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    Erfahrener Benutzer odbvirus's Avatar
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    17.11.2012
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    Beitrag Planetary Conquest

    Alles zu den Details

    Leider noch in Englisch.
    Wird noch übersetzt
    Planetary Conquest:

    Übersichtlichere Details: Klick

    Überblick:

    This Document

    The purpose of this document is to present the DUST community with as much information about the underlying numbers and game design as possible to begin getting feedback and discussing Planetary Conquest with them. While the document is light on broader information, and information on exactly how one does things (such as move clones) the important information for the discussion of Planetary Conquest should all be here. If not, ask away.
    Corporation Battles Match Typ Eigen beschuss Loot basiert auf "was feinde nutzen" Match size Orbital strikes
    Corp Schlacht Ja Ja 32 Spieler (16 v 16) Ja, von Corp und Allianz Mitglieder

    Please note:
    Squad leaders may join corporation battles and bring their entire squad in even if members of that squad are not from the corporation. The squad leader is what matters.
    Base District Values Default Attribute Default Value
    Maximum clones 300
    Clone generation rate 40 clones

    Please note:
    Clones are generated at the beginning of the reinforcement time.
    The maximum clones can be changed with the Cargo Hub.
    The clone generation rate can be changed with the Production Facility.
    Maximum and Minimums Action Minimum/Maximum Quantity Other restrictions
    Move of clones Minimum of 100 clones must be moved at a time
    Buy clones from Genolution Minimum and maximum of 100 clones Your corporation must not own a district

    Please note:
    Genolution only sells clones in packs of 100 to corporations that do not own districts. Each pack sells for 20,000,000 (20 million) ISK.
    Clone Values Clone Typ Preis
    Biomass per damaged clone 50,000 ISK
    Clone sold from district 100,000 ISK
    Clone bought from Genolution 200,000 ISK


    Reinforcement Timers

    The reinforcement timer allows district owners to schedule things such as when battles to defend the district will happen but also when lockouts caused by modifying a district end.
    Any action that causes a district to be locked will cause said district to be locked following these rules for length of time.
    An attack on another district will cause the district to be set as under attack and the actual battle will happen following these rules.

    Attack Scenario 01:
    Reinforcement timer set to 12:00 - 13:00
    Attacker launches an attack at 11:00 on Monday
    Defending district set as "under attack"
    Battle happens in the 12:00 - 13:00 window on Tuesday

    Attack Scenario 02:
    Reinforcement timer set to 12:00 - 13:00
    Attacker launches an attack at 14:00 on Monday
    Defending district set as "under attack"
    Battle happens in the 12:00 - 13:00 window on Wednesday

    Change Surface Infrastructure Scenario 01:
    Reinforcement timer set to 12:00 - 13:00
    Corporation changes SI at 11:00 on Monday
    District state changed to locked
    District unlocks at 12:00 on Tuesday

    Change Surface Infrastructure Scenario 02:
    Reinforcement timer set to 12:00 - 13:00
    Corporation changes SI at 14:00 on Monday
    District state changed to locked
    District unlocks at 12:00 on Wednesday

    The biggest takeaway from the above examples is that when a district looks at the reinforcement timer to determine when the battle will happen or when to unlock it always happens on or in the reinforcement window after a minimum of 24 hours.
    Possible Conflict Resolutions Conflict Resolution Defender ISK Reward Attacker ISK Reward Remaining Attacker Clones Who Owns The District District Penalty Notes
    Attacker kills MCC 0 ISK Clones killed in battle * Biomass value Go home Defender Not generating clones If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Attacker kills all clones"
    Attacker kills all clones 0 ISK Clones killed in battle * Biomass value Stay at newly owned district Attacker N/A
    Defender kills all clones Clones killed in battle * Biomass value 0 ISK N/A Defender N/A
    Defender kills MCC Clones killed in battle * Biomass value 0 ISK 20% given to defender, rest destroyed Defender N/A Clones not lost in combat but destroyed in MCC destruction do not get biomassed and sold. If clone count reaches 0 due to minimum clone loss, conflict resolution is considered to be "Defender kills all clones"

    Please note:
    ISK reward is split amongst team members based on time spent in the match even if the player leaves the match; a minimum of 60 seconds must be spent in the match to qualify.
    The losing side of a battle will lose a minimum of 100 clones. If they lose 125 during the fight that is what they lose. If they lose 75 during the fight then they will lose a total of 100 at the end.
    Loot Rewards
    Loot is a percentage of the items lost in the battle such as vehicles, drop suits, and weapons. This includes Aurum items.
    Loot is split amongst team members based on time spent in the match even if the player leaves the match.
    Players must spend a minimum of 60 seconds in the match to qualify for loot.
    District States State Description
    Online Generating clones and available to have actions done to it.
    Offline Not generating clones but available to have actions done to it.
    Locked Not able to have actions applied to it but can be attacked by others.
    Under Attack Not able to have actions applied to it and is under attack by another corporation.

    Please note:
    Both locked and under attack attack have two variations, the online and offline version. A district can be locked-offline or locked-online.
    Offline happens when a defending corporations loses a battle; the district is put offline and ceases to generate clones until the next reinforcement time.
    District Actions Action Permission Required Source District Required Starting State Source District New State Target District Required Starting State Target District New State Notes
    Change Reinforcement Timer Director, CEO Online Locked N/A N/A
    Sell Clones Director, CEO Online Online N/A N/A
    Move Clones To Friendly District Director, CEO Online Online Online Locked
    Move Clones To Unoccupied District Director, CEO Online Online Unocupied Online As the district is unoccupied the move is an immediate conquer of the district and is in an online state meaning it can be used.
    Move Clones To Hostile District Director, CEO Online Online Online, Locked Under Attack
    Conquer District By Winning A Battle N/A Under Attack Online N/A N/A
    Corporation Closure CEO Online, Locked, Under Attack Unowned N/A N/A If there was a pending attack it gets reverted (clones and ISK given back).

    Please note:
    As a rule any time a district becomes over filled with clones the excess will be sold to Genolution; this will not lock the district.
    The automatic sale could happen when clones are generated, when clones are moved between friendly districts, or when clones return from a battle.
    As stated though, rule of thumb is anything that causes a district to be overfilled will result in the excess clones automatically being sold.
    Surface Infrastructure Name Cost DUST Bonus EVE Bonus
    Cargo Hub 100,000,000 ISK Increases the maximum number of clones by 50%. Classified
    Surface Research Lab 100,000,000 ISK Decreases the attrition of moving clones by 50%. Classified
    Production Facility 100,000,000 ISK Increase clone generation rate by 50%. Classified

    Please note:
    While we are not ready to release our current plans for the EVE bonuses we would like to encourage people to discuss their ideas and what they would like to see from this.
    Distance And Its Effect On Moves Jumps ISK Cost Clone Survival Rate Default Clone Survival Rate With Surface Research Lab
    Same Planet 500,000 ISK 100% 100%
    Same Solar System 1,000,000 ISK 95% 100%
    One Jump 2,000,000 ISK 80% 90%
    Two Jumps 3,000,000 ISK 60% 80%
    Three Jumps 4,000,000 ISK 40% 70%
    Four Jumps 5,000,000 ISK 20% 50%
    Five Jumps 6,000,000 ISK 0% 40%
    Six Jumps 7,000,000 ISK 0% 30%

    Please note:
    The Surface Research Lab, as detailed in the above table, clearly does not just cut attrition by 50% as listed in the SI bonus. This is still something being tweaked.
    Last edited by odbvirus; 06.04.2013 at 10:41.


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