Thread: Fixes
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Unread 26 Feb 2018, 23:50   #9
BloodyButcher
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Re: Fixes

Quote:
Originally Posted by Mzyxptlk View Post
I don't know the original goal of HCT research, but here's some of its effects
  • Planets with lots of roids have less opportunity to do value-producing research like core mining and (indirectly) population management, reducing the gap in value between larger and smaller planets.
  • They have less opportunity to spend time researching scans, which fosters cooperation by encouraging other players to go for scans.
  • They're prevented from reaching incoming scans earlier, making them easier to fake for a while.
  • In extreme cases, they even have to prioritize HCT over TT reduces their landing rate. Generally, though, the real bottleneck (1000/1250/1500) occurs after TT has already been completed.

All in all, I think it's a fairly elegant system that helps smaller planets and makes the game harder and (somewhat) more complicated for bigger ones.

I don't believe removing it (or making it much faster, to the point of becoming trivial) will solve the problem that the early round is boring. Alliances don't start wars to gain more roids than they would if they were galraiding. They start wars because they want to take those roids from a specific alliance. At tick 200, there generally isn't anyone threatening to run away with the round yet, despite what AD might have us believe.

As long as most tags(If not all tags except KittenZ) prefer doing the core-route over ship/TT rushing it might point towards the ship rush/early attack route is too weak.
If you look at most guides from 5-10 years back, a lot of them are focused away from cores iirc?

Maybe splitting HCT up into smaller parts, ie each part 1200RP for 100 more mineable roids could be a good idea.
To be able to "run away with the round" early on you need to have sufficient HCT to make constant attacking plausible. Often you have to idle your fleet simply because you are too far behind on HCT.


Quote:
Originally Posted by Mzyxptlk View Post
Maybe we could instead vary the war cap rate bonus over time? Higher at the start of the round, to encourage activity, then slowly decaying to its current amount near the end?
Ive suggested earlier that the war bonus should be based on how much roid the tag got compared to the universe average.
If tag A got 2x the amount of roids of everyone else having the war bonus decaying could lead to an earlier stagnation.
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