to send more to reinforce for another attack tomorrow.
3. Option to withdraw from attacking. This sells off the clones and unlocks the district to be attacked by someone else tomorrow.
Defender Wins:
1. There should be an option to place a 3 day lock out timer on the district with reduced clone production. First night produces no clones, second and third night reinforces with 40% clone production. There is a slight penalty for doing this but allows defenders to take a break if they need it.
2. no lockout, 100% clone reinforcement immediately. (This is what happens now.)
Same 1 hour timer to make a decision, if timer expires then we default to Option 3 for attackers and Option 2 for defenders. |
Kain Spero
Imperfects Negative-Feedback
1765
|
Posted - 2013.06.25 21:36:00 -
[6] - Quote
Daedric Lothar wrote:This doesn't seem fair..
If they paid the investment in clones to get the district.. They should do what they want with it. You are taking away their rights to do with their land as they please.
Sure you can do what you want with you land. If this includes not defending it then don't be surprised for it to end up in someone else's hands.
Their is an upside in going at this from two prongs in that if you successfully defend you get relief from you attackers for 2 days. You also get the benefit that bringing more than 150 clones to a fight would be much more common and this would make winning a defense more financially rewarding for the individuals from the extra clones destroyed and also to the owning corporation in the form of clones stolen from the attacks. |
Kain Spero
Imperfects Negative-Feedback
1765
|
Posted - 2013.06.25 21:44:00 -
[7] - Quote
ZDub 303 wrote:This is what I posted in the CCP PC Feedback thread... I think it could really work.
Attacker Wins: Allow a couple options for when an attacker wins their first PC battle on a district: 1. Option for a follow up attack in 10-30m. Follow up attacks would use the same clones that you already have on the district from the first attack, incentivizing the use of more than 150 clones per attack. You can follow up attack a maximum of 2 more times (and claim a district immediately).
2. Option to reinforce attack. This leaves the current amount of clones on the district attacking, and allows you to send more to reinforce for another attack tomorrow.
3. Option to withdraw from attacking. This sells off the clones and unlocks the district to be attacked by someone else tomorrow.
Defender Wins:
1. There should be an option to place a 3 day lock out timer on the district with reduced clone production. First night produces no clones, second and third night reinforces with 40% clone production. There is a slight penalty for doing this but allows defenders to take a break if they need it.
2. no lockout, 100% clone reinforcement immediately. (This is what happens now.)
Same 1 hour timer to make a decision, if timer expires then we default to Option 3 for attackers and Option 2 for defenders.
Pretty spot on. I'm not sure about a 3 day lock, but I do like the fact that you reduce production for increased defense. For option 3 for the attacker winning I would say return the clones to the district they came from unless it was a gen pack attack. In that case they get sold off.
I do like the reinforce idea you put forward in Option 2. It makes sense that the clones are parked on the district and you reup the side of the attack. The only change I would make is that I really think that if you take a huge numbers hit in your first attack and drop below 150 clones you don't get access to Option 1. |
ZDub 303
TeamPlayers EoN.
483
|
Posted - 2013.06.25 22:02:00 -
[8] - Quote
Kain Spero wrote:Pretty spot on. I'm not sure about a 3 day lock, but I do like the fact that you reduce production for increased defense. For option 3 for the attacker winning I would say return the clones to the district they came from unless it was a gen pack attack. In that case they get sold off.
I do like the reinforce idea you put forward in Option 2. It makes sense that the clones are parked on the district and you reup the side of the attack. The only change I would make is that I really think that if you take a huge numbers hit in your first attack and drop below 150 clones you don't get access to Option 1.
Yeah the numbers can always be tweaked, and I do like returning the clones to district... but do you pay travel costs both ways?
Regardless, its the core idea that matters... I think the winners of each battle need more options... and the ability to reup would be huge and some sort of lockout so defenders can take a breather.. if not 3 days.. maybe down to 2 days with 40% per day or something. It can just get wearing have to defend 4-5-6 times in a row...
I really wanna say no to the minimum clone count for reup but you are probably right... no need to waste everyone's time on a halfhearted attack.
However.. there is another thing to consider.. if clones aren't being sold off every battle.. then there are no individual payouts. I think a record of each battle, with all of the participants.. where directors of a corp can individually issue a contract payout to reimburse each player would be necessary. It also adds a new layer of complexity to economic warfare, as corps would have to fulfill the contracts themselves (which makes sense cause its player generated content!) and if their members don't get paid... |
Zyrus Amalomyn
Militaires-Sans-Frontieres
205
|
Posted - 2013.06.25 22:34:00 -
[9] - Quote
ZDub 303 wrote:This is what I posted in the CCP PC Feedback thread... I think it could really work.
Attacker Wins: Allow a couple options for when an attacker wins their first PC battle on a district: 1. Option for a follow up attack in 10-30m. Follow up attacks would use the same clones that you already have on the district from the first attack, incentivizing the use of more than 150 clones per attack. You can follow up attack a maximum of 2 more times (and claim a district immediately).
2. Option to reinforce attack. This leaves the current amount of clones on the district attacking, and allows you to send more to reinforce for another attack tomorrow.
3. Option to withdraw from attacking. This sells off the clones and unlocks the district to be attacked by someone else tomorrow.
Defender Wins:
1. There should be an option to place a 3 day lock out timer on the district with reduced clone production. First night produces no clones, second and third night reinforces with 40% clone production. There is a slight penalty for doing this but allows defenders to take a break if they need it.
2. no lockout, 100% clone reinforcement immediately. (This is what happens now.)
Same 1 hour timer to make a decision, if timer expires then we default to Option 3 for attackers and Option 2 for defenders.
I like this. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
556
|
Posted - 2013.06.26 04:38:00 -
[10] - Quote
the only argument to that zdub is matches are scheduled ahead of time. This allows corps time to set up personnel ensure availability etc.
Having an option to attack 30min later....right after a match will not work out well I don't think.
Ppl get on for wars and often log off after. Not everyone is like us nolifers and I don't think its wise to force people to be on longer than they want.
Scheduling the mass attack using the current tim ing system I think has greater potentail to appeal to everyone. Otherwise its will come down to corp A taking even greater advantage of the timers and availability of corp B than it already is |
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D3LTA Blitzkrieg II
0uter.Heaven League of Infamy
5
|
Posted - 2013.06.26 04:43:00 -
[11] - Quote
i think the pace of PC needs to be slowed down. ppl getin burned out and maybe cant make every match. and as far as ppl not showing up in order to waste ur time then they could increase NULL cannon rate of fire once all points are captured. that provides a simpler solution in my eyes |
Kain Spero
Imperfects Negative-Feedback
1767
|
Posted - 2013.06.26 06:25:00 -
[12] - Quote
CHICAGOCUBS4EVER wrote:the only argument to that zdub is matches are scheduled ahead of time. This allows corps time to set up personnel ensure availability etc.
Having an option to attack 30min later....right after a match will not work out well I don't think.
Ppl get on for wars and often log off after. Not everyone is like us nolifers and I don't think its wise to force people to be on longer than they want.
Scheduling the mass attack using the current tim ing system I think has greater potentail to appeal to everyone. Otherwise its will come down to corp A taking even greater advantage of the timers and availability of corp B than it already is
Actually, I think that the ability to attack immediately actually is better for those that want to get on and get off rather than fighting the same hour 2 to 3+ days in a row. Often times a lot of time gets put into to preparing for a battle as well and with the current mechanics all of that preparation has to be repeated for several days in a row. |
Nova Knife
Seituoda Taskforce Command Caldari State
1085
|
Posted - 2013.06.26 10:51:00 -
[13] - Quote
ZDub 303 wrote:
3. Option to withdraw from attacking. This sells off the clones and unlocks the district to be attacked by someone else tomorrow.
IMO, This sounds like a 'retreat' option. In the case of a 'retreat', I think the defenders should get the attackers' clones that they leave behind. Or maybe a portion of them. I dunno.
|
The Robot Devil
BetaMax. CRONOS.
475
|
Posted - 2013.06.26 10:52:00 -
[14] - Quote
PC is a unique monster to tackle. I don't usually participate in PC but I will give my opinion anyways. I agree that the problem is burn out do to routine and lack of players. I would like to see a battle that lasts hours or even days with changing front lines. To me a 15 minute battle is too quick and only encourages the use of top players. If the battles lasted all day and allowed us to advance towards a main goal as we capture smaller points then we could use more of our corp mates and any awoxing would have a lesser effect on outcome. Skirmish 1.0 is a good start but there should be more objectives over a larger area. It would also allow for more tactics and better use of dropships. The biggest problem is the burn out rate due to overuse and poor mechanics. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
557
|
Posted - 2013.06.26 11:50:00 -
[15] - Quote
Kain Spero wrote:CHICAGOCUBS4EVER wrote:the only argument to that zdub is matches are scheduled ahead of time. This allows corps time to set up personnel ensure availability etc.
Having an option to attack 30min later....right after a match will not work out well I don't think.
Ppl get on for wars and often log off after. Not everyone is like us nolifers and I don't think its wise to force people to be on longer than they want.
Scheduling the mass attack using the current tim ing system I think has greater potentail to appeal to everyone. Otherwise its will come down to corp A taking even greater advantage of the timers and availability of corp B than it already is Actually, I think that the ability to attack immediately actually is better for those that want to get on and get off rather than fighting the same hour 2 to 3+ days in a row. Often times a lot of time gets put into to preparing for a battle as well and with the current mechanics all of that preparation has to be repeated for several days in a row.
O I agree this could be a cool option. I thought zdub was suggesting corp a wins and right THEN would get to choose for the immediate reup 10m later...
Im just saying this should be scheduled ahead of time, or at the very least require confirmation from both sides before the attack is allowed to go through on such short notice.
Im all for anything that brings back any of the old socom feel... wars best 2 of 3 maps but that was literally a single room with the 3 maps. 1st map over, back 2 lobby for 5min countdown then straight into next map etc.
For PC I think the skirmish 1.0 setup could be utilized for attacking a district in 1 go... at least from what I've heard about 1.0 |
Daedric Lothar
Onslaught Inc RISE of LEGION
716
|
Posted - 2013.06.26 11:50:00 -
[16] - Quote
Well, since 2 CPM have responded, if we are going to run with this idea I will play along. For any idea we need to view it from the extreme, from a future perspective, and how it can be hideously abused. So lets pretend for now that EVE and Dust can transfer funds and that a rich alliance is wanting to attack a really awesome but small buddy buddy corp's district. They flop down 1 billion for clones (Drop in the bucket), which gives them 12 packs and then start laying the smack down.
Automatically, with a 30 min reup timer and a 15 minute timer, this gives the attacker the option for a 540 minute battle (9 hours). Attackers could just spend money to push the defenders out of their home, not sure how many corps could or would want to field a full team for 9 hours straight, and the attackers could just not really show up or stay in their MCC for the early fights and only really fight later once the defenders leave or are annoyed. Also might make it alot more difficult to keep Ringers since you can't agree on a set amount of time in advance.
Zdub's post eliminates most of this with his maximum attacks per window. Though I am not sure I like the 3 day lockout timer, because then you could abuse it the other way and make yourself nearly impossible to take over if you have enough money, because you would only be open to attack once every 3 days, and during those three days you almost make 1 day's worth of clones and can only be attacked 1 day before you lock yourself again for 3. |
ZDub 303
TeamPlayers EoN.
490
|
Posted - 2013.06.26 11:57:00 -
[17] - Quote
CHICAGOCUBS4EVER wrote:Kain Spero wrote:CHICAGOCUBS4EVER wrote:the only argument to that zdub is matches are scheduled ahead of time. This allows corps time to set up personnel ensure availability etc.
Having an option to attack 30min later....right after a match will not work out well I don't think.
Ppl get on for wars and often log off after. Not everyone is like us nolifers and I don't think its wise to force people to be on longer than they want.
Scheduling the mass attack using the current tim ing system I think has greater potentail to appeal to everyone. Otherwise its will come down to corp A taking even greater advantage of the timers and availability of corp B than it already is Actually, I think that the ability to attack immediately actually is better for those that want to get on and get off rather than fighting the same hour 2 to 3+ days in a row. Often times a lot of time gets put into to preparing for a battle as well and with the current mechanics all of that preparation has to be repeated for several days in a row. O I agree this could be a cool option. I thought zdub was suggesting corp a wins and right THEN would get to choose for the immediate reup 10m later... Im just saying this should be scheduled ahead of time, or at the very least require confirmation from both sides before the attack is allowed to go through on such short notice. Im all for anything that brings back any of the old socom feel... wars best 2 of 3 maps but that was literally a single room with the 3 maps. 1st map over, back 2 lobby for 5min countdown then straight into next map etc. For PC I think the skirmish 1.0 setup could be utilized for attacking a district in 1 go... at least from what I've heard about 1.0
Yeah, that is exactly what I meant. If the attacker wins, they can choose to attack again. They only have say... 10m to decide to attack again and then war barge time etc... This allows you to press the advantage while you're winning, it also functions to let you take the district immediately if they no show.
Otherwise its 2-3 days... Period... And with my schedule at least... I can't show up every night like that. I usually have 1-2 nights free that I could play for several hours but I can't log in every night at the same hour like PC demands now. |
ZDub 303
TeamPlayers EoN.
490
|
Posted - 2013.06.26 11:59:00 -
[18] - Quote
Nova Knife wrote:ZDub 303 wrote:
3. Option to withdraw from attacking. This sells off the clones and unlocks the district to be attacked by someone else tomorrow.
IMO, This sounds like a 'retreat' option. In the case of a 'retreat', I think the defenders should get the attackers' clones that they leave behind. Or maybe a portion of them. I dunno.
Yeah... But this is an option that happens when the attackers win. I get what you're saying but I'm not sure i like that defenders are rewarded for attackers winning. If they did it should be very little.. Like 10%. |
zapfrog
KILL-EM-QUICK RISE of LEGION
0
|
Posted - 2013.06.26 12:48:00 -
[19] - Quote
The Robot Devil wrote:PC is a unique monster to tackle. I don't usually participate in PC but I will give my opinion anyways. I agree that the problem is burn out do to routine and lack of players. I would like to see a battle that lasts hours or even days with changing front lines. To me a 15 minute battle is too quick and only encourages the use of top players. If the battles lasted all day and allowed us to advance towards a main goal as we capture smaller points then we could use more of our corp mates and any awoxing would have a lesser effect on outcome. Skirmish 1.0 is a good start but there should be more objectives over a larger area. It would also allow for more tactics and better use of dropships. The biggest problem is the burn out rate due to overuse and poor mechanics.
I like this idea a lot.
Honestly the burnout, PC lagging issues and odd defend/attack times have left a lot of players out in the cold. Can't tell you how many times the attack/defend times are just impossible to get people on. |
ZDub 303
TeamPlayers EoN.
490
|
Posted - 2013.06.26 12:54:00 -
[20] - Quote
zapfrog wrote:The Robot Devil wrote:PC is a unique monster to tackle. I don't usually participate in PC but I will give my opinion anyways. I agree that the problem is burn out do to routine and lack of players. I would like to see a battle that lasts hours or even days with changing front lines. To me a 15 minute battle is too quick and only encourages the use of top players. If the battles lasted all day and allowed us to advance towards a main goal as we capture smaller points then we could use more of our corp mates and any awoxing would have a lesser effect on outcome. Skirmish 1.0 is a good start but there should be more objectives over a larger area. It would also allow for more tactics and better use of dropships. The biggest problem is the burn out rate due to overuse and poor mechanics. I like this idea a lot. Honestly the burnout, PC lagging issues and odd defend/attack times have left a lot of players out in the cold. Can't tell you how many times the attack/defend times are just impossible to get people on.
It would almost be like a smaller, timed version of PS2. Which the open world Idea of PS2 is awesome... most people's grips about that game are that overnight everything you worked for is undone.
If it was PS2 in... 3-4 hour chunks with lockout until you can continue to press the attack the next day... could be best of both worlds.
Its true though, I think 99% of the problem with PC burnout is that its just the skirmish game mode and we're all sick and tired of playing skirmish. |
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The Robot Devil
BetaMax. CRONOS.
475
|
Posted - 2013.06.26 13:35:00 -
[21] - Quote
To me the biggest downfall of DUST - I am talking enjoyment - is the grind feeling. Every story that is told about New Eden has to do with lies, spies, theft and take over and it is very stressful. We came to this game for something fun and got pulled in to the black hole called New Eden. I am not bad mouthing because I think it is great but some mercs are hardcore and this game is stressful. Taking pressure off of the grind feeling by adding to the battle time it takes to conquer a district we could get rid of the stress of having to have all your ducks in a row at a certain time. The grind makes this game a second job and that is not fun at all. |
Kain Spero
Imperfects Negative-Feedback
1771
|
Posted - 2013.06.26 13:44:00 -
[22] - Quote
A multi-staged, skirmish 1.0 type map is definitely my ideal for taking a district in the long run. Reading some of the posts I'm not sure I made this very clear. Once you start pressing the attack, if you loose an attack the defender would then get their relief window.
Daedric, when I say open to immediate attack I only mean after the usual initial wait and then a subsequent victory. If at any point an attacker is defeated when pressing the attack then I think that should trigger a 2 day or maybe even 3 day wait as Zdub suggested. The key for me is that victory through fighting should be properly rewarded, and not fighting or defending your holdings should be punished. |
Kain Spero
Imperfects Negative-Feedback
1771
|
Posted - 2013.06.26 13:54:00 -
[23] - Quote
Nova Knife wrote:ZDub 303 wrote:
3. Option to withdraw from attacking. This sells off the clones and unlocks the district to be attacked by someone else tomorrow.
IMO, This sounds like a 'retreat' option. In the case of a 'retreat', I think the defenders should get the attackers' clones that they leave behind. Or maybe a portion of them. I dunno.
Yeah, I like this better. Makes sense when you combine it with option two. I wold say maybe not all of the clones since the attacker did win the fight, but a portion.
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Daedric Lothar
Onslaught Inc RISE of LEGION
720
|
Posted - 2013.06.26 14:09:00 -
[24] - Quote
Kain Spero wrote: Daedric, when I say open to immediate attack I only mean after the usual initial wait and then a subsequent victory. If at any point an attacker is defeated when pressing the attack then I think that should trigger a 2 day or maybe even 3 day wait as Zdub suggested. The key for me is that victory through fighting should be properly rewarded, and not fighting or defending your holdings should be punished.
The question I have then is, how does that affect corps using dummy corps to lock their districts up to prevent them from being taken? If they get 3 days of freedom from attacks to produce full clones then the profits are much higher for them to possibly want to lock their districts through alt attacks vs the setup we currently have. Also, if its limited, whats to stop people from grief attacking to slow clone production?
The other question is, what is not fighting? If there is a no show? What if the enemy just has 1 guy in the MCC afking? how would you track other such abuses?
I would like PC to be active and healthy as well. Honestly I would like to see asset destruction during a match. To make a profit, you have to invest in the district, build stuff to increase profit, the more investment a corp must put in means they are more likely to defend it. No need to penalize people when you can incentivize people instead.
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Kain Spero
Imperfects Negative-Feedback
1772
|
Posted - 2013.06.26 14:18:00 -
[25] - Quote
Maybe the solution there is to limit the lockout to the corporation that did the attack. This could help alleviate dummy corps being used to lock down a district.
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Daedric Lothar
Onslaught Inc RISE of LEGION
722
|
Posted - 2013.06.26 14:42:00 -
[26] - Quote
Kain Spero wrote:Maybe the solution there is to limit the lockout to the corporation that did the attack. This could help alleviate dummy corps being used to lock down a district.
On the grief option to reduce clone production that why Zdubbs suggestion that it be an option to lockdown the district at reduced clone production makes sense. If you want to be free from attacks after a victorious defense you have an associated cost. If you are ready to defend again then go for full clone production, but be open to attack.
That seems legit. if clone production is VERY limited when a district is locked up, then that can stop exploiting. Maybe possibly limiting the transfer of clones to and from that district so they cannot lock themselves and keep resupplying from other districts, I can see this possibly being an issue when there is a integrated economy and clones can be bought and sold in EVE. I would hate to see them lock themselves only to just keep fully resupplying their clone counts to be very hard to kill.
Example: If down the road, a maxed out district can hold like 600 clones, then you would have to win 4 fights against them. If they lose 3 in a row but win the 4th, they could lock the district for 3 days, resupply themselves and then you have to win 4 in a row to take it from them. |
Kain Spero
Imperfects Negative-Feedback
1772
|
Posted - 2013.06.26 15:30:00 -
[27] - Quote
Daedric Lothar wrote:Kain Spero wrote:Maybe the solution there is to limit the lockout to the corporation that did the attack. This could help alleviate dummy corps being used to lock down a district.
On the grief option to reduce clone production that why Zdubbs suggestion that it be an option to lockdown the district at reduced clone production makes sense. If you want to be free from attacks after a victorious defense you have an associated cost. If you are ready to defend again then go for full clone production, but be open to attack. That seems legit. if clone production is VERY limited when a district is locked up, then that can stop exploiting. Maybe possibly limiting the transfer of clones to and from that district so they cannot lock themselves and keep resupplying from other districts, I can see this possibly being an issue when there is a integrated economy and clones can be bought and sold in EVE. I would hate to see them lock themselves only to just keep fully resupplying their clone counts to be very hard to kill. Example: If down the road, a maxed out district can hold like 600 clones, then you would have to win 4 fights against them. If they lose 3 in a row but win the 4th, they could lock the district for 3 days, resupply themselves and then you have to win 4 in a row to take it from them.
I think this would make sense with the district being in a reinforced mode. Essentially no clone in or out potentially. |
ZDub 303
TeamPlayers EoN.
491
|
Posted - 2013.06.26 16:14:00 -
[28] - Quote
Daedric Lothar wrote:Kain Spero wrote:Maybe the solution there is to limit the lockout to the corporation that did the attack. This could help alleviate dummy corps being used to lock down a district.
On the grief option to reduce clone production that why Zdubbs suggestion that it be an option to lockdown the district at reduced clone production makes sense. If you want to be free from attacks after a victorious defense you have an associated cost. If you are ready to defend again then go for full clone production, but be open to attack. That seems legit. if clone production is VERY limited when a district is locked up, then that can stop exploiting. Maybe possibly limiting the transfer of clones to and from that district so they cannot lock themselves and keep resupplying from other districts, I can see this possibly being an issue when there is a integrated economy and clones can be bought and sold in EVE. I would hate to see them lock themselves only to just keep fully resupplying their clone counts to be very hard to kill. Example: If down the road, a maxed out district can hold like 600 clones, then you would have to win 4 fights against them. If they lose 3 in a row but win the 4th, they could lock the district for 3 days, resupply themselves and then you have to win 4 in a row to take it from them.
My suggestion was to lock the district... meaning no clones in or out and reduced clone production as the price for electing to go for the lockdown.
Its just a way to give defenders a breather.
That's exactly right though. Here is an example scenario:
Corp A attacks Corp B, sends 300 clones and corp B has 450 clones defending.
Corp A wins, loses 100 clones.
Corp A now has 200 clones, Corp B has 300 Clone - attackers elect to continue the attack. They have 10 minutes to decide and attack starts 30m after first attack finishes to give everyone a smoke break and stragize, swap out ringers etc.
Battle #2 commences, Corp A wins again and only loses 40 clones.
Corp A now has 160 clones, Corp B has 150 Clones
They choose to reup again
Corp B wins Battle 3 and loses 50 clones. They choose to take a reprieve.
Corp A can now reinforce the district, they sent 190 clones.
Corp A now has 200 clones, and in 3 days Corp B will have 160 (lets say production is 60 instead of 80 for taking the repieve)
etc etc.
It makes the situation much more dynamic. |
Revelations 514
Red Star. EoN.
73
|
Posted - 2013.06.26 17:36:00 -
[29] - Quote
ZDub 303 wrote:Kain Spero wrote:Pretty spot on. I'm not sure about a 3 day lock, but I do like the fact that you reduce production for increased defense. For option 3 for the attacker winning I would say return the clones to the district they came from unless it was a gen pack attack. In that case they get sold off.
I do like the reinforce idea you put forward in Option 2. It makes sense that the clones are parked on the district and you reup the side of the attack. The only change I would make is that I really think that if you take a huge numbers hit in your first attack and drop below 150 clones you don't get access to Option 1. Yeah the numbers can always be tweaked, and I do like returning the clones to district... but do you pay travel costs both ways? Regardless, its the core idea that matters... I think the winners of each battle need more options... and the ability to reup would be huge and some sort of lockout so defenders can take a breather.. if not 3 days.. maybe down to 2 days with 40% per day or something. It can just get wearing have to defend 4-5-6 times in a row... I really wanna say no to the minimum clone count for reup but you are probably right... no need to waste everyone's time on a halfhearted attack. However.. there is another thing to consider.. if clones aren't being sold off every battle.. then there are no individual payouts. I think a record of each battle, with all of the participants.. where directors of a corp can individually issue a contract payout to reimburse each player would be necessary. It also adds a new layer of complexity to economic warfare, as corps would have to fulfill the contracts themselves (which makes sense cause its player generated content!) and if their members don't get paid...
You could just allow a half-hearted attack, and the clone count would be irrelevant. They would attack and probably lose due to having too few clones then the defender would get to choose to lock it down. Punishing them for the half-hearted and ill planned attempt. It would also give a slight boost to meta gaming and strat, as you could half-heartedly attack a couple of districts to get them defended, then hit with your real attack.
Anyways, just an idea I thought I would throw out there. |
Daedric Lothar
Onslaught Inc RISE of LEGION
726
|
Posted - 2013.06.26 17:44:00 -
[30] - Quote
ZDub 303 wrote: My suggestion was to lock the district... meaning no clones in or out and reduced clone production as the price for electing to go for the lockdown.
Its just a way to give defenders a breather.
..... Corp A now has 200 clones, and in 3 days Corp B will have 160 (lets say production is 60 instead of 80 for taking the repieve)
etc etc.
It makes the situation much more dynamic.
I like this, its like being surrounded, a siege of the planet. However. Doesn't this mean the attacker would ALWAYS win as long as the attacker kept applying money to the equation? When would the defender resupply clones?
Revelations 514 wrote: You could just allow a half-hearted attack, and the clone count would be irrelevant. Anyways, just an idea I thought I would throw out there.
This is exploitable, Defender could use fake corps to lock a district at the cost of only a few clones. |
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Revelations 514
Red Star. EoN.
73
|
Posted - 2013.06.26 18:37:00 -
[31] - Quote
Daedric Lothar wrote:ZDub 303 wrote: My suggestion was to lock the district... meaning no clones in or out and reduced clone production as the price for electing to go for the lockdown.
Its just a way to give defenders a breather.
..... Corp A now has 200 clones, and in 3 days Corp B will have 160 (lets say production is 60 instead of 80 for taking the repieve)
etc etc.
It makes the situation much more dynamic. I like this, its like being surrounded, a siege of the planet. However. Doesn't this mean the attacker would ALWAYS win as long as the attacker kept applying money to the equation? When would the defender resupply clones? Revelations 514 wrote: You could just allow a half-hearted attack, and the clone count would be irrelevant. Anyways, just an idea I thought I would throw out there.
This is exploitable, Defender could use fake corps to lock a district at the cost of only a few clones.
Very true. Good point sir. |
ZDub 303
TeamPlayers EoN.
492
|
Posted - 2013.06.26 21:43:00 -
[32] - Quote
Daedric Lothar wrote:ZDub 303 wrote: My suggestion was to lock the district... meaning no clones in or out and reduced clone production as the price for electing to go for the lockdown.
Its just a way to give defenders a breather.
..... Corp A now has 200 clones, and in 3 days Corp B will have 160 (lets say production is 60 instead of 80 for taking the repieve)
etc etc.
It makes the situation much more dynamic. I like this, its like being surrounded, a siege of the planet. However. Doesn't this mean the attacker would ALWAYS win as long as the attacker kept applying money to the equation? When would the defender resupply clones? Revelations 514 wrote: You could just allow a half-hearted attack, and the clone count would be irrelevant. Anyways, just an idea I thought I would throw out there.
This is exploitable, Defender could use fake corps to lock a district at the cost of only a few clones.
In the current system, as long as you continue to attack day after day the defender cannot resupply clones. So nothing really changes in that respect. If you win, as a defender.. you can continue to get 80-100 clones for clone production each day, same as always. Technically right now, if you continue to attack and the defender wins each time but loses more than 80 or 100 clones, they will eventually lose. That's no different than it works currently.
Let me clarify, no matter who wins.. the loser will always lose 150 clones.. which is why you can't be allowed to reup your attack at less than 150 with a system like this, and minimum amount to attack is 150 clones already iirc isnt it? So alt corp attacking will be just as exploitable in this new system as it is currently.. and I don't know anyone who is spending 150 clones per day right now locking their own district.
So it would function very similar as it does now, just with a few more options for attackers and defenders.
edit: Unless you mean alt attacks with the 3 day lockout... hm.. I don't know good point. that could be exploitable... I don't know... |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
144
|
Posted - 2013.06.28 17:34:00 -
[33] - Quote
The more strategic options given to both attackers and defenders the better. |
Oso Peresoso
RisingSuns
36
|
Posted - 2013.06.28 18:02:00 -
[34] - Quote
Kain Spero wrote:I continue to get reports that players continue to find themselves fighting empty matches as enemies choose to force enemies to grind through districts without putting up a fight.
This really has to be stopped. If you aren't going to fight for your district then the mechanics need to favor the quick removal of your ownership of the land you either can't or are unwilling to protect. At the same time the rewards for fending off an attack have to be increased to ensure that a good balance is struck.
The sov-grinders up in space have wanted this for years. Good luck. |
Patoman Radiant
ZionTCD
139
|
Posted - 2013.06.29 00:53:00 -
[35] - Quote
A fix would be one match flips a district, half defenders clones retreat, half are awarded to attacker.
plus, spending a week to take a planet or more, yea... no. That should be how fast a solar system should fall. |
ladwar
Dead Six Initiative Lokun Listamenn
682
|
Posted - 2013.06.29 01:44:00 -
[36] - Quote
i don't like the fact that current matches are skirmish only for PC and the ownerships is base on the clone count of the defending side. where are the clones being stored in they are not in the MCC or the landscape you are fighting on because if they don't show up to fight the attacker should have free roam on killing the defenders clones and take control right away. are you telling me that the clones are up in the warbarge where nothing can do anything to them and while land is unprotected and the warbarge magically loses clones from the MCC destruction?
i am in favor of the first match being an ambush(kind of a first push to a foothold) match where the attacking side has to last for a certain amount of time with the clones brought over. the second match current skirmish match where if the attacking side wins by clones the win the district but if then win by MCC the attacker loses 50% of the clones they ended with and the attacker gets 25% of the clones the attacker lost and goes onto round 3 of skirmish 1.0 or something close to it and if the attacker wins they get the district. and once after a round (after 1st and 2nd) the attacker could launch a counter attack. if after the first but before the second another ambush match and after the second but before the third a skirmish. the attacker would not have to buy more clone packs for each round because that is just silly just like how it is right now. |
Jathniel
G I A N T EoN.
526
|
Posted - 2013.06.29 02:40:00 -
[37] - Quote
Kain Spero wrote:I continue to get reports that players continue to find themselves fighting empty matches as enemies choose to force enemies to grind through districts without putting up a fight.
This really has to be stopped. If you aren't going to fight for your district then the mechanics need to favor the quick removal of your ownership of the land you either can't or are unwilling to protect. At the same time the rewards for fending off an attack have to be increased to ensure that a good balance is struck.
A surrender mechanic for the corp that does not want to defend its district should be simple enough to implement. Surrender the district, and ownership switches immediately.
Kain Spero wrote:The most job-like part of Planetary Conquest has to be essentially clocking in for 2 to 3+ days to fight for one district, and, on the flip side, being force to defend over and over against an enemy even though you repeatedly pound them into the dirt.
For attacking, I think the ideal would be a longer, multi-stage fight that has a serious sense of progression as you take the district. For now, I would be happy with having the attackers able to immediately attack the district and spawn the next match after successful fight as long as they have more than 150 clones left in their attack pool. One question would be would be whether or not if an attack has the option to immediately attack again or use the current mechanic of attack the next day. On this point I'm not sure if it should be mandatory or not for the attacks to be immediate.
I initially proposed an idea that the amount of time between a district being attacked, should depend on the number of jumps between that district and the nearest district of the attacker. The rule would also apply to clone packs. Example, if the district you want to attack is one jump away from YOUR nearest district, you can attack daily. If it's two jumps, every two days, three jumps, three days, etc. This would essentially enforce a soft rule of zone of control. OR A rule that if you are attacking a district that is in a constellation that you do NOT have a district in, you can only do that once weekly. (However, it would only be one match to decide ownership, not 2 or 3)
Kain Spero wrote:I do think on the defense side of the equation if you defeat an attack, even if your attacker declares another attack in their exclusive window after the fight, it should be after two reinforcement periods. Also, you should be immune to an immediate attack again as described earlier if you reduce your attacker to less than 150 clones. If the attacker wins with less than 150 clones at the end of the battle they can attack again but it will not take place until the next day as is currently the case.
I'd you one better. Let the attacker, attack again, ONLY using the clones he has available. Leave it to the attacker to decide if he has the clones on hand to reattack. OR he can wait, to have an additional 150, and attack with fresh clones. However, considering my prior proposals, this rule should only be implemented IF the two enemy corps are within 1 jump of each other, OR are within the same constellation.
With these ideas, there will be a reason for people to secure systems and constellations, in order to earn some respite. The rule of interval would apply to clone packs as well. |
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