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New game play adding in next version

Hello guys,

I have an idea about our next version. Which will (persionally thought) make our game more interesting in wars. It is.....

Fleets Action Limitation --- Sounds like stop others from sending their fleets out of the colony. Yes!!

When your colony is garrisoned by attackers, you could only do the following things with your fleets,
1. Transfer your fleets from colony to colony
2. Raid nodes

You could not,
1. Raid  others' colony and forts
2. Capture nodes, forts and colonies.
Unless you expel the attackers!!

what do you think of it? guys

It's a good start, something that's been suggested a few times now, so glad you guys are listening Personally I'd get rid of Transferring and Raiding too though. (Or at least Raiding)

This would mean when a smaller nuisance player goes on a disconnecting nodes spree, you'd have a chance of exerting slight control over the situation. The node raids are very often more problematic than the Forts/Colonies.

It would also mean you'd have to expel using forces available from that colony or send an expedition from a different colony, which would limit spam expels, and make people think more strategically about their colony placements and functions.

In terms of bigger players, you'll need to do something about Lance Bases too. Atm the moment the player logs on again, whatever fleet you have will be destroyed, simply from spamming Small Ships to trigger Lance Bases. The simple solution is make it so Lance/Missile Bases only work on Defence not during Expulsion.

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thanks for these feedbacks buddy. here is my reason about it
1. if players build lots of lance bases, that means a kind of resource consumption for him and also lots of time spent on it. if you see him abusing lance base to spam attack you , you may retreat.
2. for nodes raiding and transfer fleets. my idea is that we should at least give them chance to fight back. any way, in alliance war and planet domination war. node raiding is useless, only capture nodes would take into account.

what do you think?

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I appreciate what you're saying, but I'd like to point out the following

1) Getting Lance Bases to Lvl 4 (or 5 if you have Crystals) isn't very expensive or time consuming. Even on a Production heavy planet you can fit in 6 or 7. On a less production focused planet... well I have 16 on one of my bases... They are pretty cheap compared to a lot of buildings, not to mention ships. And once they are up they are up, they don't even need energy etc. Retreating doesn't work if you're offline.

At present it's a simple case of I can Occupy my opponent for as long as he's offline. When he comes online I'll get expelled. If I'm offline it'll cost me all my ships. Unless he's a really bad opponent or relatively new. I don't mind having to get through lances to reach the colony, it's only on the shuttle expulsion spam that it gets out of hand. I also don't like the way it becomes 95% online/offline dependent.

2) The Node Raiding would help moderate the problem of small players who exist purely to harass everyone. There's no counter to a small, but weak player, even alone who decides to disconnect a whole alliance's nodes. You simply can't hurt OR stop him. I believe Tir has a thread on this in suggestions.

They do have a chance to fight back. Other colonies can still send expulsion fleets instead of transfers, not to mention the commanders and ships already at that colony (which means you have to think more about where you're putting your ships/commander, which is good for the strategy aspect of the game). It also means liberating a colony becomes a priority, instead of something you can ignore for a while.

Without the Lance Base amendment it doesn't really matter though, as just about anyone can expel just about anyone straight away, so the rest is moot.

p.s. In a war disconnecting nodes isn't useless - it reduces enemy production and it's very easy to do. If my colony was occupied and I couldn't expel for some reason, I'd absolutely knock out 100% of my opponent's nodes. Which virtually makes him as badly off as me and my occupied colony. Worse if I'm a small player and he's a big player as he actually loses far more production than I do from being occupied.

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Additionally there are small players who in Domination Wars will knock out everybody's Nodes just to be a pain (not to win, but to stop others from winning). If they can still do this when their colonies are all occupied it's going to get silly fast.

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I totally agree with the assertion that lance base has to change. They are too powerful and I don't like how they damage commander power levels even with no ship damage. 10 rds of fighting 1 shuttle and your commander is almost out of power. This has to change as this makes absolutely no sense.
Another suggestion would be to require lance bases to use energy. This would keep players from putting many bases in their colony.

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I have to agree with other players. If you want to efficientlys protect your nodes, occupying enemy's colony is great only if it prevent movements from it, like a blocus. Defenders can always send fleet from their home planet at least which can't be occupied, and

You also have to change lance bases. It's to powerful now and can easily expel any fleet by successive 1 shuttle spam.
To prevent this abusive technique, you could make it limited 2 to 4 per colony, which have the advantage to make higher lvl lances more desirable.Or you can give them a power supply need and an efficiency just like production building, such as MacHawk suggests it.
An other way to solve it : make it shoot accordingly to defensive fleet strenght (1 to 100 = 0 lance base shoot, 101 to 200 = 1 lance base, 201 to 300 = 2 lance bases etc...). That way you had to sacrifice ships to destroy enemy fleet, even if it's thousands of shuttles
You could also make obliterate target defensives structures first... But then, colony siege must prevent construction in order to be an effective strategy.

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Reply 4# barbily

Hum, can't change my post... so it's a double one

As you say Barbily, captured nodes will be important to planet supremacy.

If an assaulted colony can raid nodes, their fleet can dismiss the attacker's nodes. This way, nobody can win. Assaulted colony can't capture new nodes, and attacker see all their nodes dismiss...

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Reply 5# rhonan


    but even if you are not allowed to transfer fleets between colonies after you are occupied, you could still build ships like shuttles in the occupied colony. and with one shuttle and 10 lance base thing to spam the attack. still did not solve the issue. right? and more importantly, if transfer and raid are both not allowed. how to fight back, especially for newbie guys? maybe ask alliance members to expel for them?

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how about this. attackers would automatically retreat in certain hours. like 12 or 24 hours after your have captured colony A, your fleets will atuomatically return to your base.

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