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10 Jan 2003, 09:40
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#1
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Little Miss Sarcastic
Join Date: May 2001
Posts: 120
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Higher cap% in R9?
Wouldn't it be better to raise the cap% for R9?
First of all, there will not be many newbies around who needs protection, secondly, most of us realise that itll be very hard next round to get roids. All private galaxies (you only need 1 person to keep an eye on the galnews, the rest can sleep), most players have an alliance and ofcourse the ever shrinking universe aren't making it easier.
Another point is that (something I've always found flawed in the game), once ratio's start dropping, its going to be difficult to get roids for a decent price. Multiple times in R8, I could barely take a target smaller then half my size simply because if i would land with a fleet which would give me full cap, the target inflicted so much damage, that it was hardly worth getting his roids. The 'usual' strategy for such targets was sending a (huge) overkill and a seperate podfleet to make sure your target flees. If it would be more profitable to get roids from such a target, this strategy becomes less valid, and it would be easier for the target to get defense too.
Another option to make things slightly more profitable would be to increase the score per initiated roid, which would enable you to send a slightly bigger fleet and get full cap anyway.
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I'm sorry, I'm a littlebit chemically inconvenienced.
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10 Jan 2003, 11:18
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#2
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Most unimportant guy...
Join Date: Oct 2000
Location: Kvinesdal
Posts: 1,393
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NO
it will only make bigger difference from the big to the small...
good as it is
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When we discover the centre of the universe, alot of people will be shocked and dissapointed to know that they are not it!
Retired
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10 Jan 2003, 11:31
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#3
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ensign forever
Join Date: Jan 2001
Posts: 326
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Actually if you up the score for initiated roids attacking would be easier as the planetscore of the defending planet would be higher and therefore make the cap better.
Also it makes it easier to drop a huge player in score by taking his roids even when he runs his fleet.
Makling the cap higher than the current 15% I think is not a good idea. Already now you can lose over 40% of your roids in 3 ticks. That seems enough. If you think attacking is just too difficult due to the amount of damage you recieve on attacks than it seems better to think about making the stats less kill heavy than on increasing maxcap%.
hAl
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10 Jan 2003, 11:39
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#4
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TashTastic
Join Date: Jul 2001
Posts: 1,354
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Quote:
Originally posted by Al_zz
Actually if you up the score for initiated roids attacking would be easier as the planetscore of the defending planet would be higher and therefore make the cap better.
Also it makes it easier to drop a huge player in score by taking his roids even when he runs his fleet.
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agreed and a dancing banana for good measure
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Its only gay if you enjoy it!
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10 Jan 2003, 12:37
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#5
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Banned
Join Date: Jun 2001
Location: Hengelo, The netherlands
Posts: 383
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Re: NO
Quote:
Originally posted by Jonas
it will only make bigger difference from the big to the small...
good as it is
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seconded
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10 Jan 2003, 12:41
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#6
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Registered User
Join Date: Sep 2002
Location: Sydney,Australia
Posts: 75
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Quote:
Actually if you up the score for initiated roids attacking would be easier as the planetscore of the defending planet would be higher and therefore make the cap better.
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I think thats a great idea too...might ask that in creators hour
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STUPID VIRUS ON COMPUTER!!!!
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10 Jan 2003, 14:16
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#7
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Betrayer
Join Date: Jun 2001
Location: Nowhere important
Posts: 12
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The capping rules have been a disaster from the day they were made.
Piggybacking r4, resource stockpiling, etc.
The only good thing about it is that it makes farming harder.
15% flat cap rate, with no stupid formulas would be best. And immunity for ppl 15% your score.
Stockpiled resources should also give as much score as finished ships, and the 100M resource cap should be removed.
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10 Jan 2003, 16:48
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#8
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Raaaaaaaah!
Join Date: Apr 2000
Location: United Kingdom
Posts: 2,296
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20% flat rate cap would be nice it would certainly allow asteroids to move around more freely and make attacking more profitable (Which in my view is what makes the game fun). I would also like to see the downgrading of the 20% rule back to 10% all it did was increase stagnation and frustration among large players but never to the extent where power blocks broke up. By the time players are large enough for it to have an impact farming is no longer an issue and I hope no one is naive enough to think newbies who need protection still play this game.
I'd still like to see a variable cap rate based on the size of the planet your attacking in relation to your own score. This would stimulate people to team up and hit bigger players.
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Hicks
Mercury & Solace
Always [Fury]
Last edited by Hicks; 10 Jan 2003 at 16:56.
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10 Jan 2003, 16:53
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#9
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Agitator
Join Date: Apr 2001
Location: Finland
Posts: 99
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Personally, I think that the capping SHOULD relate to how much ships you send, but not quite to the extent it is now. It could start out at ~12% for sending equal fleetscore to targets score, then go up/down by ~2% each time you drop 50% of your fleet, so going with half target's score would give you 14% cap, 1/4th would give 16% capture and so forth. Maximum cap around 20% perhaps. You could capture 20% in one tick by overkill fleet making the target flee, but they could usually pull back for the second tick, if they are smart, that is.
Equal fleetscore -> 12%
Double fleetscore ->10%
Quadruple fleetscore ->8%
Eighfold fleetscore -> not allowed
Half fleetscore -> 14%
Quarter fleetscore -> 16%
One-eight fleetscore -> 18%
one-sixteenth fleetscore -> 20% (maximum)
Obviously a continuous scale, so adding/removing a few ships wouldn't affect the cap by 2% in most cases
I just think this could add A LOT more initiative to perfecting the fleet, since there's no 15% limit, nor is the 8% you get with 4x (Xan can easily kill at this efficiency) an unreasonable number.
To allow players to lose fleet without, perhaps 25% salvege for attacker and 50% for the defender?
Just my thoughts anyway.
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10 Jan 2003, 17:20
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#10
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Professional Troll
Join Date: Sep 2000
Location: X
Posts: 86
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Re: Higher cap% in R9?
Quote:
Originally posted by Heartshunter
Wouldn't it be better to raise the cap% for R9?
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Raising cap in a round that will have so few players will only make the threat of stagnation much quicker.
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On the Internet, a troll is a person who posts messages that create controversy or an angry response without adding content to the discussion, often intentionally. Though technically different from flaming which is an unmistakable direct personal attack, trolls often resort to innuendo or misdirection in the pursuit of their objective, which is to create controversy for its own sake, discredit those with whom they disagree, or sabotage discussion by creating an intimidating atmosphere.
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11 Jan 2003, 01:27
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#11
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Commander
Join Date: Mar 2001
Location: .nz
Posts: 519
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Leave asteroid capping % as it is, and remove the artifical attacking planet score limits completly :@
________
Marijuana card
Last edited by Kileman; 24 Feb 2011 at 21:29.
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11 Jan 2003, 02:06
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#12
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ensign forever
Join Date: Jan 2002
Posts: 1,080
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That so called artificial limt of 20% is fine. Leave it in !!! Only a few big planets have problems with this rule and especially those in the already winning alliance/block. The rule is to protect the weak and clearly with PA alliances as it is, the weak gals need protection. More even !!!
hAl
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* Zeus recons a gal ic of yodo ontop of a roid saying "Steal my roid u will!"
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11 Jan 2003, 02:15
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#13
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Commander
Join Date: Mar 2001
Location: .nz
Posts: 519
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Quote:
Originally posted by hAl
That so called artificial limt of 20% is fine. Leave it in !!! Only a few big planets have problems with this rule and especially those in the already winning alliance/block. The rule is to protect the weak and clearly with PA alliances as it is, the weak gals need protection. More even !!!
hAl
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The rule is to annoy the big, stagnate the game, discourage achievement, encourage resource hoarding and force big planets to attack the 'bigger weaker' planets. IE the planets in the alliance thats getting its ass kicked that just happen to be doing well enough to stay in the top planets target range, despite his/her roid ratio :@
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Michigan medical marijuana
Last edited by Kileman; 24 Feb 2011 at 21:29.
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11 Jan 2003, 03:04
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#14
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Pedantic hypocrite
Join Date: Jan 2001
Location: Back and to the left
Posts: 1,488
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If anything lower it. Less people means any wars are going to need to be more drawn out if the political landscape is to be anything but r5ish.
Jester
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I always wanted to be a dancer, but I could never get the shit off my shoes
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11 Jan 2003, 03:12
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#15
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Condemned to RP
Join Date: Mar 2001
Location: The Netherlands
Posts: 1,654
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Quote:
Originally posted by Jester667
If anything lower it. Less people means any wars are going to need to be more drawn out if the political landscape is to be anything but r5ish.
Jester
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Have you been sniffing glue again?
Lowering the cap would be catastrophical in a universe where ETA 4-5 defense is freely available. All it needs is one semi-decent defense fleet to make roiding too expensive.
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11 Jan 2003, 04:09
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#16
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Imposter?
Join Date: Aug 2000
Location: UK / Canada
Posts: 717
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I'd agree with a higher cap, people will be willing to lose more for the roids if they get more and thus the frequency of battles will increase and it will make defending (which is far easier in a smaller universe) 'less easy'
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R2: XXV
R3: Æternals
R4: Fx9/Wolfpack
R5: Legion
R6: Legion BC
R7: Legion BC
R8: RaH BC
R9: RaH HC
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11 Jan 2003, 07:12
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#17
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DLR HC
Join Date: Sep 2001
Posts: 179
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Farmers could get more too ofc
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11 Jan 2003, 13:22
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#18
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Pedantic hypocrite
Join Date: Jan 2001
Location: Back and to the left
Posts: 1,488
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Quote:
Originally posted by ParraCida
<drivel>
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No. I did leave out that only changing the round by lowering cap would be a bad thing. But lets be honest, in a universe with only 2-4k players, raising cap is going to lead to the round ending so fast the Triad's victory in r3 would look sluggish and poorly executed.
Jester
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I always wanted to be a dancer, but I could never get the shit off my shoes
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11 Jan 2003, 14:29
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#19
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Condemned to RP
Join Date: Mar 2001
Location: The Netherlands
Posts: 1,654
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Quote:
Originally posted by Jester667
<nonsense> (well you started it)
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I think raising the cap would be an excellent counter for the much tougher defense in Round 9. It has been confirmed that OB Def for 2 ticks will say, parallels and clusters will have at least ETA -1 travel bonuses. As I already described in my thread, attacking will be hell. Raising the cap might not be te best way to 'fix' things, but it certainly offers some counter-weight.
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