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Author Topic: Change the fleet bugs!!  (Read 172 times)

Wizard_of_OZ

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Re: Change the fleet bugs!!
« Reply #30 on: December 17, 2010, 04:44:36 PM »

Archer is ahead so he isn't bitching, everything is fine. lol
Is that all you got Wizard? The RULES on the round are the same for all of us. Just try to learn the new tricks we all had to learn. Your problem is you have a tough time grasping new ideas. (Old dog?) Anyway maybe you need to try defending your alliance mates. They would probably stay in the alliance. Oh... too harsh?


See what I mean? Wizard had the chance to defend Ginslinger on the round but he sent his fleet to late. I wonder what he'll tell Gin? btw we all saw you were on Wizard. You're playing to keep your personal pop but you don;t give a crap about your alliance mates. That's why WTF is winning. We work as a team.  8)


Is that a new trick? Defending in time from in galaxy attack???


Post Merge: December 17, 2010, 05:05:52 PM


Alright, well I'm seeing a lot of complaining, but no solutions. How would you guys like this resolved? Would you want for returning fleets to just be Idle and you can't use them until you manage to switch them back to defense (you lose a possible tick of defense). Or what other possible solutions would you guys like to see?

I'm free to changing up the game however we want. Just want to make sure it's *actually* an issue and not just a few people talking it up. Anyway, let me hear your ideas and we'll make some change for next round.

Change battle code so as little as 1 point makes does not make the difference between losing a few atlas or all of them. And make it so returning fleets do not auto defend. All it takes is one lucky fleet catch and game is over. On another note, Gin had a battle that he won 12 to 1 and lost about 90% of his fleet. So he was immensely victorius, but could have basically been out of the game for winning a battle. I think you are already aware of this tho. It isn't that it is unfair, because everyone has same rules, it just makes it too difficult to play for anyone with a job or school, or no smart phone, so they don't.
« Last Edit: December 17, 2010, 05:05:52 PM by Wizard_of_OZ »
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General_Archer

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Re: Change the fleet bugs!!
« Reply #31 on: December 17, 2010, 06:57:53 PM »

You tool! You waited to defend gin! Your fleet arrived on the LAST tick instead of the second tick. You didn't send enough and Gin never came back on but I didn't know that crashing over 5k cloaks was your plan. Any way keep up the good work! lol
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Rommy

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Re: Change the fleet bugs!!
« Reply #32 on: December 18, 2010, 08:21:37 AM »

Luke, I kind of agree with Wiz, especially about the battle calc. I don't know if anybody has really told you this, but there's something seriously broken with the way it's calculating casualties. It's kind of late and I'm tired, so I'm not really sure how to describe it, but I know everybody reading this who is playing the round knows what I'm talking about and I'm sure someone here can explain it more succinctly then I could. As it stands right now, the losses are massively disproportionate to the offense:defense ratios involved in the battle. You can massively outnumber somebody and still lose almost all your fleet. There's something counterintuitive about that. I don't know if its related to the way losses are calculated by m/e ratios (something you explained to me before) but whatever it is, it's broken and it's pissing people off. Also, for some reason, adding 1 rps unit of each type to your attacks seems to hugely reduce losses, and I don't really understand the reason for that.

And with regards to fleetcatch, I've thought about it a lot, and I think I understand your reason for putting it in, and I can't say I disagree with your logic. (We've all seen how things can get to a point where there are lots of attacks going on but nobody is losing ships because everyone is ducking) Even so, I'm not sure fleetcatch is the answer. It makes attacks much more complicated, and forces people to stay on and baby sit those attacks to a much greater degree then before. Because of the length of time involved, it makes it really hard for those of us with jobs or school (or in many cases both) to participate in attacks at all, except on the weekends.

Lol, I've got more to say on the subject, but I've been up since 7AM, so I need to get some sleep.

Hey, one last thing though, I've been thinking about this for a while and I'll just throw it out there. I'd kind of like to play a round with recon 5 tech scans taken out of the game. I think it would be fun to not know who has cloaks... what do you guys think?
« Last Edit: December 18, 2010, 08:31:09 AM by Rommy »
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King Woof Woof

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Re: Change the fleet bugs!!
« Reply #33 on: December 18, 2010, 08:48:37 AM »

I'd kind of like to play a round with recon 5 tech scans taken out of the game. I think it would be fun to not know who has cloaks... what do you guys think?
muahahahahaahhahahahahahahahahahashadshashasgadsmljfhdskjghdsiygajhaahahahahaha!!!!!1111!!!!!!111!!11!oneELLEVEN

i like it  :evil: :evil: :evil: :evil:
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Tommy

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Re: Change the fleet bugs!!
« Reply #34 on: December 18, 2010, 09:39:59 AM »

I agree with what Wiz is saying. The return to defend has got to go. The good old "vulnerable Home" is enough to enable some refreshing fleet killing.

I don't mind RPS as such (because nobody forces you to buy them, lol) and maybe there's no urgent need to overhaul the ship system. But the battle formula needs fixing, not that I could point out what exactly is misplaced with it. (I have a nagging feeling it's something to do with the weird impact of ship prices in the distribution of damages but I'm talking out of my ass here.)

So if anyone says fleetcatch makes the game unbalanced then they are doing it wrong.  Also every tickgame needs you to be on during an attack, attacking and then leaving it is suicide, colony wars makes it easier in that you can bounce and redeploy somewhere else (most games dont have this feature), making it near impossible to fleetcatch unless the opponent is psychic or guesses correctly which alliance planet you are jumping to.

You didn't get what I was saying. It's not fleetcatch making the game unbalanced, it's the excessive activity requirement making the game dead (for lack of motivated players). Look at the big picture.

Of course you have to monitor every attack. But earlier you could cancel if necessary and call it a day, now you can't. Unsurprisingly, you don't see lots of big alliance-wide attacks out there (just big deployed defenses of twice a day refueled discs).

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