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Originally Posted by Shiprex
(a) Or make defence more rewarding
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I was going to go into detail why this might not be such a good idea, and then i had this massive wave of deja vu. Thus, i found my post where i went into great detail why this might not be the best idea. Turns out
it was in response to you the first time as well, thus i'll re-post your question and my reply and perhaps this time you might actually read it :\.
Quote:
Originally Posted by Shiprex
Community spirit and all that. Also for the casual player (majority?) who may not have an active gal/alliance surely keeping them in the game and seeing more green than red will make things more difficult for the serious players which will make them need to evolve from hitting half value targets and picking more risky strategies on bigger targets to get easy roids.
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Quote:
Originally Posted by Ultimate Newbie
Community spirit indeed - the only way for players to get more green incoming fleets is for other players to actually launch them. Whilst the bottom player might get one or two defensive fleets every now and again, if there are large defensive incentives then the people who would benefit the most would - again - be those in the top alliances. Thus i dont see any more defence being sent unless you implemented something like a Galaxy defence (4th) slot, which imo would help new players at an in-gal level. However, there are problems with this suggestion which is outlined in great detail in another thread. In the end, new players must be more willing to defend other new players before they will see any increase in defensive fleets inbound - doing so without making the players in the top alliances too powerful or stagnated is difficult i think.
Additionally, i dont think the last half of your statement is correct - the more easier it is to defend, the weaker the target must become in order to get the same chance of success. As a result, players at the bottom will get hit more often by even more overwhelming fleets than before - i dont think that's a move in the right direction. Especially combined with incentives for defence, attacking top players would be nigh on impossible.
At least with the current system, many players in top alliances grow so fast that after the first week or two, they are unable to attack the lower players due to the bash limit - this is prolly the best thing.
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Quote:
Originally Posted by Shiprex
(b) And the opposite is what lands <---bye bye defence fleet
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I think i;ve gone into this before elsewhere as well, so i'll just post the jist;
Being attacked by 2000 Xan Frigates will do alot damage to your fleet, especially if you have Cruisers (ie because of Ghosts). Being attacked by 2000 Xan Fighters will do next to bugger all to your fleet - 2k FI isnt very much and Xan FI are as cheap as chips. If you fleet is going to get killed by 2k FI, then you are going to loose your fleet to 2k FR. Thus, its prolly a good idea to run your ships. If you leave behind *just* enough units to kill 2k FI, and focus on defending against FR, then if its a bluff with FI then you win. If its actually FR then you dont loose much more than you would normally.
TBH, i think Terrans who use Jammers to stop Fleet Scans, and/or use complex fleet-renaming skills so that its hard to tell the difference between two Destroyer waves and a Battleship wave is far more likely to cause you harm.
Stop picking on the poor old Xans.