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Author Topic: How to fix CW  (Read 137 times)

Samus_Aran

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How to fix CW
« on: April 24, 2010, 12:34:40 PM »

Okay, IRS has show how flagrantly broken this game is right now. The most unbalanced part is fleets carrying rocks. I have thought up numerous solutions to this. None are perfect, so feel free to refute them/ call me an idiot. But heres what I think. Any combination of these would be good:

1. No more fleets carrying rocks. So either we go back to the old way of instantly getting the pop, or give rocks their own eta. this way rock running becomes impossible, and makes farming a tad harder to do.

2. Recon fleets cant carry rocks.  Because Recon fleets can not be attacked in any way, and have such long deployment times without the threat of rock dropping, and idk if they can be refueled by a planet, but seems like it, they should not be able to hold rocks. If this is implemented only, it will be a great help.

3. Rocks auto-drop regardless of anything. I thought that this was what the case was, but i guess it isnt seeing how long the Recon fleets at MAO have been holding those rocks. regardless of fleet type/owner/anything, rocks drop at end of tick.

Those mainly address the rock farming/hiding problem. I like the idea of rocks in fleets, and the idea of attack hopping. However, I do not like hopping from an abandoned 20k pop planet in gal to give only eta 4 (for all practical purposes 3 if you time it right), making defense for first tick impossible. so:

4. One can not switch from Defending to Attacking in fleets. If you launch as attack, you can switch to defense still, but just not the other way. This would also help with the farming problem. Though its effective, farming is just plain cheap.

/ranting

Okay. so those are my ideas. Review them, leave snide condescending comments :).

Regards,
Samus
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King Woof Woof

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Re: How to fix CW
« Reply #1 on: April 24, 2010, 01:01:10 PM »

1/ no

2/ yes

3/ no

4/ no

i'll elaborate tomorrow
« Last Edit: April 24, 2010, 01:02:57 PM by King Woof Woof »
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Mao

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Re: How to fix CW
« Reply #2 on: April 24, 2010, 04:33:23 PM »

I agree with most of these points, but they are simple extensions of the first you raise, which is fleet can carry rocks. Recon fleets aren't the main problem, IRS is currently adopting it because we are a bit lazy right now. If we had 50hawk defensive fleets holding rocks, the same thing will imply. It simply means we'll keep watch, and send fleets away if we get attacked.

Autodrop of rocks is the main problem right now. Farming is a perfectly reasonable strategy (if a big player wants to attack a smaller player, farming is essential). Rock hoarding however is a bit too cheap. We exploited the fact that rocks do not auto-drop at home upon arrival, which give us a tick to mass the rocks at one location. This means full 3-tick attacks by ships owned by both our attackers and farmers are possible, and there is no need to farm afterwards.

However, in terms of programming, these suggestions are not very easy to implement. I propose a single change that will fix the current farming-centric state: rock carrying capacity of a fleet is made dependent on defensive power (500 def for 1 met and 1 ast), similar to the rock capture dependence on offensive power. This will have a huge impact on farming and rock transfer:
- To significantly farm down and keep the rocks in fleet, a large fleet is needed by the farmer to capture (offense) and carry (defense)
- To carry a significant amount of rocks, huge amounts of defense is required, taking away from offensive power available for attacks
Thus, players who want to make the pop safe but still want to attack will be forced to build defense (or have friendlies designated to defending), or choose between pop-in-fleet and fleet-for-attacks.

On that note, attacking after deployment is a valid strategy. This is colony wars, not alliance wars. If you cannot call on the full force of your alliance, it just means you've been out-maneuvered.
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Samus_Aran

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Re: How to fix CW
« Reply #3 on: April 24, 2010, 05:44:35 PM »

Thats a good thought... but seems just as coding intensive as some of the items I brought up. And as for deployment to abandoned planets:

5. Bash Limit is based off of total Off/Def at planet, not its pop. This way, you cant just hide in lower pop planets. Just an idea. Would add extra spice. Perhaps bring back some of the good old actual, you know, fighting that seems to be missing from CW these days.
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L8u8k8e8

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Re: How to fix CW
« Reply #4 on: April 24, 2010, 07:25:29 PM »

I like MAO's idea, I'm kinda busy right now with school and finals coming up, but after my finals I'm planning on implementing my capital ship idea in place of upkeep. And I think it would be a simple matter at that time to make it so only capital ships could carry rocks.

This makes it so you have to use your most expensive ships to hold rocks and if you want to hold a large number in one fleet then your other fleets couldn't be as large because they wouldn't have those capital ships.

Obviously this idea is still rough, I'd like some feed back on the whole system and see how you think about that.
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Re: How to fix CW
« Reply #5 on: April 24, 2010, 09:55:42 PM »

1) no

2) yes

3) yes

4) yes, attack or defend

5) if you mean the bash limit of the fleet's home planet then yes.
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Samus_Aran

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Re: How to fix CW
« Reply #6 on: April 25, 2010, 01:41:43 AM »

Im not familiar with this capital ship idea? Ill snoop around and see if i can read up on it somewhere.

I like upkeep though, I think it is one of the things that has improved since the old days when I first started CW.

And no real rush. We can just fiddle around on perma. Real Life is more important than CW.
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King Woof Woof

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Re: How to fix CW
« Reply #7 on: April 25, 2010, 01:47:16 AM »

blasphemer
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crapshoot

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Re: How to fix CW
« Reply #8 on: April 26, 2010, 12:52:53 AM »

the ships need to be rebalanced. the discharger numbers vs. everything after still keeps the nems and lurks unappealing.  the new nems and lurkers did nothing but increase upkeep and did not increase their use.  Who used them anyway?

certainly, any changes listed here will be welcome.
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Eldrad

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Re: How to fix CW
« Reply #9 on: April 26, 2010, 01:06:24 AM »

I propose a single change that will fix the current farming-centric state: rock carrying capacity of a fleet is made dependent on defensive power (500 def for 1 met and 1 ast), similar to the rock capture dependence on offensive power.

Thats a good thought... but seems just as coding intensive as some of the items I brought up.
I think Mao's idea is much easier to implement than most of yours. (at least without adding any other potential abuses)

However if luke's capital ship plan is going to address this issue then it's not as important.
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King Woof Woof

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Re: How to fix CW
« Reply #10 on: April 26, 2010, 01:23:05 AM »

lower build time raise price a bit and lower upkeep abit too i'm not sure on the numbers but something that would make nems and lurks look attractive to use
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Samus_Aran

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Re: How to fix CW
« Reply #11 on: April 26, 2010, 01:34:09 AM »

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Re: How to fix CW
« Reply #12 on: April 27, 2010, 01:51:25 PM »

i like the idea of limiting rock transfer only to a fleets offensive score. and, the rocks have to drop somewhere after they have been transferred/taken. that's why i think that the one tick delay should be removed. once the fleet lands, so do the rocks.

also, i really think the attack/defend switch needs to be removed.

another thing to look at, is applying the bash rules to infiltration. it would create more turnover at the top and increase the cooperation of members.
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Mao

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Re: How to fix CW
« Reply #13 on: April 27, 2010, 04:50:41 PM »

another thing to look at, is applying the bash rules to infiltration. it would create more turnover at the top and increase the cooperation of members.

Funny you should mention that. I've sabbed people in my own alliance before.

IRS is great.

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Re: How to fix CW
« Reply #14 on: April 27, 2010, 08:17:18 PM »

No more fleets carrying rocks and eliminate deploy. Cloaks are somewhat useful in the start of the round, but due to upkeep, I can calculate how many you have close enough to render them ineffective. We have went from a war game to a game of strategy. We seldom have battles, and part of that stems from the rock carrying. You cant attack to regain your rocks until you find out where they are. And that may be last tick of round. Thus, more time between battles = less battles.
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