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DefiantFury
Ministry of War Amarr Empire
1
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Posted - 2014.11.11 14:26:39 -
[1] - Quote
Idea
TCU
Is like a flag it shows sov on the map but also controls whether or not the Ihub is vulnerable. I.e if destroyed new guy can put up his TCU and attack the Ihub. If in the process of attacking the ihub the attackerGÇÖs tcu is destroyed ihub goes invulnerable. TCUGÇÖs have no timers etc TCUGÇÖs also control whether or not an Ihub / Station can be put down in system. TCUGÇÖs become invulnerable during the reinforcement timer for the ihub apart from their shields. Armour is invulnerable until the end of the 24 hour period of the ihub has ended. Only 1 TCU per system can be placed. Once a TCU is ejected into space no other TCU can be.
Ihub controls 3 things
1 = It controls whether or not the station is vulnerable
2 = It controls system upgrades and has one 24 hour reinforcement timer (armour) attackers must shoot through shield to armour. Just before the point of reinforcement it gives the attacker a new ability called GÇ£Critical controlGÇ¥ which allows them to choose which system upgrades they want to disable or leave active e.g statics / military upgrades / mining upgrades / cyno generator etc.
3 = Second new vulnerability point called "Critical mass = 20% structure" Gives the attacker an option to carry on to destroy the ihub or flip it into the attackers control but only if they have their TCU up at the point of 20% structure. The game would use the tcu's alliance ticker to flip it into control of the attacking alliance so no sniping could occur. The attacking alliance can then either retain control or destroy the ihub anyway.
Stations
Are reduced to one 24 hour timer (armour) Only vulnerable if ihub is destroyed, or if an ihub has been flipped into attackers control and they have a TCU up.
Attackers must shoot through shield then into armour to reinforce it.
Systems without stations/ihubs
All it takes to take control of these systems is to put down a TCU.
Benefits
The attacker would with control of the tcu and the ihub be able to retain control of upgrades for that system and have control of sov through the TCU. This provides a number game play options for example.
By creating a vulnerability at the point of reinforcement more intense fights would occur to prevent the ihub being reinforced and so the side that committed the most to the field in order to hold it would prevail and have the benefits of critical control that go with that.
The attacker if not wanting the space could proceed to knock over the tcu reinforce the ihub and then 24 hours later destroy the ihub, to damage an alliances isk making ability and reset the system back to default, all without having to take the station.
Or once the ihub comes out of reinforced they could take it down to 20% structure and flip it to their control there by denying the use of any upgrades to the former occupiers. This would be particularly effective in station systems where the attacker comes in flips the ihub to their control after going through the above steps and then onlines a cyno jammer in system. Residents of the station would be forced to fight to control the ihub or destroy the cyno jammer etc. If they donGÇÖt they wonGÇÖt have many options of evacing their assets etc.
As a TCU is the only thing that controls sov and has no reinforcement timer it would be much easier for alliances to take control of systems with no ihub/station and gain a foothold into empty null sec space, and If wanting to fortify their position they could put an ihub in system and then a station etc,
TCUGÇÖs are just like sticking a flag in the soil and whilst shouldnGÇÖt be easy to kill they should represent the ability to change sov relatively easily as itGÇÖs not the name of the alliance that controls the system that is really damaging to defenders but more the ihub and its upgrades and the station etc.
Living in Your Space
If an alliance actively uses the system where an ihub is in place then ccp could create some new upgrades that if criteria are met and kept to certain level, would allow defenders certain advantages.
For example some ideas could be
PosGÇÖs have 10% extra shield armour and hull Ihub has 50% more armour or shield etc TCU has 20% more hit points Station has the ability to install resistance upgrades etc Station has 2 timers like current system
These sorts of advantages would only come from actively using the space on a daily basis and would most likely only apply to places like home station systems and adjacent frequently used systems with ihubs etc. If the space stops getting used or the ihub is flipped the upgrades switch off in the ihub until both control and activity levels meet the criteria again.
This would give the defenders more reason to fight hard over control of their home systems ihub and tcu. Whilst making it easier for alliances to take over sov of space that isnGÇÖt regularly used as they would have just the normal default stats.
And donGÇÖt forget alliances can take control over space without ihubs just by knocking over the tcu. So alliances would really have to choose what space they place ihubs and stations in and have the ability to defend those systems. Or risk a new group coming into a constellation of their sov switching it to their control and gaining a foothold by placing ihubs and stations etc. And then have the ability to dig in further by being active in that constellation and adding upgrades i mentioned above etc.
With the new system itGÇÖs also possible to reverse any foothold gained by destroying the tcu to regain sov control. Then if present destroying/flipping the ihub and finally if an alliance put down a station flipping the station to your control. But with the upgrades this can be made harder through activity levels etc.
And if you like these concepts then feel free to post your ideas and give isk |
Alavaria Fera
GoonWaffe
6483
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Posted - 2014.11.11 15:09:45 -
[2] - Quote
So basically, the tcu functions like an sbu, but also the critical structure for sov.
So... it seems like a small group of people could wander into your home and suddenly break all your sov in a few days or so?
DefiantFury wrote:TCUGÇÖs are just like sticking a flag in the soil and whilst shouldnGÇÖt be easy to kill they should represent the ability to change sov relatively easily as itGÇÖs not the name of the alliance that controls the system that is really damaging to defenders but more the ihub and its upgrades and the station etc. The sovereignty index is also important and when sov is lost, this index has to be built up from 0 again, and the only thing that builds it up is time.
ie: someone can just come in when you're asleep and break all your sov index-related things.
^^ Delicious goon ((tech nerf, siphon, drone assist, supercap)) tears.
Taking a wrecking ball to the futile hopes and broken dreams of skillless blobbers.
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DefiantFury
Ministry of War Amarr Empire
1
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Posted - 2014.11.11 15:31:07 -
[3] - Quote
Sov index in this case would relate more to the ihub and what upgrades it has installed not the TCU. As in the old days of pos's sov could change numerous times in a day and I think claiming sov is just putting a name on who owns the system. And that part of sov should be relatively easy to change depending on what level of upgrades and activity the defending alliance has installed.
If wanting to defend all current space then ihubs would need to be in every system and with that as we know currently the cost of holding sov goes up so in the new system I could see alliances becoming much more compact in where they dedicate ihubs and stations etc.
The ability build supercaps imo in 0.0 should not be tied to sov, null sec is a dangerous enough place as it is and limiting where alliances can build super caps limits game play.
That being said with the benefits I mentioned about living in your space supercap production could be moved to home constellations concentrating defense and making alliances home systems difficult to attack except for the most determined attacker.
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DefiantFury
Ministry of War Amarr Empire
1
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Posted - 2014.11.11 17:51:49 -
[4] - Quote
And I've just been giving the super cap issue some thought and come to this conclusion.
Supercaps/titans were never meant to be the ships that rolled through sov, they were brought in to kill other caps that's their intended role. And so to stop big alliances rolling through very easily with super caps in this new concept supercaps/titans would not be able to attack the ihub as it would be invulnerable to their targeting systems.
The attacking alliance would have to user dreads/carriers/subcaps which ofc with the new gate changes could be accompanied by supercarriers but the supercaps would be escorting the system taking ships to proect them etc. |
Felix Judge
Gallente Volunteer Defense Forces Spaceship Samurai
14
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Posted - 2014.11.13 16:19:17 -
[5] - Quote
Still working with timers, i.e. still making attackers and defenders pile all they have into one single system at a certain point of time, which causes really bad TiDi.
Occupancy, and Sov Indices which are accumulated over periods of time, stretch sov struggles over time and remove TiDi to a certain extent, especially its very bad peaks. |
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