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Temos pavadinimas: The real reason that we do not have HW's (Paprasta tema)

Autorius: Bert2

Tema pradėta: 11:52:35 2005 12 06

Pranešimai: 12 Paskutinis pranešimas: 20:59:45 2005 12 06. Autorius Professor

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Bert2 Paskelbta: 11:52:35 2005 12 06

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But the real imbalance is that you do not need a HW to win the round but you have to attack alot of them to. we need to fix it so that you need a HW to attack a HW. that way everyone is fair and everyone is a target. everyone will need to build def and attack to win.




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14th Sep

Chaos Paskelbta: 11:56:03 2005 12 06

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Ships can only gain exp if you have a HW? :)




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MBIK Paskelbta: 11:57:16 2005 12 06

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Ships should be assigned to planets again!

j/k




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Professor Paskelbta: 12:01:06 2005 12 06

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I disagree. We need to reward players for having HWs and give incentives to build them, but we do not have to force all players to play the game in the same way or with the same objectives. Everyone can be fair with the same opportunities and options available, and as long as the game supports several different viable strategies and options, it can be fair and yet attractive to players with different preferences as to playing style.

Don't try to force every players to have the same style of play that you enjoy, but it is quite valid to argue that incentives and rewards are not adequate now to encourage players to have HWs now.




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Bert2 Paskelbta: 12:07:59 2005 12 06

Pranešimai: 2477

Temos: 101

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Lytis: Vyras



I'm not forcing them to build empires which is what I enjoy but if they want to take out big planets to win then they need to be part of the solution. I don't want to buil;d anything knowing that I'll be the only target. . Every attacker needs to "potentially" be a target. That is fair even if it is only 1 target. I don't want to make them drastically change their style of play but they need to participate as it is them who have eliminated the HW's in the first place.




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14th Sep

Frost Monarch Paskelbta: 12:12:57 2005 12 06

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Bert2 there qare many ways around what you suggest, there could be only one clan HW and they could pass it around when they are attacking to complete attacks, a better solution would to make it so that in order to even posess assaults over 50 exp you would need to have a 20mil def HW minimum. That is a reasonable solution.




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Bert2 Paskelbta: 12:18:48 2005 12 06

Pranešimai: 2477

Temos: 101

Valstybė: United States

Lytis: Vyras



All I want is that if you are going to be taking HWs down that you have at least 1 to take down too. That way the attackers will always have targets because to be an attacker you need to be a traget also. Is this too much to ask?




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14th Sep

Chaos Paskelbta: 12:19:32 2005 12 06

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Remember my topic? :D If every clan would be forced to have a HW in order to reach higher clan level, that would be part of solution.
Only I think it'll take forever to add those changes, and not all of them would be possible to add :(




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bpmsac Paskelbta: 12:21:36 2005 12 06

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the only way to solve the problem i believe is reassigning ships.....i mean honestly we didnt have this problem when they were assigned......




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Frost Monarch Paskelbta: 12:23:18 2005 12 06

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but what I am saying is that if you simply have it so that you have to have an HW to attack then clans will abuse this by only having one HW per clan and just shifting it around for attacks. Rather if you make it so that you must have a 20mil def HW to posses ships then that would be better. You coud even play around with that rule abit and make it harsher so that if you lose the HW you destroy all your trained assaults or that you can still have the assaults but you just cant atack with them or exp is reduced, watever the solution you got to think of how people can abuse it.




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14:24:50 | Vigilante planet Rouge II has been captured by Frost Monarch, IDG Elite Force.
14:24:50 | Vigilante has been defeated by Frost Monarch.
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Iiridayn Paskelbta: 12:44:40 2005 12 06

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Bert: Neggy makes the same point I would. Though I'm not certain of the value of someone that thinks of ways around rules ;). (jk, I do it all the time -- is the best way to design rules is to get around them first). Some solutions may work, but be complicated to code, some may not but be easy. In my experience however there is generally a class of solutions which are simple, elegant, and effective, and don't need multiple rules and counter rules, etc.

I realize that you are very passionate about wanting to be a target, but that is not the primary problem. The problem is that there are undefeatable ways to store resources. Therefore, any solution should to preserve balance either introduce equally powerful attacks, or increase the defeatability of the resource storage methods.

Prof has suggested an economic solution, where you would have to realize substantial benefits to have equivalent value by storing res on ships. I have suggested a technical solution, which simply reduces defenceability to acceptable levels. You have suggested a solution which requires temporary defence reduction (from invincible to attackable) to allow attacking of other people who have undergone the same proceedure. As a result, attack is made even weaker reletive to defence, those of us that keep homeworlds in anticipation of them returning will be squashed by the invincible turtles (all attack, but can defend easily) you speak of, and there will be no homeworlds, no targets, no risk, and no reason to play (from my point of view).

Attack and defence need to be balanced, and right now they are not - defence is much too powerful, in many ways. And I am falling asleep, as it is 4 am here, and so will cut this short. Sorry; will continue tomorrow if I missed something if I missed something.




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