Recursa Recursion
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Posted - 2011.03.30 20:41:00 -
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Thumbs up as well. I think it adds a nice touch for small gang warfare.
A few comments / questions:
- What about the drone regions? Does their loot just get reduced by X%? - The mechanics of the raiding ships (who is in it / present) might be a bit tricky. Is it fleet based relative to the individual who on-lined the PID? Is it standings-based? Corp / alliance-based? My intuition tells me probably fleet-based but that could be problematic if say whomever on-lined it gets D/C'd. - Is it a limit of one per system? For instance, could effects stack over multiple days or even multiple PIDs at the same time? - Given that the goal is to increase small gang warfare, should cynos be prohibited on the grid where the PID is when it is on-line? Cynos could still be lit or jumped to (cyno beacon) off the grid with a requirement then to warp to the PID. Otherwise, I think the reaction of the bigger alliances will just be to chuck around moms on any dropped PIDs and cap drops tend to run contra to small roaming gangs. Covert cynos though should be kosher. - There was a proposal a while back regarding incentivizing harassment techniques. Perhaps the ISK paid out is reduced but whomever anchored the PID (their corp - no NPC corps) would get paid that delta in terms of actual payout versus theoretical payout. Drones would of course be problematic maybe necessitating gathering of the resources at the PID. - Is PI impacted? - Could moon goo gathering rate be impacted as well, say reduce the moon goo take by X%? - Could POS fuel consumption be affected (say reduce sov savings)? Maybe similar for JB operation, increase the LO cost on outbound jumps? - Could manufacturing / research time be impacted?
The bottom 4 items might be a bit too griefer-rific.
Perhaps the mechanic is some sort of stacking penalty applied that gets the impact closer to 100% (i.e. base Incursion)? The anchor process could be quite quick say on the order of 1 minute, on-line period is also quick, say 1 minute. With appropriate POS rights, the charge cycle is selected that begins a timer (keeping it separate from anchor / on-lining) based on the number of ships decloaked. An alternate would be that anything on the grid is decloaked but that seems a bit excessive. After the charging period (say 10 minutes), the player can engage the PID. It then shifts the "incursion" scale by say 25% of the remaining amount. Thus, your first shift engages a 25% penalty, the second one by an additional 18.75%, etc. That number could be adjusted. Each hour, the incursion impact decreases by say 1% (1% of the current Incursion penalty, i.e. .25%, .2475%, etc.).
The raiders could then assess whether or not to keep engaging in successive larger penalties trading time for staying longer in the system in response to the blob. A 10 minute base timer (12 ships decloaked) on the "charge" would seem pretty reasonable provided that the penalty imposed was large enough. Should that on-line system maybe be tied to similar gang size / goals as with Incursion, i.e. create a gang sweet spot? That could potentially be interesting as warping onto the grid could radically slow down the charging rate, thus encouraging a rapid response or at least an on-grid presence.
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