Woo, more changes
Preempting the inevitable whines, I'm looking forward to seeing how the new changes play out. I like the ETA removal to compensate for the cluster ETA bonus. Something like that was necessary to let people sleep ;)
I also like the scan changes. Going back to partial information setups rather than the deterministic play we had with Military Scans is a step in the right direction. I don't like the change to stealing. I understand the motivation, but I don't think this provides a fun alternative. I look forward to seeing if anyone can wring quality out of zik with this setup. The paid/trusted thing is cool as well, good job on getting that in for this round :up: |
Re: Woo, more changes
i only managed a glance at the new stats, as i dont have much time now. but....if zik is such an evhul and awful race, then why not take it out alltogether, instead of weakening it to such extent!
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First of all the changes sound interesting.
However, personally I fail to see the reason for that 5th race. Looks like a race newbies or solo-players are supposed to choose; since I don't know the stats I cannot comment on how different they really are from terran. If they have comparable armour values then terran are probably obsolete. The zik change certainly cannot be judged completely until we know the formula and saw some beta results for it. Also, why increase salvage for cath? I don't think that it really fixes some of the issues cath have. |
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that 5th race will be an,.. interesting,.. one to play. A mixture of ships from other races, surley means it isn't newbie friendly and is meant more for your experianced players.
I've a few comments on the stats but im sure their meant for the strat forum and not here :P. But i say huzzah to PA for implimenting as many changes as they have, see how people react to so many changes at once :) deffintly should add a few new elemeants to the game. |
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While this does increase the incentive to defend cathaar it is unlikely that it really helps the cathaar itself because not every incoming will be covered, and cathaar kill rate is (of course) still very bad. |
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With the zik loosing ships equal to what they gain and still having the lowest init I think they have been weakend to much. That is without having had the time to test it though
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i don't believe that killing stealing ships is the way forward, even without testing. i'd support their damage per cost to be lowered to the 25-30 range though. This should be sufficient by itself in my mind.
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I've always been a fan of ziks dying when stealing. The main problem with zik is the potential for exponential growth - just lowering d/c doesn't stop this, it just slows it down slightly. Having steal ships die when stealing is really the only way to stop the exponential growth. The only problem I have with it is the ratio. I think losing 1 value for every 1 you steal is a bit inhibitive, I would have prefered it to be 1:1.33 or something similar.
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We tried xan cloacking and mill scans again for a round,.... lets just try ziks dying for a round to,.. and the Eits (much better name then Etd) should be difficult to master to, but could be great in the right hands :P |
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will u play zik? |
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Let's just try ziks dying on 1:1 ratio for a round "too"? Hey, now that we're on the trying scheme here, why don't we try a round with zikonians having no astropods. Hey, that's a cool idea! What about trying a round where terran ships never get to shoot? Yeah, trying is good. |
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its very good if you hate zik :) |
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ooo few replies :P,.. i havn't chose a race yet, probably leave that till late, but i've gone Zik before, i'm not a great zik :P
as for the trying responce, can we try PDS again? :P its not the first time zik ships have died 1:1 is it? or am i wrong??? maybe 1:1 is slightly off,.. but the amount of zik growth which we've seen in the past few rounds NEEDS to be addressed. as for the Value loosing conunderum,.. meh,.. a zik to big in value, only has himself to blame :P it's easy to loose value :P harder to gain it,... if that's not what you meant then never mind :P,.. your obvioulsy far to clever for the likes of me :D don't lower yourself to my level :P |
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I think im the no1 person against the zik die rule... it was taken out the game and now were bringing it back.
When you burn yourself you learn when something is hot so you dont burn yourself again as you know what it feels like. Forget what its like to burn yourself and you will burn yourself again. I think the ziks have been reduced so that cats can benifit with salvage.. but tbqh i dont like the idea. |
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I rather see a max cap on stealing that the 1:1 that we are getting now. I have played zik many times and I can't see how it can be fun trading you attack fleet for a new one that you can't replenish with you own ships. I see ziks ending up with many small attack fleets on different classes that only works if you bash a smaller target.
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As for the Zik dying thing being reintroduced, i think it is a good thing. But as others pointed out it isn't as simple as it has been done right now, the impact of a change like that is far more serious then PaTeam usually realises (as is with alot of things they change). And the 1 on 1 steal/death ratio is a fine example of that. iirc, even in the old days that didn't happen as it happened on armour, which in itself added more tactics to the race opposed to the current "it doesn't matter what you hit you'll still convert 1 on 1 in value"-change. With a 1 on 1 convert ratio steal ships will need a 'normal' iniative opposed to always firing last, adding ofcourse the problem that stolen ships in theory should still fire. Or the value of dying ships should be seriously lowered or their armour should be upped and damage reduced to make the losses bearable. |
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actually also with the current stats, a zik that hits a target without pods, during the battle he steals some pods and that pods should normaly fire so you should get roids out of it. if my logic is ok |
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Correct, i started playing halfway through r3, but in either case i felt it didn't matter as stealing was reintroduced with succes by the new Zikonian race in round 6, so whatever had happened before (some quite unbalanced stuff from what i heard, but feel free to enlighten me instead of just posting the obvious ;)) didn't really matter as round 6 onwards showed steal ships dying the way they did (combined with the stats and combat engine existing back then) balanced out quite nice.
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There was only one "race" in r2 and it had stealing ships which were pretty good. Extrapolating roughly to today's game, every race should have the ability to steal some ships!
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to the tune of zombie by the cranberries |
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My observation with zik is that the 1:1 ratio thing is a myth... (at time correct going to press with many thanks to thrud who made his calc update by the minute)
http://bcalc.thrud.co.uk/index.php?loadfile=main28428 looks like a plausable roiding senario looks kinda 1v1 http://bcalc.thrud.co.uk/index.php?loadfile=main28428 say for example if the ziks faked cr as bs and thats what came up with... 18% profit in terms of value. http://bcalc.thrud.co.uk/index.php?loadfile=main73095 if the zik hits jackpot. that is over 50% profit in terms of value....aka 3:2 ratio http://bcalc.thrud.co.uk/index.php?loadfile=main449010 like anyother fleet if there is too much def then a recall is needed. Points to take from those calcs... 1. it is possible to cap ships for value profit. 2. it gives ziks new attack options (especially if the aquire pods of a class they dont have.) / a new weakness due to lack of anti frig for example guess who is getting etd frig incs. 3. this cant be done on a regular basis as the cr would take time to rebuild back up. |
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And are you basing that assumption solely on an external source? If the manual says the ratio of dying steal ships is 1 on 1 in value of stolen ships we have no reason to doubt that. And if those numbers do not show up in the bcalc we can only conclude the bcalc (update) is wrong or that the manual is (once again) wrong or that they changed something already without telling us.
[edit]Forgot to mention that according to the announce conversion ratio, the only way to make profit is to be on the defence side and collect the salvage.[/edit] |
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Nah, think about it, he's right, if your ships steal above their value weight if you send only enough to max-cap you'll still gain value.
I didn't consider that originally /o\ |
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Well i had assumed it would be like roids, where you can't steal more roids then the pods you send can take. Hence you shouldn't be able to steal more value than the ships you send to steal have, but like you said i suppose that is a possible feature.
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*That language where 'value weight' means absolutely nothing. Quote:
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I thought I better write quick note about the implementation within the bcalc of the stealing algorithm. I don’t know what the implementation within the game may be but I have made the following assumptions while implementing the bcalc.
Ships that don’t fire can’t be destroyed as part of the stealing algorithm, so EMP’d ships don’t die to make the 1:1 value rule match. Part of the same assumption also means that if you send 1000 ships and it only takes 100 to steal all of the target ships, only 100 of the stealers will be killed (by the value rule) regardless of the value of the ships. I don’t know if these assumptions are valid but it seems like the sensible way to do the calculations. I don’t have enough information on how this is treated atm as I’m not sure that it had been considered that the Zik ships would kill more ship value than they have themselves. It is effectively changing the 1:1 value ratio. Thrud |
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