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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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Buddha Brown
Factory Fresh
6
|
Posted - 2013.06.27 17:17:00 -
[3] - Quote
interesting... *strokes beard* |
Zatara Rought
TeamPlayers EoN.
326
|
Posted - 2013.06.27 17:26:00 -
[4] - Quote
Very ambitious. Initial thoughts: could be a bit 2 complex, gonna need time 2 chew on it. However, impression wise, it's mind blowing, game changing, visionary, a very welcome injection of creativity into an otherwise bare bones, uninspiring game mode that basically serves the purpose of corp v corp battles. As an Eon member we just can't find a lot of opponents. Hellstorm, outer.heaven, SI, wtfrench's a team, and probably omega commission once pro hic joins are all we have left with the imps gone. I read this and was faintly reminded of battlefield 2142 in the best possible way. Overall, even if this dies here as the wishful thinking of a brave blueberry and inspired dust community member then know that it really brought me a but of hope for what this game could one day possess. |
DoomLead
Dead Six Initiative Lokun Listamenn
62
|
Posted - 2013.06.27 17:44:00 -
[5] - Quote
This is the most comprehensive mind blowing proposal and it will get my full support |
Daedric Lothar
Onslaught Inc RISE of LEGION
749
|
Posted - 2013.06.27 17:49:00 -
[6] - 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.
<><><><><><><><><><><><><>
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) |
DoomLead
Dead Six Initiative Lokun Listamenn
62
|
Posted - 2013.06.27 18:14:00 -
[7] - 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.
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.
<><><><><><><><><><><><><>
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) Also note that Skyfire batteriers would either have to be captured or destroyed. To be captured then you must capture 3 control points (CPU, Security Lockout & Generator) without all 3 the others can shut down your control. However if you own 1 of the points that particular battery cannot fire. The battery itself can only be destoyed via Vehicles or orbital strikes, but you have to remove the shields to allow them to be struck orbitally.
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)
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
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Ryder Azorria
Amarr Templars Amarr Empire
419
|
Posted - 2013.06.27 18:18:00 -
[8] - Quote
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. |
Daedric Lothar
Onslaught Inc RISE of LEGION
750
|
Posted - 2013.06.27 18:21:00 -
[9] - 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 -
[10] - 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. |
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Ryder Azorria
Amarr Templars Amarr Empire
420
|
Posted - 2013.06.27 19:13:00 -
[11] - Quote
Daedric Lothar wrote: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. Exactly, different levels for different sizes of corps. |
Kimimaro Uchiha
Red and Silver Hand Amarr Empire
2
|
Posted - 2013.06.27 19:38:00 -
[12] - Quote
one idea can go for PC the other FW |
Daedric Lothar
Onslaught Inc RISE of LEGION
750
|
Posted - 2013.06.27 19:55:00 -
[13] - 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. |
Severus Smith
L.O.T.I.S. RISE of LEGION
258
|
Posted - 2013.06.27 23:59:00 -
[14] - 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 -
[15] - 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. |
VinceVon
Red and Silver Hand Amarr Empire
5
|
Posted - 2013.06.28 00:15:00 -
[16] - Quote
Be your own Judge. What game looks like more fun to you? Dust.........Or this.........
Planetside 2
Coming to PS4 this year
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DoomLead
Dead Six Initiative Lokun Listamenn
72
|
Posted - 2013.06.28 00:59:00 -
[17] - Quote
VinceVon wrote:Be your own Judge. What game looks like more fun to you? Dust.........Or this......... Planetside 2
Coming to PS4 this year SO HOW MANY PEOPLE WILL BUY A PS4 THIS YEAR NOT THAT MANY SO GO TROLL ANOTHER FORUM |
Daedric Lothar
Onslaught Inc RISE of LEGION
757
|
Posted - 2013.06.28 12:31:00 -
[18] - 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) |
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CCP Eterne
C C P C C P Alliance
2150
|
Posted - 2013.06.28 12:42:00 -
[19] - Quote
I'm moving this from General Discussion to Feedback/Requests. |
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Daedric Lothar
Onslaught Inc RISE of LEGION
757
|
Posted - 2013.06.28 12:44:00 -
[20] - 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 |
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NIKIA BETHUNE
Ill Omens EoN.
341
|
Posted - 2013.06.28 12:52:00 -
[21] - Quote
I don't agree with the 1 hr thing but other than that the creativity is just what dust is missing. |
Daedric Lothar
Onslaught Inc RISE of LEGION
759
|
Posted - 2013.06.28 13:14:00 -
[22] - 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. |
DoomLead
Dead Six Initiative Lokun Listamenn
74
|
Posted - 2013.06.29 10:22:00 -
[23] - Quote
Daedric Lothar wrote: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 ^THIS we purposefully had this post placed in general discussions because almost all the people who read the forums only look at the general discussions section if you moved it can you please put it back in the general discussions section of the forums |
DoomLead
Dead Six Initiative Lokun Listamenn
74
|
Posted - 2013.06.29 16:22:00 -
[24] - Quote
we must remember that they have to fix all core gameplay elements first |
Kazeno Rannaa
Seraphim Initiative. CRONOS.
197
|
Posted - 2013.07.19 10:28:00 -
[25] - 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.
Not PC lite, per say, rather it could be PC between neighboring districts on the same planet. |
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