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Thread Statistics | Show CCP posts - 15 post(s) |

Bienator II
madmen of the skies
2087
|
Posted - 2013.10.17 15:55:00 -
[1] - Quote
will it appear on dscan? The value of those things would be much higher if it wouldn't. Same for the depot (however it should be possible to probe it down of course). eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Bienator II
madmen of the skies
2087
|
Posted - 2013.10.17 16:02:00 -
[2] - Quote
CCP SoniClover wrote: 1. Mobile structures, including the siphon unit, can be probed down (and d-scanned).
well thats very disappointing. Removes everything guerilla from the guerilla warfare feature if you give players 100% intel. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Bienator II
madmen of the skies
2088
|
Posted - 2013.10.17 16:28:00 -
[3] - Quote
mynnna wrote:Bienator II wrote:CCP SoniClover wrote: 1. Mobile structures, including the siphon unit, can be probed down (and d-scanned).
well thats very disappointing. Removes everything guerilla from the guerilla warfare feature if you give players 100% intel. People will already have to add the tedious chore of checking pos multiple times a day to the already tedious chore of "running them in the first place" and you want it to be worse? Whatever style of play you like, I'm going to have it nerfed, just for that. 
this basically said that the same rule will apply to the depots. He wasn't only talking about siphon units. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Bienator II
madmen of the skies
2088
|
Posted - 2013.10.17 16:31:00 -
[4] - Quote
CCP Paradox wrote:Bienator II wrote:CCP SoniClover wrote: 1. Mobile structures, including the siphon unit, can be probed down (and d-scanned).
well thats very disappointing. Removes everything guerilla from the guerilla warfare feature if you give players 100% intel. This unit doesn't fit into the guerilla warfare part of Rubicon. That's more the mobile cynosural inhibitor deployable, and warp acceleration changes.
 eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Bienator II
madmen of the skies
2088
|
Posted - 2013.10.17 16:36:00 -
[5] - Quote
i have an idea. why don't you make them appear in local and say "planet X moon Y stole Z units of foo" everytime they are active. Depots could do random bzzzzt noises every time they repair someone or you access the cargo. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Bienator II
madmen of the skies
2092
|
Posted - 2013.10.18 04:22:00 -
[6] - Quote
a compromise regarding the API problem could work as follows: - The API only reports "fake" values as long the stolen stuff is still in the deployable (lore: stuff is still in the POS system, POS is happy since it thinks deployable is part of the system) - as soon someone empties the deployable the POS notices it and the API reports "correct" values of the stuff which is in the POS
in short: automated detection is possible as soon someone takes stuff out of the deployable
regarding balancing: Something tells me that the main balancing factor is the capacity of those deployables. Even if you drop dozen of them they will stop collecting stuff as soon they are full and the pos will run at 100% efficiency (was not stated in the blog, i could be wrong). Catching covops haulers might become a thing... if you would know when they would appear. Thats the missing link what would make it somewhat balanced. The whole process is relatively risk free for the parasite. (deployable explodes automatically short after it is full or something like that?) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Bienator II
madmen of the skies
2096
|
Posted - 2013.10.18 15:50:00 -
[7] - Quote
to have a fully asynchronous mechanic but still some form of conflict you would have to add an active but asynchronous counter to it.
example: - parasite deployes syphons, goes to bed - syphons do their work - pos owner or corp member notices syphons but all he can do is to partially undo the damage (which is not fun)
new: - pos owner or corp member hacks syphon and converts it into a trap - syphon stops working but the parasite doesn't know it - if the parasite comes to take the resources out of it the hacked spyhon it will point the parasite - parasite should now better burn out of point range and run before the pos becomes active (or even worse, the pos owner)
-> full asynchronous cycle where both parties can actually take part in and damage a party. The current implementation allows only damage control for the pos owner but no retribution. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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