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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Che Cortez
Ostrakon Agency Gallente Federation
26
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Posted - 2013.07.10 05:36:00 -
[121] - Quote
Garth Mandra wrote: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?
This, I was wondering who would see this.. Gotta feeling that production facility is going to be everywhere
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Niuvo
The Phoenix Federation
179
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Posted - 2013.07.10 07:15:00 -
[122] - Quote
So these pc changes for 1.3 are coming early on July 11th? How about 1.3, early August? |
Robert JD Niewiadomski
NULLIMPEX INC
311
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Posted - 2013.07.10 07:44:00 -
[123] - Quote
Have few questions:
- Is there any limit on number of "5 minute" re-attacks in a row? Max 4 battles if there are 400 clones in the district and attacker manages to keep it's clone count above 100?
- Is there any limit on number of "1 hour" re-attacks in a row?
- Do the "5 minut" re-attack implies automatic deployment? Or it simply automatically generates corporation contract for PC battle available for 5 minutes? Is there any penalty for not showing up beside wasting an opportunity to seize the district?
- Does the district owner has the ability to change RT immediately after the battle?
- Would you consider adding into PC battles, a hackable objective tied directly with control of RT?
This would work like this:- At the start of the battle both teams decide what is their preferred RT for the district.
- The RT objective belongs to defender at the start of the first battle in a row.
- Then it can switch the owner multiple times during battle due to hacks.
- And any consecutive hack changes the RT for the district accordingly.
- Setting of the RT at the end of the battle depends on the last party's RT setting which hacked it.
- If the defender is attacked after 48 hours from the last lost battle, RT belongs to attacker.
- RT setting is restored back to defender's setting after 2 cycles if there is no new attack at 2nd cycle
(it takes more time to remove virus after the battle when it managed to root itself in the system for good).
- Attackers can simply choose to hack RT or not during battle.
- The "5 minut" and "1 hour" battles are still not directly affected by RT setting...
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Bendtner92
Internal Error. League of Infamy
704
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Posted - 2013.07.10 08:07:00 -
[124] - Quote
Robert JD Niewiadomski wrote:Is there any limit on number of "5 minute" re-attacks in a row? Max 4 battles if there are 400 clones in the district and attacker manages to keep it's clone count above 100? You can have a max of 3 battles in a row. After each battle the defender loses a minimum of 150 clones, and the max they can have at the district is 450.
Quote:Is there any limit on number of "1 hour" re-attacks in a row? I assume you mean the re-attacks you can do if you have less than 100 clones left after a battle? In that case you can keep doing the re-attacks (as long you win) for as long as you will and have enough clones at your districts for.
Quote:Do the "5 minut" re-attack implies automatic deployment? Or it simply automatically generates corporation contract for PC battle available for 5 minutes? Is there any penalty for not showing up beside wasting an opportunity to seize the district? I'm sure it just spawns another contract in your Corporation battle finder.
Quote:Does the district owner has the ability to change RT immediately after the battle? If you win, then I think so, yes. |
Laurent Cazaderon
What The French CRONOS.
1792
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Posted - 2013.07.10 08:14:00 -
[125] - Quote
Copy pasting here :
Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do. Here's how it goes. Status : District A mother corp. 300/300clones. Attack by alt corp : 30 Million. Status : District A locked Day 1 : RT, no fights. 80 clones produced || Auto-sell : 12MDay 2 : RT, 80 clones produced || Auto-sell : 12MDay 2, Fight happens during the RT : Alt corps fields at least one player with BPO crap stuff and suicides all the genopack clones. Mother corp fields one player as well. Fight reward : 15MEnd of cycle : ISK result = 12+12+15-30 = 9 Million. Add another 6 million if the district is a production facility.Start again. So yeah you can lock your districts and make them earn you 15 millions every 2 day without risk if you have a production facility. I dont know how i missed the part about how suiciding the clones in the pack could turn the balance. The simplest solution would be to raise price of clone packs to 40 millions. Then, it would only be 5 Millions for a prod facility and a loss for any other district type. But even then, if you can lock your district for even a very little ISK loss, then people will do it. After all, a suicide party with friends every 2 days sounds quite fun Dont know if this has been brought up here. |
Bendtner92
Internal Error. League of Infamy
704
|
Posted - 2013.07.10 08:26:00 -
[126] - Quote
Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do. I'll post what I also posted in another thread.
Bendtner92 wrote:That you can make a small profit from this isn't the problem here the way I see it.
The problem is rather that you can lock as many of your own districts as you will without any significant ISK loss (in this case, it's even a profit doing this). This means that if you for example hold 50 districts, but you only have the manpower to defend 10 of them you can then lock the other 40 with an alt corp.
That's the problem with this in my opinion. |
Robert JD Niewiadomski
NULLIMPEX INC
311
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Posted - 2013.07.10 08:47:00 -
[127] - Quote
@self-locking district idea, according to CCP Nullabor's post, there is no clone production in 2 cycles following the last battle...
CCP Nullarbor wrote: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. Source: https://forums.dust514.com/default.aspx?g=posts&m=1036819#post1036819 |
Bendtner92
Internal Error. League of Infamy
705
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Posted - 2013.07.10 08:56:00 -
[128] - Quote
Robert JD Niewiadomski wrote:@self-locking district idea, according to CCP Nullabor's post, there is no clone production in 2 cycles following the last battle... That's only if the defenders lost the first battle, and then won the battle that happened 5 minutes later.
That's not what this is about. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
180
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Posted - 2013.07.10 09:08:00 -
[129] - Quote
Any possibility of (in the future) making it so that the clones you steal upon a successful first attack are added to the clone count waiting at the district to attack? |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
181
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Posted - 2013.07.10 10:15:00 -
[130] - Quote
Laurent Cazaderon wrote:Copy pasting here : Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do. Here's how it goes. Status : District A mother corp. 300/300clones. Attack by alt corp : 30 Million. Status : District A locked Day 1 : RT, no fights. 80 clones produced || Auto-sell : 12MDay 2 : RT, 80 clones produced || Auto-sell : 12MDay 2, Fight happens during the RT : Alt corps fields at least one player with BPO crap stuff and suicides all the genopack clones. Mother corp fields one player as well. Fight reward : 15MEnd of cycle : ISK result = 12+12+15-30 = 9 Million. Add another 6 million if the district is a production facility.Start again. So yeah you can lock your districts and make them earn you 15 millions every 2 day without risk if you have a production facility. I dont know how i missed the part about how suiciding the clones in the pack could turn the balance. The simplest solution would be to raise price of clone packs to 40 millions. Then, it would only be 5 Millions for a prod facility and a loss for any other district type. But even then, if you can lock your district for even a very little ISK loss, then people will do it. After all, a suicide party with friends every 2 days sounds quite fun Dont know if this has been brought up here.
The net isk position you describe is corp+merc wallet. The Corp wallet is actually down by 6 mil, and the merc wallet is up by 15 mil. Of course it's probably trivial to ensure that the isk is transferred from the merc to the corp, if required. |
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Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
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Posted - 2013.07.10 11:13:00 -
[131] - Quote
Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do.
Here's how it goes.
Status : District A mother corp. 300/300clones. Attack by alt corp : 30 Million. Status : District A locked Day 1 : RT, no fights. 80 clones produced || Auto-sell : 12M Day 2 : RT, 80 clones produced || Auto-sell : 12M Day 2, Fight happens during the RT : Alt corps fields at least one player with BPO crap stuff and suicides all the genopack clones. Mother corp fields one player as well. Fight reward : 15M
End of cycle : ISK result = 12+12+15-30 = 9 Million. Add another 6 million if the district is a production facility.
Start again.
You can take this further:
Here's how to exploit the new system such that you can earn all your income from all your districts without threat of attack or actually losing them.
What you need: 2 corps, each with equal numbers of districts 30 mil isk
What you do: Attack in the following pattern, in order http://i.imgur.com/cm4FuOy.png
Outcome: District 1b: 2x RT + 150 clones killed = 12 + 12 + 15 = 39 mil District 1a: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil District 2b: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil District 2a: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil Merc pack: 30 mil spent by Corp B
Corp A: 24 + 24 = 48 mil Corp B: 39 + 24 - 30 = 33 mil
So what we have is 4 districts that are just as safe as per Cazaderon's method, except you've only have to pay for a single clone pack. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
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Posted - 2013.07.10 11:19:00 -
[132] - Quote
(easy solution/stopgap is to reduce the isk reward for killed clones down to 50% - so 75,000 isk) |
Bendtner92
Internal Error. League of Infamy
707
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Posted - 2013.07.10 11:25:00 -
[133] - Quote
Absolute Idiom II wrote:(easy solution/stopgap is to reduce the isk reward for killed clones down to 50% - so 75,000 isk) No.
If anything it's the passive income that should be lowered. Do not ever lower the rewards for winning. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
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Posted - 2013.07.10 11:29:00 -
[134] - Quote
Bendtner92 wrote:Absolute Idiom II wrote:(easy solution/stopgap is to reduce the isk reward for killed clones down to 50% - so 75,000 isk) No. If anything it's the passive income that should be lowered. Do not ever lower the rewards for winning.
Yeah, I have realised that it will not work. Well spotted. |
Ydubbs81 RND
Ahrendee Mercenaries EoN.
1546
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Posted - 2013.07.10 13:05:00 -
[135] - Quote
IgniteableAura wrote:I think you should make clone packs for corps already in PC cost 80mil still and Corps not in PC 10-20 mil. You may worry about people abusing that system by making corps outside of PC just to hit a planet, but perhaps create a timer of a week for corps to enter PC.
Like you said, the barrier for large alliances to pay the 80 mil is not isk. So make them pay to have the "attack anywhere" advantage. I don't see many people utilizing their own districts for initial attacks.
Also attrition distance needs to be lessened a little bit. Like to echo the other guy that said there is no point to the chokes on the map if you can hit within 4 jumps at 100%. Example, those in egbinger can hit audesder at no penalty. So the fortification of your front lines is pointless.
I feel you need to have high attrition to start and higher percentages as you move out. So 80% once you hit outside current system then go 70%, 2nd jump, 65%, 3rd jump and 65%, 65% 65% 60% 60% etc. Allow people to still hit really far out, but at a reasonable clone cost, but still allow the ability to fortify your front lines.
I agree...ISK is not the issue for big corps or veteran corps. Anyone could drop a clone pack anywhere on the map and it will mean nothing to them.
Also, surface research attrition rates are too efficient. We shouldn't be able to launch an attack from anywhere. Let's make it more strategic....emulate a real war. In order to hit in the heart of an alliance's territory, we should have to fight our way through and not just be able to jump in it.
A lot of alliances were setting up border defenses but it doesn't matter when you can drop a clone pack on it. Clone packs should be costly if you have districts. That will force us to build surface research labs and set them up relatively close when war is coming. This will create a feeling of strategy because now we can decide whether to attack SR facilities to slow them down from hitting yours. SR placement within your alliance territory will also be strategic as well. This will make PC interesting.
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Absolute Idiom II
Edimmu Warfighters Gallente Federation
191
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Posted - 2013.07.10 13:24:00 -
[136] - Quote
Hell, might as well post this here too
Absolute Idiom II wrote:Here's my proposed solution:
Clones produced by a district whilst it is under attack cannot be sold to Genolution, and so once the clone count is up the district max of 300 or 450 then they are just 'lost'.
Outcome: You can still shield districts from attack for strategic reasons (in order to keep them or to allow them to become reinforced) but you can never do it for economic reasons since it will always cost you isk.
Example 1 Status : District 1a Corp A . 300/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Day 2 : RT, 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost.
Example 2 Status : District 1a Corp A . 150/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || 230/300 clones Day 2 : RT, 80 clones produced || 300/300 clones. Excess of 10 clones cannot be sold as under attack. 0 mil income. 10 clones lost. |
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CCP FoxFour
C C P C C P Alliance
25675
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Posted - 2013.07.10 13:36:00 -
[137] - Quote
Yes we are aware of the potential for corporations to lock a district and still make money. We will have an update for you guys as soon as possible for now please keep discussion of the Planetary Conquest update to this thread. |
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ZDub 303
TeamPlayers EoN.
835
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Posted - 2013.07.10 13:41:00 -
[138] - Quote
CCP FoxFour wrote:Yes we are aware of the potential for corporations to lock a district and still make money. We will have an update for you guys as soon as possible for now please keep discussion of the Planetary Conquest update to this thread.
Putting in a 4-12 re-attack hour time after losing at attack on the first battle could help this a bit.. just an idea.
It allows a window for other corporations to attack before they can lock their districts back down.
Also, just need to make it less profitable than actually holding the district. Won't offer solutions on that but if its more profitable to leave it unlocked and there's a timer anyways... not many people will bother with it. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
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Posted - 2013.07.10 13:43:00 -
[139] - Quote
ZDub 303 wrote:CCP FoxFour wrote:Yes we are aware of the potential for corporations to lock a district and still make money. We will have an update for you guys as soon as possible for now please keep discussion of the Planetary Conquest update to this thread. Putting in a 4-12 re-attack hour time after losing at attack on the first battle could help this a bit.. just an idea. It allows a window for other corporations to attack before they can lock their districts back down. Also, just need to make it less profitable than actually holding the district. Won't offer solutions on that but if its more profitable to leave it unlocked and there's a timer anyways... not many people will bother with it.
To get around this, I'd just use 3 corporations, and switch the directions of the attacks:
Set 1 A > B > C > A
then
Set 2: A < B < C < A |
Lt-Sgt Samus Aran
Hellstorm Inc League of Infamy
0
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Posted - 2013.07.10 13:44:00 -
[140] - Quote
can you guys grace me with a skill respec |
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Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
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Posted - 2013.07.10 13:57:00 -
[141] - Quote
Just wanna throw this idea in the ring: zero clone attrition for sending clones to a district that you own. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
1052
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Posted - 2013.07.10 14:14:00 -
[142] - Quote
Absolute Idiom II wrote:Just wanna throw this idea in the ring: zero clone attrition for sending clones to a district that you own. Should require some sort of out 'Outpost' installation.
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Laurent Cazaderon
What The French CRONOS.
1805
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Posted - 2013.07.10 14:22:00 -
[143] - Quote
Absolute Idiom II wrote:Just wanna throw this idea in the ring: zero clone attrition for sending clones to a district that you own.
meh considering the new attrition level, i think we can live attrition for friendly movements. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
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Posted - 2013.07.10 14:33:00 -
[144] - Quote
Hmm, yes I'd say it's not something that is obviously needed right now.
Actually, I have a general concern that each district has only a single pool of clones- and so sending out some clones to attack leaves the home district vulnerable to attack. This issue is exaggerated when having to account for depletion and sending more than 150 clones.
I'm developing an idea whereby each district has 2 pools of clones: some for defence (max determined by the SI) and a 2nd pool that can be used for attacking only. Only the defence clone pool is used for defending. Combine this with being unable to sell intact clones to Genolution (they will only buy damaged clones recovered from battles) and then you end up situation where merely owning districts does not generate income: you must fight you enemies in order to earn isk. This is my my proto-concept. I'll post something in the ideas section once I've worked out how to communicate it better. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
224
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Posted - 2013.07.10 14:36:00 -
[145] - Quote
I like the ability to re attack district immediately after the first attack. I like the lower attrition loss. I like the increased income.
I don't like that there is no worthwhile incentive for EVE to get involved ATM. I don't like that PI is still a non factor when taking control of a planet. I don't like that I can't sell my salvage.
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Absolute Idiom II
Edimmu Warfighters Gallente Federation
194
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Posted - 2013.07.10 14:39:00 -
[146] - Quote
Laurent Cazaderon wrote:Absolute Idiom II wrote:Laurent Cazaderon wrote:Absolute Idiom II wrote:Here's my proposed solution:
Clones produced by a district whilst it is under attack cannot be sold to Genolution, and so once the clone count is up the district max of 300 or 450 then they are just 'lost'.
Outcome: You can still shield districts from attack for strategic reasons (in order to keep them or to allow them to become reinforced) but you can never do it for economic reasons since it will always cost you isk.
I think the Genolution clone pack price is about right, tbh. Please don't adjust it. Can ou develop, i dont really see what you mean there. Example 1Status : District 1a Corp A . 300/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Day 2 : RT, 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Example 2Status : District 1a Corp A . 150/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || 230/300 clones Day 2 : RT, 80 clones produced || 300/300 clones. Excess of 10 clones cannot be sold as under attack. 0 mil income. 10 clones lost. Hmmm, i'm very much not liking lost clones. In general, nature doesnt like things disappearing. It feels like a massive double penalty for the defender.
It's an incentive to use them or lose them. No longer would you just keep your districts at 300/300 in order to farm isk *without interruption* AND be at full strength should you be attacked.
Instead, you better send 150 clones off to battle. Leaving yourself at 150/300 isn't bad, since the 48hr timer allows you to fully recover your clones in time for the first battle.
Those corps that are sending clones out to attack are rewarded with having few/zero clones go to waste. However those that sit on their hands and wait to be attacked will suffer 24mil/160 clones of wastage.
It's also an incentive to attack a full 300/300 (or 450/450) district, since you know you will denying your enemy isk merely for attacking them. |
Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
224
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Posted - 2013.07.10 14:42:00 -
[147] - Quote
Absolute Idiom II wrote:
I'm developing an idea whereby each district has 2 pools of clones: some for defence (max determined by the SI) and a 2nd pool that can be used for attacking only. Only the defence clone pool is used for defending. Combine this with being unable to sell intact clones to Genolution (they will only buy damaged clones recovered from battles) and then you end up situation where merely owning districts does not generate income: you must fight you enemies in order to earn isk. This is my my proto-concept. I'll post something in the ideas section once I've worked out how to communicate it better.
If there was some PI related income than this would work. Income can be gained by either Industry or by raiding other districts.
This is another idea. I think keeping as much in Dust as possible is important, but also I think we need to start pushing some new things into Eve in order to continue the integration. The connection is what the game has over everyone else...... and in the current state it is almost completely absent in a practical sense. |
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CCP FoxFour
C C P C C P Alliance
25701
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Posted - 2013.07.10 17:58:00 -
[148] - Quote
Now in the proper thread...
Hey guys! A quick update on the dev blog:
We are aware that there may possibly be a way to lock a district indefinitely. We have discussed this with the CPM and internally. For now we are going forward with tomorrows release of all the information included in this dev blog. We have monitoring in place to see how things go over. We are also working on plans that we can implement early or mid next week depending how this weekend goes.
Thank you everyone who has been providing feedback here, on IRC, twitter, and just anywhere else.
That is all for now. Carry on. :) |
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Mc Ribwich
Subdreddit Test Alliance Please Ignore
279
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Posted - 2013.07.10 18:06:00 -
[149] - Quote
CCP FoxFour wrote:Now in the proper thread...
Hey guys! A quick update on the dev blog:
We are aware that there may possibly be a way to lock a district indefinitely. We have discussed this with the CPM and internally. For now we are going forward with tomorrows release of all the information included in this dev blog. We have monitoring in place to see how things go over. We are also working on plans that we can implement early or mid next week depending how this weekend goes.
Thank you everyone who has been providing feedback here, on IRC, twitter, and just anywhere else.
That is all for now. Carry on. :)
CCP FoxFour sorry to piggy back off this comment but could you elaborate on what you said about changing the orbital strike mechanics.
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.
My corp have had multiple battles were we had orbital support, but could not call it in because we had no war points from being stomped, so news like this is awesome. |
crazy space 1
Unkn0wn Killers
1482
|
Posted - 2013.07.10 19:07:00 -
[150] - Quote
Yes! no more warpoints for orbitals! What a stupid system, This is eve! The losing side should have the option to use a strike from space to turn the battle. Not just be a kill streak weapon that gives the winners an extra advantage.
Thank you <3 |
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