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Unread 14 Feb 2014, 16:25   #75
KatoZee
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Join Date: Feb 2014
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Re: Round 56 shipsstats

Quote:
Originally Posted by Paisley View Post
examples of how to make emp ships 0 loss, most players dont like 0 loss defence on their attacks im not saying impliment them
As a new player and its understandable if you disregard all after this sentence. I would have to concur with the above quote. It seems FR has had a challenge this round with scarabs getting free reign on the FR ship class in terms of defence. Granted the option to incorporate anti DE into a FR wave is valid though it became more viable to try and out produce what scarabs could freeze rather than trying to incorporate a different ship type.

It feels from a new player’s perspective that the stats are trying to make for a more level playing field for newer chaps. You all know that new players build erratically and build as many ships of different names as they can (myself included) until their respective alliances sit them down and talk to them about the Caths and the Xans and where baby ETD’s come from. The end result is that the seasoned players focus all their resources into a type and latter half of the game has sheer numbers to steam role over everything. For new players who spent the first half diluting their resources into everything there is little hope to challenge top players.

Though looking at these ship stats it looks as if you are trying to force more dilution between the different ships. Yes seasoned players will still be able to identify the right ones and build accordingly but their resources will still be split between 4-5 ships rather than 3-4 making them strong still but leaves them with still a sense of vulnerability that will make it friendlier to newer players. Yes there are still races out there that can be played with minimal ship types as was pointed out to me, a Cath Cr fleet of only Roach teamed with a Zik Cr fleet of only Rogue currently looks rather lovely as an attack fleet choice and a pain to defend against.

With regards to ship stats being either loved or hated its really much harder than I think many realise since every round you’re striving to inject some originality and not be referred to as a carbon copy of a previous round. That’s got to be a complete nightmare to undertake and whilst I have no idea how to interpret the stats yet, might I recommend that when you finalise them you write effectively an idiots guide to understanding them. It may prove more beneficial as it could help provide more feedback in forums such as this.

Caution this part is of noobian quality: A concept I had if you are truly looking for a means to prevent the spamming of certain ships and create multi type waves then why not restrict the ship amounts (this is possibly an idea better suited for a mini round)? Give everyone 1x of each type ship but don’t allow the cross defence.

i.e.

FR only targets FI and CR
DE only targets CO and BS
FI only targets CO and DE
CO only targets FI and FR
Etc, hopefully you get the idea

Then say for example a Terran has to launch both the FR and the DE ship together to protect it. So if you make the roider for Ter a DE, they would launch a DE fleet but would also be forced to produce an FR escort since the DE won’t target what hunts it. It would also be important to make sure that one race is not the answer to one race. So a Cath Co can be the answer to the FR but the Cath Fi would be the ill advised response to the DE. This would further the enforce dilution of resources and granted make bcalcs filled with more headaches.

Then with Team ups a Ter launches the DE fleet and lets say an ETD lanches its FR roiding fleet. So the option is there to build one type fleets per race but it still forces multi type attack and defence waves.

Crazy idea and you can tell I’m new can’t you (^^,)
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