The planetwars problem

The planetwars problem

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

The planetwars problem

Post by Hoi »

The current problem with planetwars is that people just go 1v1 against a noob 30x and get 30 planets by doing that, so, this should be prevented.

1. Planetwars rank should be seen in the lobby

2. don't allow 1v1's for planets, instead of that, there could be a planetwars 1v1 only system, the players fight for a moon, a moon gives x daily income to the whole team, and x+y daily income to the player who owns it.

3. To make it a bit more interesting, make the galaxy not just one big thing, but make it something like 6 smaller parts, the faction which controls a whole part gets an income bonus, or something else.

4. having a planet's moon does not mean having the planet, and having a planet does not mean having the moon, what about giving a dmg/hp bonus to the faction that has the moon? (only on the planet the moon belongs to)
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Acidd_UK
Posts: 963
Joined: 23 Apr 2006, 02:15

Re: The planetwars problem

Post by Acidd_UK »

I agree with 1.

Regarding point 2: You could still do a 2v2 pro vs noob, or 3v3, 4v4 etc etc etc. At the end of the day, the idea is for planet control to change hands... I'm not sure you should be discouraging 1v1s, they're a good way to improve imho.
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: The planetwars problem

Post by Warlord Zsinj »

* mumbles something about mod-related topics going in the mod thread in the games & mods section of the forum
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: The planetwars problem

Post by Pressure Line »

Warlord Zsinj wrote:* mumbles something about mod-related topics going in the mod thread in the games & mods section of the forum
Or on CA Trac. Since thats like... what it's for.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: The planetwars problem

Post by Licho »

I would like small asteroids and moons for next galaxy - each with 1v1 map and connected to each other.
That way campaign on 1v1 maps can be more separated from main team maps.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: The planetwars problem

Post by Pxtl »

How about remove the "single planet" thing. Each planet is a star-system (many planets in the system will use the same map). The commitment a side has in the battle determines how many planets within the system they will win when the battle is over. So you don't take a system in a single battle, but how many battles it takes to win the system depends on how many players and how many of them are n00bs. Experts only chip away unless they're fighting other experts, especially in 1v1s.
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Tribulexrenamed
Posts: 775
Joined: 22 Apr 2008, 19:06

Re: The planetwars problem

Post by Tribulexrenamed »

Asteroid belt
Deep Space Conflict V2
Cosmos
PhailQuail
Posts: 35
Joined: 17 Sep 2008, 15:54

Re: The planetwars problem

Post by PhailQuail »

I would like 1v1 4v4 8v8 to have separate map slots. 1v1ing on a 8v8 map sucks, and backstabbing for mexes on 8v8 is annoying.
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: The planetwars problem

Post by Gota »

How about deviding it into 2 zones.
1 zone is a personal empire kind of thing.
Each player has his own small empire consisting of a solar system with a few stars.
Each player belongs to a side,core or arm.
Each player can host a planet wars game and has to bet one of his planets in his solar system.
If its a 2v2 than each player has to bet a planet or an "income" percantage.
The player or players who win the battle gain the other parties bets.
Those are internal games in each side so only players of the same side can play in them.
On the grander scale you have the solar system map and on it core fights arm.
Each solar system would have x amounts of routes to it which will be the maximum amount of players that can attack that planet.There can also be a maximum number of defenders so that solar system gains are tactical cause if you capture all the solar systems that have routes to a certain other solar system than you will have the advantage of more attackers than defenders when attacking that one.

if planet wars has external and internal upgrades than
There will be rank points and external currency for external upgrades.
The higher the rank the more shit you can unlock ingame the more currency you have the more shit you can get out of the game.

the currency can be decided by how many planets or income a player has.
the rank can be decided by the amount of victories he has but the racial war victories will play a much bigger part than internal conquest.


So in conclusion there are 2 maps an individual map for each player of his solar system and the grand map.

Individual solar system maps will have for example 2 reserve planets in each solar system so when players start playing internal battles they first bet on their reserve planets and if thye lose those planets are taken from them and given to the winner and the star is added ot his solar systme and gets "populated".
If you don't have any more reserves planets you bet on income or your own planets.

The grand map can have reserve solar systems on which both sides bet when they start fighting.
After all reserve planet systems are taken arm and core begin invading each others systems taking each star in a system one by one with the defender attacker limitations based on the ownership of connected nearby solar systems.

This is just a general concept.
The rank and currency can be replaced in positions and rank can be gained from internal combat while currency from external core vs arm combat.
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Teutooni
Posts: 717
Joined: 01 Dec 2007, 17:21

Re: The planetwars problem

Post by Teutooni »

Sounds awfully complicated, Yan.. And how does it answer the PW's main issues, namely unbalanced games due to huge differences in player skill and number of players at a given time?
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Gota
Posts: 7151
Joined: 11 Jan 2008, 16:55

Re: The planetwars problem

Post by Gota »

Cause it adds more options.There can be different battles going on not just core vs arm as a must.
Caradhras
Posts: 381
Joined: 31 Jul 2006, 21:49

Re: The planetwars problem

Post by Caradhras »

New players need to be able to join the game during a running round.
Dynamically added solar systems or something else.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: The planetwars problem

Post by lurker »

New players can join, and they only have to win a couple games to get a reassigned planet.
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TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Re: The planetwars problem

Post by TradeMark »

i highly disagree at 1.

NO more icons in player nicks, soon all you see are icons, and name is the last one lol, watch flopflop nick sometime, you need to expand the width of nick list thing to see his nick =D
Satirik
Lobby Developer
Posts: 1688
Joined: 16 Mar 2007, 18:27

Re: The planetwars problem

Post by Satirik »

you can now add planetwars ranks using script in tasclient
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: The planetwars problem

Post by Hoi »

Satirik wrote:you can now add planetwars ranks using script in tasclient
+9001
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Re: The planetwars problem

Post by KDR_11k »

TradeMark wrote:i highly disagree at 1.

NO more icons in player nicks, soon all you see are icons, and name is the last one lol, watch flopflop nick sometime, you need to expand the width of nick list thing to see his nick =D
It's one icon everyone gets that shows their rank for this game.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: The planetwars problem

Post by REVENGE »

Licho wrote:I would like small asteroids and moons for next galaxy - each with 1v1 map and connected to each other.
That way campaign on 1v1 maps can be more separated from main team maps.
+1, great idea. Perhaps 1v1 can be used to determine access to certain "paths" to planets. Different paths will end up taking you to different plaents/parts of planets/different maps, and determine who attacks/defends.
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