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Unread 14 Feb 2017, 15:53   #62
Kaiba
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Re: Round stagnation

It was nice to see two people who get it. Who understand that no manner of tinkering will fix the 'problems'.

No matter how many people you have in a tag or how many tick based limitations you place on alliances in-game the simple fact is that alliances don't have to stick to them or use them at all to function as a cohesive unit. No alliance worth it's salt uses in-game tools, they are crap, period.

And if we did have to label something as broken or OP or unbalanced or wrecking the game then the answer would offensive combat. Not only does it not make sense (in what scenario would you wipe out planets base fleet, destroy it's structures and then leave all the 'salvage' to the defenders to rebuild) but it's so lopsided and out of sync with today's 24/7 mobile play that it's almost laughable.

For the sake an example attackers only interact with a victim for 1 tick out of 24. That is very very slow. Travel time should be shortened to enable 2 rounds of attacks a day (why tick 1-4, it's just a pending death sentence).

I think personally that salvage ships would be a good fix too. A ship set that you have to build to accompany your fleet. That isn't t1 targeted so it will gain salvaging offence and defence. No ships no salvage. It would promote more combat if attackers didn't think you had 1 live and any sort of fleet loss was the end of the round.
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