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Thread Statistics | Show CCP posts - 30 post(s) |
Flyingconejo
KILL-EM-QUICK RISE of LEGION
157
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Posted - 2013.07.09 19:50:00 -
[91] - Quote
CCP Nullarbor wrote:Flyingconejo wrote:......super long post about new corps..... The combination of 1) and 2) makes very difficult for corps that are not already in PC to enter Molden Heath by themselves. In most cases, they have to attack with 100 clones against 300, and at least win 2 battles in a row to conquer a district. It is cheaper, yes, but their chances of being successful are lower. They may pull it off if they are a very good corps, but lets be honest here, the very good corps are already in PC. So you have to deal with this already because losing a fight sets you back 80-100 clones on your war of attrition, costing another clone pack to finish the job. The real big change is the geno packs are now only 30mil instead of 80 so the net result is cheaper even counting a loss along the way.
Thanks for the answer, but that was not the point, which was that the new system makes more difficult for new corps to enter Molden Heath.
You say that with the old system, a defeat sets the you back by 80-100 clones and another clone pack. That's correct. However, if you killed more than those 80-100 clones, you made some progress towards conquering that district, since the defender would have the same or a little less clones to defend against you next time.
With the new system, a defeat sets the attacking corp back by 160-200 clones, forces you to buy another clone pack, and forces you to wait another day. So any progress you made towards conquering that district is erased, since killing more than 160-200 clones with the 100 the Genolution pack gives you is not realistic. The corps able to do that are already in Molden Heath, and don't need to buy Genolution packs to attack.
But there is more. Since the defending corp has a free extra day before the next attack, if they have more than 1 district, they can move 80-100 extra clones from other district to the one under attack and fill its clone reserves to full capacity. They can even buy a Genolution pack of their own and drop it in that district.
Most corps trying to enter PC are not elite corps. Those are already in there. The corps trying to enter will lose some battles for sure. If they feel they are not making any progress at all, they will just give up, no matter if the packs cost 30 or 80 million. |
Beren Hurin
OMNI Endeavors
648
|
Posted - 2013.07.09 19:51:00 -
[92] - Quote
reydient wrote:Beren Hurin wrote:I Blah...blah... Good point - its hard to notice that even dust has lowsec and highsec regions-
Well I'm pretty sure that they changed the map a bit so that it is a little better to tell now. I don't remember that change seeing much feedback...I'm on vacation away from my PS3, but I'll try to find that in the patch notes and link where feedback would be appropriate unless somebody catches it before me. |
MlDDLE MANGEMENT
lMPurity
83
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Posted - 2013.07.09 19:55:00 -
[93] - Quote
The raid mechanic you know 50% of clones for successful attacks.
Lets say i attack and win, I have more than 100 clones and decide to follow up. What happens to those 40-50 clones i just raided for a successful attack?
Do they go back to my home district immediately or are they added to my clone count for the followup attack.
Next question, do i get a 50% for each followup attack so if i attack say 2 times and its a cargo hub will i get 40 from the district for each attack? |
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CCP FoxFour
C C P C C P Alliance
25601
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Posted - 2013.07.09 19:57:00 -
[94] - Quote
Skipper Jones wrote:CCP FoxFour wrote:
You can only buy one per attack. So it means that clone starter pack fights will start with the attacker at 100 clones.
So that means that there won't be another attack (If the attacker wins) until the next reinforcement timer. With 100 clones going in, (Unless the attacker doesn't lose a clone) The next battle will be at least 23 hours away?
Spawning uses a clone so yes, this is one of the cons to using clone packages. |
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Kain Spero
Internal Error. League of Infamy
1812
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Posted - 2013.07.09 20:01:00 -
[95] - Quote
MlDDLE MANGEMENT wrote:The raid mechanic you know 50% of clones for successful attacks.
Lets say i attack and win, I have more than 100 clones and decide to follow up. What happens to those 40-50 clones i just raided for a successful attack?
Do they go back to my home district immediately or are they added to my clone count for the followup attack.
Next question, do i get a 50% for each followup attack so if i attack say 2 times and its a cargo hub will i get 40 from the district for each attack?
After you win your first attack the district production goes offline as usual. I'm pretty sure the clones go back home or in the case of a gen pack are sold off. |
reydient
ROGUE SPADES EoN.
32
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Posted - 2013.07.09 20:01:00 -
[96] - Quote
Beren Hurin wrote:reydient wrote:Beren Hurin wrote:I Blah...blah... Good point - its hard to notice that even dust has lowsec and highsec regions- Well I'm pretty sure that they changed the map a bit so that it is a little better to tell now. I don't remember that change seeing much feedback...I'm on vacation away from my PS3, but I'll try to find that in the patch notes and link where feedback would be appropriate unless somebody catches it before me.
I guess the real problem is - " if i am a little guy " in my corp knowing high sec and low sec areas will not mean much because the higher ups will make the calls- I can only offer advice, unless I can sell my service as a Mercenary then high sec and low sec jobs become very visible and very profitable ( side gig we have them ) |
Oso Peresoso
RisingSuns
220
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Posted - 2013.07.09 20:01:00 -
[97] - Quote
CCP FoxFour wrote:Oso Peresoso wrote:Here's some feedback. This line from the early part of the post confused the hell out of me. Maybe because it was a typo, maybe because Iceland is Bizzaro world, or maybe because I am not involved in PC and its all going over my head.
"Right now 90% of battles are started because of a clone move rather than a clone starter package."
"People WANT to fight, even if it means using clone starter packs with which they end up losing money."
Is the first sentence messed up, or is 10% starter pack usage way higher than normal and therefore this fact supports the second sentence? It relates more to the decline in number of battles. This is why I showed the graph with the number of clone moves. The number of times clones are moved to start a battle has remained relatively consistent while the number of battles taking place has gone down and so the number of battles being started with clone starter packs has gone down with it. That make sense?
Yes, that clarifies your logic. I was confused because the second sentence seemed to imply that clone-pack usage for starting battles was still high, when the other information clearly showed it was decreasing in favor of clone moves. |
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CCP FoxFour
C C P C C P Alliance
25602
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Posted - 2013.07.09 20:02:00 -
[98] - Quote
Parson Atreides wrote:How exactly is clone stealing going to work with the new "100+ clones means you get to attack again" deal. What if as the attacker I win, thereby stealing a number of clones (let's say 40), but only have 61 clones left after the battle? Does the 40 I stole get added to 61, thus giving me 101 clones and a chance to attack again right away?
Clones stolen because of a win go straight back to the district the attack was launched from. They are not counted towards the 100 minimum. They cannot be used in the immediate follow up attacks. |
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1035
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Posted - 2013.07.09 20:02:00 -
[99] - Quote
Here's an idea: Remove changes in attrition for clone jumping and allow clones on districts owned by other corporations to be sold to other corporations with a slight penalty.
ex. Hellstorm wants to attack some awesome corp 10 jumps away. Normally, with research facilities the cost for jumping is awful and not worth it. Hellstorm has an ally 13 jumps away. Hellstorm is able to purchase 100 clones from this corp, suffers a 5% penalty, and make the 3 jumps to the target at normal attrition rates. |
Oso Peresoso
RisingSuns
222
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Posted - 2013.07.09 20:11:00 -
[100] - Quote
Iskandar Zul Karnain wrote:Here's an idea: Remove changes in attrition for clone jumping and allow clones on districts owned by other corporations to be sold to other corporations with a slight penalty.
ex. Hellstorm wants to attack some awesome corp 10 jumps away. Normally, with research facilities the cost for jumping is awful and not worth it. Hellstorm has an ally 13 jumps away. Hellstorm is able to purchase 100 clones from this corp, suffers a 5% penalty, and make the 3 jumps to the target at normal attrition rates.
That's interesting, although that's not a reason to leave attrition as it is. As someone else mentioned, loosening attrition was probably a planned step in preparation of new regions. |
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MlDDLE MANGEMENT
lMPurity
83
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Posted - 2013.07.09 20:11:00 -
[101] - Quote
CCP FoxFour wrote:Parson Atreides wrote:How exactly is clone stealing going to work with the new "100+ clones means you get to attack again" deal. What if as the attacker I win, thereby stealing a number of clones (let's say 40), but only have 61 clones left after the battle? Does the 40 I stole get added to 61, thus giving me 101 clones and a chance to attack again right away? Clones stolen because of a win go straight back to the district the attack was launched from. They are not counted towards the 100 minimum. They cannot be used in the immediate follow up attacks.
What about the followup attack can do you get a second round of clones to steal? |
Soraya Xel
New Eden's Most Wanted Top Men.
120
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Posted - 2013.07.09 20:15:00 -
[102] - Quote
CCP FoxFour wrote:ZDub 303 wrote:while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles. We would like to remove them and would also like to make getting an orbital strike like how it was during the tournament at Fanfest. EVE pilots do something to get it.
Couldn't you kill Precision Strikes in PC like... really easily in one of these point releases? Just that alone would make a huge difference. |
HowDidThatTaste
Internal Error. League of Infamy
3261
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Posted - 2013.07.09 20:27:00 -
[103] - Quote
CCP FoxFour wrote:Scheneighnay McBob wrote:The new defense system seems even more carebear than before.
Why should a single failed attack from one corp make a district impervious of attack from other cops for 2 days? All that happens is that if the attacker loses they lose their exclusivity for re-attack and the promise of a fight the next day. After they lose if they chose to re-attack the same district they will have to wait the same period as if they attacked any other district for the first time. So we are not really giving the district an extra defence, we are removing the attackers buff if they fail.
Just to clarify this say attacking corp looses, their ally corp initiates follow up attack does corp number 2 also have to wait the 48 hours or would they be able to attack within 24 hours? |
5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
33
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Posted - 2013.07.09 20:48:00 -
[104] - Quote
How to improve planetary conquest and the eve dust link.
This first step would be to remove the current zone resources, instead make clones a shared planetary resource. This is important for a number of factors:
1. It makes the conflict about owning the planet. 2. It allows you to do more things with zones. 3. It allows for strategic conflict decisions.
Here would be the new scenario, each planet is owned by a corporation, most likely actually eve side. They have factories, warehouses, shield installations and other planetary infrastructures. They stockpile clones on their planet and layer defensive structures for both eve and dust side conflicts and stockpile clones. They then issue contracts to other DUST514 corparations who then have privileged access to the conflicts on these planets. This contract stipulates a rate of pay per Warpoint earned and is payed directly from the corporation wallet. The same goes for the attacker, he sends clones to a planet and sets a rate of pay for his contracted mercenaries.
When a conflict is initiated it imideatly begins spawning regular battles on the planet, each contains 150 clones. Each battle then takes place at one of the zones and in doing so affects the entire planetary ecology ie:
Clone Factory Factory clone win: clones produced go to winner until won back. Factory destruction win: clone production stops until conflict over and factory repaired.
Planetary Shield Generator Generator clone win: defender can no longer launch orbitals on that planet. Generator destruction win: attacker can launch orbitals on that planet (in the absence of other shield generators)
Cargo facilities Special conflict: 20 CRU, each side starts with 10 that hold 10 clones each. Each capture transfers 10 clones to the other side, each destruction destroys 10 clones, clones are also consumed during the battle.
These are just some examples, hundreds more could be created, or even have variations with additional defences. The point is the conflict ends when one side runs out of clones but there are hundreds of different ways to defend and attack the planet and change the flow of the conflict. Even a small force of skilled dedicated players could amass from the initial deployment enough resources to take a whole planet over a period of 24-48 hours and the best small elite corps would be sought after to be the spearhead of such operations.
Corporations in this system could be either on the dust of eve side and they will always have an incentive to contract larger skilled corps to defend their territory as these guys would be the ones offered a chance to join these games while smaller elite corps would be better at launching attacks. Dust corps would then truely be mercenaries and have to make decisions about who's side to take and which contracts to accept.
Contracts in this system would be important because its what allows you to choose who joins your battles and if you don't have enough contracted soldiers those additional spaces can and will be filled by random mercenaries who's interests or skill may not match your needs. I would also suggest that matches be able to have 2 reserve players waiting in the MCC that can join the battle if someone drops out as this would mean ransoms didn't accidentally "Subsitute in" if there was a system problem, and you still had contracted players waiting. These guys could also be given access to the map and be able to give team orders from the map, allowing for cordination through coms.
Finally, PC should have open orbitals, who controls the sky should make a massive difference and keeping orbital shield generators would be the only counter other than your own force.
This would be fun for Mercs as what we really want is to fight battles and eve players would have a whole new resource and strategic game they could play.
I would post more and give you a better edited copy, but my time is short as I have Mercs to kill. |
Pr0phetzReck0ning
KNIGHTZ OF THE ROUND Lokun Listamenn
25
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Posted - 2013.07.09 20:54:00 -
[105] - Quote
Promising changes yet I see a potential problem having another battle take place 5 minutes after the first one finishes (assuming the attacker has their 100+ clones remaining from the last match). That gives very little time to basically take a breathe and go over what went right.wrong in the previous match.
I say have the next match start ATLEAST 15-20 minutes After so that way both sides can breathe, restock any fittings, devise any alterations to strategies, etc. |
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CCP Nullarbor
C C P C C P Alliance
1758
|
Posted - 2013.07.09 21:00:00 -
[106] - Quote
Pr0phetzReck0ning wrote:Promising changes yet I see a potential problem having another battle take place 5 minutes after the first one finishes (assuming the attacker has their 100+ clones remaining from the last match). That gives very little time to basically take a breath and go over what went right/wrong in the previous match.
I say have the next match start ATLEAST 15-20 minutes After so that way both sides can breathe, restock any fittings, devise any alterations to strategies, etc.
You get 5 minutes + a 10 minute warbarge timer again. Making it longer increases the risk of overlapping timers which we are trying to somewhat avoid (but not entirely). |
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2-Ton Twenty-One
Internal Error. League of Infamy
677
|
Posted - 2013.07.09 21:01:00 -
[107] - Quote
Pr0phetzReck0ning wrote:Promising changes yet I see a potential problem having another battle take place 5 minutes after the first one finishes (assuming the attacker has their 100+ clones remaining from the last match). That gives very little time to basically take a breath and go over what went right/wrong in the previous match.
I say have the next match start ATLEAST 15-20 minutes After so that way both sides can breathe, restock any fittings, devise any alterations to strategies, etc.
It's a FPS gotta think on your feet, a good FC should be passing out orders efficiency and be fixing on the fly. Your under attack it should be stressful and if you lost the defense you should be falling back and trying to rally the defense. Gives it that enemy at the gates feel. |
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CCP Nullarbor
C C P C C P Alliance
1758
|
Posted - 2013.07.09 21:01:00 -
[108] - Quote
HowDidThatTaste wrote:CCP FoxFour wrote:Scheneighnay McBob wrote:The new defense system seems even more carebear than before.
Why should a single failed attack from one corp make a district impervious of attack from other cops for 2 days? All that happens is that if the attacker loses they lose their exclusivity for re-attack and the promise of a fight the next day. After they lose if they chose to re-attack the same district they will have to wait the same period as if they attacked any other district for the first time. So we are not really giving the district an extra defence, we are removing the attackers buff if they fail. Just to clarify this say attacking corp looses, their ally corp initiates follow up attack does corp number 2 also have to wait the 48 hours or would they be able to attack within 24 hours? Essentially being able to tag team a defending district?
They would need to wait 48 hours like everyone else. The exclusivity is only granted for 1 hour from the start of the battle and ONLY if the attacker wins. |
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CCP Nullarbor
C C P C C P Alliance
1758
|
Posted - 2013.07.09 21:02:00 -
[109] - Quote
MlDDLE MANGEMENT wrote:CCP FoxFour wrote:Parson Atreides wrote:How exactly is clone stealing going to work with the new "100+ clones means you get to attack again" deal. What if as the attacker I win, thereby stealing a number of clones (let's say 40), but only have 61 clones left after the battle? Does the 40 I stole get added to 61, thus giving me 101 clones and a chance to attack again right away? Clones stolen because of a win go straight back to the district the attack was launched from. They are not counted towards the 100 minimum. They cannot be used in the immediate follow up attacks. What about the followup attack can do you get a second round of clones to steal?
No only the first attack steals the clones, you basically take the next days worth of production cycle and prevent it from generating anymore. Attacking it again straight away does not produce anymore clones. |
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CCP Nullarbor
C C P C C P Alliance
1758
|
Posted - 2013.07.09 21:04:00 -
[110] - Quote
Regarding the attrition, we want to create localized warfare which was the reason behind the attrition in the first place. However we feel it was too much of a penalty with the current values, we instead have some other ideas for later on which will make location more of a factor especially when we roll out additional regions. |
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Marston VC
SVER True Blood Public Disorder.
518
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Posted - 2013.07.09 21:24:00 -
[111] - Quote
I wasn't expecting you guys to make it easier to use clone packs that's for sure..... Lol, my only gripe with the whole system is that its very "attack oriented", the defenders still don't get any sort of noticeable advantage aside from "if we win, they cant attack us for an extra day" But in the actual game play itself defenders don't get any sort of advantage. No matter how much the owner is willing to invest in that planet :/
But yeah! definitely an interesting way to go about it! Maybe this will revive PC a little bit!
But as for the future stuff....... That sounded an awful lot like industry talk. I mean..... "something eve players care about" I know its not space artillery because that's too far down the road. And I would have thought at first that its PVE but after saying "eve players care about it" I thought that makes less sense than industry! But who knows..... I guess it all depends on how you link what were doing to them. PVE could be what your adding because it would work great on districts, AND you could link it to the military status of that system. So that means that the more we play PVE on a planet that's in space they control, they (and us) could end up getting more and more difficult drones to beat, and eventually get better loot out of it!
If its indursty related then..... well, the industry sect fuels everything in eve so that would be a huge pull too! idk, now im excited for the future! |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1640
|
Posted - 2013.07.09 22:13:00 -
[112] - Quote
As great as these changes are, I still don't see myself wanting to join a corporation to participate in PC.
The fights don't seem like they'd be much different from a regular pub skirmish aside from everyone wearing proto and vehicles everywhere. How far along are you guys on Skirmish 3.0? |
ZDub 303
TeamPlayers EoN.
819
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Posted - 2013.07.09 22:28:00 -
[113] - Quote
TheAmazing FlyingPig wrote:As great as these changes are, I still don't see myself wanting to join a corporation to participate in PC.
The fights don't seem like they'd be much different from a regular pub skirmish aside from everyone wearing proto and vehicles everywhere. How far along are you guys on Skirmish 3.0?
Its a completely different game from pub skirmish. You actually have people who want to win and full squad coordination, instead of 3 people afk, 7 people redline sniping, and 5 people dieing constantly in militia fits.
The amount of fighting with 30m of objectives in PC is crazy, its non-stop action if the two corps are evenly matched. You die so many times its crazy. but its fun, a lot more fun than pubs. |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
600
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Posted - 2013.07.09 23:02:00 -
[114] - Quote
I'm afraid that the new reattacking system is another buff to small teams of core players, which is already the predominant mode of operation in Planetary Conquest for the moment. Basically it allows for a dynamic timer manipulation at the cost of clones. Here's the scenario:
MLG Pro Skeelz [MPS] is a small corp with around 100 characters in it. Counting alts and activity, their nightly PC contingent is a core of 16 players who are on the bleeding edge of SP gain (18 mil +). As such their win ratio in PC would probably be over 50% without the gear advantage. With it, they're consistently pulling up to 70-80%.
Immense Elitists [IEL] is a much larger organization. They have 500+ characters, and so they can run two teams simultaneously if they want to on a given night. They have two very competitive teams with but with average 9mil SP per players (so they're out-geared by MPS)
IEL have a numbers advantage and so they attack 2 of MPS's districts. District 1 (D1) is attacked with 150, and D2 with 166. D1 and D2 have the exact same reinforcement time. Let's say for the sake of argument that the two battles queue up at the exact same time, and that both are Cargo Hubs.
MPS see that they can't defend both at the same time. Here's what they do. We're going to assume that the FIRST battle on D2 lasts just as long as the battle on D1.
MPS fight D1 on the first battle. Their gear and skill allows them to win handily. D1 locks by the new defense rules.
Meanwhile they don't show up to D2 for the first battle. It takes just as long. IEL have 150 clones by the end.
The second fight for D2 initiates. IEL and MPS fight, MPS again win handily. The district locks due to the new defense rules.
If IEL reattack IMMEDIATELY on both districts, this will be the state of both districts when those attacks happen:
D1 = full on clones | generates 160 between two days
D2 = 450 - 150 (first defense no show) - 100 (second defense win) + 80 (second day's reinforcement) = 280
So now MPS defend D2 in the first attack and noshow on D1. Same outcomes, IEL reattacks:
D1 = 280 by the same math as D2 the last time
D2 = 280 - 100 (win first defense) + 160 (two days of reinforcement) = 340 !!!!!
So basically a core team with a gear advantage can now defend DOUBLE the districts in the same hour of reinforcement. Now there are some things to be said about adjacent hours, but in general keep in mind that this is costing IEL a lot of clones as well and morale isn't improving by facing the same team of 18mil+ SP players who you can't beat with tactics because of the gear difference.
Also keep in mind that IEL has to have tons of resources to do this: at least 6 districts because of some timer mechanics I discussed previously.
=====================
I already dropped Fox a line about this other thing, but so that we can all chew on it together:
You can't beat competitive teams with 100 clones in a PC match, simply from experience. I'm afraid that the 80 clone number was skewed by corps who fought in the first week or so of PC for 1 or two matches and then stopped attacking as their clone pack assaults failed.
If that's the case, the 100 clones per clone pack number is too low in general. Leaving it at this number will make corps wishing to clone pack go very selectively for those organizations that can't sport strong A-teams that have a high chance of killing your 100 clones before MCC victory is anything like possible. That is to say, they'll strangle new corps in the crib.
=====================
Ani had something to say about the cost-benefit analysis of holding a district earlier, and I'd like to emphasize some commentary on a line from the dev blog:
Dev blog wrote:Basically it means you guys are bad at math, calculating ROI, estimating risk, those kind of things... OR what it means is you just want to have fun... in a video game... Who knew?
I know that ROFL has poured over the cost-benefit analysis of districts extensively. Running a corp in PC is kinda more like running a government than a corporation. Your goal is not to make money, it's to provide a service and also (as quoted) to have fun. Most people will fight until the coffers run dry because what else is there to DO with the ISK?
There's also a very sticky point to the mathematics, and that's the opportunity cost of fighting for a district. Fighting over a district will, in general, cost you 1 mil ISK per person per battle in gear. We'll ignore the opportunity cost of the clones you use in the battle, as that will even make it WORSE.
Fighting a PC battle takes about an hour: at LEAST 30 minutes of prep time (almost definitely more), and about 25 minutes of fighting.
In pub matches you can make about 750k/man-hr. This ISK is virtually guaranteed. For one PC battle then it's 12 million you could have been making in pubs with that 16 man team. (750*16*1)
Fighting a PC battle for clones at 50% win ratio (assuming binomial distribution, which we haven't been able to test against) is like this. Gear loss is 16mil no matter what. 50% of the time you get clone ISK back. I'll use the new clone number and approximate 250 destroyed clones.
.5(150*250) - 16000 = 2750k = 2.75mil
Keep in mind that 16million is lowballing horribly on gear loss. It's much higher with tanks and the current price of gear.
So you could either get a guaranteed 12 million ISK playing for an hour with those 16 people in pubs, or you could get an EXPECTED 2.75mil ISK in a PC match. That expectation is a horrible number to use, too, because it ignores so many other factors involved with PC matches. Risky factors.
Going into PC is an opportunity loss of ISK unless you don't get attacked, AKA don't fight, AKA don't have fun. |
MlDDLE MANGEMENT
lMPurity
94
|
Posted - 2013.07.09 23:26:00 -
[115] - Quote
Leither Yiltron wrote:I'm afraid that the new reattacking system is another buff to small teams of core players, which is already the predominant mode of operation in Planetary Conquest for the moment. Basically it allows for a dynamic timer manipulation at the cost of clones. Here's the scenario: MLG Pro Skeelz [MPS] is a small corp with around 100 characters in it. Counting alts and activity, their nightly PC contingent is a core of 16 players who are on the bleeding edge of SP gain (18 mil +). As such their win ratio in PC would probably be over 50% without the gear advantage. With it, they're consistently pulling up to 70-80%. Immense Elitists [IEL] is a much larger organization. They have 500+ characters, and so they can run two teams simultaneously if they want to on a given night. They have two very competitive teams with but with average 9mil SP per players (so they're out-geared by MPS) IEL have a numbers advantage and so they attack 2 of MPS's districts. District 1 (D1) is attacked with 150, and D2 with 166. D1 and D2 have the exact same reinforcement time. Let's say for the sake of argument that the two battles queue up at the exact same time, and that both are Cargo Hubs. MPS see that they can't defend both at the same time. Here's what they do. We're going to assume that the FIRST battle on D2 lasts just as long as the battle on D1. MPS fight D1 on the first battle. Their gear and skill allows them to win handily. D1 locks by the new defense rules. Meanwhile they don't show up to D2 for the first battle. It takes just as long. IEL have 150 clones by the end. The second fight for D2 initiates. IEL and MPS fight, MPS again win handily. The district locks due to the new defense rules. If IEL reattack IMMEDIATELY on both districts, this will be the state of both districts when those attacks happen: D1 = full on clones | generates 160 between two days D2 = 450 - 150 (first defense no show) - 100 (second defense win) + 80 (second day's reinforcement) = 280 So now MPS defend D2 in the first attack and noshow on D1. Same outcomes, IEL reattacks: D1 = 280 by the same math as D2 the last time D2 = 280 - 100 (win first defense) + 160 (two days of reinforcement) = 340 !!!!! So basically a core team with a gear advantage can now defend DOUBLE the districts in the same hour of reinforcement. Now there are some things to be said about adjacent hours, but in general keep in mind that this is costing IEL a lot of clones as well and morale isn't improving by facing the same team of 18mil+ SP players who you can't beat with tactics because of the gear difference. Also keep in mind that IEL has to have tons of resources to do this: at least 6 districts because of some timer mechanics I discussed previously. ===================== I already dropped Fox a line about this other thing, but so that we can all chew on it together: You can't beat competitive teams with 100 clones in a PC match, simply from experience. I'm afraid that the 80 clone number was skewed by corps who fought in the first week or so of PC for 1 or two matches and then stopped attacking as their clone pack assaults failed. If that's the case, the 100 clones per clone pack number is too low in general. Leaving it at this number will make corps wishing to clone pack go very selectively for those organizations that can't sport strong A-teams that have a high chance of killing your 100 clones before MCC victory is anything like possible. That is to say, they'll strangle new corps in the crib. ===================== Ani had something to say about the cost-benefit analysis of holding a district earlier, and I'd like to emphasize some commentary on a line from the dev blog: Dev blog wrote:Basically it means you guys are bad at math, calculating ROI, estimating risk, those kind of things... OR what it means is you just want to have fun... in a video game... Who knew? I know that ROFL has poured over the cost-benefit analysis of districts extensively. Running a corp in PC is kinda more like running a government than a corporation. Your goal is not to make money, it's to provide a service and also (as quoted) to have fun. Most people will fight until the coffers run dry because what else is there to DO with the ISK? There's also a very sticky point to the mathematics, and that's the opportunity cost of fighting for a district. Fighting over a district will, in general, cost you 1 mil ISK per person per battle in gear. We'll ignore the opportunity cost of the clones you use in the battle, as that will even make it WORSE. Fighting a PC battle takes about an hour: at LEAST 30 minutes of prep time (almost definitely more), and about 25 minutes of fighting. In pub matches you can make about 750k/man-hr. This ISK is virtually guaranteed. For one PC battle then it's 12 million you could have been making in pubs with that 16 man team. (750*16*1) Fighting a PC battle for clones at 50% win ratio (assuming binomial distribution, which we haven't been able to test against) is like this. Gear loss is 16mil no matter what. 50% of the time you get clone ISK back. I'll use the new clone number and approximate 250 destroyed clones. .5(150*250) - 16000 = 2750k = 2.75mil Keep in mind that 16million is lowballing horribly on gear loss. It's much higher with tanks and the current price of gear. So you could either get a guaranteed 12 million ISK playing for an hour with those 16 people in pubs, or you could get an EXPECTED 2.75mil ISK in a PC match. That expectation is a horrible number to use, too, because it ignores so many other factors involved with PC matches. Risky factors. Going into PC is an opportunity loss of ISK unless you don't get attacked, AKA don't fight, AKA don't have fun.
Your numbers are off, if at any point a defender takes a loss their facility goes offline and remains offline. |
Vrain Matari
ZionTCD
611
|
Posted - 2013.07.09 23:29:00 -
[116] - Quote
CCP Nullarbor wrote:Regarding the attrition, we want to create localized warfare which was the reason behind the attrition in the first place. However we feel it was too much of a penalty with the current values, we instead have some other ideas for later on which will make location more of a factor especially when we roll out additional regions. It is a genuine relief to hear you say this, CCP Nullabor - i'm glad i bit my tounge until the end of the thread ;p
As a general take on the rule changes you've made things look good and interesting, especially decoupling income from clones(next step is make income active). I don't worry too much about these rules and the changes to them because until PC is driven by resources that are of strategic interest to both pilots and mercs i simply can't be invested in holding territory, other than as a fun but meaningless pastime: an arbitrary ruleset is an inherently boring ruleset, regardless of how well-designed and empirically iterated it is.
But back to my original point. It's important to have fights, for fights to be accessible, and for fights to be fun. And the changes you've made to attrition and Genolution packs encourage just that - more and more easily accessible fights. That's a good thing. This is an entertainment product, after all.
But I feel that you, the designers, and we, the players, are paying a terrible price for this plenitude of gud fites. You've made a system where geography and terrain are almost meaningless, and that whole aspect of strategy and the richness it would bring to the overall experience, for the leaders and the grunts, is lost.
You've redeemedGäó yourself by promising to deliver to us, at some undefined point in the future, a real war simulation with terrain and geography.
In the meantime, I look forward to trying out your new arbitrary ruleset. |
Mc Ribwich
Subdreddit Test Alliance Please Ignore
275
|
Posted - 2013.07.09 23:32:00 -
[117] - Quote
CCP FoxFour wrote:ZDub 303 wrote:while we're talking about PC.
Any thoughts on removing precision strikes from PC TTG?
Its the only way we'll have a true eve-dust link in PC battles. We would like to remove them and would also like to make getting an orbital strike like how it was during the tournament at Fanfest. EVE pilots do something to get it.
How soon is this from happening? My corp has had multiple battles were we had orbital support, but could not call it in because we had no war points from being stomped. |
Alaika Arbosa
Matari Combat Research and Manufacture Inc. Interstellar Murder of Crows
588
|
Posted - 2013.07.09 23:37:00 -
[118] - Quote
CCP FoxFour wrote:reydient wrote:I think the momentum can be related to this
There are few other underlying issues- 1.) people are still grinding out SP because they feel its required to be better contenders 2.) some people do not under stand the dynamics of PC and politics i.e its just a first person shooter to most 15 year olds 3.) Its really difficult as a merc to see the rewards of PC - now that gaining more isk is an incentive maybe people will petition there corps to open up the wallet for salary based play ( isk ) 3 is a really big one and is why we are working on designing a system in which ISK is earned by members of corporations who own districts actively and corporations can TAX that.
If the long-term idea was to make ISK generation active through corp members actively generating it and paying tax to the corporation, what fueled the decision to ramp up the value of passively generated ISK in the short term?
Seems bass ackwards to me. |
Flyingconejo
KILL-EM-QUICK RISE of LEGION
160
|
Posted - 2013.07.10 01:33:00 -
[119] - Quote
MlDDLE MANGEMENT wrote:Leither Yiltron wrote: Basically it allows for a dynamic timer manipulation at the cost of clones. Here's the scenario:
MLG Pro Skeelz [MPS] is a small corp with around 100 characters in it. Counting alts and activity, their nightly PC contingent is a core of 16 players who are on the bleeding edge of SP gain (18 mil +). As such their win ratio in PC would probably be over 50% without the gear advantage. With it, they're consistently pulling up to 70-80%.
Immense Elitists [IEL] is a much larger organization. They have 500+ characters, and so they can run two teams simultaneously if they want to on a given night. They have two very competitive teams with but with average 9mil SP per players (so they're out-geared by MPS)
IEL have a numbers advantage and so they attack 2 of MPS's districts. District 1 (D1) is attacked with 150, and D2 with 166. D1 and D2 have the exact same reinforcement time. Let's say for the sake of argument that the two battles queue up at the exact same time, and that both are Cargo Hubs.
MPS see that they can't defend both at the same time. Here's what they do. We're going to assume that the FIRST battle on D2 lasts just as long as the battle on D1.
MPS fight D1 on the first battle. Their gear and skill allows them to win handily. D1 locks by the new defense rules.
Meanwhile they don't show up to D2 for the first battle. It takes just as long. IEL have 150 clones by the end.
The second fight for D2 initiates. IEL and MPS fight, MPS again win handily. The district locks due to the new defense rules.
If IEL reattack IMMEDIATELY on both districts, this will be the state of both districts when those attacks happen:
D1 = full on clones | generates 160 between two days
D2 = 450 - 150 (first defense no show) - 100 (second defense win) + 80 (second day's reinforcement) = 280
So now MPS defend D2 in the first attack and noshow on D1. Same outcomes, IEL reattacks:
D1 = 280 by the same math as D2 the last time
D2 = 280 - 100 (win first defense) + 160 (two days of reinforcement) = 340 !!!!!
So basically a core team with a gear advantage can now defend DOUBLE the districts in the same hour of reinforcement. Now there are some things to be said about adjacent hours, but in general keep in mind that this is costing IEL a lot of clones as well and morale isn't improving by facing the same team of 18mil+ SP players who you can't beat with tactics because of the gear difference.
Also keep in mind that IEL has to have tons of resources to do this: at least 6 districts because of some timer mechanics I discussed previously.
Your numbers are off, if at any point a defender takes a loss their facility goes offline and remains offline.
Quoting from the dev blog:
Quote:There is, however, a lingering question. Does the district still generate clones on the next reinforcement cycle if the defenders lose a battle and then win the second battle? The answer is no. If a battle is lost the district will not generate clones on the next reinforcement cycle.
The underlined part means that they wont get clones the day after the attack, even if they won the second battle. But, since the attacking corp has to wait 2 days since they were defeated in the second battle, the defending corp will generate clones in the second day.
On the second attack they switched the district they would defend first. His numbers are correct. |
Garth Mandra
The Southern Legion RISE of LEGION
31
|
Posted - 2013.07.10 01:46:00 -
[120] - Quote
Production Facility: 100 clones per day (100*150k = 15mil per day) Clone pack: 100 clones (costs 30mil, 15mil when biomassed)
Am I right in thinking that a corporation could lock a production facility district with a clone pack at no cost if they use a alt corporation to launch the attack?
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