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Unread 22 Sep 2010, 20:57   #73
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Re: Planetarion Redesign

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Originally Posted by Ave View Post
It makes it harder to defend for the top players too and they have the roids and they will defend to protect them, when they potentially lose more than they can gain.
It makes it harder to defend anyone. We can certainly make PA attack centred and take away the defending portion of the game but i'd find that rather boring especially with the lack of social interaction. There has to be a balance between how easy is it to attack and how easy it is to defend, otherwise the game is either stagnated or just a game of roid swapping where people cant defend properly.

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XP and fleet morals again make sure the ones on top gets attacked.
If XP was doing its job we wouldnt need fleet morale. I certainly dont want 2 new complicated formula features to solve one problem especially if it creates major value problems.

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XP needs to be turned as goods instead of free score, thats been stated many times. Then it is benefical to collect xp in the long run. Also if the people refuce to def, u get the xp for free, loss free.
but what numbers?

If XP can be traded for resources? then its basically attacker salvage? then how do you decide how much resources?

The average land in XP doesnt yield much XP but their are occasional lands which get massive amounts. So if XP gives you score and resources, then you've opened up major problems to try and balance it. Why isnt roids and score enough?

You've also got the problem of strategys. If XP yields resources as well as score, then CR/BS rushing at the start becomes overpowered, as they always get a huge XP land, go #1 and will then also become #1 value.

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The ones on top will defend when they got most to lose and they cant get same kind of xp boosts as the people below them.
Thats already the case but the top players are usually always value players.

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Fck your value, its pure sht approach. XP is far more benefical for the game.
Value allows you to attack planets and defend. A planet without value is useless, we should not be encouraging players to crash there fleet when it isnt beneficial to do so and will probably ruin their round. Thats why PA is pure value play, XP is good in theory but it only becomes viable at the end of the round where the scoregain from crashing can outweight what you'd of gained otherwise.

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XP isnt to crash fleet, when do u people get it, it is to encourage landings and encourage to attack people on top. When u crash hard enough, u cant win no more, its not away from the player crashed on, more likely he helps his alliance gain stronger position, even he would self lose some. Landings for kills! Landings to make others suffer! Get it? Landings at risk of gaining great amount of roids and xp, but making your value and fleet weaker for days.
but what do you expect to happen when people hit top players? They're going to get defence and going to be extremly hard to roid. but the roids are worthless if they arnt repaid quickly as the chance of getting roided becomes high when they make themselves fat and lose value.

XP is regarded as useless for every player until the last tick. Until then its nothing and worthless.

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the "new account" can be just a page as fleet or population is, its just moon related issues.
or we could just have a page with covert-operations, where they do their covert-operations from. Instead of creating a moon to do covert-operations.


I agree in theory with some of what you say but its almost impossible to balance properly within PA without completly changing PA and alienating the current community. Its not as simple as just making defence harder or making attacking easier.. They both have to be balanced in order to encourage alliance play and galaxy play. Its also a reason why most DC's tend to dislike ST as it becomes a nightmare to DC all the incomings where everyone needs certain ships.

Its also not easy to encourage players to hit the top planets, when you're keeping the same formula's for roid capping. As it will always be that if you cap 50-75 roids a night from noobs, you'll be a high ranking player. People naturally go for roids which they have a chance of success hitting. Alliances currently do hit big planets, but those big planets tend to get more defence, so even when alliance members teamup to hit them, they rarely land.

Hell at the end of the game, you see 20+ fleets launching on planets and still no landing. The top planets are priority defence, especially in the later game. Encouraging newbs to launch on them, is nothing but suicide.
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