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Unread 14 Nov 2014, 19:53   #101
Plaguuu
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Re: Mil Centres

Its ridiculus as I said pre round.. The mil centres isnt the problem tho, but since they boost smth that is broken, they amplify the issue. Fix the problem and the mil centres are fine.
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Unread 14 Nov 2014, 19:58   #102
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Re: Mil Centres

Quote:
Originally Posted by Wishmaster View Post
We have had some rounds where xp played a massive part, cant we have one where it doesnt?
We've had 50+ rounds in which XP played practically no role.
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Unread 14 Nov 2014, 21:42   #103
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Re: Mil Centres

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Originally Posted by fortran View Post
The ones holding t10 using Xp are only there due to an amount of support in the same level of any previous round top player but focused on the every day escorting rather than on defense leeching, pnaps and a few escorts near round ends.
Unless the alliance fleets page lies to me I have not seen any of the top xp ppl currently in p3n get escorts (could be oot? and I admit I am not always checking it) though they do keep muttering about needing to begin getting escorts. Also 2 2 9 (anyone know who he is?) when attacking p3n never seems to come with escorts. The 'support' seems to be that the xpers are happy to let each other land on themselves to each gain a bit more xp!
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Unread 14 Nov 2014, 23:04   #104
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Re: Mil Centres

There is no doubt in my mind that this round's 'issues' have been exacerbated by the silent mutual agreement between (most) Xans to attack only.
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Unread 15 Nov 2014, 02:22   #105
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Re: Mil Centres

Quote:
Originally Posted by Mzyxptlk View Post
We've had 50+ rounds in which XP played practically no role.
50+? That is just a load of bullshit. 50 rounds where it might not have decided the round winner, but 50 rounds+ where it "played no role" is incorrect.

What would be the negative part?

atm Planetarion is a game where people can play without spending any sort of time. Defence is no longer important.
Cant we have one round where it changed in the completely different way? Where activity matters, and where crashing really really ****s your round?

If it all turns out to be shit, well.... this round is a ****ing joke and they somehow ended up going for it.
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Unread 15 Nov 2014, 03:07   #106
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Re: Mil Centres

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Originally Posted by Patrikc View Post
There is no doubt in my mind that this round's 'issues' have been exacerbated by the silent mutual agreement between (most) Xans to attack only.
Damn, you've cracked the code!


Quote:
Originally Posted by Wishmaster View Post

atm Planetarion is a game where people can play without spending any sort of time
.

Not sure how that's a bad thing unless you're a teenager, or un-employed...which I don't believe you are either of those. I'm certainly not and simply don't have time to wake up at night to **** around with internet spreadsheets

Quote:
Defence is no longer important.
I'd say it's more important being the ST stats leave plenty of holes to poke through. Sounds more like bad alliance/BG/BP/whatever strategy. Not that I like these stats, but there should be some "team play" involved.

Quote:
Cant we have one round where it changed in the completely different way? Where activity matters, and where crashing really really ****s your round?
Generally speaking--and from significant experience--crashing really, really ****s your round. Guess the difference is crashing fakes vs crashing 'real' fleets :0

Quote:
If it all turns out to be shit, well.... this round is a ****ing joke and they somehow ended up going for it.
Look at the writing on the wall. See mass Xan, go for the race(s) that can survive Xan on a basic level and play smartly? Terran BS + Pegs seems pretty obvious for sustained value play, just "at a glance" look.

:Edit: KIA agrees with me if you sort planets by value, half the top 20 are Ter...

:Edit x 2: Unintentional thread derail, sorry
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Unread 15 Nov 2014, 11:56   #107
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Re: Mil Centres

Dudes none of the current top10 xp players is being escorted. I know first hand, i can check ally fleet pages... They just attack 24/7 attack-def-recall-attack again... only the Nelito nickname guys they do escortin, but theres only 1 of them in top10 atm
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Unread 15 Nov 2014, 12:52   #108
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Re: Mil Centres

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Originally Posted by Zeke View Post
Dudes none of the current top10 xp players is being escorted. I know first hand, i can check ally fleet pages... They just attack 24/7 attack-def-recall-attack again... only the Nelito nickname guys they do escortin, but theres only 1 of them in top10 atm
As said before, either escorts or low value to be able to attack inactives for large xp bonus. Its rather lame all in all and doesn't require any effort at all to do.
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Unread 15 Nov 2014, 12:58   #109
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Re: Mil Centres

Quote:
Originally Posted by Wishmaster View Post
50+? That is just a load of bullshit. 50 rounds where it might not have decided the round winner, but 50 rounds+ where it "played no role" is incorrect.
How many then? 30? 20? Less than 2?

Quote:
Originally Posted by Wishmaster View Post
What would be the negative part?
You're suggesting a change. The onus is on you to provide some arguments why it's a good thing.

Quote:
Originally Posted by Wishmaster View Post
atm Planetarion is a game where people can play without spending any sort of time. Defence is no longer important. Cant we have one round where it changed in the completely different way? Where activity matters, and where crashing really really ****s your round?
You can only avoid spending time if you have other people spending time for you. If that's the situation you're in, then sorry, but I don't feel sorry for you. If you want the game to be harder, try playing completely undercover for a round. See if you can end top 3 then.

Defense is not important this round, for obvious reasons, and that's a fluke. It was important last round (except for the 2 XP whores in the top 10, who were escorted instead), and it was important the round before (for everyone except HellKicker, who was escorted instead), and it was important the round before that (for everyone), and the round before that, and the round before that. And if the stats are not overly offensive again next round, it'll be important for the majority of players once again.

You're right, activity is no longer what's important, because everyone has a smart phone, so everyone is a minute away from checking the game. Availability is what matters now. That has nothing to do with XP or the game n general (though obviously the activity requirements of this round are laughable) and everything to do with the strady progress of technology in the world at large.
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Unread 15 Nov 2014, 13:09   #110
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Re: Mil Centres

It wasn't important the previous rounds either, people just wasn't xp whoring then. If they were decent and xp whoring they would be in the top, xp is op and tbh if someone is defending that it isn't they are one or more of the following.


A: Noob playing xp, and getting high ranks with no effort which they wanna keep doing, cause they are sick of rounds where they have to play normal and crash their fleet 5 times every round cause they thought def was fake or someone forgot to tell them to recall.

B: Noob

C: Retarded

D: Trolls

E: Not playing

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Unread 15 Nov 2014, 13:35   #111
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Re: Mil Centres

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Originally Posted by Mzyxptlk View Post
How many then? 30? 20? Less than 2?


You're suggesting a change. The onus is on you to provide some arguments why it's a good thing.


You can only avoid spending time if you have other people spending time for you. If that's the situation you're in, then sorry, but I don't feel sorry for you. If you want the game to be harder, try playing completely undercover for a round. See if you can end top 3 then.

Defense is not important this round, for obvious reasons, and that's a fluke. It was important last round (except for the 2 XP whores in the top 10, who were escorted instead), and it was important the round before (for everyone except HellKicker, who was escorted instead), and it was important the round before that (for everyone), and the round before that, and the round before that. And if the stats are not overly offensive again next round, it'll be important for the majority of players once again.

You're right, activity is no longer what's important, because everyone has a smart phone, so everyone is a minute away from checking the game. Availability is what matters now. That has nothing to do with XP or the game n general (though obviously the activity requirements of this round are laughable) and everything to do with the strady progress of technology in the world at large.
second part Mzyxptlk was asked as a question....

Also defense is always important even in a round like this... defense is still important to keep once roids, one might not be able to get def as easy but keeping roids are still important who ever says its not important is wrong.. its just not as important as other rounds.

activity is important, but important at key times like it should be, one shouldn't need to be online 24/7 but some effort should be expended to win a game. XP players doesn't even need that....
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Unread 15 Nov 2014, 16:06   #112
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Re: Mil Centres

I'd be for a cap on MC's.

On the condition that structure defense was removed
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Unread 15 Nov 2014, 16:34   #113
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Re: Mil Centres

Ignoring the question whether MCs are too strong in a round with reasonable stats, a cap is very unelegant. A hard cap is pretty much my least favourite solution to anything.
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Unread 15 Nov 2014, 19:42   #114
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Re: Mil Centres

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Originally Posted by Atilla View Post
Mmmm, but still the same support is required for a value player to achieve that rank and most often a hell of a lot more since they have a lot more to worry about than just idling, not really having to care about anything except for fully covered attacks....? See the flaw yet? How does it promote active or good game play to artificially keep once fleet low value to be able to negate hitting active players who will struggle to get the attacks covered... Its just silly.

My beef is not with escorting or supporting planets.. as i said that will always exist in a game like this and it should be, its a strategy game... my beef is with XP and its OP-ness this round.
Xan XP isnt OP this round, Value players have overtaken the majority of Xan XP'ers and only a few remain now. Yes, the very decent ones who have played well are hanging on to top10 but its yet to be seen if they all manage to hold on as it begins to get harder and harder to get those big XP landings.
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Unread 15 Nov 2014, 19:56   #115
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Re: Mil Centres

What if the XP got was divided among each ship surving a combat. The Score related to this combat XP would remain while the ships are not destroyed. That would increase the tick processing considerably I suppose but wouldn't it satisfy both ways of playing? MCs could return to increasing XP gain in 1% imo with that suggestion.
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Unread 16 Nov 2014, 06:02   #116
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Re: Mil Centres

Noone is suggesting to remove Military Centres...
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Unread 19 Nov 2014, 13:24   #117
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Re: Mil Centres

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Originally Posted by Plaguuu View Post
It wasn't important the previous rounds either, people just wasn't xp whoring then. If they were decent and xp whoring they would be in the top, xp is op and tbh if someone is defending that it isn't they are one or more of the following.


A: Noob playing xp, and getting high ranks with no effort which they wanna keep doing, cause they are sick of rounds where they have to play normal and crash their fleet 5 times every round cause they thought def was fake or someone forgot to tell them to recall.

B: Noob

C: Retarded

D: Trolls

E: Not playing

F: Spinner trying to get people to play ad1230*2

after playing r59 u still believe xp is broken?
u must be kiding.
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Unread 19 Nov 2014, 14:31   #118
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Re: Mil Centres

You realize Plaguuu is #2 right now, yes?
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The outraged poets threw sticks and rocks over the side of the bridge. They were all missing Mary and he felt a contented smug feeling wash over him. He would have given them a coy little wave if the roof hadn't collapsed just then. Mary then found himself in the middle of an understandably shocked family's kitchen table. So he gave them the coy little wave and realized it probably would have been more effective if he hadn't been lying on their turkey.
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