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Daedalus II
Helios Research
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Posted - 2011.03.29 09:10:00 -
[1]
1) TCUs are moved to the outside of the gate to the system they are affecting (i.e. they are placed in the neighbouring system, not the system itself) 2) Every gate with a TCU allows 200 attackers to enter the contested system (who is allowed is decided by the TCU holder) 3) Every gate free of a TCU allows 200 defenders to enter the contested system (who is allowed is decided by the system owner)
These numbers include ships that are jumped in by jump drive (if the attacker holds two gates and the defender holds three the attacker can bring in 400 ships and the defender 600, disregarding method of entering). People already in the system are not thrown out, but if they belong to either the defenders or attackers they will count towards their quota. If they are not, see below;
Contrary to today only one TCU will be needed to make a system vulnerable, however: * If the attackers have only one TCU the system will have a "heavily defended" status giving the attackers heavy penalties to defence and attack (see incursion mechanic). * If the attackers have all gates covered by TCUs the system will have a "under siege" status giving the defenders heavy penalties to defence and attack. * People not belonging to either the attackers or defenders will have a "caught in crossfire" status giving them extremely heavy penalties to defence and attack.
This way you need to fight on two fronts; you both want to put as much people in the system as possible to take it out/defend it, but at the same time you can't let the enemy hold too many (or ideally any) gates as that will quickly turn the fight against you. If you hold no gates you won't be able to get any reinforcements in, and you will get a heavy penalty. If the defenders manage to take out all TCUs the entire system will once again become uncontested (but the smart defender would leave one TCU and go in guns blazing against heavily penalized attackers).
Optionally: To make the fights even more aggressive, make TCU shield and armor extremely low, but let the hull be quite powerful, then when it reaches hull it gets incapacitated. An incapacitated TCU could be either unanchored (or destroyed, but that is harder) by the defenders or re-onlined (takes as long as unanchoring) by the attackers. While onlining or unanchoring it can at any time be inversed (unanchoring -> onlining and vice versa) by the other side (a tug of war of sorts).
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Daedalus II
Helios Research
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Posted - 2011.03.29 15:22:00 -
[2]
No replies ey?
Well no replies means no negative replies which is almost the same as a positive reply, right?
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Recursa Recursion
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Posted - 2011.03.29 15:54:00 -
[3]
How do you distinguish between attackers and defenders? Is it standings? How can you prevent gaming of the artificial limit?
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Feligast
Minmatar GoonWaffe Goonswarm Federation
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Posted - 2011.03.29 17:56:00 -
[4]
Two things. One, I think you mean SBU, not TCU. Two, so essentially you're going to make certain EVE becomes Supercaps Online, since you can only bring in a certain number of ships? And don't say you're going to add more artifical limits, like "no more than 5 supercaps per gate", because then you're just getting stupid.
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Daedalus II
Helios Research
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Posted - 2011.03.29 17:56:00 -
[5]
Originally by: Recursa Recursion How do you distinguish between attackers and defenders? Is it standings? How can you prevent gaming of the artificial limit?
During wartime (wartime = a TCU at any gate into the system) the gates will go into lockdown. They will then only allow entrance for users in a list configured by the system owners (D1). However the attackers (A1) use their TCUs to override the gates lockdown and replace its permission list with their own.
Say that the system owner permission list contains of D1, D2 and D3, and the attackers permission list contains A1, A2 and A3.
Thus; Defenders: D1, D2, D3 Attackers: A1, A2, A3
Easy!
Anyone not on either list is seen as neutral and will be severly gimped while in the contended system. And once the first TCU is down they can't even enter the system (as they aren't on anyones list), so they are only gimped if they happened to be in the system when it goes into lockdown. They can leave at any time though, the gates only prevent entrance from the outside.
Naturally it's in both sides best interest to add as many friendlies as possible to their own list, while not adding any enemies or neutrals (as they would take up valuable quota).
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Hirana Yoshida
Behavioral Affront
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Posted - 2011.03.29 19:11:00 -
[6]
Edited by: Hirana Yoshida on 29/03/2011 19:13:38 CCP has already shown how to do it: Incursions & FW.
Target system where SBU is deployed. - Loads of smaller objectives spawn throughout constellation (Inc). - Central counter goes up/down, when gone the system falls (Inc). - Objective sites can be size restricted (FW). - Ratio of site sizes determined by defender with an attacker being able to modify it at SBU deployment. - Subsequent systems in constellation have decreased counter length. - Maybe even add constellation wide attributes set by defender (speed, resists et al.)(Inc).
Throw in the capital systems of old as being particular hard nuts (bonuses, extra counter etc) to crack so one either whittles away at periphery or tries brute force/surprise attack.
Kills the one-size fits all (aka. super spam), mitigates the more dudes wins all (aka. blob harder!), no more EHP based sovereignty and rewards quality in pilot ability, fittings and organization.
More numbers will still win though, cannot be avoided. But it wont be a walk-over like it is now without an insane amount of logistics so the mob has all sizes covered.
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Daedalus II
Helios Research
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Posted - 2011.03.29 21:15:00 -
[7]
Originally by: Hirana Yoshida Edited by: Hirana Yoshida on 29/03/2011 19:13:38 CCP has already shown how to do it: Incursions & FW.
Target system where SBU is deployed. - Loads of smaller objectives spawn throughout constellation (Inc). - Central counter goes up/down, when gone the system falls (Inc). - Objective sites can be size restricted (FW). - Ratio of site sizes determined by defender with an attacker being able to modify it at SBU deployment. - Subsequent systems in constellation have decreased counter length. - Maybe even add constellation wide attributes set by defender (speed, resists et al.)(Inc).
Throw in the capital systems of old as being particular hard nuts (bonuses, extra counter etc) to crack so one either whittles away at periphery or tries brute force/surprise attack.
Kills the one-size fits all (aka. super spam), mitigates the more dudes wins all (aka. blob harder!), no more EHP based sovereignty and rewards quality in pilot ability, fittings and organization.
More numbers will still win though, cannot be avoided. But it wont be a walk-over like it is now without an insane amount of logistics so the mob has all sizes covered.
Sounds like a good idea, but I think it would have been better if you had made a new thread about it instead.
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