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Unread 11 Oct 2006, 00:13   #1
Monroe
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Cluster Nodes

Alright another crazy idea for introducing geography into planetarion using an idea I call cluster nodes. The way these work is that each cluster will have a x.0 galaxy with one planet in it called the cluster node. This node planet will have no value or score to it, just one roid. This roid will be called the cluster roid and it cannot be stolen, it can however be gaurded and anyone can park ships at it. Why might you ask? Because this roid will be the cluster node, the controling point for the resource bonus for the cluster. If only ships from the cluster x are resident at this node EVERY member of the cluster will receive a 1% resource bonus. If however ships from a particular alliance gain control of the node only the members of that particular alliance in that cluster receive the bonus, but then they receive a 10% resource bonus (all of these percentages are negotiable to make it worthwhile while not abusive). Now in terms of how to control the nodes. I propose we give everyone a forth fleet slot that can only be used for two purposes, defending incluster (including the node) or attacking/defending nodes (including their own cluster node). Regular universe and incluster eta rules apply except for attacking your own node where you get the -1 advantage.

In terms of how to attack/defend an out of cluster node, to attack one, attack as normal, but have the caviot that you can leave the attack fleet there indefinitely as a defensive fleet if the battle is won. HOWEVER there should be a resource cost for leaving your fleet at a non incluster node (call it a supply cost) of 1% of your resources, or alternatively some ratio worked out by the value of the fleet left for defending the node.

Combat at nodes:
The way combat will work is the battle runs like normal battles run now, the only difference is at the end the total values of the remaining fleets is added up, if the difference of value is less then 20% the results are inconclusive and all ships are allowed to stay for battle the following tick unless recalled. If the difference of remaining value is greater then 20% one side is declared the victor and the loosing side is forced to withdraw to fight another day. In the event of a draw the 'owner' of the node is not changed, if the attackers win the 'owner' of the node changes to the attacking alliance who represents the greatest value, their ships become the defending ships for the next tick (as long as they are not withdrawn), all other allies remaining ships are forced to withdraw even if they attacked the same tick (this is to keep allies from being able to help each other defend nodes). There should be a small amount of XP given every tick for holding an out of cluster node.

The whole point of this is to encourage in-cluster cooperation, and to provide a new interesting approach to gaining XP for allies. Unoccupied nodes revert to the cluster, in addition because you can only attack/defend nodes with your 'cluster' fleet if your fleet is out attacking/defending an out of cluster node you must rely on your ally mates to hold your own node from other allies or your own cluster.
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Last edited by Monroe; 11 Oct 2006 at 00:24.
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Unread 11 Oct 2006, 00:37   #2
Shyne
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Re: Cluster Nodes

Fourth fleet slot no, the general idea is quite nice though.
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Unread 11 Oct 2006, 12:32   #3
Ultimate Newbie
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Re: Cluster Nodes

Tbh, there doesnt seem to be much point in attacking a node, even an out of cluster node. There are no roids to gain, and the XP gain would have to be pretty small to limit abuses. Unless you were a Zik, i suppose you could use the nodes as massive ship-farms as they wouldnt fall under bash limits. Still, is there any way of telling how many units are inbound to a node (ie, can you JGP it etc?). Can the game mechanics handle fleets switching between att/def whilst en route and/or on multiple times whilst en route?
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Unread 11 Oct 2006, 16:19   #4
Monroe
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Re: Cluster Nodes

Quote:
Originally Posted by Ultimate Newbie
Tbh, there doesnt seem to be much point in attacking a node, even an out of cluster node. There are no roids to gain, and the XP gain would have to be pretty small to limit abuses. Unless you were a Zik, i suppose you could use the nodes as massive ship-farms as they wouldnt fall under bash limits. Still, is there any way of telling how many units are inbound to a node (ie, can you JGP it etc?). Can the game mechanics handle fleets switching between att/def whilst en route and/or on multiple times whilst en route?
Attacking a node gives you or your ally a resource boost in that cluster. In the small clusters I agree, probably not worth attacking, but when several of an allies top roid count players are in one cluster, that node can be very valuable. You do raise two very good points which I will respond to however.
Firstly in terms of inbounds, if you have a fleet already at the node (IE you are the current owner) have that info show up on your ally page, or in the case of people in the cluster have a cluster node page like the gal status page, so incluser can always see the incomming. As for 'switching' of attack/defense, that won't happen unless your ally wins the node while you are attacking it, at which point I would say your ships stay attacking, if however at eta 1 your ally still owns the node your ships will be automatically recalled, or optionally allowed to land and become part of the defense (hard to code probably).
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