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Thread: [Devblog] Inferno 1.1 Changes To the War Dec System

  1. #1
    Super Moderator Global Moderator QuackBot's Avatar
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    Post [Devblog] Inferno 1.1 Changes To the War Dec System

    Hi there capsuleers. I’m SoniClover from Team Super Friends, here to bring you the highlights of what the team has been working on for Inferno 1.1. Without further ado, let’s hop to it:
    The Bi-Weekly Attention Span
    Ally contracts will now have a fixed length of two weeks. It is of course possible to ally again after the two weeks, but there is no recur automatically option in, so you will have to go through the motion of offering to ally every two weeks. Important note: When Inferno 1.1 goes live, all existing ally contracts will get a two week timer (i.e. they will end two weeks after Inferno 1.1 goes live).
    Lets Step Outside and Settle This Like Men
    Allies can now no longer be part of mutual wars – mutual wars are now strictly mano-a-mano. This means that when a war is set to mutual, all existing ally contracts are set to end (i.e. their two week timer is adjusted to end immediately), with the usual 24 hour grace period. Furthermore, no new ally contracts can be accepted.
    Money For Nothing
    There is a cost now associated with hiring lots of allies. You are still free to hire as many allies as you want, but there is an increasing cost in doing so. Refer to this:

    • Ally #1 – Free!
    • Ally #2 – 10 million
    • Ally #3 – 20 million
    • Ally #4 – 40 million
    • Ally #5 – 80 million
    • and so on…

    Note that this fee is for hiring an ally for a two week period, as per the contract length change mentioned above.
    You Can Bribe Me, But Not Too Much
    There is now a cap on how much the number of members in the defender corp/alliance can affect the war declaration cost. The cap is 500 million. Note that this is not a cap on total cost of war – the multiplier for the number of wars you have declared still applies.
    Push the Button
    We prettified the UI a bit in the war list, making it easier to select what you want to do there. We use a brand-new utility menu and it looks like this (list populated based on your roles, of course):

    And Now For Something Completely Different…
    Lastly, there is a new skill out there, called Armor Resistance Phasing. It reduces the cycle time of Reactive Armor Hardeners (or, well, the one that currently exists) by 10% per level. This skill costs ca. 600k, has a skill rank of 5 and is sold wherever good skill books are sold (i.e. the usual places).

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  2. #2
    Donor Lorkin Desal's Avatar
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    retarded changes are retareded
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  3. #3
    Varcaus's Avatar
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    Quote Originally Posted by Lorkin Desal View Post
    retarded changes are retareded

  4. #4
    I am the 99.99998% Tyrus Tenebros's Avatar
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    Not allowing allies in to mutuals is a good change that makes sense given the system

    The other parts are, at the least, not well thought out.
    I tried to be cool and all I got was a lousy warning about my sig being too big.

  5. #5
    Smuggo's Avatar
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    Who cares. Wardecs are for faggots anyway.

  6. #6
    Rakshasa The Cat's Avatar
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    I fail to see anything particularly retarded in these changes besides the inability to automatically reapply for new two-week ally terms.
    Quote Originally Posted by Random hopeful w-space dweller
    I'm excited about the nebulas, at least it's something I will see out in the wormholes.

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    Lastly, there is a new skill out there, called Armor Resistance Phasing. It reduces the cycle time of Reactive Armor Hardeners (or, well, the one that currently exists) by 10% per level.
    That is actually nice.

  8. #8

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    The wardec changes just make huge entities griefing small ones again the only real way to go.

  9. #9
    Grarr Dexx's Avatar
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    Quote Originally Posted by Liptonez View Post
    Lastly, there is a new skill out there, called Armor Resistance Phasing. It reduces the cycle time of Reactive Armor Hardeners (or, well, the one that currently exists) by 10% per level.
    That is actually nice.
    Doubles capacitor usage, too. Retarded.

  10. #10
    theBlind's Avatar
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    Wardec costs should be based on the difference in member numbers, not the number of memebears in the target corp/ally. With a bigger price per additional member the attacker has over the defender.

    Remainder of this are good changes.
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  11. #11
    Ampoliros's Avatar
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    Quote Originally Posted by theBlind View Post
    Wardec costs should be based on the difference in member numbers, not the number of memebears in the target corp/ally. With a bigger price per additional member the attacker has over the defender.

    Remainder of this are good changes.
    yeah, this.

    if you can't see why mutual permanent foreverwars with unlimited permanent free allies are dumb and would ruin wardecs forever, you're not very creative (sorry, but it's true)

  12. #12
    Rakshasa The Cat's Avatar
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    Quote Originally Posted by theBlind View Post
    Wardec costs should be based on the difference in member numbers, not the number of memebears in the target corp/ally. With a bigger price per additional member the attacker has over the defender.
    Since the attacker has more targets per member when they are fewer than the defenders, CCP should change it so that every additional member the defender has over the attacker should increase the price.

    Look, I came to the complete opposite conclusion using equally reasonable assumptions.
    Quote Originally Posted by Random hopeful w-space dweller
    I'm excited about the nebulas, at least it's something I will see out in the wormholes.

  13. #13

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    Quote Originally Posted by Grarr Dexx View Post
    Quote Originally Posted by Liptonez View Post
    Lastly, there is a new skill out there, called Armor Resistance Phasing. It reduces the cycle time of Reactive Armor Hardeners (or, well, the one that currently exists) by 10% per level.
    That is actually nice.
    Doubles capacitor usage, too. Retarded.
    Yeah, noticed that too. 4 cap/sec is rather steep.

  14. #14
    Smuggo's Avatar
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    Quote Originally Posted by Grarr Dexx View Post
    Quote Originally Posted by Liptonez View Post
    Lastly, there is a new skill out there, called Armor Resistance Phasing. It reduces the cycle time of Reactive Armor Hardeners (or, well, the one that currently exists) by 10% per level.
    That is actually nice.
    Doubles capacitor usage, too. Retarded.
    No different to repair systems operation (5% reduced cycle time per level).

  15. #15

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    Quote Originally Posted by Smuggo View Post

    No different to repair systems operation (5% reduced cycle time per level).
    Your tank goes up with the repair systems operation though which is always a good thing. Your cap to maintain the same rep per second is the same you just have the ability to rep faster if you need to.

    With this module your tank just shifts which is mostly a good thing and sometimes a terrible thing. So you spend more cap for the same omni tank which due to higher cap drain actually decreases the amount of rep cycles you'll have as you're spending more cap.

    *Edit - And in a high neut environment the cap difference is negligible however a faster cycle time will increase the chance it tries to activate when you're currently between booster cycles, reseting its resistances to 15/15/15/15 and dropping your omni tank until you can turn it back on.
    Last edited by xanral; June 13 2012 at 07:16:06 PM.

  16. #16
    Smuggo's Avatar
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    Quote Originally Posted by xanral View Post
    Quote Originally Posted by Smuggo View Post

    No different to repair systems operation (5% reduced cycle time per level).
    Your tank goes up with the repair systems operation though which is always a good thing. Your cap to maintain the same rep per second is the same you just have the ability to rep faster if you need to.

    With this module your tank just shifts which is mostly a good thing and sometimes a terrible thing. So you spend more cap for the same omni tank which due to higher cap drain actually decreases the amount of rep cycles you'll have as you're spending more cap.
    If it used a similar amount of cap to a repper this might be a fair comparison but its base cap use is 1/4 that of a medium repper. I highly doubt this will be putting serious pressure on your cap, but if it does concern you then don't train it.

  17. #17

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    Quote Originally Posted by Smuggo View Post
    If it used a similar amount of cap to a repper this might be a fair comparison but its base cap use is 1/4 that of a medium repper. I highly doubt this will be putting serious pressure on your cap, but if it does concern you then don't train it.
    I was just continuing on with your own comparison. Personally I would have compared it to the afterburner skill if dual prop was the standard way people fit.

    On the cap usage.

    2 Medium reps and Base module = 39.8 cap/sec
    Increase of overall tank cap with skill at lvl 5 = 11%

    1 Medium rep and Base Module = 22 cap/sec
    Increase of overall tank cap with skill at lvl 5 = 19%

    At the large repper level it is pretty small, but I'd rather not train a skill that would be beneficial for me for BSes but actually hamper me in the BC/cruiser level. I don't think it would be difficult for them to add in a cap reduction component.
    Last edited by xanral; June 13 2012 at 07:45:10 PM. Reason: I could see where increasing the amount transferred could be an issue due to how it transfers

  18. #18
    Marlona Sky's Avatar
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    Quote Originally Posted by xanral View Post
    Quote Originally Posted by Smuggo View Post

    No different to repair systems operation (5% reduced cycle time per level).
    Your tank goes up with the repair systems operation though which is always a good thing. Your cap to maintain the same rep per second is the same you just have the ability to rep faster if you need to.

    With this module your tank just shifts which is mostly a good thing and sometimes a terrible thing. So you spend more cap for the same omni tank which due to higher cap drain actually decreases the amount of rep cycles you'll have as you're spending more cap.

    *Edit - And in a high neut environment the cap difference is negligible however a faster cycle time will increase the chance it tries to activate when you're currently between booster cycles, reseting its resistances to 15/15/15/15 and dropping your omni tank until you can turn it back on.
    Hold on. You mean the moment it turns off, it resets?! That is terrible.

  19. #19

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    Quote Originally Posted by Marlona Sky View Post
    Hold on. You mean the moment it turns off, it resets?! That is terrible.
    Its bad on one hand but there is an upside due to a weakness in the module design.

    Last time I tested it if you were being shot with just kinetic then it would switch 1% from each (3% total) to kinetic a cycle. So now you have 60% to kinetic and 0% to the rest. If all kinetic damage stops and they start shooting EM exclusively then it shifts 1% to EM per cycle. So toggling it is the only way to quickly modify the resistance when you're already fully in one. I don't know if its because so much kinetic damage has already been done to you or if it can only shift 1% from a particular resistance type at a time. Also this may have changed since my last test.

  20. #20
    theBlind's Avatar
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    Quote Originally Posted by Rakshasa The Cat View Post
    Quote Originally Posted by theBlind View Post
    Wardec costs should be based on the difference in member numbers, not the number of memebears in the target corp/ally. With a bigger price per additional member the attacker has over the defender.
    Since the attacker has more targets per member when they are fewer than the defenders, CCP should change it so that every additional member the defender has over the attacker should increase the price.

    Look, I came to the complete opposite conclusion using equally reasonable assumptions.
    True and the decision which is better is only in the desired outcome. I desire one, you desire another.
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