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Unread 25 Apr 2008, 02:34   #101
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Re: Final stats of round 26

Quote:
Originally Posted by Sun_Tzu
Personally I'd rather play old PA over pax any day, and not just because there were more players.
Which one, the old PA with bots and multis, no bash limit, eonium to fuel ships, 3 tick attack/6 tick defence, ingal attacks (this one i'd like to have back), powerblocks... PDS ?
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Unread 25 Apr 2008, 07:14   #102
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Re: Final stats of round 26

Quote:
Originally Posted by Makhil
Which one, the old PA with bots and multis, no bash limit, eonium to fuel ships, 3 tick attack/6 tick defence, ingal attacks (this one i'd like to have back), powerblocks... PDS ?
P2P removed a lot of the multis, the bots were a minor issue(the only real reason we don't have bots these days is because nobodys playing...), there was a bash limit you *****, eonium played no real part in the game unless a war broke out very late in the game in which case it actually played a tactical role, 3tick attacks/6 tick defence would be a HUGE improvement over what we have now, ingal attacks were disabled around rnd4 iirc(and you are a moron for wanting them back), powerblocks have always existed, there's just no "Power" left in the current alliances, and PDS was shite(and mostly irrelevant since nobody who knew anything built them).

Yes, old PA had its faults(although I believe Game was thinking of that-other-game with 30min ticks, 1h ticks allowed atleast me and my friends to have a healthy social life aswell), but they paled in significance compared to the issues with the current game.
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Unread 25 Apr 2008, 08:53   #103
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Re: Final stats of round 26

tbh it actually requires more time to do defencive calcs because of multiple team-ups/waves/scans... hell I use 10mins for picking target, calcing it.. but I use 6h's to do defencive operation for galaxy and myself if only phit. It's actually more time consuming than before.
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Unread 25 Apr 2008, 09:39   #104
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Re: Final stats of round 26

multi-targetting should have been limited to emp ships only apart from 2 ships for races other than etd and cat, who would have had one multi-targetting ship accompanying each of their pod class.
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Unread 25 Apr 2008, 10:00   #105
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Re: Final stats of round 26

Quote:
Originally Posted by Sun_Tzu
there was a bash limit you *****,
was added for r2 wasnt it? iirc no bash limidt r1.


Quote:
Originally Posted by Sun_Tzu
3tick attacks/6 tick defence would be a HUGE improvement over what we have now
agree
Quote:
Originally Posted by Sun_Tzu
and PDS was shite(and mostly irrelevant since nobody who knew anything built them).
are u fking kidding me?

did u play r3?
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Originally posted by Newt
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Unread 25 Apr 2008, 10:01   #106
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Re: Final stats of round 26

Quote:
Originally Posted by jerome
multi-targetting should have been limited to emp ships only apart from 2 ships for races other than etd and cat, who would have had one multi-targetting ship accompanying each of their pod class.
why multitargetting for attack ships, and not for defencive ships?
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
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Unread 25 Apr 2008, 10:01   #107
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Re: Final stats of round 26

Quote:
Originally Posted by LordNieminen
tbh it actually requires more time to do defencive calcs because of multiple team-ups/waves/scans... hell I use 10mins for picking target, calcing it.. but I use 6h's to do defencive operation for galaxy and myself if only phit. It's actually more time consuming than before.
u calc ur attacks? and spend 10mins on it?! god ur shit
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 25 Apr 2008, 10:08   #108
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Re: Final stats of round 26

Quote:
Originally Posted by Sun_Tzu
So you have to build 4 ships?
AND STILL GET INCS FROM ALL CLASSES.

EOD. etd sucks
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 25 Apr 2008, 10:15   #109
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Re: Final stats of round 26

Quote:
Originally Posted by Wishmaster
was added for r2 wasnt it? iirc no bash limidt r1.




agree


are u fking kidding me?

did u play r3?
He said something about P2P, I doubt he was referring to r1 or r3.
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Unread 25 Apr 2008, 10:21   #110
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Re: Final stats of round 26

Quote:
Originally Posted by Wishmaster
u calc ur attacks? and spend 10mins on it?! god ur shit
oh well calcing is relative term with zik.. u know if u can take targ in glance, but tweaking around with my stolen ships takes that few mins.. you know stolen etd ships

edited: I think tzu was talking about the last rounds of pa when we had p2p and less multies and generally working pa. Now PA is complex scanning/def calcs+guessing games/cov op abuse/hidden prod.. specialised fleets.. hell it's just too damn crap and round is short.. and too damn time consuming..

Seriously calcing for defence and ingal crossdefence takes 6h's.. if you want to play it right.. there should be like 2h def's or something minimium as tbh the games goal can't be doing def calcs all day long.
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Unread 25 Apr 2008, 10:47   #111
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Re: Final stats of round 26

Quote:
Originally Posted by Sun_Tzu
there was a bash limit you *****,
err, not really. At best, it was a "soft" bash limit, whereby you could attack anyone you wanted, but if the attacking fleet value exceeded the defending planet's value by x%, then you'd only get y% of the full roid cap.

Which resulted in people sending two fleets; one wtfpwn bash fleet, and one pod fleet: if the target didnt run, both fleets would land and he'd die but loose less roids. Thus, it was essentially free roids unless you hit an inactive, by which point your follow-up second pod fleet capped another 3 ticks of roids anyway so it didnt matter so much that you had to engage in battle.

Essentially, it was balls.

Quote:
eonium played no real part in the game unless a war broke out very late in the game in which case it actually played a tactical role,
Yes and no, universal chronic E shortages after 3 months or more of a round were really common. It hindered the top planets most (obviously) who could only launch once every day or two at most (and thus, no launch-recalling). Maybe that's a good thing, but it means if for whatever reason your planet had E roids, people were willing to sacrifice alot to get them.

More bashing!! \o/

Quote:
3tick attacks/6 tick defence would be a HUGE improvement over what we have now,
Meaning that your planet could get waved to hell easily for 18 ticks straight!! sure, its not that smart for the attackers to keep trying and take roids at that point, but it was still demoralising as hell.

People who used to leave thier fleet to defend 6 ticks would often find that it was destroyed outright by the follow-up fleets that were designed to kill any lingering defence for comedy purposes. That was nasty (but clever).

Quote:
ingal attacks were disabled around rnd4 iirc(and you are a moron for wanting them back),
R5. iirc, R4 was still common for galaxies to have a galaxy farm using the gal fund to pay for extra roids.

Quote:
powerblocks have always existed, there's just no "Power" left in the current alliances,
Frankly, current "powerless" alliances were a damn sight better than the blocking that went on pre-round in the early days.

Somehow i managed to be on the loosing block every single round that there was a block. Particularly R5? when VVOMM were trashed in the first week or so of a 3 month round. That was boring as hell.

Quote:
and PDS was shite(and mostly irrelevant since nobody who knew anything built them).
PDS was waaay over-used. Only in R4 prior to a mid-round stat change was the Tacheyon Beamer actually useful to build for anti-pod defence. But The Roman Fortress in R3 (and similar planets who ended up winning) and newbies since R1 have built alot of PDS, with limited success (except TRF beating planets).

PDS was made much worse when it lost its firing-first init advantage, as the armour didnt mean crap if you had to run .

Quote:
Yes, old PA had its faults but they paled in significance compared to the issues with the current game.
I dunno. I think that PAX is actually a much better game interms of gameplay and so on than old PA. We just wear rose-tinted glasses about the past.

If PA started R1 like it is now, then it would have been a world-beater for much longer. Things like Government, population, engineering, etc would have all been brand new and fun to play with, prior to the calculation revolution that first started in R3ish with battlecalcs and has now reached this point where everything is optimised to the infinitesimal degree.

Fun fun!! :\
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Unread 25 Apr 2008, 11:05   #112
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Re: Final stats of round 26

yeah excellent point wish, far better to have 2 non-podclass multitargetting ships actually! anyway yeah limiting their numbers definitely would make things more interesting the more and more i think about it.

incidentally, pax is a of course definite improvement in a lot of areas but it has plenty of flaws of its own which is the real issue. UN's completely right with regards to his penultimate paragraph.
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Unread 25 Apr 2008, 11:13   #113
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Re: Final stats of round 26

Quote:
Originally Posted by Mzyxptlk
He said something about P2P, I doubt he was referring to r1 or r3.
all he mentioned about p2p was that it removed the bot problem.
after rereading his post again, I cant see any reason to believe he actually talks about ONLY p2p rounds for the other points he raises.

Old Pa is really b4 p2p u might also say, so you might claim he only meant before p2p!
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 25 Apr 2008, 11:18   #114
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Re: Final stats of round 26

Quote:
Originally Posted by jerome
yeah excellent point wish, far better to have 2 non-podclass multitargetting ships actually! anyway yeah limiting their numbers definitely would make things more interesting the more and more i think about it.

incidentally, pax is a of course definite improvement in a lot of areas but it has plenty of flaws of its own which is the real issue. UN's completely right with regards to his penultimate paragraph.
well, it would atleast be more likely people spent on ships not in their podclasses ( having to build more ships ), which was the entire point people tried to make I think.

I see more downsides with PAx than I see upsides...


Could have been ways to prevent stagnation because of E shortage, instead of just removing any cost at all in fuel. Could be 33% M and 33% C for wages to crew and repairs on ships while 33% E for fuel. Imo it SHOULD cost something to send ur fleets out. More so if prelaunched was just maybe.

( added it here, cause I cba to make another post )
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 25 Apr 2008, 11:27   #115
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Re: Final stats of round 26

Quote:
Originally Posted by Sun_Tzu
Yes, old PA had its faults(although I believe Game was thinking of that-other-game with 30min ticks, 1h ticks allowed atleast me and my friends to have a healthy social life aswell), but they paled in significance compared to the issues with the current game.
No Sun, I’m thinking of the days I had to stay up until 3-4am to launch my fleets, be up at 7am to send defence ingalaxy, and then be up an hour later to calculate my landings. On top of that you had to get up to check for incomings yourself as the galaxy screen was crap, and if you had incoming you would probably be up all night. Oh and if you got roided pretty badly early on you had no possible chance of a high ranking due to exponential growth of other planets.

With PAX I don't have to have anything like that commitment, and could still achieve a tidy top20 finish when bothered to log in each night.
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Unread 25 Apr 2008, 11:56   #116
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Re: Final stats of round 26

Quote:
Originally Posted by Game^
No Sun, I’m thinking of the days I had to stay up until 3-4am to launch my fleets, be up at 7am to send defence ingalaxy, and then be up an hour later to calculate my landings. On top of that you had to get up to check for incomings yourself as the galaxy screen was crap, and if you had incoming you would probably be up all night. Oh and if you got roided pretty badly early on you had no possible chance of a high ranking due to exponential growth of other planets.

With PAX I don't have to have anything like that commitment, and could still achieve a tidy top20 finish when bothered to log in each night.
imo what u point out is what I used to like about pa.
That u actually have to be atleast remotely close to active to do well.
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 25 Apr 2008, 12:02   #117
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Re: Final stats of round 26

Quote:
Originally Posted by Game^
No Sun, I’m thinking of the days I had to stay up until 3-4am to launch my fleets, be up at 7am to send defence ingalaxy, and then be up an hour later to calculate my landings. On top of that you had to get up to check for incomings yourself as the galaxy screen was crap, and if you had incoming you would probably be up all night. Oh and if you got roided pretty badly early on you had no possible chance of a high ranking due to exponential growth of other planets.

With PAX I don't have to have anything like that commitment, and could still achieve a tidy top20 finish when bothered to log in each night.
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Unread 25 Apr 2008, 12:20   #118
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Re: Final stats of round 26

Quote:
Originally Posted by Wishmaster
imo what u point out is what I used to like about pa.
That u actually have to be atleast remotely close to active to do well.
And you really think more people are willing to play that kind of game than the game we have now?
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Unread 25 Apr 2008, 12:27   #119
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Re: Final stats of round 26

Quote:
Originally Posted by Mzyxptlk
And you really think more people are willing to play that kind of game than the game we have now?
oh no.
I m just stating that I would. In no way do I think pa would gain players by doing it, rather loose more.

I d rather have 1-2 fun rounds before PA dies though, rather than 610-20 dull ones. But I ll most likely play anyway.
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Unread 25 Apr 2008, 12:29   #120
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Re: Final stats of round 26

Quote:
Originally Posted by Mzyxptlk
And you really think more people are willing to play that kind of game than the game we have now?
Well, no.

I think that's the point. If Wishmaster is playing PA on his own, that means he'll win, right?

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Unread 25 Apr 2008, 12:33   #121
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Re: Final stats of round 26

Quote:
Originally Posted by Ultimate Newbie
Well, no.

I think that's the point. If Wishmaster is playing PA on his own, that means he'll win, right?

tihi.

( I d be closed for abusive galbanner / ruler /planet name )
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Unread 25 Apr 2008, 13:45   #122
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Re: Final stats of round 26

Quote:
Originally Posted by Mzyxptlk
And you really think more people are willing to play that kind of game than the game we have now?
Well, PaX is what so many of the current players asked for, a highly aggressive game. And now all that's left are the few people who wanted that kind of game. What's the appeal for a normal alliance player/nub in the current format? He has little hope of holding on to any roids he gains because of the hyperaggressive gameplay, and his alliance does not have enough defence to cover him. He's a sacrificial lamb unless he happens to land in a fencing gal. In the past, even normal players were able to do quite a bit through cross-deffing and because alliances could better provide defence for their members. Granted there have been various horrible ways of dealing with randoms/new players, but you can't seriously argue that the current system is much of an improvement. The former system would have been easy to fix by tweaking various parameters in the mechanics. The current system is fundamentally flawed.

I'm not saying going back to old PA would bring anyone back. But the current system is what drove so many away.
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Unread 25 Apr 2008, 13:59   #123
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Re: Final stats of round 26

Quote:
Originally Posted by Sun_Tzu
Well, PaX is what so many of the current players asked for, a highly aggressive game. And now all that's left are the few people who wanted that kind of game. What's the appeal for a normal alliance player/nub in the current format? He has little hope of holding on to any roids he gains because of the hyperaggressive gameplay, and his alliance does not have enough defence to cover him. He's a sacrificial lamb unless he happens to land in a fencing gal. In the past, even normal players were able to do quite a bit through cross-deffing and because alliances could better provide defence for their members. Granted there have been various horrible ways of dealing with randoms/new players, but you can't seriously argue that the current system is much of an improvement. The former system would have been easy to fix by tweaking various parameters in the mechanics. The current system is fundamentally flawed.

I'm not saying going back to old PA would bring anyone back. But the current system is what drove so many away.
No Sun_Tzu, people asked for a simpler game that did not require you to give up your life to play effectively.

The old dynamics of the game had become unworkable with the player base that was in place, and the reliance was on stopping stagnation which so easily occurred in the old format. The reason that 'nubs' are lambs to the slaughter is because 'back in the day' the majority of players didn't have alliances, and thus were willing to work with other random people they get on with, that is not the case these days. The PA players playing now are far too 'game clever' to ever enable PA to return back to what it was. I mean for an example look at round 2 where stealing ships were more effective than killing ships, yet many didn’t even realise this half way through the round never mind before it even started. Look also at kill ships as a whole, it's been shown in recent rounds even kill ships that steal and die with minimal profit are too good, yet for several rounds in early PA we had kill ships that didn't die at all when stealing.

The reason that 'noobs' were able to survive and get through was due to the lack of public tools like sandmans to find the best targets, and the fact there were 1000's of planets just the same, so planets could go weeks without getting roided, nowadays a few days is lucky. PA player base declined sharply because of P2P but still had 15k planets for a FULL P2P in round 5, however these customers saw little improvement to the game dynamics or play ability and so drifted away, as there was nothing ingame to keep them. Spinner and co relied for years on the community to attract and keep people, not the game itself.
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Unread 28 Apr 2008, 14:53   #124
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Re: Final stats of round 26

Anyone feel like admitting that ziks are imba by now?
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Unread 28 Apr 2008, 15:08   #125
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Re: Final stats of round 26

Quote:
Originally Posted by LordNieminen
Now PA is complex scanning/def calcs+guessing games/cov op abuse/hidden prod.. specialised fleets.. hell it's just too damn crap and round is short.. and too damn time consuming..
I always found a few mins are sufficient for most calcs in the current situation. Sure, you get some complicated battles; if you're hitting a difficult target, performing a fake or DCing/BCing a fleetcatch or similar, but that's to be expected.

I think that rewarding skilful calcing is a good thing.


BUT perhaps we have too many ships as jester has been arguing. Sure, most people here can probably do rough calcs in their heads because they know every ship's rough stats, but having less stuff to remember would make the game more accessible and hopefully not sacrifice depth. I think that reducing the number of different ships would be a sensible thing.
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Unread 28 Apr 2008, 16:49   #126
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Re: Final stats of round 26

Get rid of races. Or at least get rid of the connection between race choice and available ships.
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Unread 28 Apr 2008, 16:54   #127
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Re: Final stats of round 26

I'm going to just throw a example of my personal scan/calc hell.. what I do as a newb to pax..

1) Alliance throws the attack scans.. All of them *sigh*.
a) Sandman.. check for hidden prod amounts here
b) Do worst case scenario calcs and what defence likely if you can't overkill target
2) BG/Alliance throws jgp's at eta1-4 depending on wave.
3) Target has def... ok.
a) We scan defenders and target with au again.
b) We scan defenders with newsie (if not sure what he sent)
c) We jgp and au scan defenders targets where he's attacking to determine the composition of he's attack fleets so by process of elimination we get the defending fleets composition. Then bcalc worst/2nd worst case scenario and act according to your own personal risk/reward ratio meter.
d) If all scans weren't made at eta1 we re-do newsie, and then jgp target for returning fleets if your attacking with fake/half-decent fleet composition instead of real asskicker.
e) Before you get to eta1.. you jgp yourself and at eta1 you jgp yourself once more because of chance of fleet catch depending ofc whatkind of eta your fleet uses. If target had massive hidden prod, you get cov op:ers to destroy buildings.. maybe u get lucky, or atleast hint to them that if he had massive resources to start with he could be candinate for resource stealing when he has pop in ship building if he hasn't spend/hidden resources as a smart player.

That's my offence.. might have forgotten something... that takes a bit time.

Defence
1) We see hostiles in jgp on myself..(if for whole gal, we'r grounded)
2) AU scan all hostiles (save all scan results in different leafs on your browser)
3) Compile list of possible ingal defence fleets if you don't have already a idea what your galaxy has home for the night.
4) After this looking trough the possible incoming fleet compositions you can already get an idea who's getting hit by what.. and can start preliminary crossdefence preparations on your notebook.
5) Incomings show up, you got scans ready and fleet analyzis where you can get them.. Inc's reported.. people to call up to get those fleet analyzes... Ingal def fleet goals change at the rate as out of gal defence comes visible. Problem at this point is to decide how much ingal def will you commit to certain players defence so you can show that players alliances DC the calc with ingal def in it.. So they would feel like covering it as they don't have time to do complex calcs when there's easier def calls to cover.
6) eta5 you get newsies of attackers who could be faking and do step 3c as in offence.. to try determine if it's a fake or not.

Incoming defence/offencive fleets adds up every tick.. calcs change every tick... until waves stop and defence is committed this takes as many hours as there are waves and 1-2h's before it.. and after waves stop still 2-3h's as hostiles recall too early and that way freeing up more ingal defence fleets.. That's current PA and it definately doesn't reward in my opinion the poor sod who puts in that much effort.
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Unread 28 Apr 2008, 17:43   #128
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Re: Final stats of round 26

I'd very much agree with LordN as regards ingal defence and such. The ridiculous thing is that the most efficient way of doing it is if one guy does everything. He knows everyone's fleets and automatically thinks of the best combinations to cover. The problem is with recalls and shit like that he'll need to spend hours sitting there. I don't really care as I'm a lazy bum who doesn't attend college at the best of times, but that the best approach for organising ingal def involves someone giving up their morning to do something that is usually fairly tedious (as let's face it, there's only so often you can annihilate someone's attack with a well disguised fleet) isn't really a good thing.
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Unread 29 Apr 2008, 00:34   #129
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Re: Final stats of round 26

The amount of time spent simply calcing incoming attacks in the current game is easily tripled compared to what you used to have to spend in old PA. And whilst a good gal-setup with a selection of races aimed to be good at cross-deffing each other could, by running a smart and efficient cross-def, cover up to 6 ticks on incomings on 80-90% of the planets, it's these days impossible to cover even half of a galraid by cross-deffing, which essentially means that you're quite often losing 2 ticks or more of maxcap on most planets unless you manage to whore def from alliance. And there's not much you can do about that. It gets worse if you're high value, in which case people will land just about anything. Sometimes this is nice for salvage/stealing, but often it just means you have to continuously regain roids while being able to hit an ever decreasing number of players, and the ones you can hit are ever more likely to be the ones whoring all the def.

XP sucks, only being able to defend for 1 tick sucks, sitting around pasting fleets into bcalcs for 5-6h sucks.
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Unread 29 Apr 2008, 08:46   #130
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Re: Final stats of round 26

why is it always considered whoring def if u get from alliance, while its good cross deffing if u do it ingal?

I d also like to see the return of old pa sun, but it wont happen. xp is important for way too many in pa now, so no way they will remove it
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Unread 29 Apr 2008, 10:19   #131
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Re: Final stats of round 26

Quote:
Originally Posted by Wishmaster
why is it always considered whoring def if u get from alliance, while its good cross deffing if u do it ingal?

I d also like to see the return of old pa sun, but it wont happen. xp is important for way too many in pa now, so no way they will remove it
tbh game mechanics in pax force to sacrifice some players ingal every time.. unless everyone is as lucky and as active.. aka clones of an 20/7 hardcore player.
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r7: wasted c27 gal, sucky luck in clus. r8: In real Finnish infantry.. 270days r9: boring round as hell
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Unread 29 Apr 2008, 10:24   #132
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Re: Final stats of round 26

Quote:
Originally Posted by LordNieminen
tbh game mechanics in pax force to sacrifice some players ingal every time.. unless everyone is as lucky and as active.. aka clones of an 20/7 hardcore player.
or u have enough def hoes ingal
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
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Unread 29 Apr 2008, 12:26   #133
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Re: Final stats of round 26

remove the def option all together and you have allies as attackgroups only

attacks are fun, def sucks unless you can steal stuff as zik
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Unread 30 Apr 2008, 14:02   #134
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Re: Final stats of round 26

My view is that organising defence is the part of the game which requires teamwork - and that's the only thing that makes the game interesting and generates a sense of community.

As many people have said, attacking only requires you to find a target, (pre)launch at it and then scan just before landing to see if you need to recall. There's absolutely no incentive (in the game mechanics) to reward activity.

Unfortunately, the game has steadily moved towards making attacks easier and more profitable and defence more difficult and less rewarding. So the numbers of people online at the "critical" times continue to reduce and the enjoyment of the game declines at the same rate.

Some of us (like me) will stay here until the game finally closes - in fact we'll be the ones to turn out the lights before shutting the door. But we can still wish that people will see what damage is being done to the game and the community and start to encourage activity again. The argument that we can only increase player numbers by making the game easier for the inactives is showing itself to be false. Without the need for activity, or any sense of purpose, the game is just too boring to encourage people to stay.

Just my two pennorth.
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Unread 30 Apr 2008, 15:35   #135
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Re: Final stats of round 26

Interaction breeds community, and interaction follows from activity, you need people willing to be active first. There's a lack of them. No people, no interaction, no community, no game.
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Unread 5 May 2008, 18:53   #136
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Re: Final stats of round 26

Barely 30 caths in t100 now, only 20 left in t100 size.
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Unread 5 May 2008, 18:56   #137
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Re: Final stats of round 26

And still less Ziks than Xans. Hi Wishmaster.
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Unread 6 May 2008, 01:19   #138
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Re: Final stats of round 26

Although caths seem to be falling in their average roid count, the most shocking thing I just saw from Sandmans is that etd has completely died in the arse in terms of average roids; they've been roughly stagnant for half the round, whilst Xan and Zik motor on.

Anyone who is actually playing the round care to share? Any etds still around?
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Unread 6 May 2008, 05:59   #139
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Re: Final stats of round 26

Probably their main prob is that its so nice to def versus their fr, everyone has anti fr and want to steal etd fr :\
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Unread 6 May 2008, 09:44   #140
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Re: Final stats of round 26

Quote:
Originally Posted by Mzyxptlk
And still less Ziks than Xans. Hi Wishmaster.
more people playing properly ( not in asc ) are xans. major def hoes like elviz
Xans are pretty good this round, but alot easier to roid than ziks. -alot easier-

also, ziks totally pwn xans in top 10 - top 20 and top 30.
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 6 May 2008, 09:48   #141
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Re: Final stats of round 26

Quote:
Originally Posted by Ultimate Newbie
Although caths seem to be falling in their average roid count, the most shocking thing I just saw from Sandmans is that etd has completely died in the arse in terms of average roids; they've been roughly stagnant for half the round, whilst Xan and Zik motor on.

Anyone who is actually playing the round care to share? Any etds still around?
Hello, I m a forced etder.
ITs a pain.
I get fi/co incs
I get FR incs
I get DE incs
I get CR incs
I get BS incs
I get nice combinations of all these, and alot of fakes on me, cause I lack decent kill ships.

To top it all, theres shitloads of nice ally anti FR out waiting for etd fr icns to send. If it doesnt get covered by alliance, gal surely will
Only option is to teamup, which is ok if your def options are good and ur atleast able to keep the roids.

Might also add that FR is needed vs all my incs, most of the time as flak, so I can never attack or send def to others when I get incs.

:hifive: nice race
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 6 May 2008, 09:49   #142
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Re: Final stats of round 26

Quote:
Originally Posted by isildurx
Probably their main prob is that its so nice to def versus their fr, everyone has anti fr and want to steal etd fr :\
main problem if you want to xp hoe, yes.

read post above for other "issues"
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[Omen]

Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 6 May 2008, 10:10   #143
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Re: Final stats of round 26

Wish; what's your fleet like and what sort of fleets hit you? Eg I assume ter frigs rather than etd.
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Unread 6 May 2008, 10:23   #144
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Re: Final stats of round 26

Most ziks in top 10\20\30 cuz best players are zik.
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Unread 6 May 2008, 10:35   #145
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Re: Final stats of round 26

Quote:
Originally Posted by Gate
Wish; what's your fleet like and what sort of fleets hit you? Eg I assume ter frigs rather than etd.
Totally unrelated to the thread but:
Where the **** have you been m8? been looking on irc and not found you + your inbox on the forum is full so can't send you a pm :crymeariver:
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Unread 6 May 2008, 11:01   #146
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Re: Final stats of round 26

Quote:
Originally Posted by isildurx
Clearly ziks are doing good cause of the calibre of players playing them
Quote:
Originally Posted by isildurx
Most ziks in top 10\20\30 cuz best players are zik.
trying to imply you are one of them?
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Unread 6 May 2008, 11:24   #147
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Re: Final stats of round 26

Quote:
Originally Posted by Gate
Wish; what's your fleet like and what sort of fleets hit you? Eg I assume ter frigs rather than etd.
FR heavy cause I ve been forced to prod mainly fr to selfcover.

and yes, I never get etd fr incs without a teamup. about the only fleet which cant hit me solo. = other etds. yay
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 6 May 2008, 11:27   #148
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Re: Final stats of round 26

Quote:
Originally Posted by isildurx
Most ziks in top 10\20\30 cuz best players are zik.
Best players doesnt equal players who usually end high.

This round asc did a great choice and all went zik.
zik is perfect this round for their way of playing.

no def ( ish ) and heavy attacks.

relying on their own fleets to not get incs = zik, cause they are so hard to attack.
And them having some of the few players able to use hidden properly, they pwn alot of players.
that being said, the entire prod system should be totally changed. A few of us benefit too much of it, and totally ruin the rounds of lesser players when they attack us without checking properly.
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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Unread 6 May 2008, 14:07   #149
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Re: Final stats of round 26

I find myself completely agreeing with Wishmaster on ETD. They looked great on paper, but simply suck in practice.

The only roids I've gotten in the last two weeks have been teaming with Xan and Zik Fr/De, and I can't hold onto roids to save my life (just ask Sandmans) anymore.

I think the Lancer should target something other than Bs, probably Co/Fr to better support the Fr fleet. There's really little point in building them.

Arrowheads are totally and completely worthless.

Didn't really bother with a Cr fleet at all...

I agree with the production issue as well. Being able to hide shit is not only bad for inexperienced players, it's pretty much stupid in a "wargame" where you're supposed to build massive fleets--not stockpile resources and hide tons of ships.

Though, there are a myriad of issues related to that which to deal with so perhaps another thread, another time.
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Unread 6 May 2008, 14:31   #150
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Re: Final stats of round 26

Quote:
Originally Posted by Cochese
I find myself completely agreeing with Wishmaster on ETD. They looked great on paper, but simply suck in practice.

The only roids I've gotten in the last two weeks have been teaming with Xan and Zik Fr/De, and I can't hold onto roids to save my life (just ask Sandmans) anymore.

I think the Lancer should target something other than Bs, probably Co/Fr to better support the Fr fleet. There's really little point in building them.

Arrowheads are totally and completely worthless.

Didn't really bother with a Cr fleet at all...

I agree with the production issue as well. Being able to hide shit is not only bad for inexperienced players, it's pretty much stupid in a "wargame" where you're supposed to build massive fleets--not stockpile resources and hide tons of ships.

Though, there are a myriad of issues related to that which to deal with so perhaps another thread, another time.
glad u see my points m8

I dont agree on the lancer though, its one of our best def ships against heavy ZIK bs fleets. We have to prod em enmass because the rogue for some reason is cr t1 and got better innit and in general are alot better than our cr kill ships which even fires later at em with 60% efficiency. The guardian is a fking joke.

IMO the etd setup this round is flawed in most ways, it falls inbetween two chais ( norwegian saying nicely translated, dont know if its an english saying! ) it cant roid nicely solo as caths, and it cant keep roids nicely as the kill races can, in theory.
When u can be roided by all because of kinda shit efficiency on your stun ships and kill ships with laughable innit and totally wrong t1 on most or just wrong class ( hello arrowhead ) and you cant roid anything nicely solo ( cept xans maybe ) there is something fundamentally wrong with the race.
You have to relay on teamups to get the roids, which other races do aswell, but unlike them your pretty fked when u get incs.
Zik is so much better on all aspects its sick. Better a/c d/c, better t1s better innit on kill ships and alot better attack combos.

Been interesting though, to be forced to play the worst race a round, which I have been this round.

about the production system, I ll make a thread about it sometime when I got time to do it.
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Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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