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This week's updates

1. Team Battle Function added and applied in instance and space fortress.1 [0 a" d2 |2 j4 X# W+ E
2. New instance added for team battle only. New lv80-100 set added.
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  L- M6 w1 e, |$ g* l+ A3 {, V. z3. Space fortress has to be done by a team only. Fights in Space fortress reduced to 3.5 a  x- H& u6 E% j  G9 S  g
4. Auction house button moved to Shop
+ Y' L" L% l+ B1 e5. New item added to protect trade routes.
# |4 O" d9 k2 X1 I% E  y; h* O$ t0 T6. Player can only attack the colonies of those whose military rank is lower than him 3 times a day.
3 r3 V8 u1 n5 m: g7. Instance difficulty adjusted.
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Team Battle Details:
/ F9 Z4 @5 }7 f) I0 l% oPlayers in the same alliance can form a team. A team can only start battle when it has three members
' r7 c4 T) j' n/ AThe leader of a team leads the team to battle.3 O9 ?% R- b+ B; v, J
Arrival time of team to the space fortress is the leader’s fleet time.
& H7 G1 d5 R: e7 t, Z9 w  dProgress in the instance is the progress of the leader’s instance. Every member in the team costs Stamina.5 z5 D8 R! Z7 u1 C  E6 G
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How to play team battle
1 Y7 z4 _$ ?  s$ `; DThere are three different positions in the battle scene. We call them No.1, No.2 and No.3 from top of the screen to the down.' h  q& [+ S3 e1 `! `5 f/ u# X
By default, Players or Npc in the No.1 position is the primary target. Players or Npc attack those in the No.1 position first then No.2 and No.3+ `* p8 i8 [+ x% ~( N: t
Therefore, there should be a Tank in the team to take the hit from enemies (increase commander’s ingenuity, learn skills, and raise military rank to increase the ships’ armor)
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If opponent's has targeting module and our 1st player has scrambler, thus range of the 1st player on our side is decreased, just like the 1st players steps back. So opponent's ship will fire our 2nd player first. So be sure that Tank of a team is in the 1st position in team battle.
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oh well..  it's not that these are a bad thing... but you've just put CHAOS out of business' p, K1 g  J* d1 w/ g7 J) z8 R. O
also  i'm sorry to say as someone with very few people higher than me...  not much left for me to do in the game.6 @% J' O8 o7 _/ \
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team play is good...  but what's left for the solo player.
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in game, Tir or TirNaOg

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not entirely out of business, you can still attack every fortress, trade post, resource node, and rare node.  the only difference is that now you can only capture 3 new colonies per day (assuming you don't lose), which you can only keep up for so long.) ^9 C9 u1 ~3 g/ R1 n/ X: A

! |7 S7 v0 e4 k! DI must say that i am looking forward to the team battles to come.  I also think that the difficulty levels of the instances needed to be adjusted as well.  legendary Pirate Lair 1-5 was stupid easy, and in Capella I'd get swarmed with thousands of shuttles and lose.  I would add, try to make the team instances a bit of a challenge, otherwise you will have one high-level player carrying the team while the lower-ranked guys will be surfing on free xp.  You need the instance to be hard enough to require that everyone brings 3+ full leaders in order to scrape through to a victory.; ?: _; v3 [6 b  |8 \& N% G
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remember though, we are still looking for that end game....
Sanity is a mental disorder

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I do agree fix the first 5 levels of pirate instances. You just better off skipping and attacking trade posts.0 B7 O" v4 B2 W) c' r5 ]# F* W) V
Hopefully higher lvl instances has better modules and weapon tactics for the NPC players.

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2. New instance added for team battle only. New lv80-100 set added.
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DON'T see it yet

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Well,it is probably upcoming.
3 {6 n+ W( g% Jhowever, I must agree, the legendary pirate lair is/was a cake walk

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yeah the legendary pirate was terrible. i killed without even sending aircraft in... with cruisers...

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yeah the legendary pirate was terrible. i killed without even sending aircraft in... with cruisers...

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Yeah instances could use being reworked. I love the xp and all, but fighting small ship after small ship and then one of the last few fights of Capella being being all destroyers just isn't challenging. Course one way to make it challenging is to send BCs into Cap legendary. Then it becomes a race to see if you can win before all their shots cause you to run out of energy on the commander.
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I do hope the player attack limitations though allow for people to retaliate if someone a few ranks below them starts attacking their colos. Heck even 1 rank below you can still be a challenge so I'd hope that the limit has a 1-5 rank exemption before kicking in. That way the very top players aren't stuck with no one they can technically fight before the limit stops them.

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So it seems the attack limit is really a per colony limit for everyone (based on wording). However, having a member same rank as a no alliance neighbor shows it stops everyone period, no rank considerations at all. This will open a can of worms as people get allied alliances to attack them 3x to make their colo off limits.

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