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Unread 3 May 2003, 14:42   #1
Ultimate Newbie
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Hyfe's thread about R10 travel time

as it has been poofed like some of the Amps that i have known since my childhood, i'd still like to continue the discussion...


The idea behind having a variable travel time for the entire universe (whether that be 2 or 3D), is to promote regional alliances. I dont think that having 1 hour of ETA will do much - it would simply be easier for a powerfully connected player to farm this low-eta zone early and use almost as nearby areas for defence (as he would be eliminating all the opposition from around him).

But, if we made the time differences between regions huge - like 4 - and overhaul galactic jumpgates with ETA bonuses (that can only be used offensively), it would simply require a more co-operative outlook on the immediate region, as the only hope of getting defence would be via the people closest to you.

what do you think?
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Unread 3 May 2003, 14:57   #2
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I think PA has shown the game not to work this way. 1 or a few players/gals will not agree to this. Farm the surrounding players and outgrow them.
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Unread 3 May 2003, 14:57   #3
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Why?
What do we gain from splitting up PA into spheres?

If i wanted to play a game with 100 players i've never met before, I'd go play a PA-Clone...

Either way: If we want to discuss Travel-Time ideas, I think it would be worthwhile to discuss what we want them to accomplish first. My points would be this.

1. No attacks should be next to undefendable
2. Promoting fluid attacking styles. discourages bashing
3. Promoting regional defensive co-operation, however it must be 100% plausible to survive without this too
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Unread 4 May 2003, 01:30   #4
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Quote:
Originally posted by hyfe
Why?
What do we gain from splitting up PA into spheres?
Presumably, the entire universe wouldnt be of a single ETA - thus where there are ETA differences to make them large, forcing people to be more co-operative.

and where did these spheres come from?

Quote:
Either way: If we want to discuss Travel-Time ideas, I think it would be worthwhile to discuss what we want them to accomplish first. My points would be this.

1. No attacks should be next to undefendable
2. Promoting fluid attacking styles. discourages bashing
3. Promoting regional defensive co-operation, however it must be 100% plausible to survive without this too
i agree - setting objectives is the best way to plan a new feature, and i also agree with the objectives that you have laid out.

i would like to add one though:
4. Discouraging the repeat attacks on specific areas/people - ie Para or Cluster raiding etc.
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Unread 4 May 2003, 03:51   #5
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Quote:
Originally posted by Ultimate Newbie
Presumably, the entire universe wouldnt be of a single ETA - thus where there are ETA differences to make them large, forcing people to be more co-operative.
A high(er) ETA gradient does promote cooperation but it also simultaneously reduces the pool of players that can effectively help you. You can still end up on the wrong end of the stick--and it's a shorter stick.

We've had ETA gradients of various sizes and shapes. After trying clusters, parallels and now both; I don't think that ETA gradients are the answer. It's time for a new approach.
Quote:
and where did these spheres come from?
Spheres of influence is what I presume was meant.
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