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The problem with "Project Legion"

Author
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#1 - 2015-01-24 13:59:59 UTC  |  Edited by: Sayod Physulem
I think that the “Dust – EVE connection” needs some love. But lets start with the basics – you will see why. It became a little longRoll

TL;DR
Part1:
- Eve is strategy game, Dust is a FPS.
- Dust/project legion should not be standalone because the connection is a selling point, making it unique
- What connections are possible/ planned:
- Planned for now is only the common market - since interaction in fights don't work without a reward for the time capsuleers spend on it.
- Common markets create the income problem.
- Solution 1: Dust players have less income -> problem: EVE alts are an advantage
- Solution 2: Buff dust income. -> problem: higher income needs higher expenses
Part2:
- Possible Solution to the higher expenses needed:
--- Put expensive things in dust market (to balance their buffed income)
--- Expensive things need to be worth their money -> ridicously strong ground units compared to eve ships would be needed (if they are not strong they wouldn't be worth their money)
-> Conclusion: Neither Solution 1 nor Solution 2 is really good.
-> Only connecting the market is a bad idea
-> Completly different approach
- Mercenaries work for capsuleers - capture things (PI infrastructure, POS, capital ships, ...) Since that is something infantry can do and ships can't
Part3:
- contract system as matchmaking for the Dust players. As order for the capsuleers.
- How it could look like - an example
Part4:
- Infantry will be used because capturing something undamaged can be worth the higher effort.
- Make legion about killboard stats, not isk. Since making the game about isk would lead to the income problem.

Part 1

So what is EVE? You say it is a MMORPG. I think you can compare it at best with a Real Time Strategy Game/City building game (e.g. Anno). Why? Well, in a RTS you move units around with clicking at the destination – OK you only have one unit or around 6 at a maximum if you count the drones in EVE – but still. The next important thing in Strategy games are resources. In a lot of these games you have to mine them, refine them and then manufacture things with them. Do you do that in RPGs? It is all about logistics in RTS and EVE while RPGs most of the time have fast travel. Also there is trade and diplomacy in a lot of these games and last but not least: Sandbox. If there is a fair fight or not depends on the preparation and is not determined by matchmaking. Also if you lose something in a RTS you lost it. If you lose something in a RPG it most of the time respawns. Because of that you don't use too expensive equipment in RTS while in most RPG you do. And since there is so much text and charts in Strategy games it is pretty much a niche. I think you can compare EVE to that. Even if you are not a CEO of a corporation or an alliance you are still more a manager than anything else. You manage your own business. And so EVE is all about money.
As I said this kind of genre isn't that common since most of the people don't like text that much and hence EVE is considered as “spreadsheets in space”.

And now there is Dust. Dust is an FPS. And that's on the opposite a very common genre because: Action! Now you have these two genres – wouldn't it be cool if those two genres would work together and create a joint Universe? I think it would be cool. And CCP must have thought the same way otherwise they wouldn't have developed Dust. But as everyone knows Dust failed – so CCP initiated Project Legion, they wanted to learn from their mistakes with Dust and make the same thing. Just better.
So how is this “better” supposed to work? Legion shall be more like EVE, therefore more sandbox. Large maps – you wander around, find rare goods you can sell and occasionally find some other guy you can fight with. So basically it should work like all those successful games out there like DayZ and so on. And if CCP does a good job it can be successful, I am sure.
But didn't we forget something? Dust/Legion should not just be open world it should also be connected to EVE. If it wouldn't be connected it would lose a selling point and then it needs to be better as a standalone game than all those games already out there. So how shall this connection that would make this game unique look like?
Have a common market. That's one point. Else? Now it starts to get difficult. The Orbital strike system didn't work in Dust – why? Because there is no point for a capsuleer wasting time for Dust players if there is no return. So no one took part in it – and now it is a niche in FW. Impressive. Now you want larger maps, meaning rarer encounters and if there is an encounter, less people taking part in it. Then an Orbital strike should be worth the time of a capsuleer, right?
So basically there would be no interaction besides the market.
But what's the thing with the market? If you compare the average income of a manager with the average income of an employee in real life you will recognize an interesting difference. And what did I say about EVE players being managers?

Assuming you want to be realistic:
A Dust player would have a much lower isk/h than the average Capsuleer. What does this mean? It means that you can't play Dust/Legion as a standalone game. Because those people that have an EVE alt would have an advantage over the other mercenaries. And the only difference from Legion to another Sandbox standalone fps game is this common market. This difference is not a selling point for people not playing EVE. If anything it is a drawback! Since they would have disadvantages from the market and no advantages.
This makes the game only interesting for EVE players that like FPS too. Now take the amount of EVE players you have, multiply it with the percentage of them wanting to play an FPS and you will have the maximum amount of people that will play Legion.
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#2 - 2015-01-24 14:00:36 UTC
Part 2

Since having different isk incomes won't work.
Lets play it the other way round.
Have equal income. You can already anticipate that this won't work either. But lets do it step by step. If mercenaries can create isk at the same rate capsuleers can do. They also need to spend it at the same rate – if not, they would have simply too much isk causing inflation and the other way round: people funding EVE characters with Legion characters. That mercenaries can spend that much money, their dropsuits, dropships and tanks have to cost the same amount that EVE ships do. Imagine a tank worth a billion or even 100 billion (that's the titan tank). That's already ridiculous for itself but let's think it further. The cost of the tank needs to be justified in some way. EVE players buy what gives the most bang for their bucks. So this tank needs to be as tanky as a titan and do about that damage, if you want any interaction with Capsuleers besides the market. Because if this 100 bill tank can be destroyed by like 2 orbital strikes from a frigate … I can already read the ALOD headlines in the EVE news.
The problem is simply that small things can't be worth as much as big things – that doesn't mean that small things aren't good. It is like in EVE: There are a lot of players flying frigates. But if the frigates were as expensive as battleships they would loose their advantage namely being cheap. And the equipment of mercenaries is smaller. And if you don't want to break the risk/reward principle you either can't make that much money with this cheap equipment (alt – problem) or you have ultra expensive small equipment (immersion problem).
So if you want to have a common market with the EVE players by hook or by crook you need to make such weird gamedesing choices to prevent players with an EVE alt from having an advantage over the others that you break all the immersion you want to create with that.

Now that sounds pessimistic. But as I said: I like the idea of multi-genre games. So lets take a different approach. You have asymmetric genres. If you want the connection to be successful the connection needs to be asymmetric as well. And you need to create the game from the connection and not try to connect two different standalone games. You simply can't make Legion successful by mirroring EVE.

So create the game from the connection. You want interaction – so how do you get it? Ask real life. When is infantry useful? I mean if you have bigger guns you have the advantage don't you? Well if you want to capture things only infantry can do that. I can't fly into a building with a ship if I want this building to have any usage afterwards.
So if this is the strength of infantry you need to play it by specializing on it. Like you specialize on tackling in frigates. So what can mercenaries capture for EVE players? Planetary interaction bases, stations/structures, big ships. I mean who wouldn't prefer to capture a titan over destroying one? So that's the most important feature, lets work it out a little:
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#3 - 2015-01-24 14:01:23 UTC  |  Edited by: Sayod Physulem
Part 3

The most important thing with capturing things is content management. If you are in a corporation there is not always PVP when you want it and there are often not enough people when there is PVP. That's a management and logistics problem and hence a problem that is something for people playing strategy games – so it is something EVE player deal with and like to deal with. But if you play a fps game you don't want this kind of problems. You want instant content. That's why most of these games have matchmaking systems. So you can't just mirror EVE in that.
If we want to connect EVE with Dust we need to connect these two different systems. You need an asymmetric connection. So why don't you give the capsuleers the problems they like and they play EVE for and give mercenaries instant content?
How? Easy! Capsuleer XYZ wants to capture a planetary base from his competitor. So he looks for this base – if he finds it he has to make a plan. He could just act against it like against a POS. Mobilize a fleet, siege it and put it into reinforced. But the anti-orbital cannons on the ground can cause a lot of damage and why should he destroy something that could be his? He decides to launch a ground based assault. For that he needs soldiers. So he sets up a contract for n-Soldiers. This contract is a mission that can be accepted by any mercenary currently online. And hence works like a matchmaking system. Only that the contract is not set up by the computer but by players. So basically the EVE players create the content for the Legion players. If a mercenary accepts the contract his mind gets transferred to the designated clone bay.
The capsuleers have to organize enough biomass and the equipment, exactly what EVE players play the game for – for managing things. And the Dust player has already everything in place. Now it depends on the contract – either he just get's the equipment for free but less payment or he has to buy it from the capsuleer, or a mixture (he gets standard equipment for free but has to pay for more advanced equipment) everything should be set in the contract.
When they are finished sorting these things out the capsuleer can launch the landing shuttle (can work like a drone) to the designated landing site 20km(or something – that's balancing) off the target. Now they jump into armored vehicles and drive to the facility on the planet. When they reach 15km (again nothing carved in stone) the radar of the enemy base recognizes them. The automated defense starts. So how can you defend something when you are not there? The first thing are turrets – you can place them but they cost CPU and PG. You can have anti orbital cannons, anti aircraft turrets and anti ground turrets. But that's not all. You can also build walls, tanks and armored vehicles have to break through these first. And last but not least you can install clone bays with automated defense contracts. So if an attack happens the contract for mercenaries goes up. And mercenaries can join just like they joined the attacker (you can even make the contract dynamic, depending on the numbers of the enemy). And then the fight starts.
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#4 - 2015-01-24 14:02:52 UTC
Part 4

In the 1. phase it will be mainly a vehicle fight. If you would walk you would get alphad by the turrets. Capsuleers can help from orbit by destroying these turrets with airstrikes. Now if the tanks and transport vehicles (with clone bays and equipment) break through the wall, they get under the guns and into built-up area with lot's of cover. 2. phase: It depends how the defender work – if they continue shooting with the large turrets they damage the infrastructure and will have to repair it if they win. And the attacker can't want to do too much damage with their tanks either, since they have to repair it too if they win. So now it is a normal infantry first person shooter. Maybe some precision airstrikes here and there – but that's basically it.
The battle is over (the automated contracts for the defender expire) if the attacker captured every datacenter (just put the hacking from the exploration feature in). So if they captured the radar (the radar shows the enemy on the minimap), the clone bays, turrets, ….
Or if no working equipment of the attacker is in the 15 km radius of the radar and no datacenter is hacked anymore.
If you have these kind of fights on the ground in stations and in ships you have a nice variation of maps. You could even sprinkle it with custom effects.
Like ice melts on an ice planet if you hit it with a thermal orbital strike. Or if you fight on a ship and the ship get's attacked that every hit causes the ship to vibrate. You could enable the infantry to disable modules of the ship they are in – maybe even the capacitor and the shields.
You can make the contracts more individual e.g. the capsuleer can restrict the availability of the contract to people with certain stats. Like only mercenaries with K/D rations > X. Or something like that.
There are lots of possibilities around this mechanic. But the important point is. The connection between EVE and Dust/Legion then would actually mean something. And hence would be a selling point.
And you can avoid the isk/h problem between capsuleers and mercenaries. If the mercenaries get most of the equipment placed at their disposal by the capsuleers they don't really need isk at all. So isk wouldn't be an advantage. Or in other words: As a mercenary you don't need an EVE alt providing isk, equipment and orbital strike because the EVE employer will do that for you in his own interest. You can even make this a story element: The mercenaries that detest the capsuleers for their greed and interest into filthy lucre while they go the way of honor.
Basically don't make Legion about isk – make it about statistics and ratios and the mercenaries won't feel disadvantaged if they don't have an EVE “isk producing alt”. Also by letting EVE player set up the contracts you give them a reason to provide orbital strikes while they have no reason doing so else and it is content for the EVE players. That also prevents Dust players with an EVE alt having an advantage.
Because mercenaries will see all the contracts for New Eden there should be a constant generation of content and there should be enough mercenaries for the EVE online employers. But if you want to be sure you can put some NPC employers and some NPC mercenaries in, to fill the gaps.
And if you don't want to connect the games too early you can just start this mechanic by replacing it entirely with NPC for the start. So that EVE players only get NPC mercenaries in the testing phase and Legion players only get NPC contracts in the testing phase.

If you have a stable flow of content you still can think about enabling mercenaries to join EVE corporations to fight only for this corporation. But in the beginning the distribution of content is the most important thing.
Some thoughts should be put in the duration of the fights. Do you want mercenaries to stay until the battle around the structure/ship/... is over? Or do you want a system where they get payed for their time in the battle/their kills/... and can leave any time. Then a new contract would go up and some other guy can join instead? Depending on how long the fights go this could be the better methode.

You also need a procedural generation of planets (ice, lava, water, …) and the way you place the PI infrastructure needs to affect the fight.

I am still not sure how these contracts would look best. But that can be worked out. Some thoughts:
The payment has to be based on something. If it is based on time in the battle you would have people accepting the contract and then waiting out time in a secure corner of the battlefield.
If it is based on Kills – people would steal kills from each other all the time and would play too aggressively and cycle through a lot of equipment. If it is based on K/D ratios it can result in a lot of camping. And since it is a ratio, you can simple kill one guy – then you have the ratio of 100% and then hide for the rest of the battle.
And how would you solve the equipment problem? Would you just give an equipment flatrate for them included in the contract – that could mean that they waste it? Or would you let them pay for it? Leading to hiding and not fighting for you appropriately. Also would you bring a lot of equipment of every flavor – so that the mercenaries can choose or would you buy for doctrine fits?
And would you set the requirements for high K/D like a min of 50/50? Because that would stop trolls from ruining your fight. But it also can be bad for Newbies getting excluded by the ratings all the time.
Maybe there could be also something like an optional objective. Or bonus payouts if the mercenary does something exceptionally well.

So basically what does a contract need to work the way intended, without having 50 lines of fine print?

Since the contract system would be the central connection point it should be very elaborated.
So post your thoughts on it!

So … wall of text is over – hope you enjoyed reading it. Blink
Discomanco
We pooped on your lawn
#5 - 2015-01-24 14:08:36 UTC
A TL;DR version? Straight
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#6 - 2015-01-24 14:10:26 UTC  |  Edited by: Sayod Physulem
Discomanco wrote:
A TL;DR version? Straight


I will think about it. But I really don't know how I can summarize it without only having a statement without reason.

EDIT: If someone reads it and finds a good way summerizing it I would be delighted. But for that at least someone has to read it...
Arya Regnar
Darwins Right Hand
#7 - 2015-01-24 14:21:14 UTC
There is no way I'm reading that without a good TL&DR since the topic is no brainer FPS that aren't on PC.

EvE-Mail me if you need anything.

Sayod Physulem
Deep Core Mining Inc.
Caldari State
#8 - 2015-01-24 14:37:34 UTC
Arya Regnar wrote:
There is no way I'm reading that without a good TL&DR since the topic is no brainer FPS that aren't on PC.


It is mainly about the connection between EVE and that "no brainer FPS" so it is in parts about EVE. So maybe you would rate it interesting if you would read it. Maybe just start?

I mean the first two posts where TL;DR that's not really helpful, is it?
Lugh Crow-Slave
#9 - 2015-01-24 15:06:03 UTC
i would rather the eve/dust link be cut i'm tired of nearly taking a system only for a few random matches in a game i have very little connection to or control over to drop it 10% in a matter of minuts
Nariya Kentaya
Ministry of War
Amarr Empire
#10 - 2015-01-24 15:20:54 UTC
the only way Dust/Legion to be able to survive off the "integration" gimmick is if it was designed to be an expansion of the EVE universe from the start, however CCP has repeatedly stated they want the game to be independent and interesting first, with a connection to eve second, meaning no meaningful connection between the 2 games will ever be

honestly, if they just made it so one EVE account could play all the games, and unsubbed accounts could only access the DUST/Valkyrie parts, it would work and theyd have an excuse for close itnegration, because they were "the same game" so people would be cool-ish with it

as it is though, they want them to be completely separate games with a couple % bars here and there that they can effect on eachother, nothing meaningful or worth an EVE players actual attention
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#11 - 2015-01-24 16:51:37 UTC  |  Edited by: Sayod Physulem
Nariya Kentaya wrote:
the only way Dust/Legion to be able to survive off the "integration" gimmick is if it was designed to be an expansion of the EVE universe from the start, however CCP has repeatedly stated they want the game to be independent and interesting first, with a connection to eve second, meaning no meaningful connection between the 2 games will ever be

honestly, if they just made it so one EVE account could play all the games, and unsubbed accounts could only access the DUST/Valkyrie parts, it would work and theyd have an excuse for close itnegration, because they were "the same game" so people would be cool-ish with it

as it is though, they want them to be completely separate games with a couple % bars here and there that they can effect on eachother, nothing meaningful or worth an EVE players actual attention


" independent and interesting first, with a connection to eve second"
I explain, why you can't have two standalone games first and then connecting it later. I also explain that you either have to desgin the game to be connected - or you simply can't connect them.
And I point out a way how they can test this game mechanic without connecting the games in the first place.

"the only way Dust/Legion to be able to survive off the "integration" gimmick is if it was designed to be an expansion of the EVE universe from the start"
That is near to the same I am explaining only that I can see it as a different game even on a different plattform (console) and not only as an expansion. But still I would say that you need to make the game with the future connection in mind if you want a connection. So we agree on that.

But since you don't really refer to what I was saying and just stating your opinion I guess you didn't read it either. I guess this post was a waste...
Iain Cariaba
#12 - 2015-01-24 18:30:35 UTC
Um, yeah.

There's no way in hell I'm going to read that wall of text. Post a tl;dr.
Nariya Kentaya
Ministry of War
Amarr Empire
#13 - 2015-01-24 18:47:02 UTC
Sayod Physulem wrote:
Nariya Kentaya wrote:
the only way Dust/Legion to be able to survive off the "integration" gimmick is if it was designed to be an expansion of the EVE universe from the start, however CCP has repeatedly stated they want the game to be independent and interesting first, with a connection to eve second, meaning no meaningful connection between the 2 games will ever be

honestly, if they just made it so one EVE account could play all the games, and unsubbed accounts could only access the DUST/Valkyrie parts, it would work and theyd have an excuse for close itnegration, because they were "the same game" so people would be cool-ish with it

as it is though, they want them to be completely separate games with a couple % bars here and there that they can effect on eachother, nothing meaningful or worth an EVE players actual attention


" independent and interesting first, with a connection to eve second"
I explain, why you can't have two standalone games first and then connecting it later. I also explain that you either have to desgin the game to be connected - or you simply can't connect them.
And I point out a way how they can test this game mechanic without connecting the games in the first place.

"the only way Dust/Legion to be able to survive off the "integration" gimmick is if it was designed to be an expansion of the EVE universe from the start"
That is near to the same I am explaining only that I can see it as a different game even on a different plattform (console) and not only as an expansion. But still I would say that you need to make the game with the future connection in mind if you want a connection. So we agree on that.

But since you don't really refer to what I was saying and just stating your opinion I guess you didn't read it either. I guess this post was a waste...

"expansion" doesnt really mean "expansion". I emant you must treat it like it IS a part of EVE when thinking of integration, rather than thinking of it as a separate game. Because thinking of it as a separate game creates a barrier between the two that can never be crossed for integration.


And yeah,f or the most part I agree, I just also realize from what CCP has said in the apst as the DESIGN GOAL for these games, integration is not even on their top 10 of concerns, they want a second game with SOME integration, thats not necessary or game-changing in nature, which is bad.
Kaerakh
Obscure Joke Implied
#14 - 2015-01-24 19:25:14 UTC
If you can't make a summarized version of your idea then you obviously don't understand what your idea is. -1
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#15 - 2015-01-24 19:38:23 UTC  |  Edited by: Sayod Physulem
Ok since a lot of people want a shorter version:

Statements:
- The EVE - Dust connection won't work if you don't design it with this connection in mind
- Since the connection of two different genres is a major selling point compared to other games it is important (if you would make it a standalone game it needs to have a bettter quality then the games already out there while a connection would be something unique)
- You can only have an assymetric connection of the games or no connection
- make the EVE pilots the employers of the Dust/Legion players
-> let them capture things for the capsuleers (since that is something infantry can do better than large ships)

If you don't understand the reasoning behind these statements - well because of that I wrote the text. And I have the feeling I now have to repeat my reasoning over and over again since people will rate this by the short version.

But well if you want it here you have it...
Eileen Black
Center for Advanced Studies
Gallente Federation
#16 - 2015-01-24 20:08:57 UTC
1. put TL;DR into the original first post.
2. I did read the whole thing and it does make sense, although I think that separating the games is an issue.
What I mean here is -
- attacker drops a consciousness transfer beacon thing, and I would want to jump(as a capsuleer) into it as a FPS soldier.
- Fighting for titans/caps sounds cool, I think that if a titan needed to have 20 players in it, fighting to keep it from the enemy forces, it could be a much more powerful ship than it is right now (let it have point defences, aoe damage, etc...)
- Fighting for PI - bleh - these things are cheap.
3. If you had an option of relying on FPS to "unlock" certain parts of the game it would be great. Like - getting info out of the sleeper wrecks, stuff like that.

To play this game all you need is a sub. If you want to play FPS and pilot a titan - you need an alt. Same mechanics ad in eve, capsuleers are the people fighting, not some clone soldier thingies.

MIght work, might be a very bad idea, but I would play it:P
Lugh Crow-Slave
#17 - 2015-01-24 20:23:44 UTC
lol so from what i could gather from that wall of text b4 the headache set in he basically proposed what CCP promised when they announced dust
Kaerakh
Obscure Joke Implied
#18 - 2015-01-24 20:54:39 UTC  |  Edited by: Kaerakh
Lugh Crow-Slave wrote:
lol so from what i could gather from that wall of text b4 the headache set in he basically proposed what CCP promised when they announced dust


Yeah, that's what I got out of it.

Quality posting from yet another misinformed EVE Uni pilot. Roll
Daichi Yamato
Jabbersnarks and Wonderglass
#19 - 2015-01-25 02:25:21 UTC  |  Edited by: Daichi Yamato
Sayod Physulem wrote:


If you don't understand the reasoning behind these statements - well because of that I wrote the text. And I have the feeling I now have to repeat my reasoning over and over again since people will rate this by the short version.

But well if you want it here you have it...


Yeah, a TL:DR helps other players decide if its even an interesting or worthwhile idea/topic.

If it is, they'll read the rest.

More people will read this with the TL:DR at the top of the OP.

Part1:
- Eve is strategy game, Dust is a FPS.
- Dust/project legion should not be standalone. Project legion should be completely dependent on capsuleers.
- link it by market.
- Buff dust income.

Part2: (aka the 'what could go wrong?' part)
- Put expensive things in dust market (to balance their buffed income), like titan tanks that...well, tank like titans
- The only way to kill it is with orbital bombardments. Forces interaction with EVE players.
- Validate the existence of project legion by capturing things, like; PI structures, POS's and capitals.

Part3:
- The old (maybe existing) contract system for dust.
- Make capsuleers manually drop off dust bunnies on a planet with a drone/shuttle/thing at distant landing site
- Defending capsuleer places defences as attackers approach

Part4:
- Infantry will be used because no one wants to destroy anything. Not even the defence turrets that are 'alpha-ing' infantry.
- Make legion about killboard stats, not isk. Helps their inferiority complex.
- Misc details

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Sayod Physulem
Deep Core Mining Inc.
Caldari State
#20 - 2015-01-25 11:05:54 UTC  |  Edited by: Sayod Physulem
Daichi Yamato wrote:

Part1:
- Eve is strategy game, Dust is a FPS.
- Dust/project legion should not be standalone. Project legion should be completely dependent on capsuleers.
- link it by market.
- Buff dust income.

Part2: (aka the 'what could go wrong?' part)
- Put expensive things in dust market (to balance their buffed income), like titan tanks that...well, tank like titans
- The only way to kill it is with orbital bombardments. Forces interaction with EVE players.
- Validate the existence of project legion by capturing things, like; PI structures, POS's and capitals.

Part3:
- The old (maybe existing) contract system for dust.
- Make capsuleers manually drop off dust bunnies on a planet with a drone/shuttle/thing at distant landing site
- Defending capsuleer places defences as attackers approach

Part4:
- Infantry will be used because no one wants to destroy anything. Not even the defence turrets that are 'alpha-ing' infantry.
- Make legion about killboard stats, not isk. Helps their inferiority complex.
- Misc details


First, thanks for the help. But I think you got me wrong in some cases - so a modified version:

Part1:
- Eve is strategy game, Dust is a FPS.
- Dust/project legion should not be standalone because the connection is a selling point, making it unique
- What connections are possible/ planned
- Planned for now is only the common market - since interaction in fights don't work without a reward for the time capsuleers spend on it.
- Common markets create the income problem.
- Solution 1: Dust players have less income -> problem: EVE alts are an advantage
- Solution 2: Buff dust income. -> problem: higher income needs higher expenses

Part2:
- Possible Solution to the higher expenses needed:
--- Put expensive things in dust market (to balance their buffed income)
--- Expensive things need to be worth their money -> ridicously strong ground units compared to eve ships would be needed (if they are not strong they wouldn't be worth their money)
-> Conclusion: Neither Solution 1 nor Solution 2 is really good.
-> Only connecting the market is a bad idea
-> Completly different approach
- Mercenaries work for capsuleers - capture things (PI infrastructure, POS, capital ships, ...) Since that is something infantry can do and ships can't

Part3:
- contract system as matchmaking for the Dust players. As order for the capsuleers.
- How it could look like - an example

Part4:
- Infantry will be used because capturing something undamaged can be worth the higher effort.
- Make legion about killboard stats, not isk. Since making the game about isk would lead to the income problem.

Quote:
Helps their inferiority complex.


That's exactly the problem with this two genre thing.
If they had equal income, it would - well make them equal. But then you have the problem that their equipment has to cost the same amount as the equipment of eve players does because with the higher income they need also higher expenses too to balance it out. So the items need to cost the same as EVE ships do and they need to be in the same price area as in EVE. The same price area means that the most expensive things in Dust have to cost roughly the same that the most expensive things in EVE do.
But if you have so expensive equipment, this equipment needs to be worth the extra cost. And now you have the problem - how can you make a multi billion tank worth the money?
So if you still want the orbital strike connection to the EVE players - this ultra-expensive tank can precicly not be destroyed by one or two strikes. Because if it would, it would simply be not worth the isk.
So the orbital strikes from a frigate can't really scratch this expensive equipment without making it not worth the money.
But now you have a realism problem. Since an orbital strike should cause a lot of damage.

Do you understand what I mean?

EDIT: It is the same like in a fleet:
Tackle frigates are important but since they are cheap they are also expendable.
Now you have to get across that they are important although you rate them as expendable.

You have the same thing with Dust. Infantry is cheaper. So if you don't want them to have this inferiority complex you need to put the focus on something else than isk.
EVE is about isk, Dust needs to be about something else than isk if it should work. The games need to be asymmetric.
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