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Thread Statistics | Show CCP posts - 1 post(s) |
Daedric Lothar
Onslaught Inc RISE of LEGION
749
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Posted - 2013.06.27 17:49:00 -
[1] - Quote
So I launch an attack and it shows up an hour later to start figthing for Relays. And the district could have 6 of them, and I have to kill all 6 relay sites to start a battle for the district. Since there is only a 1 hour delay, what if the opponent no shows, do I have to fight in 6 no show battles before opening up the district in 24 hours? it seems to me that someone would not use these at all unless it was a supermassive corp that constantly had a 16+ person presence 24/7.
So then the battle begins and I can take out Generators, Skyfire batteries and/or run Ambush/Skirmish. How does Skyfire batteries affect Skirmish/Ambush play if I decide to play Skirmish instead of going after 1 of the batteries? You talk about having 4 battles queued. How would that would, do I need 64 players ready to go? or do I just need 16 to do 4 battles in a row? If its 16 for 4 battles in a row then that doesn't sound bad and I would definately support this.
However. I may also suggest this.
About 3 months ago I posed another idea where PC happens in 3 stages, 3 seperate battles that can happen one right after another. If the attacker wins all 3 then they win no matter if the defender has 10,000 clones or not. If the attacker loses then they are pushed back a stage and have to do the stage over. If either side runs out of clones then the match is failed/won automatically, if the attackers MCC blows up then the attack is failed.
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Stage 1 the MCC hovers over the district in the upper atmosphere and mercs can jump out down to the ground or be given a ride in drop ships. All the assets you described were all already in place on the field, there would be skyfire batteries and shield generators. In the first stage the mercs would need to disable the Skyfire batteries to keep the MCC from being blown up in the upper atmosphere, but they would also need to disable the shields to allow EVE support and to give themselves more locations to land. (No WP required to fire, EVE can liquidate unshielded ground targets, but the MCC would require time to recharge shots)
Stage 2: Once the shields and Skyfire batteries were disabled the MCC comes down to the ground. At this point there are different shield generators and also Null cannons ready to stop the attackers, this stage works kinda like Skirmish 1.0. The MCC slowly moves forward and the attackers must blow up shield generators. If the attackers blow up the generators then the defenders are open to being bombed by EVE and must retreat. Also the MCC would act like a mobile shield generator and would protect the attackers from defensive strikes, but defensive EVE strikes would also damage the MCC shield, so Air superiority is important. Once the shield generators are down, the attackers can take out the Null Cannons.
Stage 3: Once the Null cannons are down the MCC would fire a burst which would open the way to the defender's underground bunker where the attackers would have to capture the enemies last CRU deep underground. This battle would be a slaughter fest with narrow side tunnels for flanks and a large main tunnel for vehicle support. No EVE support can be used here. This battle is where someone is very likely to run out of clones. This battle is also very important Lore wire. With so much firepower available to space ships, people would be foolish not to bury their main bases below ground where ground forces are required to root them out. If there are no underground bases, there are no reason for ground forces because you could just ALWAYS orb strike your way to victory (In a RP sense) |
Daedric Lothar
Onslaught Inc RISE of LEGION
750
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Posted - 2013.06.27 18:21:00 -
[2] - Quote
DoomLead wrote: Honestly both of these your ideas could be combined espicially your stage 3 with his step 5 my only thing is I want there to be a way for this to be done within 2 hours once the actual battle starts instead of 2 days
Please note I edited mine a few times lol.
But mine could be done in about an hour or 2, The longest would be stage 1 where the attackers try to capture the Skyfire cannons instead of destroying them, because they cost so much. But depending on EVE support the battle could end horribly for the attackers really quick since EVE could target the Warbarge directly. I would say this battle would be the longest at 30 minutes to an hour.
Stage 2 would take about 5-15 minutes depending on EVE support.
Stage 3 would also either be the shortest or longest, if the attackers are so much better then they can capture all the CRUs and win the match quickly, if not then it becomes a slugfest trying to clone out the other team in small fast paced indoor combat. Stage 3 would mostly be for those really well defended locations because after 2 hard fougth battles the clone counts have got to be getting low. |
Daedric Lothar
Onslaught Inc RISE of LEGION
750
|
Posted - 2013.06.27 18:23:00 -
[3] - Quote
Ryder Azorria wrote:While I absolutely love this idea, I do think that there is still room for the current PC system - maybe for smaller, less valuable districts. PC lite if you will.
Actually, both ideas don't have to be used seperately. His idea is very complex and can be used for LARGE corporation warfare. CCP said they would have PC for both smaller and bigger corps. My idea is very streamlined and could be used for SMALLER - MEDIUM corporation warfare. Skirmish 1.0 (My stage 2) could be used for TINY corporation warfare. |
Daedric Lothar
Onslaught Inc RISE of LEGION
750
|
Posted - 2013.06.27 19:55:00 -
[4] - Quote
Kimimaro Uchiha wrote:one idea can go for PC the other FW
Actually the ideas are pretty similar, I would like to see something else entirely for faction warfare to be honest. I'd like to see as much divergent content as possible to keep the game fresh. Like in EVE you can trade or rat or mission or mine or explore or scam or just chill and chat or fly around or PVP or Null sec Conquest or Bubble Camp or or or or. There is so much really different content.
I think for FW it might be interesting to see if location destruction was possible. FW would take place in populated areas and you have to keep from blowing up friendly structures or killing friendly units, maybe even having NPCs in the match with you. Have some city conflict going block to block, building to building. etc. etc. or fighting in a field, trying to prevent the other team from destroying all the crops or hacking and stealing a transport full of medical supplies. |
Daedric Lothar
Onslaught Inc RISE of LEGION
757
|
Posted - 2013.06.28 12:31:00 -
[5] - Quote
Severus Smith wrote: I revised the proposal above to make things simpler. Mainly, I dropped the GÇ£customizationGÇ¥ part and set it so that every District has 3x Shield Relays. This means 3 battles to knock the District into reinforced. Much less. .
Keep the customization, Its good and its what people love, I elaborated more in the Feedback version of this.
Severus Smith wrote: As for the no show, thatGÇÖs a problem still. Personally, I think that loading into a PC battle should be different. The battle should have a GÇ£deploy timeGÇ¥ at which if a side is missing people they are filled in from the Mercenary Tab (Just like FW). To get in a player can wager 500,000 ISK to join the PC match as a GÇ£ringer mercenaryGÇ¥. Once both teams are full the match starts. At the end of the match the ringers on the winning team get their money back + biomass payout. ItGÇÖs essentially gambling on the outcome, but it ensures that there are no more GÇ£no showGÇ¥ one sided battles. Fights will always happen.
I don't like this fix. Because if a party pulls a no show, then you have a coordinated team of 16 with possible EVE support vs a team of 16 pugs with no support. It would be a slaughter and no ringer would do it more then once. Thinking about it, I would like to see more emphasis on the overall war inside the battle. If you no show or are so utterly dominated that it isn't even funny, the Defender should have a chance to lose the district right then and there. If the performance of the Defender is really poor, then maybe bonus capture points can be awarded to the attacker as well.
Severus Smith wrote: Per the revision mentioned above IGÇÖm dropping the GÇ£attack the Skyfire Batteries / GridsGÇ¥ part. This will hopefully make implementing this easier and less complicated. DonGÇÖt want your Warbarge to blow up? Take the District in 12 hours or less.
And the queued District battles are serial. So when one finishes the next one is starting very soon after. The only time you would have multiple battles happening simultaneously is if you are attacking / defending more than one District at that time.
Don't drop the skyfire and grid battles, it won't be complicated, see the other thread. However I would still like to see multiple battles simutaneously for a district, but it would need to be limited to only the "Big" corp districts, CCP said they wanted both large and small corps to participate. The BIG districts could have like 6-10 battles, 2-3 battles at one time. The medium districts could have like 4-6 battles, 1 battle at a time. The small districts could be 1-3 battles, 1 battle a day. (you could lore this by saying that since the Defense Grid has less surface area to cover, it can give more protection to the location, thereby limiting how often attacks can take place) |
Daedric Lothar
Onslaught Inc RISE of LEGION
757
|
Posted - 2013.06.28 12:44:00 -
[6] - Quote
CCP Eterne wrote:I'm moving this from General Discussion to Feedback/Requests.
Ohh cry.. We opened that one to specifically to discus the topic in a more general setting |
Daedric Lothar
Onslaught Inc RISE of LEGION
759
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Posted - 2013.06.28 13:14:00 -
[7] - Quote
Oh and new idea. If you attack and don't choose to fight the Skyfire battery, then the Defender gets a timer and during other matches can fire the battery against any EVE ships in the district while you fight the Shield Relay batteries. If you do attack the battery first, then you can capture it instead of destroying it then the attackers can fire it during their other matches. Which is why it would take so much effort to capture it during the Skyfire match, holding 3 points which would be far away from each other would be difficult, to give the defender an advantage since they paid for the thing in the first place. |
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