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Hirana Yoshida
Behavioral Affront
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Posted - 2008.05.20 22:08:00 -
[1]
Edited by: Hirana Yoshida on 20/05/2008 22:10:46 We now know how to join, who can join and what the overall plan/scheme is. But how is it actually going to work?
This is what I have so far: You enter a FW system (can be found with map) and scan it for cosmic anomalies. Q: How many can there be per system, are they hull-restricted and can this be determined before warping to it? Q: Does system security rating factor into the size/properties of the complexes? Q: Are the locations static or will they move around?
When all anomalies have been cleared system becomes open to conquest by attacking a central hub after next downtime. Q: How do you clear an anomaly, kill all rats, buildings...what? Q: Where is this hub located, does it also have to be scanned out?
Q: Will POS be allowed in systems that can be contested?
Ranks within a militia increases with standing. Killing opposing militia members yield bigger increases than running missions.
These are the big ones I could think of. Please add to list of questions or answer mine if possible (probably going to be dev-blogged at some point but impatience won out)
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2008.05.20 22:41:00 -
[2]
Originally by: Hirana Yoshida You enter a FW system ... and scan it for cosmic anomalies. ...are they hull-restricted?
Yes. So far, I've found one in this way, and it was restricted to Tech 1 Frigates and indies (maybe one other thing) and would not let my Hawk in.
Originally by: Hirana Yoshida and can this be determined before warping to it?
I don't think so. At least, I didn't see a way. However, the one I found was called a "Caldari Minor Installation" (I think, Caldari Minor something anyway). It could turn out that you'll know from the name what ships can go in. Too soon to say. ------------------ Ironfleet.com |
Sarin Adler
Caldari
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Posted - 2008.05.20 23:14:00 -
[3]
There are complex up to BC size for sure, don't know if there are complexes for BS or caps though. The complexes have rats & rats respawn (up to various weak BS). Also, not sure, but I think that the gates to plexes will include NPCs too. The complex spawning is random (number & size, but is somewhat tied to sec status: i.e. you are more likelly to find harder complexes & more of them on 0.1. than 0.4.
Waiting for DT to capture for sure? That hurts a bit, oh well.
Anyone has found how the rewards work, the missions and the ranks etc.?
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Fakespace
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Posted - 2008.05.20 23:20:00 -
[4]
In the last live dev-blog they said that each side has at least one site open for everything, including caps (it wasnt deadspace)... if i remember correctly
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Sarin Adler
Caldari
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Posted - 2008.05.20 23:22:00 -
[5]
Yes, you can throw ANYTHING at the main bunker, but for it to take effect you must contest first the complexes in the system, which are ship size limited. Also you can camp the gates of the plexes with anything obviouslly.
P.S: MWD works inside plexes.
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Marlenus
Caldari Ironfleet Towing And Salvage
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Posted - 2008.05.20 23:37:00 -
[6]
Edited by: Marlenus on 20/05/2008 23:37:38 Some more mechanics information.
So far every low sec region I've visited has had a Caldari Control Bunker in it.
Scanning from the stargate in each sytem I've passed through, I've found two cosmic anomalies so far, several systems where I have not seen any. The ship scanner returns "cosmic anomaly"; when you initiate warp to it, a beacon appears with a name (so far I've seen "Caldari Minor Installation" and "Caldari Major Installation").
I have not tried to cancel warp once the beacon appears. Curious if there's time.
Once there's a beacon, "show info" on the beacon gives you the ships allowed info.
I have not yet been accepted into the militia. When I warped into the minor installation through the accel gate, there were four Caldari State frigates present, but they appeared with red icons like rats, not white icons like faction navy. They did not agro on me, I did not shoot at them.
At the major installion, there were four red-icon Caldari State battleships. When I approached them, they WTFBBQed me without warning.
Obviously I have more to learn about the agro mechanics as they relate to FW-neutrals.
Upon returning to the major installation in my shiny new Ibis, the accel gate refused to let me in. Looks like pods and shuttles are not on the allowed list either.
There was a 1-hour shutdown warning a little while ago. Maybe I'll be a militiaman after the server comes back up. ------------------ Ironfleet.com |
Ixtelle
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Posted - 2008.05.20 23:57:00 -
[7]
Edited by: Ixtelle on 20/05/2008 23:58:57 What I've found so far (working for Minmatar): The first system I tried (it was the first on the list of systems in the Frarn militia office) is called Ezzara - it's an 0.2 in Devoid (Amarr control). There were 3 cosmic anomalies I found by scanning while sitting on the Amarr Bunker. The first I tried was Frig, Des, or Indy only; second one I tried let my Caracal in (Description says: "The entry gate is likely configured to admit Tech I and Tech II frigates, destroyers, cruisers and industrials, and Tech I battlecruisers"). 2x Cruiser, 4x Frig, they're colored red (like normal rats). There's also an 'Amarr Major Facility'. Cara is fit T2-all, no rigs, assault launchers. Can hit at about 55km, but I flew up close to see what it takes to get aggro - caught it at 30km. As soon as I started firing back, the 'Amarr Major Facility' icon changed to a Minmatar icon with a 20min. countdown saying 'Minmatar Republic Capturing'. After killing both cruisers and a frig, 5x cruisers spawned at about 70 or 75km. Unfortunately, servers are going down in about 10min, so I'll have to check when they come back up how a capture works.
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Gamma Red
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Posted - 2008.05.21 01:23:00 -
[8]
I found two in one system (the very first time I decided to look for them :)): One was something like "Caldari Minor Installation" and was a gate locked to I believe T1 destroyer and smaller. Inside were about 5 cruiser 'caldari defenders' or something and about 5 frigate 'caldari loyalists' or something.
The second one was something like "Major Caldari Installation" and was nothing but an installation about 60km from the scan signal. No faction NPCs, but also no acceleration gate so presumably any ship that could get into the solar system could get to that installation.
I flew up to it and it said "contested" and a timer bar that stayed at 0%, but that's probably because when the mirror hit I was on a trial account, so singularity still thinks I'm a trial and wouldn't let me sign up for militia.
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isoPhotek
Minmatar Bushido Corporation
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Posted - 2008.05.21 02:26:00 -
[9]
Edited by: isoPhotek on 21/05/2008 02:27:54 Anyone knows what conditions are to be met to be able to attack the main bunker? How many plexes need to be conquered?
If a plex takes approx 15 minutes to conquer, I do hope there is more effort in taking a solar system. Especially if a plex can be done with two ceptors, as mentioned in another topic. (one drawing away npcs, one orbiting the capture point)
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MotherMoon
Huang Yinglong FOUNDATI0N
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Posted - 2008.05.21 02:30:00 -
[10]
I wish it was a combination of the two systems.. I have a great idea but I want to wait untill I know how the system currently really works untill I propose it.
but basicly my idea is that at a bunker there should be a timer and NPCs to kill. NPCs of both sides which are fighting each other.
Now my idea on a basic level is you need to kill more NPC than the other side AND hold the timer.
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isoPhotek
Minmatar Bushido Corporation
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Posted - 2008.05.21 03:18:00 -
[11]
tbh, the less npcs are involved the better. this is supposed to be a pvp thing. i even had mixed feelings about the npcs defending the plexes, but i can see the reason behind it. one shouldn't be able to go on a conquest rampage solo in a rifter. :D
anyways. from the little testing i've done, i think this whole stuff could be fracking awesome! :D
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MotherMoon
Huang Yinglong FOUNDATI0N
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Posted - 2008.05.21 03:21:00 -
[12]
Originally by: isoPhotek tbh, the less npcs are involved the better. this is supposed to be a pvp thing. i even had mixed feelings about the npcs defending the plexes, but i can see the reason behind it. one shouldn't be able to go on a conquest rampage solo in a rifter. :D
anyways. from the little testing i've done, i think this whole stuff could be fracking awesome! :D
well the only reason I said anything is because I'll be happy as long as we don't have to chew through 15 million hp on some stupid structure.
what do you think about those NPC being nothying but hualers with no defenses? just as targets?
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isoPhotek
Minmatar Bushido Corporation
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Posted - 2008.05.21 03:30:00 -
[13]
Yes beating on a massive stucture certainly ha a pos warfare kinda feeling. still, i don't think that defending npcs were a better solution.
the massive structure is there, so you have to stay there for a while, giving the opposing milita a chance to organize and retaliate. that should be the moment when the greater engagement should happen. npcs would be more of an annoyance to the attackers than a fun factor imho.
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MotherMoon
Huang Yinglong FOUNDATI0N
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Posted - 2008.05.21 03:33:00 -
[14]
Originally by: isoPhotek Yes beating on a massive stucture certainly ha a pos warfare kinda feeling. still, i don't think that defending npcs were a better solution.
the massive structure is there, so you have to stay there for a while, giving the opposing milita a chance to organize and retaliate. that should be the moment when the greater engagement should happen. npcs would be more of an annoyance to the attackers than a fun factor imho.
great point ignore my idea then :P
but stop hate me if I keep trying to think of something else to make it more fun :)
I know! you have to mine asteroids around the controlcenter and bring the minerals to the bunker! (I'll shut up now :P )
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isoPhotek
Minmatar Bushido Corporation
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Posted - 2008.05.21 03:38:00 -
[15]
I'm not ignoring nor hating you ffs!!
I though about your idea and i don't agree with it, thats all.
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MotherMoon
Huang Yinglong FOUNDATI0N
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Posted - 2008.05.21 03:56:00 -
[16]
Originally by: isoPhotek I'm not ignoring nor hating you ffs!!
I though about your idea and i don't agree with it, thats all.
hey hey I didn't say you were mate :)
I just told you that now, after your comment everyone should ignore my idea because I too don't like it :P
not "oh boo hoo just ignore me why don't you" but more "oh good point, ignore my stupid idea I didn't think it through"
also I never felt any hate :)
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Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 20:09:00 -
[17]
I'm going to ignore this argument and keep using this thread as a place to report what I'm learning about FW mechanics.
I've now confirmed that, after scanning down an FW facility, you can initiate warp (making the beacon appear) and then cancel warp, allowing you to check the "show info" to find out what ships are needed. ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 20:22:00 -
[18]
Today I flew back to the "caldari minor facility" where yesterday I found red caldari state frigates yesterday; when I got close enough, a "caldari state capturing" bar popped up with a diminishing 10 minute timer.
I would have thought that since I'm in the Caldari militia in a system with a caldai control bunker, this would have been something for the opforce to capture. But I am trying to figure out what the mechanics are, not speculate about what they might me, so I'm orbiting the facility and watching the timer count down.
We'll see what happens when the timer gets to zero. The red-iconed frigates have not displayed any agro.
Update: When the timer reached zero, the timer bar changed to displaying captured. A popup message popped up and said something like "While recognizing your dedication to the Caldari cause, the Caldari state declines to compensate you for capturing this uncontested system." That's not a quote, it's from memory.
Which makes sense. No reason to reward for doing nothing.
On to the next adventure! ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 20:58:00 -
[19]
Next adventure: I jumped around at random until I found a gallente federation system.
There was a "gallente outpost" beacon up, and when I warped there, a person not in any militia was there before me and had killed the rats. The timer was at about 2 minutes and was capturing for Caldari, which strikes me as odd since the person was not in a FW militia.
Nonetheless, I orbited the outpost, and when the timer reached zero, we got a capture message, the beacon vanished from the overview, and I got a message saying I'd been credited for the capture.
I still need to get back to a militia office to find out what sort of credit I got. ------------------ Ironfleet.com |
Von Druid
Black Omega Security Pandemic Legion
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Posted - 2008.05.21 21:01:00 -
[20]
The guy was probably in a player corp that joined one of the militias. You have to check corp info to see that.
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Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 21:06:00 -
[21]
Next experiment: jump into gallente .5 system -- in a kestrel -- to see whether the faction navy response is measured enough to allow me to leave again.
Answer: no. I got a stern warning, and then just enough time to target the stargate and start burning back to it, before the Gallente Navy WTFBBQed my ship. I think I survived the first salvo, but died in the second.
There was no warning of any kind before jumping into Gallente space. Fine for me, but this is gonna kill a lot of newbs. ------------------ Ironfleet.com |
Sarin Adler
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Posted - 2008.05.21 21:12:00 -
[22]
More info about plex sizes: there are open complex with no gates, apart of the bunker, where there is no ship size limitation 8that includes caps). Also major complex allow up to BS ships.
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Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 21:13:00 -
[23]
Floating in Gallente space in my egg, I decided to try docking at the nearby gallente militia station. No problem.
Boarding my Ibis, I undocked. I received, again, a stern warning about my unwelcomeness.
I issued a warp-to-zero command to the stargate I came in through, and was able to reach warp before anybody started shooting. While in warp, I set a waypoint and hit the autopilot. I came out of warp and jumped back into lowsec without incident.
So, it appears that escaping from enemy space should not be a problem, if you don't dilly-dally about initiating your warps. ------------------ Ironfleet.com |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 21:47:00 -
[24]
My final "here are the mechanics I've been able to experience" post for now. After jumping about ten jumps in my Ibis back to the nearest militia ("state protectorate") office, I checked the new militia tab to see what entries (if any) were there because of my two minutes of orbiting.
It looks like the statistics page updates at downtime -- the relevant entry is "victory points yesterday" and of course mine still says zero.
However, my character sheet now shows positive standings toward the militia corp (State Protectorate). There is one transaction, a 5% increase. Reason given is code-garble but comprehensible: ui_shared-format_siteconquereed_______
So, tentative conclusion is that militia standing increase for getting in on a site capture is comparable to that from completing a decent mission in the mission-running world. I am not seeing any evidence of any derived standings with anyone else.
As my last act, I spoke to the Level 1, quality -12 agent in the State Protectorate office. He offered me 20,000 credits and 25 loyalty points for going 16 (!) jumps through lowsec and then "defeat the enemy commander. There is a 19,000 credit bonus for completing this task within 40 minutes (!) and (presumably) returning.
Needless to say, I declined. Right now the FW mission system is, shall we say, looking less than attractive.
It's not about the lowsec and the danger, it's about the sheer boredom of that much jumping. I can go a month of normal play without ever taking a trip of more than a dozen jumps. Travel in this game is just not that much fun. Unless the State Protectorate LP store turns out to have some awesome goodies in it, why would I take this mission that takes 32 jumps to complete? |
Ezekiel Sulastin
Central Research Nexus
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Posted - 2008.05.21 21:54:00 -
[25]
Edited by: Ezekiel Sulastin on 21/05/2008 21:54:47
Originally by: Marlenus It's not about the lowsec and the danger, it's about the sheer boredom of that much jumping. I can go a month of normal play without ever taking a trip of more than a dozen jumps. Travel in this game is just not that much fun. Unless the State Protectorate LP store turns out to have some awesome goodies in it, why would I take this mission that takes 32 jumps to complete?
In lowsec, for crap rewards/time even AFTER the mission balancing algorithm does its work. Not to mention the game already probing you out for the non-FW people in lowsec. |
Marlenus
Ironfleet Towing And Salvage
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Posted - 2008.05.21 22:16:00 -
[26]
For me, it's just the travel. I had a buddy who would ask me to jump less than 16 jumps to help salvage his Angel Extravaganza missions, and I'd turn him down (even when he was sharing mission rewards) because it was just no fun to travel that far.
Somehow the travel distances have got to come down. |
Zeba
Pator Tech School
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Posted - 2008.05.21 22:35:00 -
[27]
Originally by: Marlenus Somehow the travel distances have got to come down.
Indeed. I can only hope this is just some typo in the mission code doing this. |
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