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Severus Smith
L.O.T.I.S. RISE of LEGION
241
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Posted - 2013.06.27 16:57:00 -
[1] - Quote
Reposted from Feedback / Requests (As Requested) Full Proposal PDF: DUST - Planetary Conquest.pdf
Current Planetary Conquest System - Very repetitive - Too much waiting for a single match - Requires A-Squads only - No different than instant battles - Cost prohibitive for attacking / defending
Proposed Revised Planetary Conquest System (Below) - Feels like an actual invasion - Multiple / variable match types - Faster paced - Timers make sense and have reasons - Requires A, B and C Squads - Still works for small corps - Big rewards for winning matches
Here is the process of attacking a District under the proposed new systemGǪ
Step 1: Put Warbarge in orbit over target District To attack a district you pay 100,000,000 ISK for a Warbarge with 1000 clones (Your paying for the clones - Warbarges are free, they're magic)
- Select District to attack - Pay 100,000,000 ISK for clones - Commence Attack
Your Warbarge is now en-route and will arrive in orbit over the District in 1 hour. (Would be cool if you could see it in EVE)
Step 2: Attack the Shield Relays Each District is protected by 1 - 7 Shield Relays (depends on configuration, explained later). These need to be destroyed. While these are up you cannot call in Orbital Bombardments. You can have up to 2 simultaneous battles at one time.
- Select a Shield Relay to attack (80 clones) - Commence Attack
A battle is now queued and will begin within the hour.
Step 3: Destroy the Shield Relays (DUST Battle) To destroy a Relay you need to destroy its two generators with remote explosives (or other munitions). Each generator is protected by a shield that must be hacked. Destroying all the generators ends the match. Running out of clones ends the match. Generator destruction doesnGÇÖt persist between matches (they have speedy repair drones!).
- Hack Relay Console - Defend Console until hack completes - Destroy Generator with remote explosives, vehicles, or other nefarious means - Repeat until both generators are destroyed
Once you succeed in destroying all of the Shield Relays protecting the District will enter Emergency Reinforcement mode for 24 hours. During this time it cannot be attacked and it will not fire on your Warbarge.
Step 4: Attack the Main District / Skyfire Batteries / Defense Grids When the District exits Emergency Reinforcement mode 24 hours later it will be unshielded. While it is unshielded it does not produce anything / gain passive ISK. You can either attack the Main District, the Skyfire Batteries protecting it, or the Defense Grids reinforcing it. Your goal is to obtain 100 GÇ£control pointsGÇ¥ (better term needed). Each victory gains you points and each loss loses you points.
- Attacking the Main District will gain you control points based on the match type.
- Skyfire Battery / Defense Grid = 10 points each
- 8 man Ambush = 15
- 16 man Ambush = 20
- Skirmish and Domination = 25
- Destroying a Skyfire Batteries gains you 10 points and will stop it from firing at your Warbarge. If your Warbarge sustains enough damage it will be destroyed; ending your attack and you losing you any clones remaining inside it. A District can have 1 - 4 Skyfire Batteries (depending on configuration). These do not fire while the District is in Reinforced mode. To destroy a battery you must destroy its two generators (just like the Shield Relays).
- 1 battery will destroy your WarbargeGÇÖs in 24 hours
- 2 batteries = 12 hours
- 3 batteries = 6 hours
- 4 batteries = 3 hours
- Attacking the Defense Grids gains you 10 control points and will stop its Daily Reinforcement cycle from occurring. This cycle stops all attacks from occurring but also disables the Skyfire Batteries. Destroying a generator can greatly help if the District you are attacking is in a different time zone. To destroy a generator you must destroy its five generators (just like the Shield Relays).
- 1 generator = 8 hour cycle
- 2 generators = 16 hour cycle
You will need to choose where and how you are attacking.
- Select your Attack Type
- 8 man Ambush (80 clones)
- 16 man Ambush (120 clones)
- Skirmish / Domination (160 clones)
- Skyfire Battery (120 clones)
- Defense Grid (120 clones)
- Commence Attack - Repeat until you gain 100 control points
You can have up to 2 battles queued. The defender can have up to 2 battles against you queued (for a total of 4 queued battles at one time).
Step 5: Attack the District Control Center This is it. Get your MCC to the control tower (Skirmish 1.0 style) and the District is yours. If you fail you lose 30 control points.
- Attack the District Control Tower (240 clones) - Commence Attack - Win
Taking the District Control Center gives you control of the District. You inherit all the modules (that you didnGÇÖt already destroy) and any clones remaining in the DistrictGÇÖs coffers and your Warbarge. Your Warbarge will stay in orbit for 24 hours to provide you with cover (District cannot be attacked) while you configure your new DistrictGÇÖs modules. After 24 hours your Warbarge will warp out and your new District is open to be attacked. |
Severus Smith
L.O.T.I.S. RISE of LEGION
241
|
Posted - 2013.06.27 16:58:00 -
[2] - Quote
District Configuration
As mentioned above a District can be configured. Each District has 6 slots and 600 power (similar to Rig slots in EVE) in which to place modules. Each module uses power.
- Shield Relay (100 power): Must be destroyed by enemy to bring down District shields. - Skyfire Battery (200 power): Fires on the enemy Warbarge. - Defense Grid (300 power): Reinforces the District for 8 hours every day. (This module is for Corps who donGÇÖt have coverage during certain timezones. It ensures they cannot be attacked during that 8 hour window)
There are basically 7 combinations:
- Defense Grid (x2) - Defense Grid + Skyfire Battery +Shield Relay - Defense Grid + Shield Relay (x2) - Skyfire Battery (x3) - Skyfire Battery (x2) + Shield Relay (x2) - Skyfire Battery + Shield Relay (x4) - Shield Relay (x6)
Each combination offers a corp different things; 2x Defense Grids limit attacks to a single timezone, 3x Skyfire batteries will force enemy Warbarges out of orbit in 3 hours, and 6x Shield Relays offer a large buffer your enemy must overcome to unshield your district (which stops passive ISK / production).
By default each District has 1x Shield Relay and 1x Skyfire battery. The modules above are in addition to these.
Clone Pricing
Clones cost ISK. Attackers and Defenders can buy more clones at any time in packs of 100. For an attacker 100 clones is 12,500,000 ISK. For a defender 100 clones is 7,500,000 ISK. When a clone is destroyed in battle it is worth 50,000 ISK to the victor in biomass payout. Attackers get a discount when initiating an attack (1000 clones for 100,000,000 ISK).
(Please view the final page of the PDF here for cost calculations)
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Severus Smith
L.O.T.I.S. RISE of LEGION
258
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Posted - 2013.06.27 23:59:00 -
[3] - Quote
I just updated the OP to version 2. The revisions were based on everyone's feedback.
DUST - Planetary Conquest v2.pdf |
Severus Smith
L.O.T.I.S. RISE of LEGION
258
|
Posted - 2013.06.28 00:02:00 -
[4] - Quote
Daedric Lothar wrote: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. 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.
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.
Daedric Lothar wrote: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. 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. |
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