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Unread 8 Dec 2015, 22:23   #30
Bram
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Join Date: Dec 2013
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Re: Prelaunch(again)

Quote:
Originally Posted by BloodyButcher View Post
Its REDOING it, to enable people to use prelaunch more effectively for DEFENCE.
Which is NOT the case in your current proposal.

From your starting point:
Quote:
Originally Posted by BloodyButcher
Prelaunching ships:
When you prelaunch ships, they leave your base the next tick, and can return to base according to when the fleet was prelaunched. Prelaunched 4 hours ago, 4 hours return time.
This also affects DEFENCE fleets!
If you get a FR incoming and defend against it with FI and if you PL that defence fleet 1 tick - which is usually the case! - then you will not be able to use that fleet immediately when the attacker recals at eta 7.
The defence will be stuck with a 1 tick return time.


And more important: this round there are already 4 alliances which live launch 40+% of their attack fleet between 01:00 and 06:00 !
So even without PL you would still have had at least 40% of the fleets. And possibly more.. since those that are now on PL+1 would likely just live launch.. or land tick set one tick earlier..

These attack fleets will require you to wake up defenders - defenders which in turn can then also live launch their attack fleets.


The problem you want to solve: incomings during the night.
Your propsed solution: rework prelaunch. In the very best case that would have reduced nightly incomings this round to 40% of what they were.
And even that is stretching it.. For the fleets that PL+1 the extra 1 tick return time hardly matters after TT4 finished..
(And before TT4 it would just be a live launch because of the slower travel)


If you really want to lower nighty incs then the suggestions from Paisley make a bit more sense..
For example: higher XP gain for fleets launched during the day could make sense from a game point of view.. Landing an attack during the day requires more experience after all since it is easier to get covered - since people are awake..
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