Fixes
Occupy whole 7 weeks: Base income from cores are still too high. It will decrease attacking early on and add idle. Means most action start after tick 300. Also roiding alliances down to no roids, will still keep them coming to you with their base income. Hard to kill someones value dramatically. Also hitting the ones with roids would count more. Ofc some base income is good too, to keep everyone in the game a bit, but imo currently its too high versus income from roids. And the most important part is, that pure support def planets, would have less value, as they wouldn't have the "huge" base income. They would need actual roids to grow and you could farm them in return if they just cover others.
Target rotation: Ptargeting alliance should always require a war declaration, would be nice if it had a cool down too. So it would force you hit elsewhere for a while, or hit lighter gal raids. This way we avoid a bit of naptarion games and round lenght wars. Also every alliance would receive more even amount of incoming. This would put wars and warring more visible for all and move otherwise attacking more based on gal raids. Which gives incoming more divided. Troll tags: What this game really needs the most, is for all alliances to try to get better and achieve better ranks. Now there are tags living with their base income who expect no incs, cause they are small or make no other effort. Such tags can easily cause harm to you with pure offensive build and nothing to lose back in return. We should give higher bonus from war declaration, if u are hitting within your range, meaning u try to climb up ranks. Also the target rotation and gal based roiding means the smaller tags get their share too. There should be no real gains in not trying a bit. Limit pre-launch to 1-2 ticks: Why do we still want to force people to lose sleep? Keep AF to help tactics to deside over pure activity/dedication. Not everyone has USA based citizens to dc for u. Actually very few tags do. I might edit this and continue this, but shall post it as it is for now. So to be continued. |
Re: Fixes
Action has never taken place before tick 300. That said, I wouldn't mind a slight decrease in core mining, because your point is otherwise valid.
Anything that lowers the ceiling on how many incomings an aliance can receive in a given amount of time helps 'good' alliances long before it starts helping 'bad' alliances: EXilition can deal with 120 incs, but F-Crew can't. Since 'good' alliances don't need the help, I think it's a terrible idea. I realize you're not advocating for a hard ceiling on number of incs, but any feature that brings down the number of incs has the same defect. There's nothing wrong with troll tags. If you're attacker, arrange defense or accept roid loss. It doesn't matter who attacks you. Just because you like playing for value for 60 rounds in a row doesn't mean everyone has to. Limiting prelaunching from 12 to 2 ticks doesn't help. Most people prelaunch only a few ticks in advance anyway, so a minor reduction like that doesn't change the fact that attackers can enjoy uninterrupted sleep 2 more hours than (non-AF) defenders can. I think there's something to be said for removing prelaunching (for attacks only!), but there are downsides, and I'm realistic enough to realize it'll never happen. A compromise I literally just thought of: maybe you should only be allowed to prelaunch your first fleet slot? That would mirror the single alliance fleet you are allowed to have active at any one time. Meta: putting a bunch of ideas in a single thread is a bad idea. People will converge on the most controversial one and the resulting cripple fig--uh, rational discussion will drown out the consensus that may exist on another. Threads are free. Make a separate one for each. |
Re: Fixes
That would cause a lot of unnecessary spam to the forums. Some of the suggestions are related in a way or another anyway.
I have played one single value round when I wasn't scanning :) Main point was to add competition between alliances on same range to climb ranks. No one has interest to fight a troll tag, there is nothing to gain back. One sided trolling is just bad for the game. I think many people pre-launch more than 1-2 ticks and yes I was talking about offence. Your idea doesn't sound so terrible about limiting it to some specific one fleet. |
Re: Fixes
I think the research time on HCT is too long. Im not sure wether it serves a purpose nowdays either.
Maybe removing it entirely could help the issue with having idle stages each round. |
Re: Fixes
Quote:
Quote:
All in all, I think it's a fairly elegant system that helps smaller planets and makes the game harder and (somewhat) more complicated for bigger ones. I don't believe removing it (or making it much faster, to the point of becoming trivial) will solve the problem that the early round is boring. Alliances don't start wars to gain more roids than they would if they were galraiding. They start wars because they want to take those roids from a specific alliance. At tick 200, there generally isn't anyone threatening to run away with the round yet, despite what AD might have us believe. Maybe we could instead vary the war cap rate bonus over time? Higher at the start of the round, to encourage activity, then slowly decaying to its current amount near the end? |
Re: Fixes
Back to the cores, when core alliances have little to steal from.
You always gain more ptargeting. The problem is making enemies that way. |
Re: Fixes
Reducing Cores bonus sounds good. Too easy to play idle/def planet and still accumulate decent value.
Quote:
|
Re: Fixes
Quote:
|
Re: Fixes
Quote:
As long as most tags(If not all tags except KittenZ) prefer doing the core-route over ship/TT rushing it might point towards the ship rush/early attack route is too weak. If you look at most guides from 5-10 years back, a lot of them are focused away from cores iirc? Maybe splitting HCT up into smaller parts, ie each part 1200RP for 100 more mineable roids could be a good idea. To be able to "run away with the round" early on you need to have sufficient HCT to make constant attacking plausible. Often you have to idle your fleet simply because you are too far behind on HCT. Quote:
If tag A got 2x the amount of roids of everyone else having the war bonus decaying could lead to an earlier stagnation. |
Re: Fixes
Quote:
Quote:
Quote:
Quote:
|
Re: Fixes
I think butcher is behind an idea that the first hct's could be lighter researches, so u wont max out right in the beginning, if u go to the roid all route.
It is not about planning flaws, the game does not support active roiding in the beginning. |
Re: Fixes
would changing it to a percentage of roids mined be a better solution? as you would still be able to keep roiding like a bawwwss and mine the roids you're caputring
|
Re: Fixes
I'm not sure I understand what you're suggesting, Blue_esper.
|
Re: Fixes
Quote:
the research starts off as being able to mine 20% so if you have 500 roids you'd mine 100. then each research would allow a higher percentage to be mined. Could even have final research that allowed over 100% (Double Dipping) |
Re: Fixes
Quote:
If you can make ready the next HCT in a short time after landing roids, you wouldnt have to invest as much as if you had to do 48 hours of research to get to the next roidcount stage. Personaly in the alliances ive been running part of the reason behind doing the slowest-route-possibole was because we simply did not have time running a alliance for 50 days. Planetarion is more of a "sprint" these days rather than a "marathon", as ive pointed out in earlier threads the total incomming tags recieve might be as high as earlier rounds, but the peaks are higher and rarer. Either you get 200 incs, or you get 10 incs, wich means no tag can hold onto roids anymore. |
Re: Fixes
Quote:
Honestly, I don't think there much reason to change the HCT system. It's interesting, rewards foresight, provides an organic way for players to do better, makes the game more complex for high ranked planets, and even offers a chance of a laugh when someone in your galaxy or alliance ****s up. None of the suggestions I've seen so far even come close. |
Re: Fixes
Quote:
The changes to goverments/anarchy mightve pushed the meta even further to the core rush strategy being the only viable one. Earlier you would see a lot of xan corp planets actualy popping bonuses early for RP bonus to keep up with the slow research time to get HCT/Timetravel research done. If you were to core rush back then it would take like 500 ticks before you had TT4 and hull2 done, so it kinda made the core rush strategy less viable. If it was less research time needed to mine 400 roids, with the new changes to initiating cost, it could force alliances to go out attacking earlier to keep up with the hull/TT rushers |
Re: Fixes
Personally the only thing i would say that could make hct more fluid would be to remove the 200 roids research, so 100 > 300 and increase cost of hct "2" to around 2k (ish) rp to compensate.
Or scrape 300 and go 100 > 250 > 500 > 750 increase 200 to 1.6k rp cost just seems a bit redundant to go 100 > 200 > 300 > 500 |
Re: Fixes
Quote:
|
Re: Fixes
You beat me to it, I was going to post something along those same lines before I opened the thread. It's actually even worse than I originally predicted: not only have we converged on the most controversial idea of the thread, that idea wasn't even in the original post. :D
|
Re: Fixes
xx: I think outside alliance def should be weakened
Avenger: u just made a brilliant idea :smiley: xx: 80% strength if def fleet isn't in same alliance xx: You can wave it away saying they're not as coordinated with you as it's another alliance Avenger: there will be counter complaints from ingal supporters xx: The -1 ETA only helps kill outgal def, and is circumnavigated by scans I counter with in gal def already gets a huge tick reduction. The game is alliance vs alliance not gal vs gal Avenger: true |
Re: Fixes
Still the roids produce too little output, can build enough offensive units to keep on landing without a single roid to hold.
On a single target round that is. The XP needs to be turned in to value. Ie. every 5k u get is transfered to resources instead of score. Will help u to catch up the ones on lead and also the values will even out so you can xp back too. What good is score anyway, the ships and roids makes the battle. XP is brilliant, best feature in the game, but how it is used right now needs a fix as mentioned above. I suggest limiting military centers too, as other options are limited also. :) AMP and DIST needs to become same level on resources and build time. |
Re: Fixes
Quote:
Amps/dist could be reworked though. Inc scans should be easier and p/d/a should be harder. |
Re: Fixes
I think an increase in roid returns would be good for the start of game as most people are avoiding high roid counts early un favour of refs and cores
|
Re: Fixes
Quote:
I suggested XP to turned in to value in round 30 already, round 75 I pointed out what I found flaws and now I did again, since nothing was done to it the last time. Apart from cores made less effective. :up: You are one tactical genius to build 25 dists, spam fr and pre-launch 3 fleet attacks. :) Thats how u want PA to be? :) Its a nice change to have rounds like these, excellent for summer too, but they are rather pointless if u intend to make any effort. I wasnt complaining at all, I was making suggestions for improvements. |
Re: Fixes
Quote:
Its the stats, not the game. Usualy its also some c@nt tags NAPing up the universe/making preround deals that ruins the game, but uber offensive stats will allways change how certain features plays out. Its like saying whats the point making an effort when kittenz/nd/vgn decided preround to bloack and attack you for 1177 ticks, lets remove them from the game. |
Re: Fixes
Quote:
Its everything to do with the game. |
All times are GMT +1. The time now is 13:16. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©2002 - 2018