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Unread 26 Nov 2016, 02:18   #1
vuLgAr
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Hardcoded relations

what a con...
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For many eons the Planetarion universe has been rife with war and destruction.
either change the opening tag to signup or remove these limits in what you can declare war against, sk etc etc...
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Unread 26 Nov 2016, 12:40   #2
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Re: Hardcoded relations

With structure defenses around I dont see why there has to be a limitation on use of structure killers.
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Unread 26 Nov 2016, 12:59   #3
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Re: Hardcoded relations

hunter is a dumb guy but he has a very good point here
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Unread 26 Nov 2016, 15:54   #4
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Re: Hardcoded relations

the one war limit is not only annoying it's counter productive imo and only serves to promote bashing the same tag into oblivion whilst the benefits of war are still in place.

also why do sk's have to be prevented from launching entirely at a target your not at war with, instead of them launching and having no affect, it seems like this was the easy fix rather than the right one.
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Last edited by vuLgAr; 26 Nov 2016 at 15:59.
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Unread 26 Nov 2016, 15:55   #5
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Re: Hardcoded relations

Even a fool can be right sometimes!

My only problem with SKs becoming more common is that it'll just end up with everyone on 10% SD, making both useless, and only noobs will lose structures.
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Unread 26 Nov 2016, 16:13   #6
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Re: Hardcoded relations

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Originally Posted by Patrikc View Post
My only problem with SKs becoming more common is that it'll just end up with everyone on 10% SD, making both useless, and only noobs will lose structures.
Kinda like covert ops then, doesn't seem like every planet is completely immune from them though... maybe a guards style structure defence with a multiplier in population somewhere using resources rather than structures as a way to be immune would work.

SECURITY CENTRE's seem like a much better way to introduce protection and still leave the option open for different styles of play rather than STRUCTURE DEFENCE's full blown immunity.
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Unread 27 Nov 2016, 12:01   #7
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Re: Hardcoded relations

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Originally Posted by vuLgAr View Post
also why do sk's have to be prevented from launching entirely at a target your not at war with, instead of them launching and having no affect
Probably to stop people launching and then complaining that their SKs didn't do anything.
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Unread 27 Nov 2016, 14:02   #8
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Re: Hardcoded relations

Sks are an awesome empsoak usually, and you have value invested in them so why wouldn't you be able to fly "useless" ships that are actually quite useful.
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Unread 1 Dec 2016, 17:06   #9
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Re: Hardcoded relations

remove war requirement and put back to the way it was before with SKs being off class (to stop the emo cry baby b****s whining).

right now
1 you tell people your coming
2 nearly everyone seems to have SK def
so basically a previously difficult ship to land has become almost impossible to land.

to sum up either remove war requirement or might as well remove another play style option to keep the cry babies happy
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Unread 1 Dec 2016, 18:01   #10
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Re: Hardcoded relations

Quote:
Originally Posted by darkzidane View Post
remove war requirement and put back to the way it was before with SKs being off class (to stop the emo cry baby b****s whining).

right now
1 you tell people your coming
2 nearly everyone seems to have SK def
so basically a previously difficult ship to land has become almost impossible to land.

to sum up either remove war requirement or might as well remove another play style option to keep the cry babies happy

SKs was initialy implented to give another dimension to combat.
Now days there is no combats happening, the rounds are to short and the margins for errors tiny, if not non-existant.
Most top tags is NAPed with each other and aiming to feed of smaller tags.
Crashing you own fleet in return to kill off more value of your competive tags dosnt happend, since cry babies keep asking for a more even battle field, you will be overtaken by 2-3 other tags if you take any losses.

Because of the nature of the game atm, most people want to use SKs soley to troll instead of using it as a weapon of war. Very few want more trolling, so allowing free SKing would be a unpopular thing to do.
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Unread 1 Dec 2016, 18:29   #11
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Re: Hardcoded relations

Quote:
Originally Posted by BloodyButcher View Post
SKs was initialy implented to give another dimension to combat.
Now days there is no combats happening, the rounds are to short and the margins for errors tiny, if not non-existant.
Most top tags is NAPed with each other and aiming to feed of smaller tags.
Crashing you own fleet in return to kill off more value of your competive tags dosnt happend, since cry babies keep asking for a more even battle field, you will be overtaken by 2-3 other tags if you take any losses.

Because of the nature of the game atm, most people want to use SKs soley to troll instead of using it as a weapon of war. Very few want more trolling, so allowing free SKing would be a unpopular thing to do.
Well soon the only way to play will be who can initiate more.

We decreased salvage to hell so defending is not profitable anymore its better to just attack.

We decreased xp so xping is not a play style anymore.

We are removing races.

We will remove structure killers now also maybe!

Maybe just remove everything so there are no alternative styles of play and just have 1 ship to build which we can then send around!
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Unread 2 Dec 2016, 00:53   #12
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Re: Hardcoded relations

only a moron like bitch3r would imply using SK's is by any means a troll and is detrimental in any way shape or form... in war hitting infrastructure is a pretty valid tactic, you dont get naps in real war, you dont get awww so cute a shitty alliance we wont hit them in real war!

firstly they do so little in terms of damage compared to say a FC or 10 waves due to you being a decent target, these are part of the fun, the reason you're so much against them and so many others similar to you is because they are outspoken ****wits and fear them...

now SK use are decided by the alliance you play for and their politics meaning a new player HAHAHA (bows) or someone that plays this game for fun is just flat out bored.
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Unread 2 Dec 2016, 00:56   #13
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Re: Hardcoded relations

also onto hardcoded relations yet again, why on earth should my INDEPENDENT planet playing for an alliance be inhibited by their politics? why can't i hit someone they have a nap with, i used to be able to? now i can't because god forbid a HC have to do some work other than talk shit with another HC...

what a game!

were playing the game of 10 people and their shitty and absolute moronic ego's GG
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Unread 2 Dec 2016, 21:52   #14
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Re: Hardcoded relations

If you're playing for an alliance, you're not independent.
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Unread 3 Dec 2016, 21:01   #15
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Re: Hardcoded relations

if im in an alliance of players regardless of your opinion they don't control my planet so as such i believe im independent, you seem to be mixing up an alliance in PA with what an alliance actually is.

also no relations in havoc... still cant use SK
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Unread 3 Dec 2016, 22:13   #16
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Re: Hardcoded relations

I'm pretty sure the reason SK's are the way they are now is because of folks like us

That being said, they need a strong balance pass or be removed entirely. Give every race a 'cargo ship' instead.
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Unread 3 Dec 2016, 23:59   #17
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Re: Hardcoded relations

Quote:
Originally Posted by vuLgAr View Post
i believe im independent
https://www.youtube.com/watch?v=_-p8bOoFlPo
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