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21 Feb 2007, 08:21
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#1
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Registered User
Join Date: Jun 2005
Location: Moncton, Canada
Posts: 15
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Piggy's
Dont know if its been said before.
Dont really care.
What if piggy's had to fight each other on top of defence or even just have random casualty's.I mean we are all enemy's right why wouldnt you fight off someone lowering your roid cap.
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Jonny
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21 Feb 2007, 12:40
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#2
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Un-retired by request
Join Date: Oct 2003
Posts: 407
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Re: Piggy's
This would stop people teaming up to attack larger players though so I don't think it is a good idea.
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Cm,
ASS DC
ex F-crew HC.
Played r4-present missing only 1 round so sad...
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21 Feb 2007, 13:05
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#3
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Registered User
Join Date: Jan 2007
Posts: 52
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Re: Piggy's
Teaming can be made an alliance feature (only players from the same alliance can team up).
But i have no practicable idea how to implement this, nor how to resolve combat with more than 2 parties (attacker, defender, piggies).
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21 Feb 2007, 13:33
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#4
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break it down!
Join Date: Feb 2005
Posts: 2,087
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Re: Piggy's
this would just stop co-operation between people in different alliances etc. Different alliances in the same block would not be able to co-operate.
Plus you'd have to build your attack fleet with that in mind and it'd get way too complicated IMO.
You'd have to take into account what the guy may be hit by and add ships to your fleet to be anti that in case of piggies. Then you'd have to take into account the fact that they're probably thinking the same thing - the stats may be made with this in mind next round or something but I don't like the idea.
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I put the sex in dyslexia!
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21 Feb 2007, 13:57
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#5
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Hamster
Join Date: Apr 2000
Location: Crewe, England
Posts: 3,606
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Re: Piggy's
While I don't think they should go at it in full battle, the galaxies just too small to make that viable I have always thought there should be a friendly fire situation so that people who aren't from the same alliance or galaxy but land together will suffer some losses (not huge mind you) due to the confusion that would happen should such a situation happen.
Like real life allies would have beacons to identify them so they wouldn't hit each other but perhaps that could also open up a useful cov op where you could knock the beacons out and thus have that planets ships caught up in friendly fire
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Wakey
PD and Suggestions Moderator
Co-founder of [F-Crew]
The Farnborough Crew
Cos anything else is just an alliance
Join our public channel at #f-crew
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21 Feb 2007, 14:28
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#6
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Subh HC
Join Date: May 2005
Location: USA
Posts: 215
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Re: Piggy's
Kila when you cooperate it's usually landing the same thing say a BS teamup, now there is no BS in the attack fleets that targets BS, so the friendly fire wouldn't even happen if it was a feature...
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Subh - The rise of honor, loyalty and dedication
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21 Feb 2007, 15:06
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#7
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Don't make me declare war
Join Date: Mar 2003
Location: Portsmouth
Posts: 2,913
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Re: Piggy's
You could have it so that planets can team up if they click smoe button to say they want to.
In addition, you could lose say 5% of your ships when piggying. This would then bring in the bluff element (would a big attacker stay and lose loads for small rewards, smaller planet could say he wont pull etc).
Could be a fun addition.
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21 Feb 2007, 15:25
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#8
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Your typical Troll
Join Date: May 2006
Location: New York City
Posts: 414
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Re: Piggy's
A) i hate piggies.
B) most likely piggies will not target eachother with their guns, and usually one side will just kill off another if it just does happen to...
C) bring back the "target-all" ships from beta
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21 Feb 2007, 15:29
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#9
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Un-retired by request
Join Date: Oct 2003
Posts: 407
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Re: Piggy's
Quote:
Originally Posted by Mighteh
C) bring back the "target-all" ships from beta
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Er that is a silly idea without knowing the details and for another thread.
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Cm,
ASS DC
ex F-crew HC.
Played r4-present missing only 1 round so sad...
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21 Feb 2007, 18:36
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#10
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Piggy's
This is somewhat of an old idea that was brought up many rounds ago when hard-coding was being designed, and blocking was somewhat rampant.
It was effectively meant that, if two planets attacked a third planet at the same time, but were NOT part of the same alliance, they would fire upon each other--as well as the target planet--to a certain degree.
If the attackers were part of the same alliance (in-game) they obviously wouldn't fire at each other.
It's an interesting idea, but I believe, rather messy with multiple non-allied attackers.
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I'd rather be fishing.
Utterly useless since r3
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21 Feb 2007, 19:04
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#11
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[X-Virus]
Join Date: Nov 2006
Location: Drammen, Norway
Posts: 6
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Re: Piggy's
as the prelaunch feature is in the game, means many ppl are sleeping, working etc when the launches happen, meaning they are away when the defence is called out, and u have a less number of defence fleets than attack fleets, another reason for this is that most ppl have 2 attack fleets and 1 defence fleet. this is fact. the problem with it is that alot of gals are targeted by more than 1 alliance.....alliances like to target what looks good.
say for instance a team of alliance X lands on a planet while team Y lands, it should fire upon anyone interfeering outside of ally.
would make it more profitable to attack, but harder for value whores to go on strong. Personaly i love the idea of blasting the pigs out of the sky!
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yours
PP
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21 Feb 2007, 21:22
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#12
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Drink is Good
Join Date: Sep 2004
Posts: 2,122
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Re: Piggy's
why not be able to decide who you choose to fire upon? asin be able to split %s of your fleet, 60% vs planet 40% vs piggy, it will introduce more flexability into this game, since its pretty much the same thing round after round. Launch, jgp, calc, pull/land.
Also it will give planets being attacked who have been triple booked, a chance to maybe survive more due to attackers being unable to know what the other has done with missions, if they do know it creates more communication between 'unknown' players.
It will allow alliances to be more strategical, other methods of killing the enemy without the salvage to bounce back from.
Basically there are alot more benefits, and im sure some downsides, but i think the pros outweigh the cons. Its gonna create a more strategical game, and better attacking oppertunities, because doing the same thing day in day out for the whole round, kinda gets boring after your first attack.
thoughts?
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Can we please have a moment of silence...........
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22 Feb 2007, 18:29
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#13
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: Piggy's
Quote:
Originally Posted by Alki
why not be able to decide who you choose to fire upon? asin be able to split %s of your fleet, 60% vs planet 40% vs piggy, it will introduce more flexability into this game, since its pretty much the same thing round after round. Launch, jgp, calc, pull/land.
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A few issues:
1) Would you decide the percentage of firing aspect when you launched (assuming only one piggybacker) or could it be decided/changed prior to landing (based upon relevant scans). This would be a critical area of discussion, obviously.
2) Assuming you set the percentage rate upon launching, and could not change it mid-flight, how would your fleet act if there were no other attackers present (maybe you get lucky, and the piggy pulls...) or if you set it based upon one piggy, but there were two or more?
For the record though, I am--and have been for some time--a supporter of this general idea
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I'd rather be fishing.
Utterly useless since r3
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23 Feb 2007, 02:16
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#14
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Registered User
Join Date: Jan 2001
Posts: 1,663
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Re: Piggy's
You could have to tick an 'agressive mode' option before you launch your fleet.
It would make the battles more interesting coz less predictable. I think PA is turning too much to a non-wargame : either you get def and the attacker recalls or you dont get def and you run your fleet...
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<smith> You're 15 and full of shit.
<Furious_George> no, im 22
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23 Feb 2007, 08:50
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#15
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Guest
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Re: Piggy's
You do still kind of fight each other, as the fleet with the biggest value always come out on top, so that is kind of a mini win over your piggy.
woo! i posted
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23 Feb 2007, 09:45
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#16
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Bragpack™
Join Date: Nov 2004
Posts: 815
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Re: Piggy's
Quote:
Originally Posted by Alki
why not be able to decide who you choose to fire upon? asin be able to split %s of your fleet, 60% vs planet 40% vs piggy, it will introduce more flexability into this game, since its pretty much the same thing round after round. Launch, jgp, calc, pull/land.
Also it will give planets being attacked who have been triple booked, a chance to maybe survive more due to attackers being unable to know what the other has done with missions, if they do know it creates more communication between 'unknown' players.
It will allow alliances to be more strategical, other methods of killing the enemy without the salvage to bounce back from.
Basically there are alot more benefits, and im sure some downsides, but i think the pros outweigh the cons. Its gonna create a more strategical game, and better attacking oppertunities, because doing the same thing day in day out for the whole round, kinda gets boring after your first attack.
thoughts?
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I like it!!!
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23 Feb 2007, 14:16
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#17
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Orbit HC
Join Date: Sep 2006
Posts: 184
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Re: Piggy's
How would you deal with the targetting issues in piggies fighting each other?
Say my terran de fleet is piggied by a zik cr fleet and I set my drakes to shoot them, they'd then be faced with a recall or a loss for no gain.
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24 Feb 2007, 01:45
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#18
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Registered User
Join Date: Jun 2004
Posts: 1,081
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Re: Piggy's
That's the point I guess.
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Dynamic Salvage!
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