View Poll Results: Combat length
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1 tick attack / defence (new style)
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55 |
30.39% |
3 ticks attack / defence
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23 |
12.71% |
3 ticks attack / 6 ticks defence (old style)
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93 |
51.38% |
Other (post below)
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10 |
5.52% |
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18 Nov 2003, 19:17
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#1
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Let battle commence
Join Date: Feb 2002
Location: England
Posts: 732
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Combat (2/2)
A few little questions regarding the future of PA.
Please add comments here if you wish.
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18 Nov 2003, 19:21
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#2
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Jolt's best friend
Join Date: Feb 2003
Posts: 2,101
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Re: Combat (2/2)
i'd have voted for 1 tick attack, 2 or 3 defence, but it's not there :/
-mist
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18 Nov 2003, 20:25
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#3
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Roidhumper
Join Date: Apr 2001
Location: Netherlands
Posts: 150
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Re: Combat (2/2)
1 tick/1tick all the way. Finally tactics like waving make sense and are usefull and rewarding again. No need for tactics like overkill. It IS possible for the enemy to run out of defensive fleets. Maybe the roidcap should be increased a bit though (you used to be able to get 3*15% on 1 attack and now you only get 20% cap max) Maybe this should be raised to 30% so a 1 tick attack pays of more.
Definately NO against defense times that are longer than attack times. And PLEASE keep the attacking time to 1 tick. With a cap increase it leads to much more dynamic roid flows across the universe.
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18 Nov 2003, 22:54
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#4
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Canadian to the Core
Join Date: Jan 2001
Location: Canada
Posts: 1,004
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Re: Combat (2/2)
Why no 2 tick attack, 3/4 tick defense?
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19 Nov 2003, 00:09
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#5
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Let battle commence
Join Date: Feb 2002
Location: England
Posts: 732
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Re: Combat (2/2)
they were the first that came to mind, i've added an 'another' which u can write down here
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19 Nov 2003, 00:09
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#6
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Registered Awesome Person
Join Date: Jul 2002
Posts: 5,676
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Re: Combat (2/2)
old style all the way - alliances are too powerful with 1 tick attacks since everyone gets a look in. In contrast, in old PA, you couldn't have too many people attacking in the early hours without bringing down the roid cap.
Likewise, you need to be able to defend for a while - it makes sense logically - ships can hang around in a sector for a certain amount of time. You could even research how long you can attack/defend for!
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19 Nov 2003, 02:50
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#7
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Das Scoot
Join Date: May 2001
Posts: 788
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Re: Combat (2/2)
I like 1/1, but with the current eta system I'd perfer 2/2. That way you can send defense for the 2nd tick, which may force the attacker to run entirely.
Or, you could just do away with this business of only giving people 1 tick to find defense.
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19 Nov 2003, 13:16
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#8
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Fightin-irish for life
Join Date: Mar 2001
Location: guinness brewery
Posts: 2,177
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Re: Combat (2/2)
i like the idea of 1 tick attacks it makes the roids go further :P but would like to see an additional tick for defence however these would only work if the travel times were linked to ship class and not universal for all classes ,
you could offset this by haveing 2 types of each class ship were each class targets itself and the next class up
eg
fighter 1 - targets fighters
fighter 2 - targets frigates
frigate 1 - targets frigates
frigate 2 - targets cruiser
cruiser 1 - targets cruiser
cruiser 2 - targets battleship
and then with battle ships it gets a bit differant depending on race
terran bs1 - targets bs
terran bs 2 - targets fi
cath bs 1 - targets bs
cath bs 2 - targets frigates
etc etc
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19 Nov 2003, 23:03
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#9
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Registered Awesome Person
Join Date: Jul 2002
Posts: 5,676
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Re: Combat (2/2)
Quote:
Originally Posted by gzambo
i like the idea of 1 tick attacks it makes the roids go further :P but would like to see an additional tick for defence however these would only work if the travel times were linked to ship class and not universal for all classes ,
you could offset this by haveing 2 types of each class ship were each class targets itself and the next class up
eg
fighter 1 - targets fighters
fighter 2 - targets frigates
frigate 1 - targets frigates
frigate 2 - targets cruiser
cruiser 1 - targets cruiser
cruiser 2 - targets battleship
and then with battle ships it gets a bit differant depending on race
terran bs1 - targets bs
terran bs 2 - targets fi
cath bs 1 - targets bs
cath bs 2 - targets frigates
etc etc
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If we don't get the old stats back, I like this but I'd still rather have 3 tick attack/6 tick defence
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23 Nov 2003, 19:52
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#10
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Registered User
Join Date: Mar 2002
Location: In a green dustbin
Posts: 48
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Re: Combat (2/2)
I voted for old style PA because i thought it was just more enjoyable.
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28 Nov 2003, 15:30
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#11
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Commodore
Join Date: Mar 2001
Location: Perth, Western Australia
Posts: 3,176
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Re: Combat (2/2)
I'd like 2 tick attack and 2 or 3 tick defence (as mentioned above), as currently if you miss that single tick you cant help out your mate whatsoever - at least with two tick attacks then you can help for a while.
I voted for 3 / 3 thoguh - just because i felt like being different
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10 Dec 2003, 09:09
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#12
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Bad Girl
Join Date: Sep 2000
Location: right here..right now
Posts: 1,055
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Re: Combat (2/2)
1 tick attack is cool..
3 tick def or more.. not fussed but definately not 1
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13 Dec 2003, 23:57
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#13
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TroubleMaker
Join Date: Jun 2003
Location: Scotland
Posts: 9
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Re: Combat (2/2)
I like it the way it is. although having maybe set for the Def to only 2 ticks instead of 6
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14 Dec 2003, 23:39
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#14
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Registered User
Join Date: May 2002
Location: Somewhere over the rainbow
Posts: 284
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Re: Combat (2/2)
I really prefere the PaX way of attacks/defence
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thx for reading
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10 Jan 2004, 22:01
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#15
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Womble
Join Date: Dec 2002
Location: Amsterdam, The Netherlands
Posts: 250
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Re: Combat (2/2)
2 ticks attack 3 ticks defence, though u need to change eta's and ships targetting.
if not, keep 1 /1
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31 Jan 2004, 21:36
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#16
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PA Ancient
Join Date: Oct 2003
Location: Ventnor, Isle Of Wight
Posts: 1,060
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Re: Combat (2/2)
i think 3 tick attacks and 3 tick defence is an ok option. One becuase i hated the old style of defending for 6 ticks that just sucks, plus i feel that the new option sucked also becuase if you missed the tick ur done for, where as if it was attack 3 ticks then you will be able to at least save yourself 2 ticks.
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1 Feb 2004, 12:31
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#17
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: Combat (2/2)
If (as I thought we were, although checking back I can't find a post to justify this) we're going back to clusters and parallels (hurray!) and (i know this!) we'll have 'several' races, I assume the ETA is being shifted back, which will make it easier to get defense with fighters / whatever their equilivent from cluster/parallel/gal mates. This will give the defender a bit of an advantage. I think the attacker should be able to attack for more than 1 tick (maybe lower the cap rate to 10%or something per tick - I realise more than 1 tick means bashing etc, with a huge fleet first tick and then a pod fleet next tick, but this is an initiative problem as much as an eta / attack time problem). Something like 2/2 or 2/3 (maybe 3/4) but I don't think 3/6 is fair, it'll be easier to get defense compared to last round as it is, so getting a friend bigger than you to send some of his fleet to cover you for 6 ticks against lots of incoming isn't that fair - and alliances will take advantage of this more than n00bs when covering defense.
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24 Feb 2004, 03:02
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#18
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Registered User
Join Date: Sep 2003
Location: Pillaging the Universe
Posts: 6
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Re: Combat (2/2)
different Attack /Defence Times Depending on Tactics and Research.
ie..
Attack 1 Tick - Sneak Attack (2X E cost, Does not show on Gal Status until tick 4 (or whatever ingal defence time is))
Attack 2 Tick - Normal Attack
Attack 2 Tick - Stratigic Attack (2X E cost, Roid Cap +5/10%, Attack Damage -10%)
Defend 2 Tick - Emergency Defence(3X E cost, ETA -1)
Defend 3 Tick - Normal Defence
Defend 4 Tick - Picket Defence (2X E cost, like 10% defence bonus)
Also, to make this work better, we would definately have to get rid of the Universal ETA. ETA based on Shipclass/size like in the old days. Priorities could be incorperated into all of these.
These of course are just basis for my idea, the costs and effects can be tweaked to be more fair.
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Last edited by Cappy; 27 Feb 2004 at 00:18.
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2 Mar 2004, 09:34
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#19
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Registered User
Join Date: Apr 2003
Posts: 77
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Re: Combat (2/2)
It should be easier to defend than to attack...3/6 makes the most sense.
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2 Mar 2004, 16:47
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#20
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used to register
Join Date: Feb 2002
Location: Netherlands
Posts: 979
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Re: Combat (2/2)
Quote:
Originally Posted by Cappy
different Attack /Defence Times Depending on Tactics and Research.
ie..
Attack 1 Tick - Sneak Attack (2X E cost, Does not show on Gal Status until tick 4 (or whatever ingal defence time is))
Attack 2 Tick - Normal Attack
Attack 2 Tick - Stratigic Attack (2X E cost, Roid Cap +5/10%, Attack Damage -10%)
Defend 2 Tick - Emergency Defence(3X E cost, ETA -1)
Defend 3 Tick - Normal Defence
Defend 4 Tick - Picket Defence (2X E cost, like 10% defence bonus)
Also, to make this work better, we would definately have to get rid of the Universal ETA. ETA based on Shipclass/size like in the old days. Priorities could be incorperated into all of these.
These of course are just basis for my idea, the costs and effects can be tweaked to be more fair.
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I rather liked the idea of NO launch costs whatsoever... Kept the fleets going, also later in round...
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2 Mar 2004, 23:39
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#21
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Registered User
Join Date: Sep 2003
Location: Pillaging the Universe
Posts: 6
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Re: Combat (2/2)
keeping a stockpile of fuel is also a big part of strategy... one i think was missing from the last round. to me, its pointless to have the 3 resources in PAX, where at least in the earlier rounds, it made sence.. i.e. Metal primarily for ships (with exceptions) crystal for ships and scans, and e for scans and fuel. Having the resources kinda specialized like this made you use stratigy when getting roids... hummm, i need more fuel, ok, lets find a target where i can cap some E roids.... hmmm, i need some more crystal, so i can make scans, ok, lets find a target with lots of C roids. in PAX, all you really needed was a correct ratio... and by attacking targets of the same race, or alternating between certian races, you could keep that ratio... imho, overly simplified.
also, having to factor in fuel costs brings in strategy when composing a fleet. twards the end of the round, if you don't have enough E roids, you have to really watch how you compose your fleet. This also cuts down on the number of complete bashings that take place, unless the bashor ofc used enough strategy earlier in the game and got enough E roids
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Last edited by Cappy; 6 Mar 2004 at 19:54.
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17 Mar 2004, 09:47
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#22
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Registered User
Join Date: Apr 2003
Posts: 77
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Re: Combat (2/2)
What's wrong with complete bashings? They are fun
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17 Mar 2004, 18:46
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#23
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Registered User
Join Date: Sep 2003
Location: Pillaging the Universe
Posts: 6
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Re: Combat (2/2)
nothing ofc, if you plan well enough to have the fuel to fund them...
i'm just not the biggest fan of being able to send your entire fleet out every night with out the reprecussion of running out of fuel or whatever. to me, its almost too easy, and its just my personal opinion that i like using E as fuel.
I also liked having the different Ship Classes having different ETAs, that aslo brought into play many many different stratgies
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18 Mar 2004, 18:49
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#24
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.
Join Date: Mar 2004
Posts: 3,382
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Re: Combat (2/2)
Well said, and I agree with your ideas in that earlier post, Cappy.
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23 Mar 2004, 12:05
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#25
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Reservoir Dog
Join Date: Jun 2003
Location: Down South,England
Posts: 613
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Re: Combat (2/2)
old school all the way
especially for when def, so thn u can tackle 2 waves of attacks
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24 Mar 2004, 09:22
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#26
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pe0n
Join Date: Oct 2002
Location: Kindom of the Netherlands
Posts: 1,347
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Re: Combat (2/2)
I prefer old style above this new stuff. But why not try a compomise (2 att/3 def)?
some suggestions:
traveltime is an important factor too: add distances or clusters and/or parallels
A traveltime system that favours smaller players sounds nice too: TT or speed based on your (fleet)value: allows swift action from early on in the game, without taking away the need for TT research. Or based on your relative value (to fascilitate attacking big players). It would allow the smaller players to work together over larger distances.
If you use old stats, then simplify them: WpSp/Agil and Guns/Pwr/Armor have a similar aim: 1 of these combinations can be made abundand without seriously influencing the way combat takes place.
Remove the attack limit: if the scoring system is bad, then fix that instead of fighting the symptons.
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28 Mar 2004, 08:54
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#27
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Registered User
Join Date: Sep 2003
Location: Pillaging the Universe
Posts: 6
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Re: Combat (2/2)
humm... just noticing, i have like 3 posts alone on this one thread, yet i still have a post count of 1.
i would be more than happy to settle for anything, so long as it was that defence can be 2X as long as attacks. ie. 1A/2D ; 2A/4D, etc.
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