| Author |
Thread Statistics | Show CCP posts - 11 post(s) |

Professor Dumbledore
Amarr GoonFleet GoonSwarm
|
Posted - 2009.09.09 13:52:00 -
[1]
You are going to **** this implementation up so badly it will be amazing.
|

Professor Dumbledore
Amarr GoonFleet GoonSwarm
|
Posted - 2009.09.10 15:23:00 -
[2]
Edited by: Professor Dumbledore on 10/09/2009 15:25:20
Originally by: CCP Abathur Hello thread! Okay, the calls for a bit more detail have been heeded and I can open the doors a bit further now. I expect some of this will result in more questions and I will answer them as best I can.
Many questions are focused on what will happen to the stuff you have now and how it will continue to function in the new system.
We are looking at the upgrades in player built outposts. We are considering a few new offerings but will have to see how they balance against the rest of the Infrastructure system. Of more immediate import is we will likely be reducing the cost of the Level 2 and Level 3 outpost upgrades to something sane enough to discourage players from simply dropping another outpost because it's cheaper. This is also important because some Infrastructure upgrades will require you to have an outpost upgraded to a certain level as well.
The new Infrastructure system will revolve around a new structure in space we are calling the Infrastructure Hub. This will be a new shiny that serves as one of the centerpieces of your star system's development. Depending on your level of investment in certain areas, your Hub may change visually and can eventually become quite impressive. Defending / attacking / capturing an Infrastructure Hub is just one more thing players will have to consider in their Dominion plans.
The Infrastructure upgrades themselves were left intentionally vague in my Dev Blog because listing every potential upgrade we are considering would require another blog by themselves. The beauty of this system is that even after Dominion launches we can literally 'plug in' new concepts, balance them against current upgrades and then assign them a proper value in terms of required investment. When Dominion launches, you will have what we consider the best candidates to promote the concepts outlined in the blog and will continue to iterate in future expansions.
Next, while we are moving starbases away from the actual claiming mechanic, we are not taking away their basic functionality in day to day operations. Things like Jump Bridges, Cyno Jammers, Cyno Beacons and Capital Ship Assembly Arrays will continue to require the use of starbases to operate. Just as with the current mechanic, there will be prerequisites to meet as each of these structures will be part of the new Infrastructure system.
We are not allowing 'standings' to allow you to determine who uses your gates.
While we are still looking at allowing 'capital' systems and them having some extra benefit(s), the day of invulnerable starbases is over in Dominion.
The following are balancing changes we are seriously considering:
We may open the doors to allowing more than one outpost to be anchored/built in a sovereign system. We are still investigating the technical limitations and a few gameplay issues associated with this and will make a final decision in the coming weeks.
Cyno Jammers will be one of the more expensive Infrastructure upgrades and may only be anchorable in systems where you have sov and own a station.
Jump Bridges may no longer allow ships with a jump drive to use them. There has been some debate about just flinging them to a random Class 6 wormhole system but I lost that argument with Greyscale (who is decidedly more sane than I). Note - if implemented, Jump Freighters may escape this rule.
Approaching character limit. BTW, apparently I liked using the word SPACE in my blog.
Why the **** are we paying to "MAINTAIN" stargates if we don't get to control who uses them? That's ****ing ******ed. Change the mechanic.
And what the **** do you mean MAY escape this rule either they will or won't or are you guys still in ****ing rapid devlopment for a patch that is supposed to go live in less then 3 months? Are you ****ing serious?
|

Professor Dumbledore
Amarr GoonFleet GoonSwarm
|
Posted - 2009.09.10 22:16:00 -
[3]
Originally by: CCP Abathur
Originally by: Kesper North
Originally by: CCP Abathur Jump Bridges may no longer allow ships with a jump drive to use them. There has been some debate about just flinging them to a random Class 6 wormhole system but I lost that argument with Greyscale (who is decidedly more sane than I). Note - if implemented, Jump Freighters may escape this rule.
I think most of what you said is awesome, but I have to strongly, violently disagree with this part.
If we can only cyno jam station systems...
And capital ships can't use jump bridges...
...where are we supposed to park our capitals?!
Well... I might ask the guy in charge of the cyno generator to cycle it off so that I could get in and dock back up. If they say no, I'd park at a starbase. If there was no starbase, I would ask my FC who was in charge of this horrible op?
This is so ******ed it hurts. Your the ****ing person they put in charge of this too eh. well i guess the game will burn to the ground then.
|

Professor Dumbledore
Amarr GoonFleet GoonSwarm
|
Posted - 2009.09.11 07:51:00 -
[4]
Originally by: ArmyOfMe
Originally by: Trimutius III
Originally by: Darkdood The large type allows capitals and jump capable ships so you can provide a way in and out of your main jammed system but its a well defined path.
Correct me if i'm wrong, but i suppose that CCP considered this possibility as unbalanced... So if u need to move your Cap Fleet in u need to diactivate Jammer and fight consequences...
amen
Originally by: Dramaan Have you consider to make limitations to jump brige and cyno jamers how many allianse can have?
that would actually make a very effective way of making sure alliances doesnt claim to much space
no all that would do is make alliances create alt alliances to hold all their space.
|
| |
|