Oso Peresoso wrote:Just a bunch of Euro's messing with my district while my corp is at work/school. Do not want. Couple changes could make the idea workable.
-Prescheduled
-No alarm system, or at least participation by the defenders must not be contingent on some alarm system.
-relatively minor damage inflicted on the defender, i.e. you shouldn't lose your district or take "significant" clone loss for not showing up for one of these.
-starting such a mission doesn't lock the district, starting such a mission requires some small isk investment (5 million?)
-squad vs squad only (maybe allow additional defenders).
-limited clone count, 25 or lower, perhaps allow more for defender so attackers have to go for objectives
-counterstrike-esque objectives. multiple targets, hack one, if not back-hacked in time attackers win.
-short matches, 20-30 minutes max.
I'm not presenting a complete idea here the way you were, I'm just saying I think these points must be met to have something that's reasonable and workable.
The other question is, what need is this filling? For one, I think that attacks like this would not compromise districts significantly, but if a corp with lots of districts had these little attacks happening everywhere it would be too much to defend all at once if the corp is mostly a small number of elite players. The result would be death by a thousand cuts as these attacks sap the profitability of owning a large number of districts. This would also provide content and direct revenue towards corps that don't or aren't interested in holding a district. It also provides content in that in a major war, one corp could pay others to carry out these little attacks in preparation for an attack or to merely weaken planets not on front lines. Lets say corp A has a solid squad of six, but not the means or the wherewithal to carry out a full attack, and corp B has to send out the bench warmers to defend, this provides content to both the small corps and the bench warmers.
How about a compromise? This game mode can happen on the enemy district's reinforcement time but the enemy won't be notified of the attack until the alarm is tripped. That way, the attack will be unexpected but still be within the enemy's playtime hours.