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5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
34
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Posted - 2013.07.11 11:38:00 -
[1] - Quote
Planetary resources
Power grid points (fixed resource) Used to power facilities. Suffers from diminishing returns. (Total power*(1-(# power facilities*5)) Provides a soft cap on facilities (zones) a planet can sustain. Failure to have enough power drops efficiency on other production by 50% and construction points production by 100%.
Construction points (fixed resource) Used to produce facilities (ie zones). Allows planets to grow organically and players to invest in planet infrastructure. Means long term occupation provides a benifit.
ISK (external resource) Directly connected to Corp Wallet. Provides funds to pay for mercinarcies protecting the planet. Mercinarcies are paid per WP earned. Rates are set in either the corp retainer contract or in the planetary management window and the highest rate is always paid.
CRU (conflict resource) Shared planetary resource (replacing clones) Represents 20 clones 5 deployed per battle giving 100 clones (some exceptions) Captureable in combat and cause clone transfer (10 clones transferred) Winner keeps CRU equal to those owned at end of combat. Losers owned CRU lost at end of combat. (Self destruct) Self replenishing (ie always provides 20 clones)
Dust Mercs (the fun bit) Retainers can be signed with alliances, corps or Individual Mercs Retainer Mercs are notified in game when a conflict is triggered Retainer Mercs get first access into the game and WarBarge waiting room Retainer Mercs beyond deployed Mercs can wait in the WarBarge and deploy team orders In the absence of retainer Mercs, other Mercs can deploy into the match but only once it has begun. Other Mercs can not deploy to WarBarge. Retainer contracts can have a sign up fee, a WP earned fee and a service completion bonus. Retainer contracts can be time limited or open in duration. Service completion bonuses require the merc to attempt to deploy for each battle or the contract is considered unfulfilled. A system generated ejection from a game will also render the contract unfulfilled.
Equipment (personnel resource) Each merc supplies their own equipment
More to come... |
5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
42
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Posted - 2013.07.11 11:39:00 -
[2] - Quote
Unique Planetary Facilities
Command Centre Unique facility on each planet (1 per planet) Indestructible facility with strong defences (invulnerable shield bubble) Provides basic power (2000 PG) Provides basic CRU storage (20 CRU) (4 conflicts) Provides basic construction points (5 CPU per hour) Represents planetary control and allows facilities to function (Could be made destructible and deployable from orbit if you wanted to allow scorched earth conflicts)
Communications Centre Unique facility on each planet (1 per planet) Strong defences (2 shield bubble generators ?) Costs 2000 CPU Uses 2000 PG Allows defender to decide location of every second conflict. Ie. allows defender to attempt to take back captured facilities or choose low value conflicts.
Transportation Hub Unique facility on each planet (1 per planet) Allows transportation of clones via subspace (no ship required) Can receive clones, can send clones, can buy clones from NPC Costs 2000 CPU Uses 2000 PG If lost the planet is effectively cut off, though clones could still be deployed from orbit by ship. |
5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
42
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Posted - 2013.07.11 11:42:00 -
[3] - Quote
Basic facilities
Note: Basic facilities only get one defensive substructure (maybe randomly?)
Basic Power Generator Costs 500 CPU Provides 2000 PG
Basic Construction Facility Costs 500 CPU Uses 1000 PG Provides 10 CPU per hour
Basic Clone Storage Facility Costs 250 CPU Uses 200 PG Holds additional 10 CRU Follows special CRU skirmish conflict rules as noted below.
Basic CRU Production Facility Costs 500 CPU Uses 1000 PG Provides 1 CRU per hour
Optional additions:
Basic Production Facility Costs 500 CPU Uses 1000 PG Provides EVE manafacturing on planet
Basic Mining Facility Costs 500 CPU Uses 1000 PG Provides EVE resources depending on planet
Basic Research Facility Costs 500 CPU Uses 1000 PG Provides EVE research options on planet
Why add these?
Because for eve players to care it must affect the economy, even if only in a small way.
Will it harm the EVE economy?
No, because if a production facility starts hurting someone's profit line then they will probably pay a good Dust514 corp to wipe out the offending facilities and resources will be consumed in the efforts to achieve this goal creating greater demand.
Dust production would also not be "free" because it by default requires someone to defend the interest from any number of other interested parties including, eve side competitors, dust clone raiders, eve pirates, our general desire for destruction and other reasons as of yet unthought of. |
5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
42
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Posted - 2013.07.11 11:44:00 -
[4] - Quote
Defensive Facilities
Fortress Costs 2000 CPU Costs 2000 PG Strong Defences (2 shield bubble generators ?) Provides 5 planetary bombardments per combat on planet (1 per 1000 WP)
Planetary Defence System (PDS) Costs 500 CPU Uses 1000 PG Fires on deployed war barges (roughly 10/total PDS, hours till reinforcement timer triggered) Offline if power insufficient
Planetary Shield Generator Costs 1000 CPU Uses 1500 PG Prevents orbital bombardments Offline if power insufficient
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5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
42
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Posted - 2013.07.11 11:47:00 -
[5] - Quote
Defensive situation and systems
The Defender has core infrastructure (facility) instead of MCC Defenders deploy around the middle at 5 CRUs located both inside and outside the shield bubble and can deploy inside the core infrastructure at the control centre (ie hack point) The defenders do not get a red zone as they have the shield bubble. Defender core infrastructure do not have shields (see instead shield bubble) Facilities can be protected shield generator bubble generator substructure Shield generator substructure can be hacked If shield generator is hacked the shield is temporaly inactive
Shield generator substructure can be destroyed If generator is destroyed shield bubble is lost Shield generator bubbles radiate from core infrastructure and have hit points Shield generator bubbles are damaged by Oribtal bombardments and other heavy weapons Substructures may or may not be located inside the shield bubble
Facilities can be protected by defence network sub structure Defence network substructure controls turrets Defence network also provides 50 m radar around turrets Defence network substructure provide remote access to turrets Defence network substructure self hacks back lost turrets (2 minute timer, can only hack 1 turret at a time) Defence network substructure can be hacked All turrets go neutral on hacking of defense network Defense network substructure will now hack back lost turrets (2 minute timer, can only hack 1 turret at a time) for the attacker Defence network substructure can be destroyed All turrets go neutral on destruction of defence network substructure Neutral turrets can be hacked by either side
Facilities can be hacked (timer count down ala null cannon/MCC) Facilities can be damaged and destroyed (suffer MCC damage, Orbital strike Damage, WarBarge Strike Damage, Tank damage, remote explosives damage) Defender losses if all CRU hacked or clones otherwise depleted (facility captured) Defender losses if master hack timer count down reaches zero (facility captured) Defender losses if shield is depleted and facility is destroyed (facility is destroyed)
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5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
42
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Posted - 2013.07.11 11:48:00 -
[6] - Quote
Offensive situation and systems
Attacker initally chooses facilities to host conflicts Attackers deploy around the edge of the conflict at 5 CRU defended by turrets and accompanied by supply depots. The 5 CRU are located just inside the red zone which trims the entire perimeter. If active, the attacker can deploy at the MCC or any drop uplinks deployed. Attacker can not deploy vehicles in field without a WarBarge (supply depot still allow vehicle deployment) The Attacker does not automatically have MCC (see WarBarge) Attacker losses if all CRU hacked/destroyed or clones otherwise depleted
Attacker CRU Deployment methods: NPC Corp purchase (requires WarBarge) Eve side orbital deployment (think probes)
Maximum initial deployable CRU: 10 (2 conflicts)
Can hire orbital support:
WarBarge Cost: 5mil ISK per hour Allows 20 additional CRU storage (4 conflicts) Can be harmed by planetary defense systems Can be harmed by eve side combat and capable of self defense If damaged to end of shields, enters reinforced status like orbital stations 24 hour reinforcement timer All benefits suspended while timer active Can trigger CRU skirmish events if attacker exceeds CRU Limit. Deploys MCCs into conflicts Allows vehicle deployment in field Allows 5 warbarge strikes per conflict (1 per 1000 WP) New loss condition - MCC destruction
Advanced WarBarge Cost: 10mil ISK per hour Allows 50 additional CRU storage Harder to damage than standard WarBarge Can be harmed by planetary defense systems but is tougher Can be harmed by eve side combat and capable of stronger self defense If damaged to shield depletion, enters reinforced status like orbital stations 24 hour reinforcement timer All benefits suspended while timer active Can trigger CRU skirmish events if attacker exceeds CRU Limit. Deploys MCCs into conflicts Allows vehicle deployment in field
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5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
42
|
Posted - 2013.07.11 11:49:00 -
[7] - Quote
Notes on MCCs: MCCs are armed with 2 blaster turrets and 2 rail gun turrets MCCs have 150 m radar Turrets on MCC can not be destroyed until shields depleted MCC turrets can be controlled by players at MCC control panel in hangar bay Uncontrolled rail guns will target nearest valid facility or substructure Uncontrolled blaster turrets will attempt to assist squad order objectives within range After 15 minutes the MCC will enter the shield bubble and can strike directly at the facility and core infrastructure and substructure inside the shield bubble MCCs can be harmed by turrets and bombardments
Notes on orbital bombardment: Eve pilots can not bombard if planetary Sheild Generator is active Eve pilots can bombard every 1000 WP earned in the conflict Eve pilots can target any valid substructure or structure of their choice Eve pilots can target any squad attack objective marker of their choice Bombardments will not penetrate shield generator bubbles but damage them instead Substructures outside the shield generator bubble can be targeted separately EMP bombardments are more effective again infrastructure, substructures and Sheild bubbles
Notes on clone skirmish conflict: Conflict starts with 5 CRU on each side and 5 neutral CRU Neutral CRU are provided by defender in clone storage facility conflicts Neutral CRU are provided by attacker in WarBarge Reinforcement conflicts MCCs and defensive substructures are not used Conflict ends when CRU or clones on one side are depleted
Notes on null cannons: Do away with null cannons, allow ground turrets and tanks to have a role in attacking the MCC. I have found it incredulous that in the last few builds turrets often sit idly by while the MCC passes over and vice versa, I cant turn the null cannon onto a nearby tank to have it dealt with when I need it but it can show a monsterous MCC about the same distance away.
If however insiston something similar, give the defender a few massive turrets with huge weapons but a super slow turning speed. If the attacker can hack the, they can be turned on the shield if in the defenders hands they can take out sniping rail tanks on the ridge or shoot the MCC as required. |
Brasidas Kriegen
The Southern Legion RISE of LEGION
5
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Posted - 2013.07.11 16:45:00 -
[8] - Quote
Here are some thoughts to add to the war barge part. Otherwise interesting....more like the old Skirmish 1.0 which was great fun. |
Andius Fidelitas
The Southern Legion RISE of LEGION
94
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Posted - 2013.07.11 19:23:00 -
[9] - Quote
Now THIS is how it should be done.
I definately approve. |
Funkmaster Whale
0uter.Heaven
63
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Posted - 2013.07.11 19:31:00 -
[10] - Quote
So you have all this coded and ready to implement for CCP, right? |
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5Y5T3M 3RR0R
The Southern Legion RISE of LEGION
43
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Posted - 2013.07.12 06:59:00 -
[11] - Quote
It would take time to code but most of it is logistics and should not take as long as many other things in this game.
As for what's left, it could be implemented in stages. |
N311V
The Southern Legion rise of legion
22
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Posted - 2013.07.15 22:28:00 -
[12] - Quote
This all sound awesome and it's exactly the kind of depth in a game I crave. The skill tree and fitting mechanics have kept me hooked for a couple of months now but that can only last so long.
My imagination is running wild with the possibilities what you're suggesting provides. Firstly I'd like to know if there'd be a timer on construction of facilities. Could somebody decide to attack a district with the primary objective of taking out say the Communication Facility or the Power Generators? Would Facilities still function without enough power. Would facilities in neighbouring districts effect each other? |
Xerxes Feroze
Vanguard Unlimited
9
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Posted - 2013.07.15 23:32:00 -
[13] - Quote
Lol way to spell out what you want in black and white XD |
5Y5T3M 3RR0R
The Southern Legion
47
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Posted - 2013.07.23 11:47:00 -
[14] - Quote
What can I say....they desperately need guidance and I'm tired of waiting for them to come up with something worth while. |
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