View Poll Results: How many races should there be?
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4
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9 |
20.45% |
5
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8 |
18.18% |
6
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24 |
54.55% |
Other
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3 |
6.82% |
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27 Sep 2016, 10:49
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#1
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The evil stats guy
Join Date: Mar 2014
Posts: 242
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How many races should their be?
Hey all
This past round we only played with 4 races in the hopes it would improve the quality of shipstats by having less races.
In some threads i've been reading some comments about it like: - Not enough diversity with 4 races
- 6 races would give every attack fleet a teamup partner
- The more races we have, how more diversity we have
I felt this discussion deserved it's own topic.
How many races would work best in terms of creating good shipstats, have enough diversity, playability, prevent stagnation, ... and why?
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27 Sep 2016, 12:25
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#2
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Valle is my hero
Join Date: Mar 2010
Posts: 2,581
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Re: How many races should their be?
What happened to 1 2 and 3? Why gather them under 'Other' when they are as valid as the ones given their own slot
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27 Sep 2016, 12:29
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#3
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Registered User
Join Date: Mar 2013
Posts: 517
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Re: How many races should their be?
Is there in PA history other types of ships besides Normal, Emp, Cloak, Steal? I think if there was to be a 6th race, there should be a different kind of ship too.
__________________
mxy
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27 Sep 2016, 12:45
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#4
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
I think the number of pods in the stats (and by extension, the number of roiding fleets) is more important than the number of races.
I like the number of roiding fleets to be divisible by the number of classes (6). 6, 12 and 18 pods are all OK. However, 6 pods means that there's no overlap between the races, which makes teamups pointless and alliance fleet strategies much less interesting. 18... well, 18 is a lot of bloody pods, leaving very little room for actual combat ships. So I like 12.
Whether you achieve that by making 4 races (with 3 pods each), 5 races (some with 2 and some with 3 pods), or 6 races (with 2 pods each) is much less important to me.
Therefore, I voted 'other'.
__________________
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.
Last edited by Mzyxptlk; 27 Sep 2016 at 12:51.
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27 Sep 2016, 15:32
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#5
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Propaganda Chief
Join Date: May 2004
Location: Under the Rainbow
Posts: 4,740
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Re: How many races should their be?
U dont have to make each race symetric.
Ive said this a million times, as you base your stats on some "tiamata-esque" approach.
If cath/etd has 3 pods each, you can have more fleets with EMP attack ships, wich is good in this modern fast paced value PA.
Less "zero loss(def ships that fire before the attacker)" def ships is key, as no one in their right mind will land a dark red calc for 90% of the round anyways. The only ones landing red calcs is trolls, like Asc/HEROES, or alliance on a mission to destroy another alliance.
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RainbowS
RB Ely MISTU Angel Fusi0n 1up ToF VisioN CT FAnG ROCK
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27 Sep 2016, 17:15
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#6
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Valle is my hero
Join Date: Mar 2010
Posts: 2,581
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Re: How many races should their be?
Quote:
Originally Posted by Mzyxptlk
I think the number of pods in the stats (and by extension, the number of roiding fleets) is more important than the number of races.
I like the number of roiding fleets to be divisible by the number of classes (6). 6, 12 and 18 pods are all OK. However, 6 pods means that there's no overlap between the races, which makes teamups pointless and alliance fleet strategies much less interesting. 18... well, 18 is a lot of bloody pods, leaving very little room for actual combat ships. So I like 12.
Whether you achieve that by making 4 races (with 3 pods each), 5 races (some with 2 and some with 3 pods), or 6 races (with 2 pods each) is much less important to me.
Therefore, I voted 'other'.
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Or 3 races with 4 pods each?
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27 Sep 2016, 19:15
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#7
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
Quote:
Originally Posted by BloodyButcher
U dont have to make each race symetric.
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I explictly included that option.
Quote:
Originally Posted by Kaiba
Or 3 races with 4 pods each?
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I don't really like the idea, but I can't come up with a good argument against it.
__________________
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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27 Sep 2016, 19:17
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#8
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Propaganda Chief
Join Date: May 2004
Location: Under the Rainbow
Posts: 4,740
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Re: How many races should their be?
Quote:
Originally Posted by Mzyxptlk
I explictly included that option.
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I wasnt aiming at you.
More of the requirments that Jintao has been setting up for stats the last rounds
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RainbowS
RB Ely MISTU Angel Fusi0n 1up ToF VisioN CT FAnG ROCK
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27 Sep 2016, 19:19
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#9
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
OK.
Relatedly: People who voted for 6 races, what should the 6th race be? I think we can all agree that another mix-of-everything-else like Etd is not what we should aim for. But what then?
__________________
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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27 Sep 2016, 19:37
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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: How many races should their be?
Not Subversion. Just don't.
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I'd rather be fishing.
Utterly useless since r3
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27 Sep 2016, 19:54
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#11
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The evil stats guy
Join Date: Mar 2014
Posts: 242
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Re: How many races should their be?
Lol i think we are moving a bit too far ahead of ourselves. At the moment it's just a question being asked.
If it's ever descided to add a 6th race, i'm guessing there will be a long discussion on what it should be then.
So let's not have it now and focus on the original question: Do we even need a 6th race?
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27 Sep 2016, 20:16
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#12
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NE
Join Date: Dec 2001
Location: UK
Posts: 828
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Re: How many races should their be?
Quote:
Originally Posted by Mzyxptlk
OK.
Relatedly: People who voted for 6 races, what should the 6th race be? I think we can all agree that another mix-of-everything-else like Etd is not what we should aim for. But what then?
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Science (EMP/Cloak) / War (Normal/Steal)
3 variations on each.
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PEACE.
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27 Sep 2016, 20:31
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#13
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Registered User
Join Date: Jan 2004
Location: United Kingdom
Posts: 1,386
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Re: How many races should their be?
Please learn the difference between their and there.
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27 Sep 2016, 21:02
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#14
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NE
Join Date: Dec 2001
Location: UK
Posts: 828
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Re: How many races should their be?
Quote:
Originally Posted by Clouds
Please learn the difference between their and there.
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Great input.
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PEACE.
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27 Sep 2016, 21:37
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#15
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
Quote:
Originally Posted by Jintao
Lol i think we are moving a bit too far ahead of ourselves. At the moment it's just a question being asked.
If it's ever descided to add a 6th race, i'm guessing there will be a long discussion on what it should be then.
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Yeah, I'm sorry, I didn't mean to imply that with 5 whole votes, the 6th race is now a fact. But if we all vote for 6th race, and then it turns out no one has any good suggestions for what that may be, then our votes are kind of useless. I'm just trying to explore the possibility space.
I've tried to come up with ideas for new ship types in the past, and quite frankly, didn't get much farther than a turtle race with very high armor, mediocre damage and very slow init, pretty much Terran-squared... I think we can do better than that.
__________________
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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27 Sep 2016, 21:56
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#16
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Registered User
Join Date: Mar 2013
Posts: 517
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Re: How many races should their be?
What if we start with a sketch that the "ability" is a drawback. Awesome ships in terms of stats but with abilities that hinder them.
I just thought something like:
Phasing: each combat a random part of the ships with this ability doesn't take part in combat
__________________
mxy
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28 Sep 2016, 09:29
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#17
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speed demon
Join Date: Nov 2005
Location: SX!!
Posts: 343
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Re: How many races should their be?
6 races please
2 pods per race
= 12 roiding fleets
2 FI roiding fleets
2 CO roiding fleets
2 FR roiding fleets
2 DE roiding fleets
2 CR roiding fleets
2 BS roiding fleets
NICE BALANCE CHEERS
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28 Sep 2016, 09:31
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#18
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speed demon
Join Date: Nov 2005
Location: SX!!
Posts: 343
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Re: How many races should their be?
RACE BREAKDOWN
Terran (100% heavy kill)
Cathaar (100% EMP, 1 kill maybe)
Xan (100% cloak)
Zik (100% Steal, 1 kill maybe)
Etd (Terran base, with steal ships & some cloak)
Pilgrims (Cathaar base, with kill ships & some EMP)
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28 Sep 2016, 10:30
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#19
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Hibernating
Join Date: May 2004
Location: Team Kesha
Posts: 1,621
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Re: How many races should their be?
Quote:
Originally Posted by Veil05
Science (EMP/Cloak) / War (Normal/Steal)
3 variations on each.
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I like this idea.
Also I don't think a 5th race or 6th race should necesarrily be a mix of different types of ships or introduce a new type of damage (**** subversion).
For me 2 races who only have NORMAL/STEAL/EMP/CLOAK ships but with a different focus/playstyle is perfectly acceptable.
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28 Sep 2016, 10:35
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#20
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Registered User
Join Date: Jun 2007
Location: Ireland
Posts: 1,143
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Re: How many races should their be?
Quote:
Originally Posted by Clouds
Please learn the difference between their and there.
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Maybe you could teach him pal!
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28 Sep 2016, 10:37
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#21
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Registered User
Join Date: May 2015
Location: Great Britain
Posts: 25
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Re: How many races should their be?
Quote:
Originally Posted by Caj
6 races please
2 pods per race
= 12 roiding fleets
2 FI roiding fleets
2 CO roiding fleets
2 FR roiding fleets
2 DE roiding fleets
2 CR roiding fleets
2 BS roiding fleets
NICE BALANCE CHEERS
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Would love to see, cant see it happening
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28 Sep 2016, 17:03
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#22
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respect, unity, order
Join Date: Mar 2002
Posts: 280
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Re: How many races should their be?
newRace is driven by instant profits. They thrive on pillaging, looting and salvaging.
Their swift attack boats allow them to move in and out of combat very quickly. Give them 4 fleetslots.
Their people are mostly on the move, scouting for new targets. They don't need an infrastructure on their planet, all they need is Speed and ships. (Max 50 constructions, slow construction, slow research. Basicly - their research is half-way finished with startup bonus)
This race really profits from combat trough Attacking Salvage.
They have very weak but insanely expensive astropods. They don't attack your planet for the asteroids, they attack it for the raw RESOURCES they can harvest from yours. (Cargo ships style here, but maybe not limited to amount of resources earned / tick).
There is only x amount of resources that can be gathered from a planet when hitting it. Since the gains newRace gets are not sustainable (they don't have roids, they need to profit from the actual harvesting of resources) teaming up for huge battles really isn't profitable, certainly not at earlier stages of the round.
Needs to be fleshed out, but think most of this is already in the game in some way.
Additional Idea 1:
Bonus salvage for defending planets that manage to 'win' a battle at their planet. (Because the attackers would be carrying resources etc)
Additional Idea 2: (this is probably harder to implement)
Red defence could be a thing again. let the newRace actually combat both attacking and defending fleets at a planet.
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Last edited by berten; 28 Sep 2016 at 17:47.
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28 Sep 2016, 17:20
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#23
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Registered User
Join Date: Mar 2008
Location: Portugal
Posts: 88
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Re: How many races should their be?
Although this might seem very abusable, i like this idea.
It gives a new setup and strat for a new way of playing.
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28 Sep 2016, 20:25
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#24
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
Quote:
Originally Posted by berten
newRace
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Interesting idea, but I'm not really feeling it. I see 2 main problems: 1) How can the means of income you list (attacking salvage, cargo ships) ever compete with your standard 1k roids, core4, 60 FCs, 50 refs top 100 tot planet that's gaining 153k value a day? 2) You say the race doesn't have roids, why would planets choose to defend against them, if they can just spend their stocks adn hide their ships instead?
__________________
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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28 Sep 2016, 21:15
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#25
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speed demon
Join Date: Nov 2005
Location: SX!!
Posts: 343
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Re: How many races should their be?
Quote:
Originally Posted by Mzyxptlk
Interesting idea, but I'm not really feeling it. I see 2 main problems: 1) How can the means of income you list (attacking salvage, cargo ships) ever compete with your standard 1k roids, core4, 60 FCs, 50 refs top 100 tot planet that's gaining 153k value a day? 2) You say the race doesn't have roids, why would planets choose to defend against them, if they can just spend their stocks adn hide their ships instead?
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because new race steals structures and gets the effect of the structures x5 to make up for no roids
and new race has OP covoping. In that the success ratio is the same, but new race gets x5 bonus when completing a covop
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Round 83 - Rank 10 - #METOO (Zik)
Round 85 - Rank 3 - QQ (Etd)
Round 89 - Rank 2 - VGN (Zik)
Round 91 - Rank 9 - VGN (Zik)
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29 Sep 2016, 10:09
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#26
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respect, unity, order
Join Date: Mar 2002
Posts: 280
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Re: How many races should their be?
Quote:
Originally Posted by Mzyxptlk
Interesting idea, but I'm not really feeling it. I see 2 main problems: 1) How can the means of income you list (attacking salvage, cargo ships) ever compete with your standard 1k roids, core4, 60 FCs, 50 refs top 100 tot planet that's gaining 153k value a day? 2) You say the race doesn't have roids, why would planets choose to defend against them, if they can just spend their stocks adn hide their ships instead?
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Quote:
Originally Posted by Caj
because new race steals structures and gets the effect of the structures x5 to make up for no roids
and new race has OP covoping. In that the success ratio is the same, but new race gets x5 bonus when completing a covop
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1) The entire point is they don't need to keep up. The race is ment to be a thorn in the side of these top planets. They can focus solely on attacking, don't need defships and can actually steal ALOT of res from these top planets
The goal is to spread the fleets over multiple targets where they can deal considerable losses (think: 5-6 ticks of income for each wave landing?) rather then grabbing 500 roids from 1 2k planet. This way with enough effort you could actually still cause said top planet to gain no income for 24hours straight, but he atleast has a chance to cover some of your waves, even if the first one manages to land.
2) Hiding ships takes 8 ticks - what if my alliance sends a wave 2?
3) Having ships in prod means there is half-finished ships and stocks of resources in these factories. Those could be mine, if I only tried to actually get them!
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Last edited by Appocomaster; 29 Sep 2016 at 15:53.
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29 Sep 2016, 13:11
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#27
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
Quote:
Originally Posted by berten
The race is ment to be a thorn in the side of these top planets. They can focus solely on attacking, don't need defships and can actually steal ALOT of res from these top planets. (...) think: 5-6 ticks of income for each wave landing
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Why would a top planet keep 5-6 ticks of income around when it's getting hit with cargoships? And anyway, I would need to land 4 such attacks a day to keep up with other planets. I'd guess the land rate of solo attacks is about 50%, so that would mean 8 attacks a day, 4 at daytime, 4 at night. That's a lot of effort to get in the same ballpark as normal value planets, which send maybe 3 fleets a day, and even if they don't land for a while, their roids will continue giving them income.
The thing is, while gaining resources is the goal of value-based PA strategies, you don't actually want to have to go out to get resources directly. It's much more efficient to sit on your ass gaining value passively, ie from your roids. Sitting on 500 roids is better than capping X ticks worth of income that those 500 roids would generate, for almost any X, because if you have the roids (not necessarily capped in one attack or even one day), you get the income even if you don't land for a while, whereas if you depend on stealing resources, you have to cap every day or fall behind.
And that's on top of requiring that there's no methods of stopping you from capping even if you land clean, by hiding the treasure (whatever it is) in some way.
Quote:
Originally Posted by berten
1) The entire point is they don't need to keep up.
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Yes, you really do. I'm not saying every planet has to work in a value-based way (preferably not, in fact), but PA is a competitive game, and if you start off your argument with "well, this race can't keep up, but", then you've already lost.
Quote:
Originally Posted by berten
2) Hiding ships takes 8 ticks - what if my alliance sends a wave 2?
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Hiding ships is currently instant, is this a new feature you're suggesting? What about if I launch (or prelaunch) my ships for a tick, can newRace still get at them then?
Quote:
Originally Posted by berten
3) Having ships in prod means there is half-finished ships and stocks of resources in these factories. Those could be mine, if I only tried to actually get them!
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I kind of like this idea, as it counters stocking in a natural way. I suspect planets would just build more factories, though, to ensure you can always prod out your stocks if you get hit by newRace.
__________________
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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29 Sep 2016, 13:45
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#28
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NE
Join Date: Dec 2001
Location: UK
Posts: 828
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Re: How many races should their be?
Quote:
Originally Posted by Caj
because new race steals structures and gets the effect of the structures x5 to make up for no roids
and new race has OP covoping. In that the success ratio is the same, but new race gets x5 bonus when completing a covop
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Quote:
Originally Posted by berten
1) The entire point is they don't need to keep up. The race is ment to be a thorn in the side of these top planets. They can focus solely on attacking, don't need defships and can actually steal ALOT of res from these top planets
The goal is to spread the fleets over multiple targets where they can deal considerable losses (think: 5-6 ticks of income for each wave landing?) rather then grabbing 500 roids from 1 2k planet. This way with enough effort you could actually still cause said top planet to gain no income for 24hours straight, but he atleast has a chance to cover some of your waves, even if the first one manages to land.
2) Hiding ships takes 8 ticks - what if my alliance sends a wave 2?
3) Having ships in prod means there is half-finished ships and stocks of resources in these factories. Those could be mine, if I only tried to actually get them!
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You literally never mentioned any of these things.
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PEACE.
Last edited by Appocomaster; 29 Sep 2016 at 15:54.
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29 Sep 2016, 14:28
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#29
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respect, unity, order
Join Date: Mar 2002
Posts: 280
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Re: How many races should their be?
Quote:
Originally Posted by Mzyxptlk
Why would a top planet keep 5-6 ticks of income around when it's getting hit with cargoships? And anyway, I would need to land 4 such attacks a day to keep up with other planets. I'd guess the land rate of solo attacks is about 50%, so that would mean 8 attacks a day, 4 at daytime, 4 at night. That's a lot of effort to get in the same ballpark as normal value planets, which send maybe 3 fleets a day, and even if they don't land for a while, their roids will continue giving them income.
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Stealable resources != Stock
Stealable resources == Earnings from combat tick + stock + ongoing constructions + ongoing productions + ongoing ship sales + salvage from dying ships
Quote:
The thing is, while gaining resources is the goal of value-based PA strategies, you don't actually want to have to go out to get resources directly. It's much more efficient to sit on your ass gaining value passively, ie from your roids. Sitting on 500 roids is better than capping X ticks worth of income that those 500 roids would generate, for almost any X, because if you have the roids (not necessarily capped in one attack or even one day), you get the income even if you don't land for a while, whereas if you depend on stealing resources, you have to cap every day or fall behind.
And that's on top of requiring that there's no methods of stopping you from capping even if you land clean, by hiding the treasure (whatever it is) in some way.
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newRace planets do still have a basic infrastructure. If i want a sustainable income I could opt to get some refineries going. - Every planet in planetarion starts with the ability to mine 100 asteroids. ....
The point is: while your planet will never generate enough to keep up, your 'raids' will help you to keep up.
Quote:
Yes, you really do. I'm not saying every planet has to work in a value-based way (preferably not, in fact), but PA is a competitive game, and if you start off your argument with "well, this race can't keep up, but", then you've already lost.
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Yes, but since you only require attackships, you'll not be sinking resources into defships. currently 3-400 roid planets can't keep up with value either, still their attacks hurt, cause they can focus on 1 ship-type.
Quote:
Hiding ships is currently instant, is this a new feature you're suggesting? What about if I launch (or prelaunch) my ships for a tick, can newRace still get at them then?
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Was referring to ship-selling. Ships that aren't in base shouldn't be considered in the calculations. See above for basic calculation
Anyways, just trying to describe the idea a bit and using you as a sparring partner mz.
I guess I want to introduce a hit & run race. Grab what you can. Even in very tight corners you could come out ahead (maybe you are not able to recall attacks, but everyone of your ships has a 33% chance to limp out of combat rather then die? - (dc's can't just cover with 'equal value loss', they'll need to make sure defence is worth it, cause newRace is going to land anyhow!!)). Nothing is to be gained by attacking your planet, but when the defending party manages to spring a trap on you (cover your attack) they'll be feasting on your juicy cargo.
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29 Sep 2016, 14:31
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#30
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respect, unity, order
Join Date: Mar 2002
Posts: 280
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Re: How many races should their be?
Quote:
Originally Posted by Veil05
You literally never mentioned any of these things.
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Damn Veil this is a bad quote :s - who are you talking to?
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29 Sep 2016, 15:00
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#31
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NE
Join Date: Dec 2001
Location: UK
Posts: 828
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Re: How many races should their be?
Quote:
Originally Posted by berten
Damn Veil this is a bad quote :s - who are you talking to?
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You elaborated on your original post as if everyone should have known.
I think it'll be a challenge implementing such a different style/game play.
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PEACE.
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29 Sep 2016, 16:17
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#32
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: How many races should their be?
I don't personally have an issue with new styles of play (or even taking back a form of subversion) but I agree that having a race which it's not possible to win with is not really a viable solution.
A slightly different idea which I saw - related to attacker salvage - is that instead of getting any salvage, they get direct salvage in ships either of their own or of others, even when attacking (potentially). It'd be more of a unique race ability.
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r8-10 RaH r10.5-12 MISTU
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29 Sep 2016, 19:53
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#33
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Registered User
Join Date: May 2015
Location: Great Britain
Posts: 25
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Re: How many races should their be?
Lets just completely re-run round 3 stats, research and construction
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2 Oct 2016, 13:44
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#34
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Registered User
Join Date: Jun 2011
Posts: 25
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Re: How many races should their be?
6 races
terran= high armor
xan= cloaked high dmg
cath= emp
zik=steal
etd= steal + high armor
new race= Emp + cloak
just a suggestion, on new race... make it a Mashup of our top 4 sorta like what you did with etd. or if u want to implement some salvage ships that could be interesting but again will need to run through testing to make sure no abusable... but it will make fc tags alot stronger which can be interesting
for pod ships... I suggest more pods tbh... alot of people are using covert ops to get certain pod classes to play a class anyway... so just let the people build the pods to begin with so everyone isn't playing the same setups...I'm not saying 6 pod classes per race... but 2 is not enough...3-4 sounds alot more reasonable....
Last edited by coolkat; 2 Oct 2016 at 13:54.
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2 Oct 2016, 13:49
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#35
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Registered User
Join Date: Jun 2011
Posts: 25
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Re: How many races should their be?
also.... full tag should contribute to score to remove effectiveness of support planets..... allies with top40 avg 7mil and bottom 20 avg 3mil.... and all bottom 20 on 1-2 ship builds???
somewhere it shows your system is broken and being abused
this only hurts the game and it's community tbh... if u want to keep large tags and try and reduce blocking.... I suggest full score contribution and remove defence from out of tag +1
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11 Oct 2016, 18:57
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#36
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Registered User
Join Date: Jun 2001
Location: sweden, Gothenburg
Posts: 6
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Re: How many races should their be?
Since multipple races was included in planetarion it has Always been 4 ones. When i saw that zik was back and Etd was removed, my first reaction was to piety that they didnt also kept Etd so there was atleast 5 races in the game. I do belive that the crew whould implement up to 6-8 races, it makes this game even more interesting
August the crazy Sweden
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I am who i am cant change it, nor will do that either.
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12 Oct 2016, 18:33
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#37
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idle
Join Date: May 2008
Location: Germany
Posts: 968
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Re: How many races should their be?
i think appoco was working on reimplementing subversive ships, no idea how far that is or if it can be implemented at all in the current battle engine!?
subversive race would for sure be an interesting additional option
other then that i was thinking about cloaked ships that have emp weapons only
this would be a rather easy implementation i would think and could be the sixth race we are looking for
overall (yes i voted 6 races) i think making stats with an even number of races is easier, escpecially as we are facing a even number of shipclasses
while saying this, i dont think rounds with just 4 races do any good - the game turns even more predictable then it allready was imo
Last but not least we could stick with 5 races and just add another shipclass - odd number of races with an odd number of shipclasses
Goliath Class slower and bigger then Battleships or a Drones Class if you wanna have it smaller and faster then your manned fighters
just some thoughts
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m0rph3us formerly known as Bugz
"It´s not about how hard u hit, its about how hard u can get hit and still keep moving forward! How much u can take and still move forward!"
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12 Oct 2016, 22:55
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#38
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Registered User
Join Date: Mar 2009
Posts: 957
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Re: How many races should their be?
Quote:
Originally Posted by M0RPH3US
Last but not least we could stick with 5 races and just add another shipclass - odd number of races with an odd number of shipclasses
Goliath Class slower and bigger then Battleships or a Drones Class if you wanna have it smaller and faster then your manned fighters
just some thoughts
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Or remove a shipclass/pod - 5 races with (for example) Fi only being a defense ship.
4 races definitely feels like dumbed down Planetarion. Yes it makes balance easier, but balance is no good if it comes at the cost of fun/creativity.
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12 Oct 2016, 23:21
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#39
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
Quote:
Originally Posted by M0RPH3US
other then that i was thinking about cloaked ships that have emp weapons only
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I'm not 100% on this, but I think cloak and EMP are already separate checkboxes in the engine.
Quote:
Originally Posted by M0RPH3US
Goliath Class slower and bigger then Battleships or a Drones Class if you wanna have it smaller and faster then your manned fighters
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Interesting, I hadn't thought about adjusting the other side of the equation. Sadly, I feel 5/7 is only slightly better than 4/6: in both cases you end up with 4 classes that only contain a single roiding fleet: 5 races, 10 pods, 7 classes, 3x2 + 4x1 vs. 4 races, 8 pods, 6 classes, 2x2 + 4x1.
Quote:
Originally Posted by Patrikc
Or remove a shipclass/pod - 5 races with (for example) Fi only being a defense ship.
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Weirdly, this I have thought about before. The main issue I see with it is that Fi (reasonable choice) gets this weird second class citizen status. I don't think it'll work out, but might be worth experimenting with in a beta set.
__________________
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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13 Oct 2016, 00:34
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#40
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Registered User
Join Date: Mar 2009
Posts: 957
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Re: How many races should their be?
My preference has always been to give Fi/Co one pod, the rest get two, still making it ten pods for five races. Fi/Co is inherently stronger, so limiting teamup options for those two was my way of managing them.
And yes, you can already have cloaked EMP (or Steal!) ships.
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13 Oct 2016, 16:08
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#41
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The evil stats guy
Join Date: Mar 2014
Posts: 242
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Re: How many races should their be?
Patrikc and Mz are correct
The shiptype is split into 2 fields:
Cloack: yes/no (1/0)
Type: Normal, Emp, Steal, Pod, Sk, Resource
Any combination of these can technically be made. Only problem is that PA currently has no method to display what type of cloaked ship it is. It will just display cloaked in the shipstat overview.
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13 Oct 2016, 18:44
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#42
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Registered User
Join Date: Jun 2012
Posts: 157
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Re: How many races should their be?
One of the hardest parts of even attempting to make a stat set (standard 5 races) is figuring out what to do with ETD. It has no true identity. More often than not, It's very strong and highly represented or a weird combination of ships that no one uses.
I'm all for a 6th race but, What on earth would we do with a 6th race without changing the combat engine?
I suppose there is the option of making all 6 races have every ship type. good luck with that!
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BOOM
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13 Oct 2016, 20:22
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#43
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
Quote:
Originally Posted by Papadoc
I suppose there is the option of making all 6 races have every ship type. good luck with that!
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I think that's a serious option to consider. However, there is one big problem with it: the identity of the races is tied very closely to the type of ships they have. If you take that away, Zik will play exactly the same as Cat. To a large extent, that is already the case. At tick 300+ you do the exact same thing whether you're Ter or Xan. In my mind, there would have to be a big upside to compensate for turning the races a grey soup. I don't see one.
What might help Etd specifically is if we made it a little more focused. Not a bit of everything, but a mix of just two types, for example.
__________________
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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13 Oct 2016, 20:54
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#44
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speed demon
Join Date: Nov 2005
Location: SX!!
Posts: 343
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Re: How many races should their be?
clear from poll community wants more racial diversity!
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see below how pro I am
Round 17 - Rank 3 - Omen (Zik)
Round 18 - Rank 2 - eXilition (Zik)
Round 20 - Rank 7 - Destiny (Zik)
Round 24 - Rank 2 - Conspiracy (Xan)
Round 28 - Rank 4 - Ascendancy (Xan)
Round 66 - Rank 9 - Ultores (Etd)
Round 83 - Rank 10 - #METOO (Zik)
Round 85 - Rank 3 - QQ (Etd)
Round 89 - Rank 2 - VGN (Zik)
Round 91 - Rank 9 - VGN (Zik)
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17 Oct 2016, 17:41
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#45
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Seraphim
Join Date: Jan 2008
Posts: 196
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Re: How many races should their be?
What about ships that use their hull as a weapon? Sorta suicide-y with salvage or something as reward :P
Or a matryoshka style ship that becomes another smaller ship once destroyed - just being crazy here :P
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Seraphim
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18 Oct 2016, 00:13
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#46
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Valle is my hero
Join Date: Mar 2010
Posts: 2,581
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Re: How many races should their be?
Quote:
Originally Posted by Caj
clear from poll community wants more racial diversity!
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No it's clear that of the 30 odd ppl who voted, of which 10 don't play or are PA team, that 20 of them want more races. They don't represent the community.
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18 Oct 2016, 09:08
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#47
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mz.
Join Date: Aug 2005
Posts: 8,587
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Re: How many races should their be?
Quote:
Originally Posted by Machado
just being crazy here :P
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Crazy is good!
Quote:
Originally Posted by Kaiba
No it's clear that of the 30 odd ppl who voted, of which 10 don't play or are PA team, that 20 of them want more races. They don't represent the community.
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We cannot take into account the opinions of people who refuse to voice it.
__________________
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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19 Oct 2016, 23:19
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#48
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Valle is my hero
Join Date: Mar 2010
Posts: 2,581
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Re: How many races should their be?
Quote:
Originally Posted by Mzyxptlk
Crazy is good!
We cannot take into account the opinions of people who refuse to voice it.
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We also can't make a sweeping statement about the opinions of the whole when 5% voted
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21 Oct 2016, 01:41
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#49
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Registered User
Join Date: Jun 2007
Location: Belgium
Posts: 673
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Re: How many races should their be?
Lets discuss this again
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If life hands you lemons, drink more tequila
After the game is over the king and the pawn end up in the same box
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Finally retired
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21 Oct 2016, 19:41
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#50
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Retired
Join Date: Feb 2001
Location: The Back Porch Bar
Posts: 2,593
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Re: How many races should their be?
6th race: one pod in every class, one "cargo ship" in every class. High armor, high emp res for the flak ships. Pods should be weak and expensive.
Peaceful stealing, faking possible somewhat. Give them an inherent bonus to mining output and/or significant ship production cost. Immune to ship stealing covops.
Stupid/funny/funky "support" planets.
I'm about 50% serious here.
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I'd rather be fishing.
Utterly useless since r3
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