Topic: Beta SAPs

Some discussion was held in GC that right now, with current SAP system, it's possible to hold all the outposts for one political side if blob is big enough. Also came to the conclusion that it would stay the same regardless of Spark Teleportation or not, so please don't start to push the cooldown issue in this thread. If you feel you can't hold yourself back, then use this thread.

What you think?

Re: Beta SAPs

It was possible before spark tp even announced, nothing really changed after so I don't see any connection. Yes, making Specimen SAP became a little easier but taking to the account it's dumb already, that's not bad.

Re: Beta SAPs

Double the stability change when taking a SAP synchronize Intrustion timers with another OP in one other island.

RIP PERPETUUM

4 (edited by Burial 2013-09-09 00:49:26)

Re: Beta SAPs

Suggestion I had in another thread to somewhat fix Force Projection against SAPs and outposts:

Deliberately change it so matching outposts on different faction islands always have clashing SAP times: Laosura same as New Crimea and Brightstone. Nauwy same as Koykili and Karapyth etc. Good luck to anyone trying to hold more than one or two island of the same type.

Re: Beta SAPs

tbh i think once the devs get the mechanics for instancing done they could do some really interesting things with it to make intrusions very fun & far better than what we have now.

Re: Beta SAPs

Burial wrote:

Also came to the conclusion that it would stay the same regardless of Spark Teleportation or not

Who concluded this?

Re: Beta SAPs

Arga wrote:
Burial wrote:

Also came to the conclusion that it would stay the same regardless of Spark Teleportation or not

Who concluded this?

Everyone but you smile

Re: Beta SAPs

Martha Stuart wrote:
Arga wrote:
Burial wrote:

Also came to the conclusion that it would stay the same regardless of Spark Teleportation or not

Who concluded this?

Everyone but you smile

You could say everyone in GC, but since Everyone wasn't in GC, then you can't be sure that it was Everyone but me.

And then the question would still stand, who was in GC?

Based on population, it was likely 4 people (64 accounts), which is hardly everyone.

In any case, if "everyone" agreed, it was a circle jerk of like minded people with very little actual debate, which hardly makes for a valid conclusion.

9 (edited by Burial 2013-09-09 19:00:03)

Re: Beta SAPs

Everyone who still plays!

Either way, this topic is not about this but actual suggestions about how to make beta SAPs less blobby and better.

Re: Beta SAPs

Burial wrote:

Everyone who still plays!

Either way, this topic is not about this but actual suggestions about how to make beta SAPs less blobby and better.

I can almost believe everyone that still plays was there smile

One of the most frustrating things I found for SAPs was having to sit there and wait. I would hazard that most people that like PVP like when a fight breaks out over a SAP; it's just so few times when it acutally is a 'fun' fight.

It's about motivation, not the SAP Mechanics; other mechanics that change the motivation yes, but probably not the SAP mechanic directly.

If an opposing force wants to take an outpost, they will show up at each SAP with as many people as they can. It's just logical and expected that an FC that wants to win will take what they need to win; which is usually everyone (and most PVP people don't want to sit out of a battle anyway!!)

On the Defense, the same. An FC that wants to keep an outpost is going to bring everyone they can together to defend it.

Basically, SAPs will always be blobbed if the outpost is actually under contention. Small groups that just want the sap loot aren't what we need to be considering.

The reason why it's so complicated, is because they aren't 'fixed number arena PVP'. Not that it should be, only that because it's not, you can't compare SAPs to things like capture the flag or battlegrounds with multiple objectives. Simply because its almost a certainty that the sides won't be numerically balanced.

That leaves out something like having all (3) SAPs at an outpost go active. This just makes the need for MORE troops even more critical; for both attackers and defenders.

Re: Beta SAPs

Burial wrote:

Everyone who still plays!
.


I play and I wasn't there. No consensus yet on the sparking issue. Dev's reaction, remove Epriton from gamma.

RIP PERPETUUM

Re: Beta SAPs

4 hr cooldown fixes everything.

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Re: Beta SAPs

Celebro wrote:
Burial wrote:

Everyone who still plays!
.


I play and I wasn't there. No consensus yet on the sparking issue. Dev's reaction, remove Epriton from gamma.

I win?

Re: Beta SAPs

Tbh, Intrusions 1.0 wasn't that bad.

Re: Beta SAPs

Not really a problem, but people can easily hold islands they don't really use. There is just a need to show up at SAPs.

16 (edited by Homer J Simpson 2013-09-10 16:45:08)

Re: Beta SAPs

WARNING long *** post tongue

Burial wrote:

Not really a problem, but people can easily hold islands they don't really use. There is just a need to show up at SAPs.

P'much.

This is my latest thoughts on how intrusions could maybe work:

I think the best way to go would be remove saps as they work right now.

  • in order to trigger an intrusion you should have to shoot at the station & get its HP down to (insert number)

  • The owner of the station gets to specify an 8 hour time period when intrusions can take place.

  • Once the station hits the needed HP an intrusion event is issued 48-72 hours later.

On winning an intrusion the defender gets Sap loot Equal to about what you might get with 2-3 days worth of loot say.
No invulnerability tho to the defended station. any mechanic like that can be abused. if you cant defend your assets then you will lose them.

IF the attacker wins the Intrusion control of the station reverts to Neutral & docking is open to all sides.

16-24 hours later a new intrusion will automatically be generated by the station. And it will generate an Intrusion every day till some one takes ownership & will do so at a random time.

Saps in intrusion 3.0

Intrusion lats for 1 hour

Saps wouldn't appear on the terrain.

Intrusion Telleports would open around the island that would telleport any one to the active intrusion instance aka Intrusion arena.

In the Arena would be the Saps.
Saps would be persistent staying active in the Arena for the Duration of the intrusion.
To win the intrusion your corporation must have won the most Saps.

i made a post ages ago with some ideas for Saps feel free to skip its kinda long. but might give some people a few ideas smile ...

Passive Hacking.
This is very simple really, the corp that stands on in the area of this sap the most & has the most influence wins. But this could be boring lets be honest. So lets add a few twists to make things interesting.
1. to start influencing the sap you only have to get in range of the sap. lets not make this a very short range but put it at 500m. your corp only needs 1 member to start the timer more people will not give you more influence BUT PVP flags will not allow your mech to be counted as a corp representative. if your whole fleet is PVP flagged then you cant gain influence. So you need to have a few in the fleet (most likely the dude(s) with the biggest tank) to be the ones to give your corp influence.

This would endup being a kinda of defend the flag carrier situation in other games. each attacker / defending corp has to protect their "flag carriers" while at the same time trying to kill the opposing sides.

At the end of the hour the corp with the most influence wins this sap.

Active hacking
This Sap again has a larger area of effect 500m ish. You can hack while on the move BUT unlike the passive the more hackers you have the more influence you can gain. Those who are hacking have can also fire weapons & activate defenses like normal. the draw back is hacking mods cost alot of CPU & Grid. tho dont take up allot of accu.
This would encourage hacker from both sides to pvp while hacking. meaning theres less of a chance for a SNOOZE fest.

Destruction
This Sap for the most part would be the same. Its simple, the corp with the most damage at the end of the hour wins. HOWEVER you can repair the sap of damage done by the enemy (bring those RRs boys!) with out effecting the influence of your own corp.

----------------------------------------------------------------------------------------------------------------------------------

But this leads me to the next thing with saps. What about Ewar??
Ewar would have 2 choices. should i attack the enemy mechs or the sap?
See each sap would be susceptible to Ewar in different ways & with different consequences.  lets look again at how each sap would work when Ewar is thrown its way!

Passive Hacking.
Influence with out Ewar is simple 100 points every second. ECM & Suppression changes this
EMCing the passive hacking sap would cause the enemy influence to be worth less for each cycle. 1 EMC reduces this by 30% anymore would start to show diminishing returns after this. this could mean that every second the enemy is now only getting 70 points or less.
Suppression works by slowing down the cycles for the enemy corp. say 50% per mod with diminishing returns.
So with this example of 1 of each mod being used an enemy corp would now be getting 70 points every 1.5 secs.

The diminishing returns would be gradual with this so as to encourage more people to Ewar the sap.

What if your enemy has to many on 1 sap for you to find head on? send in some ewar to mess them up untill the main force can get there! smile

Active hacking
These saps react slightly different. Ewar used on this sap effects both defending & attacking corps.
Hacking mods have a stability factor. under normal (no Ewar) situation they work ever cycle @ their normal cycle strengths. BUT tongue
ECMing the Sap creates instability with ALL hacking mods making them more likely to "miss" a cycle. Instability starts at 0% but caps out at 90% at this rate 9 out of 10 cycles could miss the hack or be ineffectual. With diminishing returns so as to encourage more people to get in on the action
Suppression: as you might guess by now will slow down ALL the hacking mods cycle time. again with diminishing returns.

Again Ewar on a active hack would effect every one who is trying to hack the sap. ECM & suppression of the sap ONLY effects hacking mods on each player bot & not the whole mech.

this makes give Ewar pilots 2 options.

Destruction
now you might be saying at this point the enemy can already RR any damage the other side has done why would we need to add Ewar into this? AND my answer would be.. why not tongue
The destruction sap not only takes the damage you do to it but it also can be ECM'd, Suppressed & overloaded yarr

ECM: This sap holds a ECM "Hw3" buffer. if this is overloaded it sends out a EMP burst that knocks out ALL mechs within 800m ( so watch out this could hit your squad as well as the enemies. To over load this buffer you just need to ECM the sap. the buffer tho is VERY large 20,000  Mw3. how do you charge it? that depends on your ECM strength. a standard ECM (base value) is 30Hw3. so this would provide a 30Mw3 charge to the Sap buffer. Simple really.

Suppression: The Destruction Sap has interference values. But its base value is 0. A suppressor mod can be used to increase this smile the higher the interference value the greater the AOE & power similar to how mech interference works. the difference is say i fire off a cycle at it the effect of that 1 cycle will diminish slowly over the next 20 os so seconds. the more that interference is the longer this takes to "cool down" but saying that interference doesnt have a "buffer" if you want to produce more interference you need to have more suppression mods on the Sap & to max it out you would need ALOT! smile

Opps i forgot about overload \o/ fuuu

Overloading
This works much like ECM. The sap has an Accumulator buffer. cap transferring it to full will overload it causing it to blow up! Think plasma bomb mk2 smile with a larger AOE somthing that would make a mesmer pilot go OH s**t RUN! tongue
A simple idea but again 1 that might spice up a fight.

To do any like the above would be alot of work but TBH theres not point in doing a Sh*t job on this mechanic it deserves better than that.
IMO the above is truly a dynamic system in that you can attack a station any time you want BUT as a defender you get 2-3 days to prep for your defense.

Some people are going to say that this hurts new players & sap loot. Well new players shouldnt be trying to own Beta Outposts lol.

Give the loot drops for artifacting a boost to compensate since thats where new / solo players will get the most benefits.

Take Intrusion back the the grand old days of 2 sides actually maning up & meeting each other on the battle field

Outpost Auras & Docking Control should switch from being stability related to pure time based.

Edit: as a way to make it harder for 1 corp to own lots of Outposts what do yas think of this:
1 Outpost = 8 hour time frame for Intrusions to randomly occur in
2 Outposts = 4 hour time frame for Intrusions to randomly occur in
3+ Outposts = 1 or 2 hour time frame for Intrusions to randomly occur in
Ima bout to fall asleep but if you cant work out why i say this is a balancing factor against multiple outpost control ill tell you later smile <3 ZZZ time tongue

any way thats just some thoughts ive had about the intrusion system for the last year or so lol.

Re: Beta SAPs

Burial wrote:

Suggestion I had in another thread to somewhat fix Force Projection against SAPs and outposts:

Deliberately change it so matching outposts on different faction islands always have clashing SAP times: Laosura same as New Crimea and Brightstone. Nauwy same as Koykili and Karapyth etc. Good luck to anyone trying to hold more than one or two island of the same type.


Does not relly change any thing.     All u need is ur force to be docked and have a cuple of detector bots outside watching the saps.   this way u can spark to eighter of the saps if any one tryes to be brave.  smile

18 (edited by Burial 2013-11-09 14:22:16)

Re: Beta SAPs

I think it opens up windows for some clever tactics. If half of the enemy fleet is out on a wild goose chase, the other half is a lot easier to deal with. If they happen to send just few they think can get the job done, it's exploitable too.

Not that much difference to owning just one island. If someone is attacking same island type SAPs then his own SAPs have potential to be unguarded. If someone were to own several of the same island types, it would be increasingly difficult to hold them.

// I'm just trying to find something that would not require too much coding.

Re: Beta SAPs

What happened to the "snowball" mechanic where if you take it 2 times in a row it lowers the points by more? 3rd time would be a triple hit. Meaning if some one hit you 3 times in a row it could literally go to 0 in 3 hits. Would cause owners true owners to sit on their outposts and not just babysit 95% of the out posts in the game with spark teleports

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Re: Beta SAPs

Burial wrote:

Everyone who still plays!

Either way, this topic is not about this but actual suggestions about how to make beta SAPs less blobby and better.

I may be late to the party, but actually I disagree. But I will leave the Spark discussion to the other topic.
I think synchronizing the outposts would help, yet not in the current situation. There are too few players to attack multiple outposts at the same time at the moment, so it would be a rather bad change. Don't really have any good suggestions though sad

Re: Beta SAPs

Beta SAPs are fine.

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22 (edited by Lobo 2013-11-11 11:27:09)

Re: Beta SAPs

The original idea that was pitched by the dev's way back was that the longer you lived there the higher your stability.
Have saps be a part of the game still just make them more dynamic....
Sap will appear 1 hour after Corp x-y-z have destroyed and placed 4 Outpost Control Towers (OCT) of their own.
OCT must be placed with-in 2 km of the out post and not with in 500m of each other. Once all 4 owner OCTs are killed the aggressor can drop down 4 of their own. The Sap will start in exactly one hour after all 4 are dropped. After the sap. The stability of the outpost will drop 10 points every hour meaning in 10 hours with out watching your station it can fall to the enemy 5 hours later they will lock you out and 5 hours again they will own the outpost.

  • OCT's influence the amount of ownership points you or your enemy receive every hour with all 4 you receive 10, with only 3 you get 6, 2 -> 3, and lastly 1 gets you 1.

  • This will inturn force you to guard your Outpost @ 20 hours to ensure you don't lose control.

  • OCT's must be heavy armored like 10 mins of shooting with a full dps heavy to take it no log sequer in and *** our plasma bombs.

  • OCTs will ping like gamma base when under attack.

  • Only 4 OCTs can be deployed by one corp in 24 hours so choose your outposts wisely. And choose when to drop a new OCT for defence wisely as well.

Just throwing some ideas out there.

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Re: Beta SAPs

That doesn't sound bad at all.

Re: Beta SAPs

I personally think it should stay with the current system until outpost is at 100% and then revert back to the old system. Losing would put you down to zero again but fewer intrusions to defend and you know when the enemy is coming as they have to register.

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Re: Beta SAPs

Old system wasn't that bad IMO. Just reworkd and add auras there etc.

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