Thread: R61 Changes
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Unread 25 Feb 2015, 21:16   #72
M0RPH3US
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Re: R61 Changes

i dont get all the fuzz about this multi tick combat - if its prooven to be fail it can be removed after 7 weeks...

lets assume you lower cap rate to 12.5% each wave with allowing 2 tick attacks and 4 ticks defence:

now lets assume an alliance is raiding your galaxy - you get exact the same amount of incs like now - just you have it spread over 2 ticks instead of 1 , while the defence i actually beeing able to fly there for 4 ticks
so thats 1) an additional tick of finding defence for wave2 of your incs and 2) also it enables all defenders deffing your 1st wave to defend your 4th in addition
now if we think about yourself beeing hit by 1 class over 6 ticks (instead of 3) its actually only 2times now you have to arrange yourself defence, once for the first 4 ticks and a second time for the ticks after
i dunno, but i think thats making defending a lot easier ( at least in this hit by the same class scenario)

and for not recieving any defence you end loosing 6 waves with 12.5% roidloss - instead of 3 waves with 25% roidloss

also at the same time a pod fake will only be able to roid you the first tick of a battle (if your active enough to set your homefleet to fight for the second tick)

i agree that it will make PA more random, less predictable, less calcable (did the xan send real?, half?) and it will probably require some more effort calcing your attack (10mins instead of 2mins!?)
maybe we will see more unexpected battles, more spectacular battlereports and generally have a few mins more of victory compared to now

imo its worth a shot
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m0rph3us formerly known as Bugz

"Itīs not about how hard u hit, its about how hard u can get hit and still keep moving forward! How much u can take and still move forward!"
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